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本游戏使用C语言和easyx图形库编写,通过这个项目我们可以深度的掌握C语言的各种语言特性和高级开发技巧,以及锻炼我们独立的项目开发能力,
在开始编写代码之前,我们需要先了解一下游戏的基本规则和功能:
游戏界面:游戏界面是一个矩形区域,玩家可以在区域内进行植物的放置和铲除等操作。
僵尸:僵尸会从游戏界面的右侧向左测移动,靠近植物后会停下来吃植物。
植物:不同的植物有不同的功能,在这里我们可以将植物分为三大类:
1. 生产型植物(如太阳花):这种植物的特点是在一定的时间生产出太阳,以增加太阳的产量。
2.发射型植物(如豌豆射手):这种植物的特点是发射相应类型的子弹,对僵尸产生伤害和特定的效果。
3. 爆炸性植物(火爆辣椒):这种植物的特点是对一定区域的所有僵尸产生高额伤害。(一次性植物)
接下来,我们将通过以下几个步骤来实现这个游戏:
初始化游戏界面。
实现僵尸的创建、僵尸的更新、僵尸吃植物的检测。
实现的植物的放置。
实现植物的功能:
对于生产型植物我们需要写出阳光的生产,以及阳光的收集操作。
对于发射型植物我们需要判断植物是否发射子弹,发射子弹后还需更新子弹、检测子弹与僵尸的碰撞。
对于爆炸型植物,我们需要判断僵尸是否在爆炸范围内,然后杀死在爆炸范围内的僵尸。
我们需要先将游戏地图、卡牌和卡牌槽绘制出来。可以利用windows自带的画图工具测出游戏地图的位置,从而将这些卡牌和卡牌槽放置到合适的位置。
- //地图
- putimage(-150, 0, &img);
- //卡牌槽
- putimagePNG(80, -10, &imgBar);
- //植物卡牌
- for (int i = 0; i < PLANT_COUNT + 2; i++)
- {
- if(i==PLANT_COUNT)
- putimagePNG(163 + i * 65 + 8, -5, &imgCards[i]);
- else
- putimagePNG(163 + i * 65, 0, &imgCards[i]);
- }
因为需要在这个9*5的草地区域内放置植物,所以我们得计算出每个草方块的位置。我利用画图软件测出每个草方块大约是长81、宽100个像素点。 第一个草方块距离游戏窗口大约101个像素点。
这样就可以得出每个草方块的位置:256 - 150 + col * 81;100 + row * 100 - 15;
每个植物都有相似的特性,所以我们需要写一个放置植物信息的结构体。然后创建一个5*9的结构体数组,用来表示每个草方块上的植物。
- enum {
- WAN_DOU, TAI_YANG, LA_JIAO, KUN_KUN, JIAN_GUO,
- HAN_BING_WAN_DOU, YING_TAO, SAN_TOU_WAN_DOU, PLANT_COUNT
- };
- struct plant
- {
- int type;//植物类型
- int frameIndex;//植物动作帧
- //bool catched;//是否被吃
- int blood;//血量
-
- int shootTime;//植物子弹的射速
-
- int timer;//阳光生产的时间
- int x, y;//植物坐标
- bool shoot;//判断植物是否处于发射状态
- };
- struct plant map[5][9];
在 Windows 编程中,我们可以利用下面的变量获取鼠标信息。
- ExMessage msg;
- msg.message
- ExMessage msg;
- static int status = 0;
- if (peekmessage(&msg))//判断有没有消息
- {
- if (msg.message == WM_LBUTTONDOWN)//左键按下
- {
- //鼠标是否在卡牌的位置按下
- if (msg.x > 163 && msg.x < 163 + 65 * (PLANT_COUNT+2) && msg.y < 96)
- {
- //mciSendString("play res/audio/bleep.mp3 alias BGM4", NULL, NULL, NULL);
- PlaySound("res/audio/bleep.wav", NULL, SND_FILENAME | SND_ASYNC);
- //PlaySound("res/sunshine.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- int index = (msg.x - 163) / 65;
- //坤坤
- /* if (index + 1 == KUN_KUN && sunshine >= 100)
- {
- curPlant = index + 1;
- status = 1;
- curX = msg.x;
- curY = msg.y;
- sunshine -= 100;
- }*/
- curPlant = index + 1;
- status = 1;
- curX = msg.x;
- curY = msg.y;
- }
- }
- else if (msg.message == WM_MOUSEMOVE && status == 1)//鼠标移动
- {
- curX = msg.x;
- curY = msg.y;
- }
- else if (msg.message == WM_LBUTTONUP)//鼠标放下
- {
- if (msg.x > 256 - 150 && msg.x < Wide - 70 && msg.y > 100 && msg.y < 590)
- {
- int row = (msg.y - 100) / 102;
- int col = (msg.x - 256 + 150 ) / 81;
-
-
- if (map[row][col].type == 0 && curPlant != PLANT_COUNT + 1 && curPlant != PLANT_COUNT + 2)
- {
- //printf("%d\n", map[col][row].type);
- map[row][col].type = curPlant;
- map[row][col].frameIndex = 0;
-
- if(curPlant!=0)
- PlaySound("res/audio/coffee.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- if (curPlant == 5)
- map[row][col].blood = KUNKUN_BLOOD * 50;
- else
- map[row][col].blood = KUNKUN_BLOOD;
-
- map[row][col].shootTime = 0;
- map[row][col].shoot = false;
-
- map[row][col].x = 256 - 150 + col * 81;
- map[row][col].y = 100 + row * 100 - 15;
-
- }
- else if (map[row][col].type != 0 && curPlant == PLANT_COUNT + 1)
- {
- PlaySound("res/audio/coffee.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- map[row][col].type = 0;
- map[row][col].blood = 0;
-
- }
- }
- }
- else if (msg.message == WM_RBUTTONDOWN)//鼠标右键
- {
- curPlant = 0;
- status = 0;
- }
僵尸也是和植物一样需要创建一个结构体存放信息。然后创建一个结构体数组,作为一个僵尸池,当需要创建一个僵尸时,我们就从这个池里取一个未被使用的僵尸。
- struct zm
- {
- int x, y;//僵尸的坐标
- int frameIndex;//僵尸动作帧
- bool used;//僵尸是否被使用
- int speed;//僵尸每一次移动的位移
- int row;//僵尸所在行
- int blood;//僵尸血量
- bool dead;//僵尸是否死亡
- bool eating;//僵尸是否在吃植物
- bool boom;//僵尸是否被炸死
- int zmSpeed;//僵尸的移动快慢
- };
- struct zm zms[ZM_MAX];
- //找一个可用的僵尸
- int i;
- for (i = 0; i < zmMax && zms[i].used && zms[i].dead == false; i++);
到一定的时间就创建一个僵尸。
-
- void createZM()
- {
- if (zmCount >= zmCount_max)
- return;
-
- static int zmFre = 500;
- static int count = 0;
-
- //控制僵尸的生成快慢
- count++;
- if (count > zmFre)
- {
- count = 0;
- zmFre = 200;
- int i = 0;
- int zmMax = sizeof(zms) / sizeof(zms[0]);
- for (i = 0; i < zmMax && zms[i].used && zms[i].dead == false; i++);
- if (i < zmMax)
- {
- memset(&zms[i], 0, sizeof(zms[i]));
- zms[i].used = true;
- zms[i].speed = 2;
- zms[i].row = rand() % 5;
- zms[i].y = 100 + (zms[i].row) * 100 + 70;
- zms[i].x = Wide;
- zms[i].blood = ORDINARY_ZM_BLOOD;
- zms[i].dead = false;
- zms[i].boom = false;
- zms[i].zmSpeed = 4;
- zmCount++;
- }
- }
- }
僵尸靠近植物就将僵尸置为吃东西的状态,减植物的血量,当植物的血量小于等于0时,就去除植物。
- void checkZM2Zhiwu()
- {
- char name[64];
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < zCount; i++)
- {
- //killCount = 0;
- if (zms[i].dead)continue;
-
- //zms[i].chomptime = 0;
- int row = zms[i].row;
- for (int j = 0; j < 9; j++)
- {
- //if (map[row][j].type == 0)continue;
-
- //
- int zhiwuX = 101 + j * 81;
- int x1 = zhiwuX;
- int x2 = zhiwuX + 81;
- int x3 = zms[i].x + 100;
- if (x3 >= x1 && x3 <= x2)
- {
- if (map[row][j].blood <= 0 || (map[row][j].type == 0 && zms[i].eating != false))
- {
- map[row][j].blood = 0;
- map[row][j].type = 0;
- zms[i].eating = false;
- //zms[i].frameIndex = 0;
- zms[i].speed = 3;
- }
- else if (map[row][j].type != 0)
- {
- //mciSendString("play ZM_BGM repeat", NULL, NULL, NULL);
- //mciSendString("play name repeat", NULL, 0, NULL);
- zms[i].eating = true;
- zms[i].speed = 0;
- if (map[row][j].type != 3 && map[row][j].type != 7)
- map[row][j].blood--;
- //zms[i].frameIndex = 0;
- }
-
- }
- else if (x3 > 830)
- {
- zms[i].eating = false;
- zms[i].speed = 3;
- }
- }
- }
- }
当僵尸出现在游戏界面时,与该僵尸同一行的发射性植物就发射出子弹。
同样需要创建一个结构体存放子弹的信息,然后创建一个子弹池。
- //子弹
- struct bullet
- {
- double x, y;//子弹的坐标
- bool used;//子弹是否被使用
- int row;//子弹所在行
- int speed;//子弹速度
- bool blast;//是否发生爆炸
- int frameIndex;//帧序号
- };
- //坤坤
- struct bullet bullets[1000];
以坤坤为例:
- void shoot()
- {
- int lines[5] = { 0 };
- int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
-
- int zmCount = sizeof(zms) / sizeof(zms[0]);
