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实现这个游戏需要Easy_X
//开发日志 //1导入素材 //2实现最开始的游戏场景 //3实现游戏顶部的工具栏 //4实现工具栏里面的游戏卡牌 #define WIN_WIDTH 900 #define WIN_HEIGHT 600 //定义植物类型 enum { WAN_DOU, XIANG_RI_KUI, ZHI_WU_COUNT }; #include<stdio.h> #include<graphics.h>//easyx图形库的头文件 #include"tools.h" #include"vector2.h"//向量引用 #include<time.h> #include<math.h> #include<mmsystem.h>//导入音乐收集阳光的时候 //导入一个库 #include<Windows.h> #pragma comment(lib,"winmm.lib") IMAGE imgBg;//全局变量表示背景图片 IMAGE imgBar;//工具栏 IMAGE imgCards[ZHI_WU_COUNT]; IMAGE* imgZhiwu[ZHI_WU_COUNT][20]; int curX, curY;//当前选中的植物,在拖动过程中的位置 int curZhiwu;//0没有选中。 1选中了第一种植物 struct zhiwu { int type;//植物种类 0:表示没有植物 1:第一种植物 int frameIndex;//序列帧的序号 bool catched;//是否被僵尸捕获 int deadTime;//死亡倒计时 int x, y; int timer; }; struct zhiwu map[3][9]; //定义一个阳光结构体 enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_RPODUCT }; struct sunshineBall { int x, y;//阳光球飘落位置的坐标(x不变) int frameIndex;//当前图片显示帧的序号 //阳光有一个落点设置 int destY;//飘落位置的Y坐标 bool used;//判断是否在使用 //计时器 int timer; float xoff; float yoff; float t;//贝塞尔曲线时间点0..1 vector2 p1, p2, p3,p4;//分别对应起点终点控制点 vector2 pCur;//当前时刻阳光球的位置 float speed; int status;//阳光状态 }; struct sunshineBall balls[10];//设置10个阳光池 IMAGE imgSunshineBall[29];//加载阳光图片,一共29放入数组中 int sunshine; struct zm { int x, y; int row; int frameIndex; bool used; int speed; int blood;//僵尸血条 bool dead; bool eating;//正在吃植物 }; struct zm zms[10]; IMAGE imgZM[22]; IMAGE imgZMDead[20]; IMAGE imgZMEat[21]; //子弹的数据类型 struct bullet { int x, y; int row; bool used; int speed; bool blast;//定义豌豆射出的子弹是否发生爆炸 int frameIndex;//帧序号 }; struct bullet bullets[30]; IMAGE imgBulletNormal; IMAGE imgBallBlast[4]; bool fileExist(const char* name) { FILE* fp = fopen(name, "r");//r表示文件的读取 if (fp == NULL) { return false; } else { fclose(fp); return true; } } void gameInit() { //加载游戏背景图片 //把字符集修改成多字符字符集 loadimage(&imgBg,"res/bg.jpg"); loadimage(&imgBar,"res/bar5.png"); memset(imgZhiwu, 0, sizeof(imgZhiwu)); //初始化植物卡牌 memset(map, 0, sizeof(map)); char name[64]; for (int i = 0; i < ZHI_WU_COUNT; i++) { //生成植物卡牌的文件名 sprintf_s(name,sizeof(name),"res/Cards/card_%d.png",i+1);//加植物向枚举类型中加 loadimage(&imgCards[i], name); for (int j = 0; j < 20; j++) { sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i ,j+1); //先判断这个文件是否存在 //定义一个接口 if (fileExist(name)) { imgZhiwu[i][j] = new IMAGE; //.....加载 loadimage(imgZhiwu[i][j],name); } else { break; } } } curZhiwu = 0; sunshine = 50; memset(balls, 0, sizeof(balls)); for (int i = 0; i < 29; i++) { sprintf_s(name, sizeof(name), "res/sunshine/%d.png",i+1); loadimage(&imgSunshineBall[i], name); } //配置随机种子,让阳光真正的随机 srand((unsigned)time(NULL)); //创建游戏的图形窗口 initgraph(WIN_WIDTH, WIN_HEIGHT,1); //设置字体 LOGFONT f; gettextstyle(&f); f.lfHeight = 30; f.lfWeight = 15; strcpy(f.lfFaceName, "Segoe UI Black"); //抗锯齿 f.lfQuality = ANTIALIASED_QUALITY; settextstyle(&f); setbkmode(TRANSPARENT); setcolor(BLACK); //初始化僵尸数据 memset(zms, 0, sizeof(zms)); int i = 0; for (i = 0; i < 22; i++) { sprintf_s(name,sizeof(name),"res/zm/%d.png",i+1); loadimage(&imgZM[i],name); } loadimage(&imgBulletNormal,"res/bullets/bullet_normal.png"); memset(bullets,0,sizeof(bullets)); //初始化豌豆子弹的帧图片数组 loadimage(&imgBallBlast[3],"res/bullets/bullet_blast.png"); for (int i = 0; i < 3; i++) { float k = (i + 1) * 