天天酷跑项目的开发
项目前言
项目是基于Windows,easyX图形库进行开发的,
开发环境:Visual Studio 2022
项目技术最低要求:
常量,变量,数组,循环,函数。
文章目录
- 天天酷跑项目的开发
- 项目前言
- 游戏背景的实现
- 实现玩家的奔跑
- 实现人物的跳跃
- 获取玩家的输入
- 优化帧等待
- 随机出现小乌龟障碍
- 使用结构体优化障碍
- 使用结构体后,重新初始化游戏
- 实现下蹲技能
- 添加柱子障碍物
- 碰撞检测
- 实现血条
- 判断游戏结束 添加背景音乐 添加初始界面
- 优化死亡BUG
- 跨越障碍后计算得分
- 判断游戏胜利
- 源代码
游戏背景的实现
- 使用initgraph()初始化界面;
- 加载背景资源
写好游戏的图像化界面的框架
由于easyX不支持透明图片的的贴图,所以我们要自己写一个透明贴图的函数这里给出3个
// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture);
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture);
void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
// 适用于 y <0 以及x<0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture) {IMAGE imgTmp;if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp;}putimagePNG(x, y, picture);
}// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture) {IMAGE imgTmp;if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp;}else if (x >= winWidth) {return;}else if (x > winWidth - picture->getwidth()) {SetWorkingImage(picture);getimage(&imgTmp, 0, 0, winWidth - x, picture->getheight());SetWorkingImage();picture = &imgTmp;}putimagePNG(x, y, picture);
}// 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Rint sg = ((src[srcX] & 0xff00) >> 8); //Gint sb = src[srcX] & 0xff; //Bif (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) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db}}}
}
//定义相关的变量
IMAGE imgBgs[3]; // 背景图片
int bgX[3]; //背景图片的x坐标
int bgSpeed[3] = { 1, 2, 4 };//三重背景以不同速度行驶
三张背景图片需要载入
//直接在初始化中加载到内存char name[64];for (int i = 0; i < 3; i++) {// "res/bg001.png" "res/bg002.png" "res/bg003.png" sprintf(name, "res/bg%03d.png", i + 1);loadimage(&imgBgs[i], name);bgX[i] = 0;}
注:这里的图片在main.cpp文件夹中的res文件夹下。
再在updateBg的函数中进行渲染;
putimagePNG2(bgX[0], 0, &imgBgs[0]);putimagePNG2(bgX[1], 119, &imgBgs[1]);putimagePNG2(bgX[2], 330, &imgBgs[2]);
编译如果遇到C4996错误只需要在项目属性c/c++中关掉SDL检查即可。
如果出现loadimage()的错误,可能是字符集的问题;只需要在项目属性-高级-字符集-使用多字节字符集即可
看一下执行结果。
如果不使用透明贴图函数
图片成功渲染,但是在实际的游戏中,背景是会移动的且遵守基本的物理。
接下来我们需要移动背景。远处的移动慢,中处更快,最近处看起来最快,所以速度可以取int bgSpeed[3] = { 1, 2, 4 };
void moveBg() {for (int i = 0; i < 3; i++) {bgX[i] -= bgSpeed[i];if (bgX[i] < -WIN_WIDTH) {bgX[i] = 0;}}
在main函数中载入死循环 这样背景就可以无休止的移动了
int main(void) {init();while (1) {BeginBatchDraw();updateBg();EndBatchDraw();moveBg();Sleep(30);}
//使用beginbatchdraw 和endbatchdraw进行优化渲染。}
实现玩家的奔跑
IMAGE imgHeros[12];//玩家的帧图片
int heroX; //玩家的x坐标
int heroY; //玩家的y坐标
int heroIndex; //玩家奔跑的图片帧序号
初始化的时候也初始化玩家
// 加载Hero奔跑的图片帧素材for (int i = 0; i < 12; i++) {// "res/hero1.png" ... "res/hero12.png"sprintf(name, "res/hero%d.png", i + 1);loadimage(&imgHeros[i], name);}
// 设置玩家的初始位置heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;heroY = 345 - imgHeros[0].getheight();heroIndex = 0;
在Main函数中给hero贴图
putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);
更改人物帧图片,让人物看起来会动
heroIndex = (heroIndex + 1) % 12;
RUN:
实现人物的跳跃
初始化函数中
heroJump = false;
jumpHeightMax = 345 - imgHeros[0].getheight() - 120;
heroJumpOff = -4;