- int dangerX = Wide - 80;
- for (int i = 0; i < zmCount; i++)
- {
- if (zms[i].dead == false && zms[i].x < dangerX && zms[i].x>100)
- {
- lines[zms[i].row] = 1;
- }
- }
-
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- //坤坤
- if (map[i][j].type == KUN_KUN + 1 && lines[i])
- {
- map[i][j].shootTime++;
- if (map[i][j].shootTime > 20)
- {
- map[i][j].shootTime = 0;
- //子弹池
- int k;
- for (k = 0; k < bulletMax && bullets[k].used; k++);
- if (k < bulletMax)
- {
- map[i][j].frameIndex = 3;
- bullets[k].used = true;
- bullets[k].row = i;
- bullets[k].speed = 10;
-
- bullets[k].blast = false;
- bullets[k].frameIndex = 0;
-
- int zwX = 256 - 150 + j * 81;
- int zwY = 100 + i * 100 - 15;
- bullets[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10;
- bullets[k].y = zwY + 5;
- }
- }
- }
-
-
- }
- }
- }
不断的改变加子弹的横坐标,当子弹出游戏界面时,子弹就被置为未被使用。
以坤坤为例:
- void updateBullets_kunkun()
- {
- 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 > Wide)
- {
- bullets[i].used = false;
- }
-
- }
- }
- }
当子弹靠近僵尸时减去僵尸的一定量血量,然后对僵尸造成一定的效果(例如,坤坤子弹的效果是击退僵尸,那么我们只需要更改僵尸的横坐标即可。),最后将子弹置为未被使用。
以坤坤为例:
- void checkBullet2Zm_kunkun()
- {
- int bCount = sizeof(bullets) / sizeof(bullets[0]);
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < bCount; i++)
- {
- {
- for (int j = 0; j < zCount; j++)
- {
- if (zms[j].used == false)continue;
- int x1 = zms[j].x + 80;
- int x2 = zms[j].x + 110;
- int x = bullets[i].x;
- if (zms[j].dead == false &&
- bullets[i].row == zms[j].row && x > x1 && x < x2 && bullets[i].used) {
- zms[j].blood -= 20;
- zms[j].x += 1;
- bullets[i].blast = true;
- bullets[i].speed = 0;
- //bullets[i].x = 0;
-
- if (zms[j].blood <= 0)
- {
- killCount++;
-
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- }
- break;
- }
- }
- }
- }
- }
爆炸性植物是一次性的,当植物的动作帧执行完最后一帧后植物就置为死亡,在爆炸范围内的僵尸也死亡。
以火爆辣椒为例:
- void checkBoom2Zm()
- {
- int zCount = sizeof(zms) / sizeof(zms[0]);
-
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- //火爆辣椒
- else if (map[i][j].type == LA_JIAO + 1)
- {
- if (map[i][j].frameIndex > 7)
- {
- for (int k = 0; k < zCount; k++)
- {
- if (zms[k].used == false)continue;
-
- if (zms[k].row == i && zms[k].x < Wide - 80 - 70 && zms[k].dead == false)
- {
- killCount++;
-
- zms[k].boom = true;
- zms[k].dead = true;
- zms[k].speed = 0;
- zms[k].frameIndex = 0;
- zms[k].blood = 0;
- }
- }
- if (map[i][j].frameIndex > 14)
- {
- map[i][j].type = 0;
- map[i][j].frameIndex = 0;
- }
- }
- }
- }
- }
- }
创建存放小车信息的结构体数组,小推车一条路一辆共5辆,所以我们只需写一个大小为5的结构体数组即可。
- //小推车
- struct car
- {
- bool move;//是否处于移动状态
- int x, y;//位置
- bool used;//是否被使用
- };
- struct car cars[5];
- for (int i = 0; i < 5; i++)
- {
- cars[i].x = 50;
- cars[i].y = 100 + i * 100 - 15;
- cars[i].used = true;
- cars[i].move = false;
- }
当僵尸的横坐标小于等于小推车最左端的坐标时,小车置为移动状态,处于小推车左边的僵尸死亡。
- void checkcars2Zm()
- {
- for (int i = 0; i < 5; i++)
- {
- int carsX = cars[i].x + 70;
- for (int j = 0; j < ZM_MAX; j++)
- {
- if (zms[j].used && zms[j].dead == false && zms[j].row == i)
- {
- int zmX = zms[j].x + 80;
- if (carsX > zmX && cars[i].used)
- {
- if (cars[i].move == false)
- cars[i].move = true;
- else
- {
- killCount++;
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- }
- }
- }
- }
- }
- }
当小车被置为移动时,小推车开始移动。
- void updatecar()
- {
- for (int i = 0; i < 5; i++)
- {
- if (cars[i].move)
- {
- cars[i].x += 20;
- }
- if (cars[i].x > Wide)
- {
- cars[i].move = false;
- cars[i].used = false;
- }
- }
- }
- #include"game.h"
-
- //判断文件是否存在
- bool fileExist(const char* name)
- {
- FILE* pf = fopen(name, "r");
- if (pf == NULL)
- {
- return false;
- }
- else
- {
- fclose(pf);
- return true;
- }
- }
-
- //初始化豌豆子弹的帧图片数组
- void bulletsInit()
- {
- //坤坤篮球
- loadimage(&imgBulletNormal, "res/bullets/basketball.png", 40, 40);
- memset(bullets, 0, sizeof(bullets));
- //初始化豌豆子弹的帧图片数组
- loadimage(&imgBallBlast[3], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png");
- for (int i = 0; i < 3; i++)
- {
- float k = (i + 1) * 0.2;
- loadimage(&imgBallBlast[i], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png",
- imgBallBlast[3].getwidth() * k,
- imgBallBlast[3].getheight() * k, true);
- }
- //豌豆子弹
- loadimage(&imgBulletNormal_wandou, "res/bullets/bullet_normal.png");
- memset(bullets_wandou, 0, sizeof(bullets_wandou));
- //初始化豌豆子弹的帧图片数组
- loadimage(&imgBallBlast_wandou[3], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png");
- for (int i = 0; i < 3; i++)
- {
- float k = (i + 1) * 0.2;
- loadimage(&imgBallBlast_wandou[i], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png",
- imgBallBlast_wandou[3].getwidth() * k,
- imgBallBlast_wandou[3].getheight() * k, true);
- }
- //寒冰豌豆子弹
- loadimage(&imgBulletNormal_hanbing, "res/bullets/PeaIce/PeaIce_0.png");
- memset(bullets_hanbing, 0, sizeof(bullets_hanbing));
- //初始化豌豆子弹的帧图片数组
- loadimage(&imgBallBlast_hanbing[3], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png");
- for (int i = 0; i < 3; i++)
- {
- float k = (i + 1) * 0.2;
- loadimage(&imgBallBlast_hanbing[i], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png",
- imgBallBlast_hanbing[3].getwidth() * k,
- imgBallBlast_hanbing[3].getheight() * k, true);
- }
- //三头豌豆子弹
- loadimage(&imgBulletNormal_santou, "res/bullets/bullet_normal.png");
- memset(bullets_santou, 0, sizeof(bullets_santou));
- //初始化豌豆子弹的帧图片数组
- loadimage(&imgBallBlast_santou[3], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png");
- for (int i = 0; i < 3; i++)
- {
- float k = (i + 1) * 0.2;
- loadimage(&imgBallBlast_santou[i], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png",
- imgBallBlast_santou[3].getwidth() * k,
- imgBallBlast_santou[3].getheight() * k, true);
- }
- }
-
- void gameInit()
- {
- char name[64];
- //音效
- mciSendString("open res/bg.mp3 alias BGM", NULL, NULL, NULL);
- mciSendString("open res/audio/UraniwaNi.mp3 alias BGM2", NULL, NULL, NULL);
- mciSendString("open res/audio/WateryGraves.mp3 alias BGM3", NULL, NULL, NULL);
- mciSendString("open res/audio/readysetplant.mp3 alias BGM4", NULL, NULL, NULL);
- mciSendString("open res/audio/chomp.mp3 alias ZM_BGM", NULL, NULL, NULL);