0.2; loadimage(&imgBallBlast[i],"res/bullets/bullet_blast.png", imgBallBlast[3].getwidth()*k, imgBallBlast[3].getheight()*k,true); } for (int i = 0; i < 20; i++) { sprintf_s(name,sizeof(name),"res/zm.dead/%d.png",i+1); loadimage(&imgZMDead[i],name); } for (int i = 0; i < 21; i++) { sprintf_s(name,"res/zm_eat/%d.png",i+1); loadimage(&imgZMEat[i],name); } } void drawZM() { int zmCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i < zmCount; i++) { if (zms[i].used) { //IMAGE* img = &imgZM[zms[i].frameIndex]; //IMAGE* img = (zms[i].dead) ? imgZMDead : imgZM; IMAGE* img = NULL; if (zms[i].dead) img = imgZMDead; else if (zms[i].dead) img = imgZMEat; else img = imgZM; img += zms[i].frameIndex; putimagePNG( zms[i].x, zms[i].y-img->getheight(), img); } } } void drawSunshines() { int ballMax = sizeof(balls) / sizeof(balls[0]); for (int i = 0; i < ballMax; i++) { if (balls[i].used || balls[i].xoff) { IMAGE* img = &imgSunshineBall[balls[i].frameIndex]; //putimagePNG(balls[i].x, balls[i].y, img); putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img); } } } void updateWindow() { BeginBatchDraw();//开始缓冲 putimage(0, 0, &imgBg); //putimage(250, 0, &imgBar); putimagePNG(250, 0, &imgBar); for (int i = 0; i < ZHI_WU_COUNT; i++) { int x = 338 + i * 65; int y = 6; putimage(x, y, &imgCards[i]); } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { //int x = 256 + j * 81; //int y = 179 + i*102+14; int Zhiwutype = map[i][j].type - 1; int index = map[i][j].frameIndex; //putimagePNG(x, y, imgZhiwu[Zhiwutype][index]); putimagePNG(map[i][j].x, map[i][j].y,imgZhiwu[Zhiwutype][index]); } } } //渲染拖动过程中的植物 if (curZhiwu) { IMAGE* img = imgZhiwu[curZhiwu - 1][0]; putimagePNG(curX - img->getwidth()/2, curY - img->getheight()/2, img); } drawSunshines();//绘制阳光 char scoreText[8]; sprintf_s(scoreText, sizeof(scoreText),"%d",sunshine); outtextxy(276,67,scoreText);//输出阳光分数 drawZM();//渲染僵尸 //渲染阳光 int bulletMax = sizeof(bullets) / sizeof(bullets[0]); for (int i = 0; i < bulletMax; i++) { if (bullets[i].used) { if (bullets[i].blast) { IMAGE* img = &imgBallBlast[bullets[i].frameIndex]; putimagePNG(bullets[i].x, bullets[i].y, img); } else { putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal); } } } EndBatchDraw();//结束双缓冲 } void collectSunshine(ExMessage* msg) { int count = sizeof(balls) / sizeof(balls[0]); int w = imgSunshineBall[0].getwidth(); int h = imgSunshineBall[0].getheight(); for (int i = 0; i < count; i++) { if (balls[i].used) { /*int x = balls[i].x; int y = balls[i].y;*/ int x = balls[i].pCur.x; int y = balls[i].pCur.y; if (msg->x > x && msg->x<x + w && msg->y>y && msg->y < y + h) { balls[i].used = false; balls[i].status = SUNSHINE_COLLECT; sunshine += 25; mciSendString("play res/sunshine.mp3",0,0,0);//加载音乐文件 //设置阳光球的偏移量 balls[i].p1 = balls[i].pCur; balls[i].p4 = vector2(262, 0); balls[i].t = 0; float distance = dis(balls[i].p1 - balls[i].p4); float off = 8.0; balls[i].speed = 1.0/(distance/off); } } } } void userClick() { ExMessage msg;//参数是消息类型 static int status = 0; //如果消息有值则保存在peekmessage函数中,即为真 if (peekmessage(&msg)) { if (msg.message == WM_LBUTTONDOWN)//WM_LBUTTONDOWN左键按下去的意思 { if (msg.x > 338 && msg.x < 338 + 65*ZHI_WU_COUNT && msg.y < 96)//定义坐标判断点击的是否为植物 { int index = (msg.x - 338) / 65; status = 1; curZhiwu = index + 1; } else { collectSunshine(&msg); } } else