bool heroJump; //表示玩家正在跳跃
int jumpHeightMax;
int heroJumpOff;
int jump()
{// 实现跳跃if (heroJump) {if (heroY < jumpHeightMax) {heroJumpOff = 4;}heroY += heroJumpOff;if (heroY > 345 - imgHeros[0].getheight()) {heroJump = false;heroJumpOff = -4;}}else { //不跳跃heroIndex = (heroIndex + 1) % 12;}
}
void jump() {heroJump = true;
}
获取玩家的输入
// 处理用户按键的输入
void keyEvent() {char ch;if (_kbhit()) { //如果有按键按下,_kbhit()返回 true ch = _getch(); // _getch()不需要按下回车即可直接读取if (ch == ' ') {jump();}}
}
main()
int main(void) {init();while (1) {keyEvent();BeginBatchDraw();updateBg();putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);EndBatchDraw();moveBg();HeroIndex();jump(heroJump);Sleep(15);}}
优化帧等待
bool update; //表示是否需要马上刷新画面
init()尾部
update = true;
void jump() {heroJump = true;update = true;
}
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;}
}
main函数主体
int main(void) {int timer = 0;init();while (1) {keyEvent();timer += getDelay();//10if (timer > 30) {timer = 0;update = true;}if (update){update = false;BeginBatchDraw();updateBg();putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);EndBatchDraw();moveBg();HeroIndex();jump(heroJump);} }return 0;
}
随机出现小乌龟障碍
定义乌龟相关的变量
IMAGE imgTortoise; //小乌龟
int torToiseX; //小乌龟的水平坐标
int torToiseY; //小乌龟的垂直坐标
bool torToiseExist; //当前窗口是否有小乌龟
在init()函数中,初始化乌龟
// 加载小乌龟素材loadimage(&imgTortoise, "res/t1.png");torToiseExist = false;torToiseY = 345 - imgTortoise.getheight() + 5;
定义一个函数创建小乌龟
void creatTortoise() {// 创建小乌龟static int frameCount = 0;static int torToiseFre = 100;frameCount++;if (frameCount > torToiseFre) {frameCount = 0;if (!torToiseExist) {torToiseExist = true;torToiseX = WIN_WIDTH;torToiseFre = 200 + rand() % 300;}}if (torToiseExist) {torToiseX -= bgSpeed[2];if (torToiseX < -imgTortoise.getwidth()) {torToiseExist = false;}}
}
创建函数对乌龟进行渲染
void updateEnemy() {// 渲染小乌龟if (torToiseExist) {putimagePNG2(torToiseX, torToiseY, WIN_WIDTH, &imgTortoise);}
}
再把creattortorise
在main函数中调用if语句中
update = false;BeginBatchDraw();updateBg();putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);updateEnemy();EndBatchDraw();moveBg();HeroIndex();creatTortoise();jump(heroJump);
使用结构体优化障碍
添加头文件\#include <vector>
#define OBSTACLE_COUNT 10
typedef enum {TORTOISE, //乌龟 0LION, //狮子 1OBSTACLE_TYPE_COUNT // 2
} obstacle_type;vector<vector<IMAGE>>obstacleImgs; //存放所有障碍物的各个图片typedef struct obstacle {obstacle_type type; //障碍物的类型 int imgIndex; //当前显示的图片的序号int x, y; //障碍物的坐标int speed;int power; //杀伤力bool exist;
}obstacle_t;
使用结构体后,重新初始化游戏
obstacle_t obstacles[OBSTACLE_COUNT];
// 游戏的初始化