-
- loadimage(&img, "res/map/map0.jpg");
- loadimage(&imgBar, "res/bar5.png");
- //loadimage(&imgnotify, "res/screen/PanelBackground.png");
-
- memset(imgPlant, 0, sizeof(imgPlant));
- memset(map, 0, sizeof(map));
- memset(cars, 0, sizeof(cars));
-
- //开场动画
- for (int i = 0; i < 29; i++)
- {
- sprintf_s(name, sizeof(name), "res/yuanshen/%d.png", i + 1);
- loadimage(&imgopena[i], name, 1196, 670);
- }
-
- //植物卡牌
- for (int i = 0; i < PLANT_COUNT + 2; i++)
- {
- sprintf_s(name, sizeof(name), "res/Cards/card_%d.png", i + 1);
- loadimage(&imgCards[i], name,64,89);
-
- for (int j = 0; j < 20; j++)
- {
- sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png",i , j + 1);
- //先判断文件是否存在
- if (fileExist(name))
- {
- imgPlant[i][j] = new IMAGE;
- if (i != 3)
- {
- loadimage(imgPlant[i][j], name);
- }
- else
- {
- loadimage(imgPlant[i][j], name,65,100);
- }
- }
- else
- {
- break;
- }
- }
- }
-
- 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);
- }
-
- curPlant = 0;
- sunshine = 50;
-
- initgraph(Wide, Hight);
-
- //设置字体
- LOGFONT f;
- gettextstyle(&f);
- f.lfHeight = 30;
- f.lfWeight = 15;
- strcpy(f.lfFaceName, "Segoe UI Black");
- f.lfQuality = ANTIALIASED_QUALITY;//抗锯齿效果
- settextstyle(&f);
- setbkmode(TRANSPARENT);//字体透明
- setcolor(BLACK);
-
- //初始化子弹的帧图片数组
- bulletsInit();
-
- //初始化僵尸数据
- memset(zms, 0, sizeof(zms));
- for (int i = 0; i < 22; i++)
- {
- sprintf_s(name, sizeof(name), "res/zm/%d.png", i + 1);
- loadimage(&imgZm[i], name);
- }
-
- killCount = 0;
- zmCount = 0;
- gameStatus = GOING;
-
- //初始化僵尸
- for (int i = 0; i < 38; 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, sizeof(name), "res/zm_eat/%d.png", i + 1);
- loadimage(&imgZMEat[i], name);
- }
-
- for (int i = 0; i < 11; i++)
- {
- sprintf_s(name, sizeof(name), "res/zm_stand/%d.png", i + 1);
- loadimage(&imgZmStand[i], name);
- }
- for (int i = 0; i < 20; i++)
- {
- sprintf_s(name, sizeof(name), "res/zm_dead2/%d.png", i + 1);
- loadimage(&imgzmboom[i], name);
- }
- //小推车
- loadimage(&imgcar, "res/Screen/car.png");
- for (int i = 0; i < 5; i++)
- {
- cars[i].x = 50;
- cars[i].y = 100 + i * 100 - 15;
- cars[i].used = true;
- cars[i].move = false;
- }
- //StartButton
- loadimage(&imgready, "res/Screen/Boom.png");
- }
-
- void drawZm()
- {
- int zmCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < zmCount; i++)
- {
- if (zms[i].used)
- {//IMAGE* img = (zms[i].dead) ? &imgZMDead[zms[i].frameIndex] : &imgZm[zms[i].frameIndex];
- IMAGE* img = NULL;
- if (zms[i].dead)
- {
- if (zms[i].boom == true)
- img = &imgzmboom[zms[i].frameIndex];
- else
- img = &imgZMDead[zms[i].frameIndex];
- }
- else if (zms[i].eating) img = &imgZMEat[zms[i].frameIndex];
- else img = &imgZm[zms[i].frameIndex];
-
- putimagePNG(zms[i].x, zms[i].y - img->getheight(), img);
- }
- }
- }
-
- void drawSunshine()
- {
- int ballMax = sizeof(balls) / sizeof(balls[0]);
- for (int i = 0; i < ballMax; i++)
- {
- //if (balls[i].used || balls[i].xoff)
- if(balls[i].used)
- {
- IMAGE* img = &imgSunshineBall[balls->frameIndex];
- //putimagePNG(balls[i].x, balls[i].y, img);
- putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img);
- }
- }
- }
-
- void drawBullets_kunkun()
- {
- int bulletsMax = sizeof(bullets) / sizeof(bullets[0]);
- for (int i = 0; i < bulletsMax; i++)
- {
- if (bullets[i].used) {
- if (bullets[i].blast) {
- IMAGE* img = &imgBallBlast[bullets[i].frameIndex];
- putimagePNG(bullets[i].x, bullets[i].y - 10, img);
- }
- else {
- putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal);
- }
- }
- }
- }
-
- void drawBullets_wandou()
- {
- int bulletsMax = sizeof(bullets_wandou) / sizeof(bullets_wandou[0]);
- for (int i = 0; i < bulletsMax; i++)
- {
- if (bullets_wandou[i].used) {
- if (bullets_wandou[i].blast) {
- IMAGE* img = &imgBallBlast_wandou[bullets_wandou[i].frameIndex];
- putimagePNG(bullets_wandou[i].x, bullets_wandou[i].y, img);
- }
- else {
- putimagePNG(bullets_wandou[i].x, bullets_wandou[i].y, &imgBulletNormal_wandou);
- }
- }
- }
- }
-
- void drawBullets_hanbing()
- {
- int bulletsMax = sizeof(bullets_hanbing) / sizeof(bullets_hanbing[0]);
- for (int i = 0; i < bulletsMax; i++)
- {
- if (bullets_hanbing[i].used) {
- if (bullets_hanbing[i].blast) {
- IMAGE* img = &imgBallBlast_hanbing[bullets_hanbing[i].frameIndex];
- putimagePNG(bullets_hanbing[i].x, bullets_hanbing[i].y, img);
- }
- else {
- putimagePNG(bullets_hanbing[i].x, bullets_hanbing[i].y, &imgBulletNormal_hanbing);
- }
- }
- }
- }
-
- void drawBullets_santou()
- {
- int bulletsMax = sizeof(bullets_santou) / sizeof(bullets_santou[0]);
- for (int i = 0; i < bulletsMax; i++)
- {
- if (bullets_santou[i].used) {
- if (bullets_santou[i].blast) {
- IMAGE* img = &imgBallBlast_santou[bullets_santou[i].frameIndex];
- putimagePNG(bullets_santou[i].x, bullets_santou[i].y, img);
- }
- else {
- putimagePNG(bullets_santou[i].x, bullets_santou[i].y, &imgBulletNormal_santou);
- }
- }
- }
- }
-
- void drawBullets()
- {
- //坤坤
- drawBullets_kunkun();
- //豌豆
- drawBullets_wandou();
- //寒冰豌豆
- drawBullets_hanbing();
- //三头豌豆
- drawBullets_santou();
- }
-
- void show()//渲染游戏画面
- {
- BeginBatchDraw();
-
- putimage(-150, 0, &img);
- putimagePNG(80, -10, &imgBar);
- char scoreText[8];
- char scoreText1[16];
- sprintf_s(scoreText, sizeof(scoreText), "%d", sunshine);
- sprintf_s(scoreText1, sizeof(scoreText1), "Wave %d zombies", wava_count);
- //sprintf_s(name, sizeof(name), "res/yuanshen/%d.png", i + 1);
- outtextxy(105, 60, scoreText);
- outtextxy(700, 570, scoreText1);
- //outtextxy(700, 570, "s");
-
- //小推车
- for (int i = 0; i < 5; i++)
- {
- if(cars[i].used)
- putimagePNG(cars[i].x, cars[i].y, &imgcar);
- }
-
- //植物卡牌
- for (int i = 0; i < PLANT_COUNT + 2; i++)
- {
- if(i==PLANT_COUNT)
- putimagePNG(163 + i * 65 + 8, -5, &imgCards[i]);
- else
- putimagePNG(163 + i * 65, 0, &imgCards[i]);
- }
-
-
- //植物
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- if (map[i][j].type > 0)
- {
- /*int x = 256 - 150 + j * 81;
- int y = 100 + i * 100 - 15;*/
- int PlantType = map[i][j].type - 1;