if (msg.message == WM_MOUSEMOVE&&status==1)//WM_MOUSEMOVE鼠标移动 { //记录当前位置 curX = msg.x; curY = msg.y; } //鼠标抬动植物就种下去 else if (msg.message == WM_LBUTTONUP) { if (msg.x > 256 && msg.y > 179 && msg.y < 489) { int row = (msg.y - 179) / 102; int col = (msg.x - 256) / 81; if (map[row][col].type == 0) { map[row][col].type = curZhiwu; map[row][col].frameIndex = 0; //int x = 256 + j * 81; //int y = 179 + i*102+14; map[row][col].x = 256 + col * 81; map[row][col].y = 179 + row * 102+14; } } curZhiwu = 0; status = 0; } } } void creatSunshine() { static int count = 0; static int fre = 400; count++; if (count >= fre ) { fre = 200 + rand() % 200; count = 0;//满了计数器清0 //从阳光池中去一个可以使用的 int ballMax = sizeof(balls) / sizeof(balls[0]); int i = 0; for (i = 0; i < ballMax && balls[i].used; i++); if (i >= ballMax) return;//阳光池满了 balls[i].used = true; balls[i].frameIndex = 0; //balls[i].x = 260 + rand() % (900 - 260); //balls[i].y = 60; //balls[i].destY = 200 + (rand() % 4) * 90; balls[i].timer = 0; //balls[i].xoff = 0; //balls[i].yoff = 0; balls[i].status = SUNSHINE_DOWN; balls[i].p1 = vector2(260 + rand() % (900 - 260), 60); balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90); int off = 2; float distance = balls[i].p4.y - balls[i].p1.y; balls[i].speed = 1.0 / (distance / off); } //向日葵生产阳光 int ballMax = sizeof(balls) / sizeof(balls[0]); for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type == XIANG_RI_KUI + 1) { map[i][j].timer++; } if (map[i][j].timer > 200) { map[i][j].timer = 0; int k = 0; for (k = 0; k < ballMax && balls[k].used; k++); if (k >= ballMax) return; balls[k].used = true; balls[k].p1 = vector2(map[i][j].x, map[i][j].y); int w = (100 + rand() % 50) * (rand() % 2 ? 1 : -1); balls[k].p4 = vector2(map[i][j].x+w, map[i][j].y+imgZhiwu[XIANG_RI_KUI][0]->getheight()- imgSunshineBall[0].getheight()); balls[k].p2 = vector2(balls[k].p1.x+w*0.3,balls[k].p1.y-100); balls[k].p3 = vector2(balls[k].p1.x + w * 0.7, balls[k].p1.y + 100); balls[k].status = SUNSHINE_RPODUCT; balls[k].speed = 0.05; balls[k].t = 0; } } } } void updateSunshine()//更新阳光 { int ballMax = sizeof(balls) / sizeof(balls[0]); for (int i = 0; i < ballMax; i++) { if (balls[i].used) { balls[i].frameIndex = (balls[i].frameIndex + 1) % 29; if (balls[i].status = SUNSHINE_DOWN) { struct sunshineBall* sun = &balls[i]; sun->status = SUNSHINE_GROUND; sun->timer = 0; } else if (balls[i].status == SUNSHINE_GROUND) { balls[i].timer++; if (balls[i].timer > 100) { balls[i].used = false; balls[i].timer = 0; } } else if (balls[i].status == SUNSHINE_COLLECT) { struct sunshineBall* sun = &balls[i]; sun->t+=sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t > 1) { sun->used = false; sunshine += 25; } } else if (balls[i].status == SUNSHINE_RPODUCT) { struct sunshineBall* sun = &balls[i]; sun->t += sun->speed; sun->pCur = calcBezierPoint(sun->t, sun->p1, sun->p2, sun->p3, sun->p4); if (sun->t > 1) { sun->status = SUNSHINE_GROUND; sun->timer = 0; } } balls[i].frameIndex=(balls[i].frameIndex+1)%29; if (balls[i].timer == 0) { balls[i].y += 2; } if (balls[i].y >= balls[i].destY) { //balls[i].used = false; balls[i].timer++; if (balls[i].timer > 100) { balls[i].used = false; } } } } } void creatZM() { static int zmFre = 500; static int count = 0; count++; if (count > zmFre) { count = 