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实现这个游戏需要Easy_X
这个在我前面一篇C++之番外篇爱心代码有程序教你怎么下载,大家可自行查看
然后就是需要植物大战僵尸的素材和音乐,需要的可以私信
首先是main.cpp
- //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;
- }
接着是tools.cpp文件
- #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;
- }
- }
然后是vector2.cpp
- //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;
- }
最后头文件tools.h
- #pragma once
- #include <graphics.h>
-
- void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
- int getDelay();
vector2.h
- #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);
这里给大家演示一下画面
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