- int index = map[i][j].frameIndex;
- if (map[i][j].type != 4 && map[i][j].type != YING_TAO + 1 && map[i][j].type != LA_JIAO + 1)
- {
- putimagePNG(map[i][j].x, map[i][j].y, imgPlant[PlantType][index]);
- }
- else if (map[i][j].type == YING_TAO + 1)
- {
- if (index == 8)
- putimagePNG(map[i][j].x - 75, map[i][j].y-35, imgPlant[PlantType][index]);
- else
- putimagePNG(map[i][j].x - 22, map[i][j].y, imgPlant[PlantType][index]);
- }
- else if (map[i][j].type == LA_JIAO + 1)
- {
- if (index > 7)
- putimagePNG(100, map[i][j].y - 35, imgPlant[PlantType][index]);
- else
- putimagePNG(map[i][j].x, map[i][j].y, imgPlant[PlantType][index]);
- }
- else
- {
- putimagePNG(map[i][j].x + 5, map[i][j].y - 20, imgPlant[PlantType][index]);
- }
- }
- }
- }
-
- //渲染子弹
- drawBullets();
-
- //铲子
- if (curPlant != PLANT_COUNT + 1)
- {
- IMAGE* img = imgPlant[8][0];
- putimagePNG(163 + 8 * 65 + 8, 0, img);
- }
-
- //僵尸
- drawZm();
-
- //渲染拖动中的植物
- if (curPlant > 0)
- {
- IMAGE* img = imgPlant[curPlant - 1][0];
- putimagePNG(curX - img->getwidth() / 2, curY - img->getheight() / 2, img);
- }
-
- //渲染阳光
- drawSunshine();
- EndBatchDraw();
- }
-
- 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)
- {
- sunshine += 25;
- //balls[i].used = false;
- balls[i].status = SUNSHINE_COLLECT;
- //音效
- //mciSendString("play res/sunshine.mp3", 0, 0, 0);
- //不支持MP3格式
- PlaySound("res/sunshine.wav", NULL, SND_FILENAME | SND_ASYNC);
- balls[i].p1 = balls[i].pCur;
- balls[i].p4 = vector2(100, 0);
- balls[i].t = 0;
- float distance = dis(balls[i].p1 - balls[i].p4);
- float off = 8;
- balls[i].speed = 1.0 / (distance / off);
- break;
- /*float destX = 0;
- float destY = 262;
- float angle = atan((y - destY) / (x - destX));
- balls[i].xoff = 4 * cos(angle);
- balls[i].yoff = 4 * sin(angle);*/
- }
- }
- }
- }
-
- void userClick()
- {
- ExMessage msg;
- static int status = 0;
- if (peekmessage(&msg))//判断有没有消息
- {
- if (msg.message == WM_LBUTTONDOWN)//左键按下
- {
- if (msg.x > 163 && msg.x < 163 + 65 * (PLANT_COUNT+2) && msg.y < 96)
- {
- //mciSendString("play res/audio/bleep.mp3 alias BGM4", NULL, NULL, NULL);
- PlaySound("res/audio/bleep.wav", NULL, SND_FILENAME | SND_ASYNC);
- //PlaySound("res/sunshine.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- int index = (msg.x - 163) / 65;
- //坤坤
- /* if (index + 1 == KUN_KUN && sunshine >= 100)
- {
- curPlant = index + 1;
- status = 1;
- curX = msg.x;
- curY = msg.y;
- sunshine -= 100;
- }*/
- curPlant = index + 1;
- status = 1;
- curX = msg.x;
- curY = msg.y;
- }
- else
- {
- collectSunshine(&msg);
- }
- }
- else if (msg.message == WM_MOUSEMOVE && status == 1)//鼠标移动
- {
- curX = msg.x;
- curY = msg.y;
- }
- else if (msg.message == WM_LBUTTONUP)//鼠标放下
- {
- if (msg.x > 256 - 150 && msg.x < Wide - 70 && msg.y > 100 && msg.y < 590)
- {
- int row = (msg.y - 100) / 102;
- int col = (msg.x - 256 + 150 ) / 81;
-
-
- if (map[row][col].type == 0 && curPlant != PLANT_COUNT + 1 && curPlant != PLANT_COUNT + 2)
- {
- //printf("%d\n", map[col][row].type);
- map[row][col].type = curPlant;
- map[row][col].frameIndex = 0;
-
- if(curPlant!=0)
- PlaySound("res/audio/coffee.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- if (curPlant == 5)
- map[row][col].blood = KUNKUN_BLOOD * 50;
- else
- map[row][col].blood = KUNKUN_BLOOD;
-
- map[row][col].shootTime = 0;
- map[row][col].shoot = false;
-
- map[row][col].x = 256 - 150 + col * 81;
- map[row][col].y = 100 + row * 100 - 15;
-
- }
- else if (map[row][col].type != 0 && curPlant == PLANT_COUNT + 1)
- {
- PlaySound("res/audio/coffee.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- map[row][col].type = 0;
- map[row][col].blood = 0;
-
- }
- else if (curPlant == PLANT_COUNT + 2)
- {
-
- if (zmCount >= ZM_MAX)
- return;
-
- int i = 0;
- int zmMax = sizeof(zms) / sizeof(zms[0]);
- for (i = 0; i < zmMax && zms[i].used; i++);
- if (i < zmMax)
- {
- PlaySound("res/audio/coffee.wav", NULL, SND_FILENAME | SND_ASYNC);
- memset(&zms[i], 0, sizeof(zms[i]));
- zms[i].used = true;
- zms[i].speed = 2;
- zms[i].row = row;
- zms[i].y = 100 + (zms[i].row) * 100 + 70;
- zms[i].x = 256 - 150 + (col - 1) * 81;
- zms[i].blood = ORDINARY_ZM_BLOOD;
- zms[i].dead = false;
- zms[i].boom = false;
- zms[i].zmSpeed = 4;
- zmCount++;
- }
- }
- }
- }
- else if (msg.message == WM_RBUTTONDOWN)
- {
- curPlant = 0;
- status = 0;
- }
- }
- }
-
- void createSunshine()
- {
-
- static int count = 0;
- static int fre = 200;
- count++;
- if (count >= fre)
- {
- fre = 200 + rand() % 200;
- count = 0;
-
- //从阳光池取一个可以使用的
- int ballMax = sizeof(balls) / sizeof(balls[0]);
-
- int i;
- for (i = 0; i < ballMax && balls[i].used; i++);
- if (i >= ballMax)return;
-
- balls[i].used = true;
- balls[i].frameIndex = 0;
- /* balls[i].x = 160 + rand() % 600;
- balls[i].y = 60;
- balls[i].destY = (rand() % 4) * 90 + 160;*/
- balls[i].timer = 0;
- /* balls[i].xoff = 0;
- balls[i].yoff = 0;*/
-
- balls[i].status = SUNSHINE_DOWN;
- balls[i].t = 0;
- balls[i].p1 = vector2(160 + rand() % 600, 60);
- balls[i].p4 = vector2(balls[i].p1.x, (rand() % 4) * 90 + 160);
- int off = 2;
- float distance = balls[i].p4.y - balls[i].p1.y;
- balls[i].speed = 1.0 / (distance / off);
- }
-
- int ballMax = sizeof(balls) / sizeof(balls[0]);
- //向日葵生产阳光
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- if (map[i][j].type == TAI_YANG + 1)
- {
- map[i][j].timer++;
- if (map[i][j].timer > 100)
- {
- map[i][j].timer = 0;
-
- int k;
- 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 = (40 + rand() % 50) * (rand() % 2 ? 1 : -1);
- balls[k].p4 = vector2(map[i][j].x + w,
- map[i][j].y + imgPlant[TAI_YANG][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 updatSunshine()
- {
- 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->t += sun->speed;
- sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1);
- if (sun->t >= 1)
- {
- 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;
- }
-
- }
- }
- }
- }
-
- int mciZmTime = 0;
- void createZM()
- {
- if (zmCount >= zmCount_max)
- return;
-
- static int zmFre = 5000000;
- static int count = 0;
-