void init() {// 创建游戏窗口initgraph(WIN_WIDTH, WIN_HEIGHT);// 加载背景资源char name[64];for (int i = 0; i < 3; i++) {// "res/bg001.png" "res/bg002.png" "res/bg003.png" sprintf(name, "res/bg%03d.png", i + 1);loadimage(&imgBgs[i], name);bgX[i] = 0;}// 加载Hero奔跑的图片帧素材for (int i = 0; i < 12; i++) {// "res/hero1.png" ... "res/hero12.png"sprintf(name, "res/hero%d.png", i + 1);loadimage(&imgHeros[i], name);}// 设置玩家的初始位置heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;heroY = 345 - imgHeros[0].getheight();heroIndex = 0;heroJump = false;jumpHeightMax = 345 - imgHeros[0].getheight() - 120;heroJumpOff = -4;update = true;IMAGE imgTort;loadimage(&imgTort, "res/t1.png");vector<IMAGE> imgTortArray;imgTortArray.push_back(imgTort);obstacleImgs.push_back(imgTortArray);IMAGE imgLion;vector<IMAGE> imgLionArray;for (int i = 0; i < 6; i++) {sprintf(name, "res/p%d.png", i + 1);loadimage(&imgLion, name);imgLionArray.push_back(imgLion);}obstacleImgs.push_back(imgLionArray);// 初始化障碍物池for (int i = 0; i < OBSTACLE_COUNT; i++) {obstacles[i].exist = false;}
}
创建函数初始化障碍物(我们将用此函数创建所有的障碍物)
void createObstacle() {int i;for (i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist == false) {break;}}if (i >= OBSTACLE_COUNT) {return;}obstacles[i].exist = true;obstacles[i].imgIndex = 0;obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);obstacles[i].x = WIN_WIDTH;obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();if (obstacles[i].type == TORTOISE) {obstacles[i].speed = 0;obstacles[i].power = 5; //自己修改}else if (obstacles[i].type == LION) {obstacles[i].speed = 4;obstacles[i].power = 20;}
}
再写一个函数进行创建障碍物的数据计算
void createObstacleData() {static int frameCount = 0;static int enemyFre = 50;frameCount++;if (frameCount > enemyFre) {frameCount = 0;enemyFre = 50 + rand() % 50; // 50..99createObstacle();}// 更新所有障碍物的坐标for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist) {obstacles[i].x -= obstacles[i].speed + bgSpeed[2];if (obstacles[i].x < -obstacleImgs[obstacles[i].type][0].getwidth() * 2) {obstacles[i].exist = false;}int len = obstacleImgs[obstacles[i].type].size();obstacles[i].imgIndex = (obstacles[i].imgIndex + 1) % len;}}
}
在对敌人初始化
void updateEnemy() {// 渲染小乌龟//if (torToiseExist) {// putimagePNG2(torToiseX, torToiseY, WIN_WIDTH, &imgTortoise);//}for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist) {putimagePNG2(obstacles[i].x, obstacles[i].y, WIN_WIDTH,&obstacleImgs[obstacles[i].type][obstacles[i].imgIndex]);}}
}
一下是main函数的主体
if (update){update = false;BeginBatchDraw();updateBg();putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);updateEnemy();EndBatchDraw();updateEnemy();moveBg();HeroIndex();createObstacleData();jump(heroJump);}
实现下蹲技能
IMAGE imgHeroDown[2];
bool heroDown; //表示玩家是否处于下蹲状态
init()中对其初始化
// 初始化障碍物池for (int i = 0; i < OBSTACLE_COUNT; i++) {obstacles[i].exist = false;}// 加载下蹲素材loadimage(&imgHeroDown[0], "res/d1.png");loadimage(&imgHeroDown[1], "res/d2.png");heroDown = false;
我们写一个heroupdown函数集成up和down方便进行管理
void heroupdown()
{// 实现跳跃if (heroJump) {if (heroY < jumpHeightMax) {heroJumpOff = 4;}heroY += heroJumpOff;if (heroY > 345 - imgHeros[0].getheight()) {heroJump = false;heroJumpOff = -4;}}else if (heroDown) {static int count = 0;int delays[2] = { 4, 10 };count++;if (count >= delays[heroIndex]) {count = 0;heroIndex++;if (heroIndex >= 2) {heroIndex = 0;heroDown = false;}}}else { //不跳跃heroIndex = (heroIndex + 1) % 12;}
}