0; zmFre = rand() % 200 + 300; } int i=0; int zmMax=sizeof(zms)/sizeof(zms[0]); for (i = 0; i < zmMax && zms[i].used; i++); if (i < zmMax) { memset(&zms[i],0,sizeof(zms[i])); zms[i].used = true; zms[i].x = WIN_WIDTH; zms[i].row = rand() % 3; zms[i].y = 172 + (1 + zms[i].row) * 100; zms[i].speed = 1; zms[i].blood = 100; zms[i].dead = false; } } void updataZM() { int zmMax = sizeof(zms) / sizeof(zms[0]); static int count = 0; count++; if (count > 2) { count = 0; //更新僵尸的位置 for (int i = 0; i < zmMax; i++) { if (zms[i].used) { zms[i].x -= zms[i].speed; if (zms[i].x < 170) { printf("GAME OVER\n"); MessageBox(NULL, "over", "over", 0);//待优化 exit(0); } } } } static int count2 = 0; count2++; if (count2 > 4) { count2 = 0; for (int i = 0; i < zmMax; i++) { if (zms[i].used) { if (zms[i].dead) { zms[i].frameIndex++; if (zms[i].frameIndex >= 20) { zms[i].used = false; } } else if (zms[i].eating) { zms[i].frameIndex= (zms[i].frameIndex + 1) % 21; } else { zms[i].frameIndex = (zms[i].frameIndex + 1) % 22; } } } } } void shoot() { int lines[3] = { 0 }; int zmCount = sizeof(zms) / sizeof(zms[0]); int bulletMax = sizeof(bullets) / sizeof(bullets[0]); int dangerX = WIN_WIDTH - imgZM[0].getwidth(); for (int i = 0; i < zmCount; i++) { if (zms[i].used && zms[i].x < dangerX) { lines[zms[i].row] = 1; } } for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type == WAN_DOU + 1&&lines[i]) { static int count = 0; count++; if (count > 20) { count = 0; int k = 0; for (k = 0; k < bulletMax && bullets[k].used; k++); if (k < bulletMax) { bullets[k].used = true; bullets[k].row = i; bullets[k].speed = 6; bullets[k].blast = false; bullets[k].frameIndex = 0; int zwX = 256 + j * 81; int zwY = 179 + i * 102 + 14; bullets[k].x = zwX + imgZhiwu[map[i][j].type - 1][0]->getwidth() - 10; bullets[k].y = zwY+5; } } } } } } void updataBullets() { int countMax = sizeof(bullets) / sizeof(bullets[0]); for (int i = 0; i < countMax; i++) { if (bullets[i].used) { bullets[i].x += bullets[i].speed; if (bullets[i].x > WIN_WIDTH) { bullets[i].used = false; } //子弹的碰撞爆炸 if (bullets[i].blast) { bullets[i].frameIndex++; if (bullets[i].frameIndex >= 4) { bullets[i].used = false; } } } } } void checkBullet2Zm() { int bCount = sizeof(bullets) / sizeof(bullets[0]); int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i < bCount; i++) { if (bullets[i].used == false || bullets[i].blast) { continue; } for (int k = 0; k < zCount; k++) { //if (zms[i].used == false) continue; if (zms[k].used == false) continue; int x1 = zms[k].x + 80; int x2 = zms[k].x + 110; int x = bullets[i].x; if (zms[k].dead == false && bullets[i].row == zms[k].row && x > x1 && x < x2) { zms[k].blood -= 20; bullets[i].blast = true; bullets[i].speed = 0; if (zms[k].blood <= 0) { zms[k].dead = true; zms[k].speed = 0; zms[k].frameIndex = 0; } break; } } } } void checkZm2Zhiwu() { int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i < zCount; i++) { if (zms[i].dead) continue; int row = zms[i].row; for (int k = 0; k < 9; k++) { if (map[row][k].type == 0) { continue; } int ZhiWuX = 256 + k * 81; int x1 = ZhiWuX + 10; int x2 = ZhiWuX + 60; int x3 = zms[i].x + 80; if (x3 > x1 && x3 < x2) { if (map[row][k].catched) { map[row][k].deadTime++; if (map[row][k].deadTime > 100) { map[row][k].deadTime = 0; map[row][k].type = 