- count++;
- if (count > zmFre)
- {
- if (mciZmTime == 0)
- {
- mciSendString("play res/audio/awooga.mp3", 0, 0, 0);
- mciZmTime++;
- }
- count = 0;
- zmFre = 202 - 20 * wava_count;
- int i = 0;
- int zmMax = sizeof(zms) / sizeof(zms[0]);
- for (i = 0; i < zmMax && zms[i].used && zms[i].dead == false; i++);
- if (i < zmMax)
- {
- memset(&zms[i], 0, sizeof(zms[i]));
- zms[i].used = true;
- zms[i].speed = 2;
- zms[i].row = rand() % 5;
- zms[i].y = 100 + (zms[i].row) * 100 + 70;
- zms[i].x = Wide;
- zms[i].blood = ORDINARY_ZM_BLOOD;
- zms[i].dead = false;
- zms[i].boom = false;
- zms[i].zmSpeed = 4;
- zmCount++;
- }
- }
- }
-
- int zmSpeed = 6;
- void updateZM()
- {
- int zmMax = sizeof(zms) / sizeof(zms[0]);
- static int count[ZM_MAX] = { 0 };
- //更新僵尸的位置
- for (int i = 0; i < zmMax; i++)
- {
- count[i]++;
- if (count[i] >= (gameStatus == GOING ? zms[i].zmSpeed : zmSpeed))
- {
- //printf("%d ", (gameStatus == GOING ? zms[i].zmSpeed : zmSpeed));
- count[i] = 0;
-
- if (zms[i].used)
- {
- if (zms[i].dead)
- {
- zms[i].frameIndex++;
- if (zms[i].boom == true)
- {
- if (zms[i].frameIndex >= 20)
- {
- //printf("%d ", killCount);
- zms[i].used = false;
- zms[i].row = 0;
- //killCount++;
- if (killCount >= ZM_MAX)
- gameStatus = WIN;
- else if (killCount >= zmCount_max)
- {
- wava_count++;
- zmCount_max *= 2;
- killCount = 0;
- zmCount = 0;
- }
- }
- }
- else
- {
- if (zms[i].frameIndex >= 38)
- {
- //printf("%d ", killCount);
-
- zms[i].used = false;
- zms[i].row = 0;
-
- if (killCount >= ZM_MAX)
- gameStatus = WIN;
- else if (killCount >= zmCount_max)
- {
- wava_count++;
- zmCount_max *= 2;
- killCount = 0;
- zmCount = 0;
- }
- }
- }
- }
- else if (zms[i].eating)
- {
-
- //mciSendString("play res/audio/chomp.mp3", 0, 0, 0);
- //mciSendString("play res/audio/chompsoft.mp3", 0, 0, 0);
- zms[i].frameIndex = (zms[i].frameIndex + 1) % 21;
- }
- else
- {
- zms[i].frameIndex++;
- if (zms[i].frameIndex >= 22)
- {
- zms[i].frameIndex = 0;
- }
- }
- zms[i].x -= zms[i].speed;
- if (zms[i].x < 0)
- {
- //printf("GAME OVER\n");
- //MessageBox(NULL, "over", "over", 0);//待优化
- //exit(0);//待优化
- gameStatus = FAIL;
- }
- }
- }
- }
- }
-
- void shoot()
- {
- int lines[5] = { 0 };
- int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
- int bulletMax_wandou = sizeof(bullets_wandou) / sizeof(bullets_wandou[0]);
- int bulletMax_hanbing = sizeof(bullets_hanbing) / sizeof(bullets_hanbing[0]);
- int bulletMax_santou = sizeof(bullets_santou) / sizeof(bullets_santou[0]);
- int zmCount = sizeof(zms) / sizeof(zms[0]);
- int dangerX = Wide - 80;
- for (int i = 0; i < zmCount; i++)
- {
- if (zms[i].dead == false && zms[i].x < dangerX && zms[i].x>100)
- {
- lines[zms[i].row] = 1;
- }
- }
-
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- //坤坤
- if (map[i][j].type == KUN_KUN + 1 && lines[i])
- {
- map[i][j].shootTime++;
- if (map[i][j].shootTime > 20)
- {
- map[i][j].shootTime = 0;
-
- int k;
- for (k = 0; k < bulletMax && bullets[k].used; k++);
- if (k < bulletMax)
- {
- map[i][j].frameIndex = 3;
- bullets[k].used = true;
- bullets[k].row = i;
- bullets[k].speed = 10;
-
- bullets[k].blast = false;
- bullets[k].frameIndex = 0;
-
- int zwX = 256 - 150 + j * 81;
- int zwY = 100 + i * 100 - 15;
- bullets[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10;
- bullets[k].y = zwY + 5;
- }
- }
- }
-
- //豌豆
- else if (map[i][j].type == WAN_DOU + 1 && lines[i])
- {
- map[i][j].shootTime++;
- if (map[i][j].shootTime > 35)
- {
- map[i][j].shootTime = 0;
- int k;
- for (k = 0; k < bulletMax_wandou && bullets_wandou[k].used; k++);
- if (k < bulletMax_wandou)
- {
- //map[i][j].shoot = true;
- //if(map[i][j].frameIndex > 1)
- map[i][j].frameIndex = 2;
- bullets_wandou[k].used = true;
- bullets_wandou[k].row = i;
- bullets_wandou[k].speed = 8;
-
- bullets_wandou[k].blast = false;
- bullets_wandou[k].frameIndex = 0;
-
- int zwX = 256 - 150 + j * 81;
- int zwY = 100 + i * 100 - 15;
- bullets_wandou[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10;
- bullets_wandou[k].y = zwY + 5;
- }
- }
- }
-
- //寒冰豌豆
- else if (map[i][j].type == HAN_BING_WAN_DOU + 1 && lines[i])
- {
- map[i][j].shootTime++;
- if (map[i][j].shootTime > 35)
- {
- map[i][j].shootTime = 0;
- int k;
- for (k = 0; k < bulletMax_hanbing && bullets_hanbing[k].used; k++);
- if (k < bulletMax_hanbing)
- {
- //map[i][j].shoot = true;
- //if(map[i][j].frameIndex > 1)
- map[i][j].frameIndex = 4;
- bullets_hanbing[k].used = true;
- bullets_hanbing[k].row = i;
- bullets_hanbing[k].speed = 10;
-
- bullets_hanbing[k].blast = false;
- bullets_hanbing[k].frameIndex = 0;
-
- int zwX = 256 - 150 + j * 81;
- int zwY = 100 + i * 100 - 15;
- bullets_hanbing[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10;
- bullets_hanbing[k].y = zwY + 5;
- }
- }
- }
-
- //三头豌豆
- else if (map[i][j].type == SAN_TOU_WAN_DOU + 1 && lines[i])
- {
- map[i][j].shootTime++;
- if (map[i][j].shootTime > 35)
- {
- map[i][j].shootTime = 0;
- int k;
- for (int b = 0; b < 3; b++)
- {
- for (k = 0; k < bulletMax_santou && bullets_santou[k].used; k++);
- if (k < bulletMax_santou)
- {
- //map[i][j].shoot = true;
- //if(map[i][j].frameIndex > 1)
- //map[i][j].frameIndex = 2;
- bullets_santou[k].used = true;
- bullets_santou[k].row = i;
- bullets_santou[k].speed = 8;
-
- bullets_santou[k].blast = false;
- bullets_santou[k].frameIndex = 0;
-
- int zwX = 256 - 150 + j * 81;
- int zwY = 100 + i * 100 - 15;
- bullets_santou[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 30;
- bullets_santou[k].y = zwY + 16;
- direction_santou[k] = b;
- row_santou[k] = i;
- }
- }
- }
- }
- }
- }
- }
-
- void updateBullets_kunkun()
- {
- int countMax = sizeof(bullets) / sizeof(bullets[0]);
- for (int i = 0; i < countMax; i++)
- {
- if (bullets[i].used)
- {
- //static double angle = 0;
- bullets[i].x += bullets[i].speed;
- //angle += bullets[i].speed;
- //bullets[i].y += 10;
-
- //bullets[i].x += bullets[i].speed;
- if (bullets[i].x > Wide)
- {
- bullets[i].used = false;
- }
-
- //待完善
- if (bullets[i].blast)
- {
- bullets[i].frameIndex++;