void down() {update = true;heroDown = true;heroIndex = 0;
}
在接受键盘进行响应
void keyEvent() {char ch;if (_kbhit()) { //如果有按键按下,_kbhit()返回 true ch = _getch(); // _getch()不需要按下回车即可直接读取if (ch == ' ') {jump();}else if (ch == 'a') {down();}}
}
void updateHero() {if (!heroDown) {putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);}else {int y = 345 - imgHeroDown[heroIndex].getheight();putimagePNG2(heroX, y, &imgHeroDown[heroIndex]);}}
main函数主体
int main(void) {int timer = 0;init();while (1) {keyEvent();timer += getDelay();//10if (timer > 20) {timer = 0;update = true;}if (update){update = false;BeginBatchDraw();updateBg();//putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);updateHero(); updateEnemy();EndBatchDraw();moveBg();heroupdown();createObstacleData();}}return 0;
}
添加柱子障碍物
老规矩 加载-初始化
typedef enum {TORTOISE, //乌龟 0LION, //狮子 1OBSTACLE_TYPE_COUNT // 2HOOK1, //勾子HOOK2,HOOK3,HOOK4,
} obstacle_type;
void createObstacle() {srand((unsigned)time(NULL));int i;for (i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist == false) {break;}}if (i >= OBSTACLE_COUNT) {return;}obstacles[i].exist = true;obstacles[i].imgIndex = 0;//obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);obstacles[i].type = (obstacle_type)(rand() % 3);obstacles[i].x = WIN_WIDTH;obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();if (obstacles[i].type == HOOK1) {obstacles[i].type = (obstacle_type)((int)(obstacles[i].type) + rand() % 4);}if (obstacles[i].type == TORTOISE) {obstacles[i].speed = 0;obstacles[i].power = 5; //自己修改}else if (obstacles[i].type == LION) {obstacles[i].speed = 4;obstacles[i].power = 20;}else if (obstacles[i].type >= HOOK1 && obstacles[i].type <= HOOK4) {obstacles[i].speed = 0;obstacles[i].power = 20;obstacles[i].y = 0;}}
碰撞检测
typedef struct obstacle {obstacle_type type; //障碍物的类型int imgIndex; //当前显示的图片的序号int x, y; //障碍物的坐标int speed;int power; //杀伤力bool exist;bool hited;//是否撞击
}obstacle_t;
void preLoadSound(const char* name) {char cmd[512];sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);mciSendString(cmd, 0, 0, 0);
}
bool rectIntersect(int x01, int y01, int x02, int y02,int x11, int y11, int x12, int y12)
{int zx = abs(x01 + x02 - x11 - x12);int x = abs(x01 - x02) + abs(x11 - x12);int zy = abs(y01 + y02 - y11 - y12);int y = abs(y01 - y02) + abs(y11 - y12);return (zx <= x && zy <= y);
}
void playSound(const char* name) {static int index = 1;char cmd[512];if (index == 1) {sprintf_s(cmd, sizeof(cmd), "play %s-1", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "close %s-2", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);mciSendString(cmd, 0, 0, 0);index++;}else if (index == 2) {sprintf_s(cmd, sizeof(cmd), "play %s-2", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "close %s-1", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);mciSendString(cmd, 0, 0, 0);index = 1;}
}
void checkHit()