0; zms[i].eating = false; zms[i].frameIndex = 0; zms[i].speed = 1; } } else { map[row][k].catched = true; map[row][k].deadTime = 0; zms[i].eating = true; zms[i].speed = 0; zms[i].frameIndex = 0; } } } } } void collisionCheck() { checkBullet2Zm(); checkZm2Zhiwu(); } void updateGame() { for (int i = 0; i < 3; i++) { for (int j = 0; j < 9; j++) { if (map[i][j].type > 0) { map[i][j].frameIndex++; int Zhiwutype = map[i][j].type - 1; int index = map[i][j].frameIndex; if (imgZhiwu[Zhiwutype][index] == NULL) { map[i][j].frameIndex = 0; } } } } creatSunshine();//创建阳光 updateSunshine();//更新阳光状态 creatZM();//创建僵尸 updataZM();//更新僵尸的状态 shoot();//发射豌豆子弹 updataBullets();//更新豌豆子弹 collisionCheck();//实现豌豆子弹和僵尸的碰撞 } void startUI() { IMAGE imgBg,imgMenu1,imgMenu2; loadimage(&imgBg,"res/menu.png"); loadimage(&imgMenu1, "res/menu1.png"); loadimage(&imgMenu2, "res/menu2.png"); int flag = 0; while (1) { BeginBatchDraw(); putimage(0,0,&imgBg); putimagePNG(474, 75, flag ? &imgMenu2 : &imgMenu1);//如果flag=0,那么加载第二个菜单, //就是鼠标点击冒险模式后冒险模式的图标会暗淡下来 ExMessage msg; if (peekmessage(&msg))//如果有消息响应 { if (msg.message == WM_LBUTTONDOWN&&msg.x>474&&msg.x<474+300 &&msg.y>75&&msg.y<75+140)//按下鼠标 //判断按下的位置对不对 { flag = 1; //鼠标松开 //EndBatchDraw();//渲染一下 } else if (msg.message == WM_LBUTTONUP&&flag)//鼠标抬起 { return; } } EndBatchDraw(); } } int main(void) { gameInit();//进入游戏的程序函数 startUI();//菜单函数 int timer = 0; bool flag = true; while (1) { userClick(); timer += getDelay(); if (timer > 20) { flag = true; timer = 0; } if (flag) { flag = false; updateWindow(); updateGame(); } } system("pause"); return 0; }
#include "tools.h" // 载入PNG图并去透明部分 void _putimagePNG(int picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标 { DWORD* dst = GetImageBuffer(); // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带 DWORD* draw = GetImageBuffer(); DWORD* src = GetImageBuffer(picture); //获取picture的显存指针 int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带 int picture_height = picture->getheight(); //获取picture的高度,EASYX自带 int graphWidth = getwidth(); //获取绘图区的宽度,EASYX自带 int graphHeight = getheight(); //获取绘图区的高度,EASYX自带 int dstX = 0; //在显存里像素的角标 // 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算 for (int iy = 0; iy < picture_height; iy++) { for (int ix = 0; ix < picture_width; ix++) { int srcX = ix + iy * picture_width; //在显存里像素的角标 int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度 int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的R int sg = ((src[srcX] & 0xff00) >> 8); //G int sb = src[srcX] & 0xff; //B if (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight) { dstX = (ix + picture_x) + (iy + picture_y) * graphWidth; //在显存里像素的角标 int dr = ((dst[dstX] & 0xff0000) >> 16); int dg = ((dst[dstX] & 0xff00) >> 8); int db = dst[dstX] & 0xff; draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16) | ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) | (sb * sa / 255 + db * (255 - sa) / 255); } } } } // 适用于 y <0 以及x<0的任何情况 void putimagePNG(int x, int y, IMAGE* picture) { IMAGE imgTmp, imgTmp2, imgTmp3; int winWidth = getwidth(); int winHeight = getheight(); if (y < 0) { SetWorkingImage(picture); getimage(&imgTmp, 0, -y, picture->getwidth(), picture->getheight() + y); SetWorkingImage(); y = 0; picture = &imgTmp; } else if (y >= getheight() || x >= getwidth()) { return; } else