- if (bullets[i].frameIndex >= 4)
- {
- bullets[i].used = false;
- }
- }
- }
- }
- }
-
- void updateBullets_wandou()
- {
- int countMax_wandou = sizeof(bullets_wandou) / sizeof(bullets_wandou[0]);
- for (int i = 0; i < countMax_wandou; i++)
- {
- if (bullets_wandou[i].used)
- {
- //static double angle = 0;
- bullets_wandou[i].x += bullets_wandou[i].speed;
- //angle += bullets[i].speed;
- //bullets[i].y += 10;
-
- //bullets[i].x += bullets[i].speed;
- if (bullets_wandou[i].x > Wide)
- {
- bullets_wandou[i].used = false;
- }
-
- //待完善
- if (bullets_wandou[i].blast)
- {
- bullets_wandou[i].frameIndex++;
- if (bullets_wandou[i].frameIndex >= 4)
- {
- bullets_wandou[i].used = false;
- }
- }
- }
- }
- }
-
- void updateBullets_hanbing()
- {
- int countMax_hanbing = sizeof(bullets_hanbing) / sizeof(bullets_hanbing[0]);
- for (int i = 0; i < countMax_hanbing; i++)
- {
- if (bullets_hanbing[i].used)
- {
- //static double angle = 0;
- bullets_hanbing[i].x += bullets_hanbing[i].speed;
- //angle += bullets[i].speed;
- //bullets[i].y += 10;
-
- //bullets[i].x += bullets[i].speed;
- if (bullets_hanbing[i].x > Wide)
- {
- bullets_hanbing[i].used = false;
- }
-
- //待完善
- if (bullets_hanbing[i].blast)
- {
- bullets_hanbing[i].frameIndex++;
- if (bullets_hanbing[i].frameIndex >= 4)
- {
- bullets_hanbing[i].used = false;
- }
- }
- }
- }
- }
-
- void updateBullets_santou()
- {
- int countMax_santou = sizeof(bullets_santou) / sizeof(bullets_santou[0]);
- for (int i = 0; i < countMax_santou; i++)
- {
- if (bullets_santou[i].used)
- {
- if (direction_santou[i] == MIDDLE)
- {//static double angle = 0;
- bullets_santou[i].x += bullets_santou[i].speed;
-
- //bullets[i].x += bullets[i].speed;
- if (bullets_santou[i].x > Wide)
- {
- bullets_santou[i].used = false;
- }
- }
- else if (direction_santou[i] == UP)
- {
- int destY = 85 + (row_santou[i] - 1) * 100;
- //int zwX = 256 - 150 + j * 81;
- float angle = atan(0.6);
- bullets_santou[i].x += bullets_santou[i].speed;
- bullets_santou[i].y -= bullets_santou[i].speed * tan(angle);
- //printf("%d\n", row_santou[i]);
- //printf("destY = %d\n", destY);
- //printf("bullets[i].y = %lf\n", bullets[i].y);
- if (bullets_santou[i].y <= destY + 16)
- {
- direction_santou[i] = MIDDLE;
- }
-
- }
- else if (direction_santou[i] == DOWN)
- {
- int destY = 85 + (row_santou[i] + 1) * 100;
- float angle = atan(0.6);
- bullets_santou[i].x += bullets_santou[i].speed;
- bullets_santou[i].y += bullets_santou[i].speed * tan(angle);
- if (bullets_santou[i].y >= destY + 16)
- {
- direction_santou[i] = MIDDLE;
- }
- }
- //待完善
- if (bullets_santou[i].blast)
- {
- bullets_santou[i].frameIndex++;
- if (bullets_santou[i].frameIndex >= 4)
- {
- bullets_santou[i].used = false;
- }
- }
- }
- }
- }
-
- void updateBullets()
- {
- //坤坤
- updateBullets_kunkun();
- //豌豆射手
- updateBullets_wandou();
- //寒冰豌豆
- updateBullets_hanbing();
- //三头豌豆
- updateBullets_santou();
- }
-
- void checkBullet2Zm_kunkun()
- {
- 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 || bullets[i].blast == false)
- {
- for (int j = 0; j < zCount; j++)
- {
- if (zms[j].used == false)continue;
- int x1 = zms[j].x + 80;
- int x2 = zms[j].x + 110;
- int x = bullets[i].x;
- if (zms[j].dead == false &&
- bullets[i].row == zms[j].row && x > x1 && x < x2 && bullets[i].used) {
- zms[j].blood -= 20;
- zms[j].x += 1;
- bullets[i].blast = true;
- bullets[i].speed = 0;
- //bullets[i].x = 0;
-
- if (zms[j].blood <= 0)
- {
- killCount++;
-
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- }
- break;
- }
- }
- }
- }
- }
-
- void checkBullet2Zm_wandou()
- {
- int bCount = sizeof(bullets_wandou) / sizeof(bullets_wandou[0]);
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < bCount; i++)
- {
- //if (bullets[i].used || bullets[i].blast == false)
- for (int j = 0; j < zCount; j++)
- {
- if (zms[j].used == false)continue;
- int x1 = zms[j].x + 80;
- int x2 = zms[j].x + 110;
- int x = bullets_wandou[i].x;
- if (zms[j].dead == false &&
- bullets_wandou[i].row == zms[j].row && x > x1 && x < x2 && bullets_wandou[i].used) {
- zms[j].blood -= 20;
- bullets_wandou[i].blast = true;
- bullets_wandou[i].speed = 0;
- //bullets_wandou[i].x = 0;
-
- if (zms[j].blood <= 0)
- {
- killCount++;
-
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- }
- break;
- }
- }
- }
- }
-
- void checkBullet2Zm_hanbing()
- {
- int bCount = sizeof(bullets_hanbing) / sizeof(bullets_hanbing[0]);
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < bCount; i++)
- {
- //if (bullets[i].used || bullets[i].blast == false)
- for (int j = 0; j < zCount; j++)
- {
- if (zms[j].used == false)continue;
- int x1 = zms[j].x + 80;
- int x2 = zms[j].x + 110;
- int x = bullets_hanbing[i].x;
- if (zms[j].dead == false &&
- bullets_hanbing[i].row == zms[j].row && x > x1 && x < x2 && bullets_hanbing[i].used) {
- zms[j].blood -= 20;
- zms[j].zmSpeed = 7;
- bullets_hanbing[i].blast = true;
- bullets_hanbing[i].speed = 0;
- //bullets_hanbing[i].x = 0;
-
- if (zms[j].blood <= 0)
- {
- killCount++;
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- zms[j].zmSpeed = 4;
- }
- break;
- }
- }
- }
- }
-
- void checkBullet2Zm_santou()
- {
- int bCount = sizeof(bullets_santou) / sizeof(bullets_santou[0]);
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < bCount; i++)
- {
- bullets_santou[i].row = (bullets_santou[i].y - 85+5) / 100;
- //if (bullets[i].used || bullets[i].blast == false)
- for (int j = 0; j < zCount; j++)
- {
- //100 + i * 100 - 15
-
- if (zms[j].used == false)continue;
- int x1 = zms[j].x + 80;
- int x2 = zms[j].x + 110;
- int x = bullets_santou[i].x;
- if (zms[j].dead == false &&
- bullets_santou[i].row == zms[j].row && x > x1 && x < x2 && bullets_santou[i].used) {
- zms[j].blood -= 20;
- bullets_santou[i].blast = true;
- bullets_santou[i].speed = 0;
- //bullets_santou[i].x = 0;
-
- if (zms[j].blood <= 0)
- {
- killCount++;
-
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- zms[j].zmSpeed = 4;
- }
- break;
- }
- }
- }
- }
-
- void checkBullet2Zm()
- {
- //坤坤
- checkBullet2Zm_kunkun();
- //豌豆