{for (int i = 0; i < OBSTACLE_COUNT; i++){if (obstacles[i].exist && obstacles[i].hited == false){int a1x, a1y, a2x, a2y;int off = 20;if (!heroDown)//非下蹲 奔跑 跳跃{a1x = heroX + off;a1y = heroY + off;a2x = heroX + imgHeros[heroIndex].getwidth() - off;a2y = heroY + imgHeros[heroIndex].getheight();}else { //下蹲状态a1x = heroX + off;a1y = 345 - imgHeroDown[heroIndex].getheight();a2x = heroX + imgHeroDown[heroIndex].getwidth() - off;a2y = 345;}IMAGE img = obstacleImgs[obstacles[i].type][obstacles[i].imgIndex];int b1x = obstacles[i].x + off;int b1y = obstacles[i].y + off;int b2x = obstacles[i].x + img.getwidth() - off;int b2y = obstacles[i].y + img.getheight() - 10;if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)){heroBlood -= obstacles[i].power;playSound("res/hit.mp3");obstacles[i].hited = true;}}}}
实现血条
优化下蹲:
int delays[2] = { 6, 10 };
改成
int delays[2] = { 8, 30 };
头文件
#include <mmsystem.h>
#pragma comment(lib, “winmm.lib”)
void updateBloodBar() {drawBloodBar(10, 10, 200, 10, 2, BLUE, DARKGRAY, RED, heroBlood / 100.0);
}
void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent) {LINESTYLE lineStyle;getlinestyle(&lineStyle);int lineColor = getlinecolor();int fileColor = getfillcolor();if (percent < 0) {percent = 0;}setlinecolor(BLUE);setlinestyle(PS_SOLID | PS_ENDCAP_ROUND, lineWidth);setfillcolor(emptyColor);fillrectangle(x, y, x + width, y + height);setlinestyle(PS_SOLID | PS_ENDCAP_FLAT, 0);setfillcolor(fillColor);setlinecolor(fillColor);if (percent > 0) {fillrectangle(x + 0.5 * lineWidth, y + lineWidth * 0.5, x + width * percent, y + height - 0.5 * lineWidth);}setlinecolor(lineColor);setfillcolor(fillColor);setlinestyle(&lineStyle);
}
void init() {// 创建游戏窗口initgraph(WIN_WIDTH, WIN_HEIGHT);// 加载背景资源char name[64];for (int i = 0; i < 3; i++) {// "res/bg001.png" "res/bg002.png" "res/bg003.png" sprintf(name, "res/bg%03d.png", i + 1);loadimage(&imgBgs[i], name);bgX[i] = 0;}// 加载Hero奔跑的图片帧素材for (int i = 0; i < 12; i++) {// "res/hero1.png" ... "res/hero12.png"sprintf(name, "res/hero%d.png", i + 1);loadimage(&imgHeros[i], name);}// 设置玩家的初始位置heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;heroY = 345 - imgHeros[0].getheight();heroIndex = 0;heroJump = false;jumpHeightMax = 345 - imgHeros[0].getheight() - 120;heroJumpOff = -4;update = true;IMAGE imgTort;loadimage(&imgTort, "res/t1.png");vector<IMAGE> imgTortArray;imgTortArray.push_back(imgTort);obstacleImgs.push_back(imgTortArray);IMAGE imgLion;vector<IMAGE> imgLionArray;for (int i = 0; i < 6; i++) {sprintf(name, "res/p%d.png", i + 1);loadimage(&imgLion, name);imgLionArray.push_back(imgLion);}obstacleImgs.push_back(imgLionArray);// 初始化障碍物池for (int i = 0; i < OBSTACLE_COUNT; i++) {obstacles[i].exist = false;}// 加载下蹲素材loadimage(&imgHeroDown[0], "res/d1.png");loadimage(&imgHeroDown[1], "res/d2.png");heroDown = false;// 加载“柱子”障碍物IMAGE imgH;vector<IMAGE> imgHookArray;for (int i = 0; i < 4; i++) {sprintf_s(name, sizeof(name), "res/h%d.png", i + 1); //帧图片不够,补帧loadimage(&imgH, name, 63, 260, true);imgHookArray.push_back(imgH);obstacleImgs.push_back(imgHookArray);imgHookArray.pop_back();}heroBlood = 100;// 预加载音效preLoadSound("res/hit.mp3");}