if (y + picture->getheight() > winHeight) { SetWorkingImage(picture); getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y); SetWorkingImage(); picture = &imgTmp; } if (x < 0) { SetWorkingImage(picture); getimage(&imgTmp2, -x, 0, picture->getwidth() + x, picture->getheight()); SetWorkingImage(); x = 0; picture = &imgTmp2; } if (x > winWidth - picture->getwidth()) { SetWorkingImage(picture); getimage(&imgTmp3, 0, 0, winWidth - x, picture->getheight()); SetWorkingImage(); picture = &imgTmp3; } _putimagePNG(x, y, picture); } int getDelay() { static unsigned long long lastTime = 0; unsigned long long currentTime = GetTickCount(); if (lastTime == 0) { lastTime = currentTime; return 0; } else { int ret = currentTime - lastTime; lastTime = currentTime; return ret; } }
//头文件要求 #include <cmath> struct vector2 { vector2(int _x = 0, int _y = 0) :x(x), y(y){} vector2(int* data):x(data[0]),y(data[1]){} long long x, y; }; //加法 vector2 operator +(vector2 x, vector2 y) { return vector2(x.x + y.x, x.y + y.y ); } //减法 vector2 operator -(vector2 x, vector2 y) { return vector2(x.x - y.x, x.y - y.y); } // 乘法 vector2 operator *(vector2 x, vector2 y) { return vector2(x.x * y.x - x.y * y.y, x.y * y.x + x.x * y.y); } // 乘法 vector2 operator *(vector2 y, float x) { return vector2(x*y.x, x*y.y); } vector2 operator *(float x, vector2 y) { return vector2(x * y.x, x * y.y); } //叉积 long long cross(vector2 x, vector2 y) { return x.y * y.x - x.x * y.y; } //数量积 点积 long long dot(vector2 x, vector2 y) { return x.x * y.x + x.y * y.y; } //四舍五入除法 long long dv(long long a, long long b) {//注意重名!!! return b < 0 ? dv(-a, -b) : (a < 0 ? -dv(-a, b) : (a + b / 2) / b); } //模长平方 long long len(vector2 x) { return x.x * x.x + x.y * x.y; } //模长 long long dis(vector2 x) { return sqrt(x.x * x.x + x.y * x.y); } //向量除法 vector2 operator /(vector2 x, vector2 y) { long long l = len(y); return vector2(dv(dot(x, y), l), dv(cross(x, y), l)); } //向量膜 vector2 operator %(vector2 x, vector2 y) { return x - ((x / y) * y); } //向量GCD vector2 gcd(vector2 x, vector2 y) { return len(y) ? gcd(y, x % y) : x; } vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3) { float u = 1 - t; float tt = t * t; float uu = u * u; float uuu = uu * u; float ttt = tt * t; vector2 p = uuu * p0; p = p + 3 * uu * t * p1; p = p + 3 * u * tt * p2; p = p + ttt * p3; return p; }
#pragma once
#include <graphics.h>
void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
int getDelay();
#pragma once //头文件要求 #include <cmath> struct vector2 { vector2(int _x=0, int _y=0) :x(_x), y(_y) {} vector2(int* data) :x(data[0]), y(data[1]){} long long x, y; }; //加法 vector2 operator +(vector2 x, vector2 y); //减法 vector2 operator -(vector2 x, vector2 y); // 乘法 vector2 operator *(vector2 x, vector2 y); vector2 operator *(vector2, float); vector2 operator *(float, vector2); //叉积 long long cross(vector2 x, vector2 y); //数量积 点积 long long dot(vector2 x, vector2 y); //四舍五入除法 long long dv(long long a, long long b); //模长平方 long long len(vector2 x); //模长 long long dis(vector2 x); //向量除法 vector2 operator /(vector2 x, vector2 y); //向量膜 vector2 operator %(vector2 x, vector2 y); //向量GCD vector2 gcd(vector2 x, vector2 y); vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3);
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