- checkBullet2Zm_wandou();
- //寒冰豌豆
- checkBullet2Zm_hanbing();
- //三头豌豆
- checkBullet2Zm_santou();
- }
-
- void checkBoom2Zm()
- {
- int zCount = sizeof(zms) / sizeof(zms[0]);
-
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- //樱桃
- if (map[i][j].type == YING_TAO + 1)
- {
- if (map[i][j].frameIndex > 8)
- {
- PlaySound("res/audio/cherrybomb.wav", NULL, SND_FILENAME | SND_ASYNC);
- //map[row][col].x = 256 - 150 + col * 81;
- //map[row][col].y = 100 + row * 100 - 15;
- map[i][j].type = 0;
- map[i][j].frameIndex = 0;
- int x1 = 100 + 81 * (j - 1);
- int x2 = 100 + 81 * (j + 2);
- int y1 = 85 + (i - 1) * 100;
- int y2 = 85 + (i + 2) * 100;
- for (int k = 0; k < zCount; k++)
- {
- if (zms[k].used == false)continue;
-
- int zmX = zms[k].x + imgZm[0].getwidth() / 2;
- int zmY = zms[k].y;
- if (zmX <= x2 && zmX >= x1 && zmY >= y1 && zmY <= y2 && zms[k].dead == false)
- {
- killCount++;
-
- zms[k].boom = true;
- zms[k].dead = true;
- zms[k].speed = 0;
- zms[k].frameIndex = 0;
- zms[k].blood = 0;
-
- }
- }
- }
- }
- //火爆辣椒
- else if (map[i][j].type == LA_JIAO + 1)
- {
- if (map[i][j].frameIndex > 7)
- {
- if (map[i][j].frameIndex == 8)
- PlaySound("res/audio/firepea.wav", NULL, SND_FILENAME | SND_ASYNC);
-
- for (int k = 0; k < zCount; k++)
- {
- if (zms[k].used == false)continue;
-
- if (zms[k].row == i && zms[k].x < Wide - 80 - 70 && zms[k].dead == false)
- {
- killCount++;
-
- zms[k].boom = true;
- zms[k].dead = true;
- zms[k].speed = 0;
- zms[k].frameIndex = 0;
- zms[k].blood = 0;
- }
- }
- if (map[i][j].frameIndex > 14)
- {
- map[i][j].type = 0;
- map[i][j].frameIndex = 0;
- }
- }
- }
- }
- }
- }
-
- void checkZM2Zhiwu()
- {
- int chomp = 0;
- //mciSendString("play ZM_BGM repeat", NULL, NULL, NULL);
- char name[64];
- int bCount = sizeof(bullets) / sizeof(bullets[0]);
- int zCount = sizeof(zms) / sizeof(zms[0]);
- for (int i = 0; i < zCount; i++)
- {
- //killCount = 0;
- if (zms[i].dead)continue;
-
- //zms[i].chomptime = 0;
- int row = zms[i].row;
- for (int j = 0; j < 9; j++)
- {
- //if (map[row][j].type == 0)continue;
-
- //
- int zhiwuX = 101 + j * 81;
- int x1 = zhiwuX;
- int x2 = zhiwuX + 81;
- int x3 = zms[i].x + 100;
- if (x3 >= x1 && x3 <= x2)
- {
- if (map[row][j].blood <= 0 || (map[row][j].type == 0 && zms[i].eating != false))
- {
- map[row][j].blood = 0;
- map[row][j].type = 0;
- zms[i].eating = false;
- //zms[i].frameIndex = 0;
- zms[i].speed = 3;
- }
- else if (map[row][j].type != 0)
- {
- //mciSendString("play ZM_BGM repeat", NULL, NULL, NULL);
- //mciSendString("play name repeat", NULL, 0, NULL);
- zms[i].eating = true;
- zms[i].speed = 0;
- if (map[row][j].type != 3 && map[row][j].type != 7)
- map[row][j].blood--;
- //zms[i].frameIndex = 0;
- }
- if (zms[i].eating && chomp == 0)
- chomp = 1;
-
- }
- else if (x3 > 830)
- {
- zms[i].eating = false;
- zms[i].speed = 3;
- }
- }
- }
- static int chomp_time = 0;
- chomp_time++;
- if (chomp&&chomp_time>20)
- {
- chomp_time = 0;
- PlaySound("res/audio/chomp.wav", NULL, SND_FILENAME | SND_ASYNC);
- //mciSendString("play ZM_BGM", NULL, NULL, NULL);
- //printf("1 ");
- }
- }
-
- void checkcars2Zm()
- {
- for (int i = 0; i < 5; i++)
- {
- int carsX = cars[i].x + 70;
- for (int j = 0; j < ZM_MAX; j++)
- {
- if (zms[j].used && zms[j].dead == false && zms[j].row == i)
- {
- int zmX = zms[j].x + 80;
- if (carsX > zmX && cars[i].used)
- {
- if (cars[i].move == false)
- cars[i].move = true;
- else
- {
- killCount++;
- zms[j].dead = true;
- zms[j].speed = 0;
- zms[j].frameIndex = 0;
- }
- }
- }
- }
- }
- }
-
- void collistionCheck()
- {
- //子弹对僵尸的检测
- checkBullet2Zm();
- //僵尸对植物的检测
- checkZM2Zhiwu();
- //爆炸对植物的检测
- checkBoom2Zm();
- //小推车对僵尸的检测
- checkcars2Zm();
- }
-
- void updatecar()
- {
- for (int i = 0; i < 5; i++)
- {
- if (cars[i].move)
- {
- cars[i].x += 20;
- }
- if (cars[i].x > Wide)
- {
- cars[i].move = false;
- cars[i].used = false;
- }
- }
- }
-
- void updateGame()
- {
- srand((unsigned)time(NULL));
- static int count = 0;
- count++;
- if (count > 4)
- {
- count = 0;
- for (int i = 0; i < 5; i++)
- {
- for (int j = 0; j < 9; j++)
- {
- if (map[i][j].type > 0)
- {
- map[i][j].frameIndex++;
- int PlantType = map[i][j].type - 1;
- int index = map[i][j].frameIndex;
- if (map[i][j].shoot)
- {
- if (map[i][j].frameIndex > 1)
- {
- map[i][j].shoot = false;
- }
- }
- else
- {
- if (imgPlant[PlantType][index] == NULL)
- {
- map[i][j].frameIndex = 0;
- }
- }
- }
- }
- }
- }
-
- createSunshine();//创建阳光
- updatSunshine();//更新阳光状态
-
- createZM();//创建僵尸
- updateZM();//更新僵尸状态
-
- shoot();//发射豌豆子弹
- updateBullets();//更新子弹
- collistionCheck();//实现豌豆子弹的碰撞检测
-
- updatecar();//更新小推车
- }
-
- void menu()
- {
- mciSendString("play BGM", NULL, NULL, NULL);
-
- IMAGE imgBg, imgMenu1, imgMenu2;
- loadimage(&imgBg, "res/menu.png");
- loadimage(&imgMenu1, "res/menu2.png");
- loadimage(&imgMenu2, "res/menu1.png");
- int flag = 0;
-
- while (1)
- {
- BeginBatchDraw();
- putimage(0, 0, &imgBg);
- putimagePNG(474, 75, flag ? &imgMenu1 : &imgMenu2);
-
- ExMessage msg;
- if (peekmessage(&msg))
- {
- if (msg.message == WM_LBUTTONDOWN &&
- msg.x > 474 && msg.x < 474 + 300 &&
- msg.y>75 && msg.y < 75 + 140)
- {
- flag = 1;
- PlaySound("res/audio/bleep.wav", NULL, SND_FILENAME | SND_ASYNC);
- }
- else if (msg.message == WM_LBUTTONUP && flag == 1)
- {
- EndBatchDraw();
- break;
- }
- }
- EndBatchDraw();
- }
- }
-
- void viewScence()
- {
- mciSendString("play BGM3", NULL, NULL, NULL);
-
- //开头场景时僵尸的位置
- vector2 points[9] = {
- {550,80},{530,160},{630,170},{530,200},{515,270},
- {565,370},{605,340},{705,280},{690,340}
- };
- int index[9];
- for (int i = 0; i < 9; i++)
- {
- index[i] = rand() % 11;
- }
-
- int count = 0;
- for (int i = 0; i >= -500; i-=3)
- {
- BeginBatchDraw();
- putimage(i, 0, &img);
-
- count++;
- for (int k = 0; k < 9; k++)
- {
- putimagePNG(points[k].x + 500 + i,
- points[k].y, &imgZmStand[index[k]]);
- if (count >= 10)
- {
- index[k] = (index[k] + 1) % 11;
- }
- }
- if (count >= 10)count = 0;
- EndBatchDraw();
- Sleep(10);
- }
-
- for (int i = 0; i < 60; i++)
- {
- BeginBatchDraw();