main : updateBloodBar();
判断游戏结束 添加背景音乐 添加初始界面
用屁股想 是初始化函数中
mciSendString("play res/bg.mp3", 0, 0, 0);
if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)) {heroBlood -= obstacles[i].power;printf("血量剩余 %d\n", heroBlood);playSound("res/hit.mp3");obstacles[i].hited = true;}
void checkOver() {if (heroBlood <= 0) {loadimage(0, "res/over.png");FlushBatchDraw();mciSendString("stop res/bg.mp3", 0, 0, 0);system("pause");// 暂停之后,充币复活,或者直接开始下一局heroBlood = 100;mciSendString("play res/bg.mp3", 0, 0, 0);}
}
int main(void) {int timer = 0;init();// 显示初始画面loadimage(0, "res/over.png");system("pause");while (1) {keyEvent();timer += getDelay();//10if (timer > 20) {timer = 0;update = true;}if (update){update = false;BeginBatchDraw();updateBg();updateHero(); updateEnemy();updateBloodBar();EndBatchDraw();moveBg();heroupdown();createObstacleData();checkHit();checkOver();}}return 0;
}
优化死亡BUG
int lastObsIndex; //last obstacle index
void createObstacle() {srand((unsigned)time(NULL));int i;for (i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist == false) {break;}}if (i >= OBSTACLE_COUNT) {return;}obstacles[i].exist = true;obstacles[i].imgIndex = 0;//obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);obstacles[i].type = (obstacle_type)(rand() % 3);obstacles[i].x = WIN_WIDTH;obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();if (lastObsIndex >= HOOK1 && lastObsIndex <= HOOK4 &&obstacles[i].type == LION &&obstacles[lastObsIndex].x > (WIN_WIDTH - 500)) {obstacles[i].type = TORTOISE;}lastObsIndex = i;if (obstacles[i].type == HOOK1) {obstacles[i].type = (obstacle_type)((int)(obstacles[i].type) + rand() % 4);}if (obstacles[i].type == TORTOISE) {obstacles[i].speed = 0;obstacles[i].power = 5; //自己修改}else if (obstacles[i].type == LION) {obstacles[i].speed = 4;obstacles[i].power = 20;}else if (obstacles[i].type >= HOOK1 && obstacles[i].type <= HOOK4) {obstacles[i].speed = 0;obstacles[i].power = 20;obstacles[i].y = 0;}}
跨越障碍后计算得分
int score; //分数
lastObsIndex = -1;score = 0;
void checkScore() {for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist &&obstacles[i].passed == false &&obstacles[i].x + obstacleImgs[obstacles[i].type][0].getwidth() < heroX) {score++;obstacles[i].passed = true;printf("score: %d\n", score);}}
}
typedef struct obstacle {obstacle_type type; //障碍物的类型int imgIndex; //当前显示的图片的序号int x, y; //障碍物的坐标int speed;int power; //杀伤力bool exist;bool hited;bool passed;
}obstacle_t;
int main(void) {int timer = 0;init();// 显示初始画面loadimage(0, "res/over.png");system("pause");while (1) {keyEvent();timer += getDelay();//10if (timer > 20) {timer = 0;update = true;}if (update){update = false;BeginBatchDraw();updateBg();updateHero(); updateEnemy();updateBloodBar();EndBatchDraw();moveBg();heroupdown();createObstacleData();checkHit();checkOver();checkScore();}}return 0;
}