-
- putimage(-500, 0, &img);
- for (int k = 0; k < 9; k++)
- {
- putimagePNG(points[k].x, points[k].y, &imgZmStand[index[k]]);
- index[k] = (index[k] + 1) % 11;
- }
-
- EndBatchDraw();
- Sleep(50);
- }
-
- for (int i = -500; i <= -150; i += 2)
- {
- BeginBatchDraw();
-
- putimage(i, 0, &img);
- count++;
- for (int k = 0; k < 9; k++)
- {
- putimagePNG(points[k].x + 500 + i,
- points[k].y, &imgZmStand[index[k]]);
- if (count >= 10)
- {
- index[k] = (index[k] + 1) % 11;
- }
- if (count >= 10) count = 0;
- }
- EndBatchDraw();
- Sleep(10);
- }
-
- }
-
- void barsDown()
- {
- int height = imgBar.getheight();
- for (int y = -height; y <= -10; y++)
- {
- BeginBatchDraw();
-
- putimagePNG(80, y, &imgBar);
- for (int i = 0; i < PLANT_COUNT + 2; i++)
- {
- putimagePNG(163 + i * 65, y + 10, &imgCards[i]);
- }
-
- EndBatchDraw();
- Sleep(10);
- }
- for (int i = 0; i < 5; i++)
- {
- putimagePNG(50, 100 + i * 100 - 15, &imgcar);
- }
- mciSendString("close BGM3", NULL, 0, NULL);
- mciSendString("play BGM4", NULL, NULL, NULL);
- Sleep(1000);
- putimagePNG(450 - imgready.getwidth()/2, 300 - imgready.getheight()/2, &imgready);
- Sleep(200);
- }
-
- void failScence()
- {
- for (int i = -150; i <= -100; i += 1)
- {
- BeginBatchDraw();
- //zmSpeed = 6;
- putimage(i, 0, &img);
- //show();
- drawZm();
- //updateGame();
- createZM();//创建僵尸
- updateZM();//更新僵尸状态
-
- EndBatchDraw();
- Sleep(50);
- }
- }
-
- bool checkOver()
- {
- int ret = false;
- if (gameStatus == WIN)
- {
- mciSendString("close BGM2", NULL, NULL, NULL);
-
- loadimage(0, "res/win2.png");
- mciSendString("play res/win.mp3", 0, 0, 0);
- ret = true;
- }
- else if (gameStatus == FAIL)
- {
- mciSendString("close BGM2", NULL, NULL, NULL);
-
- mciSendString("play res/lose.mp3", 0, 0, 0);
- failScence();
- Sleep(500);
- loadimage(0, "res/fail2.png");
- ret = true;
- }
- return ret;
- }
-
- void OpeningAnimation()
- {
- mciSendString("play res/audio/yuanshen.mp3", 0, 0, 0);
- for (int i = 0; i < 29; i++)
- {
- BeginBatchDraw();
- putimage(-148, -35, &imgopena[i]);
-
- EndBatchDraw();
- Sleep(50);
- }
- Sleep(4000);
- }
-
- int main()
- {
- //加载游戏画面
- gameInit();
- //开场动画
- OpeningAnimation();
- menu();
- mciSendString("close BGM", NULL, 0, NULL);
- //游戏开始时的场景切换
- viewScence();
- //游戏开始时卡牌和卡牌槽的下落
- barsDown();
- int timer = 0;
- bool flag = true;
-
- mciSendString("play BGM2 repeat", NULL, NULL, NULL);
- while (1)
- {
- //用户操作
- userClick();
- //游戏更新时间
- timer += getDelay();
- if (timer > 20)
- {
- flag = true;
- timer = 0;
- }
- if (flag)
- {
- flag = false;
- //绘制游戏画面
- show();
- //更新游戏画面
- updateGame();
- if(checkOver()) break;
- }
- }
- closegraph;
- system("pause");
- return 0;
- }
- #pragma once
- #define _CRT_SECURE_NO_WARNINGS 1
-
- #include<easyx.h>
- #include<stdio.h>
- #include<time.h>
- #include<math.h>
- #include"tools.h"
- #include<mmsystem.h>
- #include"vector2.h"
- #pragma comment(lib,"winmm.lib")
-
- #define Wide 900
- #define Hight 600
- #define KUNKUN_BLOOD 100//非坚果植物的血量
- #define ORDINARY_ZM_BLOOD 1270*3//僵尸血量
- #define ZM_MAX 1024//创建僵尸的最大数量
-
- enum {
- WAN_DOU, TAI_YANG, LA_JIAO, KUN_KUN, JIAN_GUO,
- HAN_BING_WAN_DOU, YING_TAO, SAN_TOU_WAN_DOU, PLANT_COUNT
- };
- IMAGE img;//地图
- IMAGE imgBar;//卡牌槽
- IMAGE imgCards[PLANT_COUNT + 2];//卡牌
- IMAGE* imgPlant[PLANT_COUNT + 2][20];//植物动作
- IMAGE imgZmStand[11];//开场僵尸的站立
- IMAGE imgcar;//小推车
- IMAGE imgopena[29];//开场动画
- IMAGE imgready;
- IMAGE imgnotify;
-
- int curX, curY;//当前选中植物,在移动过程中植物的坐标
- int curPlant;// 0:没有选中,1:选中了第一种种植物
- int sunshine;
-
- enum { GOING, WIN, FAIL };
- int killCount;//已经杀掉的僵尸个数
- int zmCount;//已经出现的僵尸个数
- int zmCount_max = 1;//每波出现的僵尸数量
- int gameStatus;//游戏的状态
- int wava_count = 1;//第wava_count波僵尸
-
- struct plant
- {
- int type;//植物类型
- int frameIndex;//植物动作帧
- //bool catched;//是否被吃
- int blood;//血量
-
- int shootTime;//植物子弹的射速
-
- int timer;//阳光生产的时间
- int x, y;//植物坐标
- bool shoot;//判断植物是否处于发射状态
- };
- struct plant map[5][9];
-
- enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_RPODUCT };
-
- struct sunshineBall
- {
- int x, y;
- int frameIndex;//当前显示的图片帧序号
- int destY;//飘落的目标位置的y坐标
- bool used;//是否在使用
- int timer;
-
- float xoff;
- float yoff;
-
- float t;//贝塞尔曲线的时间点
- vector2 p1, p2, p3, p4;
- vector2 pCur;//当前时刻阳光球的位置
- float speed;
- int status;
- };
-
- //10个阳光球
- struct sunshineBall balls[10];
- IMAGE imgSunshineBall[29];
-
- struct zm
- {
- int x, y;//僵尸的坐标
- int frameIndex;//僵尸动作帧
- bool used;//僵尸是否被使用
- int speed;//僵尸每一次移动的位移
- int row;//僵尸所在行
- int blood;//僵尸血量
- bool dead;//僵尸是否死亡
- bool eating;//僵尸是否在吃植物
- bool boom;//僵尸是否被炸死
- int zmSpeed;//僵尸的移动快慢
- };
- struct zm zms[ZM_MAX];
- IMAGE imgZm[22];
- IMAGE imgZMDead[38];
- IMAGE imgzmboom[20];
- IMAGE imgZMEat[21];
-
- //子弹
- struct bullet
- {
- double x, y;//子弹的坐标
- bool used;//子弹是否被使用
- int row;//子弹所在行
- int speed;//子弹速度
- bool blast;//是否发生爆炸
- int frameIndex;//帧序号
- };
- //坤坤
- struct bullet bullets[10000];
- IMAGE imgBulletNormal;
- IMAGE imgBallBlast[4];
- //豌豆
- struct bullet bullets_wandou[200];
- IMAGE imgBallBlast_wandou[4];
- IMAGE imgBulletNormal_wandou;
- //寒冰豌豆
- struct bullet bullets_hanbing[200];
- IMAGE imgBallBlast_hanbing[4];
- IMAGE imgBulletNormal_hanbing;
- //三头豌豆
- struct bullet bullets_santou[200];
- IMAGE imgBallBlast_santou[4];
- IMAGE imgBulletNormal_santou;
- int direction_santou[200];
- int row_santou[200];//三头豌豆发射子弹时所在的行数
- enum { MIDDLE, UP, DOWN };
-
- //小推车
- struct car
- {
- bool move;//是否处于移动状态
- int x, y;//位置
- bool used;//是否被使用
- };
- struct car cars[5];
- /*
- * 增加植物的步骤:
- * 1. 创建子弹的相关变量
- * 2. 加载植物子弹图片
- * 3. 渲染植物子弹
- * 4. 发射植物子弹
- * 5. 检查植物子弹与僵尸的碰撞
- * 6. 更新植物子弹
- */
- //头文件要求
- #include <cmath>
- #include "vector2.h"
-
- //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
-
- //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);
- #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;
- }
- }
- #pragma once
- #include <graphics.h>
-
- void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
- int getDelay();
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