void updateScore() {// 50 => "50" '5' '5'-'0' == 5 char str[8];sprintf(str, "%d", score);int x = 20;int y = 25;for (int i = 0; str[i]; i++) {int sz = str[i] - '0';putimagePNG(x, y, &imgSZ[sz]);x += imgSZ[sz].getwidth() + 5;}
}
updateBloodBar();updateScore();EndBatchDraw();checkOver();checkScore();
判断游戏胜利
写main函数中的位置 这里不再赘述
#define WIN_SCORE 100
void checkWin() {if (score >= WIN_SCORE) {FlushBatchDraw();mciSendString("play res/win.mp3", 0, 0, 0);Sleep(2000);loadimage(0, "res/win.png");FlushBatchDraw();mciSendString("stop res/bg.mp3", 0, 0, 0);system("pause");heroBlood = 100;score = 0;mciSendString("play res/bg.mp3 repeat", 0, 0, 0);}
}
源代码
#include <stdio.h>
#include <graphics.h>
#include <conio.h>
#include <vector>
#include <time.h>
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")#define WIN_SCORE 100
#define WIN_WIDTH 1012
#define WIN_HEIGHT 396
#define OBSTACLE_COUNT 10using namespace std;IMAGE imgHeros[12];
IMAGE imgBgs[3];
IMAGE imgHeroDown[2];
int bgX[3];
int bgSpeed[3] = { 1, 2, 4 };
int heroX;
int heroY;
int heroIndex;
bool heroJump;
int jumpHeightMax;
int heroJumpOff;
bool update;
bool heroDown;
int heroBlood;
int score;
int lastObsIndex;typedef enum {TORTOISE, //乌龟 0LION, //狮子 1 HOOK1, //勾子HOOK2,HOOK3,HOOK4,OBSTACLE_TYPE_COUNT ,
} obstacle_type;vector<vector<IMAGE>>obstacleImgs; //存放所有障碍物的各个图片typedef struct obstacle {obstacle_type type; //障碍物的类型int imgIndex; //当前显示的图片的序号int x, y; //障碍物的坐标int speed;int power; //杀伤力bool exist;bool hited;bool passed;
}obstacle_t;obstacle_t obstacles[OBSTACLE_COUNT];void preLoadSound(const char* name);
void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent);void init();
void moveBg();
void jump();
void heroupdown();
int getDelay();
void keyEvent();
void updateBg();
void updateEnemy();
void jump(bool herJump);
bool rectIntersect(int a1X, int a1Y, int a2X, int a2Y,int b1X, int b1Y, int b2X, int b2Y);
void updateEnemy();
void updateBloodBar();
void createObstacleData();
void createObstacle();void putimagePNG2(int x, int y, IMAGE* picture);
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture);
void putimagePNG(int picture_x, int picture_y, IMAGE* picture);
void HeroIndex();
void playSound(const char* name);void preLoadSound(const char* name) {char cmd[512];sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);mciSendString(cmd, 0, 0, 0);
}void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent) {LINESTYLE lineStyle;getlinestyle(&lineStyle);int lineColor = getlinecolor();int fileColor = getfillcolor();if (percent < 0) {percent = 0;}setlinecolor(BLUE);setlinestyle(PS_SOLID | PS_ENDCAP_ROUND, lineWidth);setfillcolor(emptyColor);fillrectangle(x, y, x + width, y + height);setlinestyle(PS_SOLID | PS_ENDCAP_FLAT, 0);setfillcolor(fillColor);setlinecolor(fillColor);if (percent > 0) {fillrectangle(x + 0.5 * lineWidth, y + lineWidth * 0.5, x + width * percent, y + height - 0.5 * lineWidth);}setlinecolor(lineColor);setfillcolor(fillColor);setlinestyle(&lineStyle);
}bool rectIntersect(int x01, int y01, int x02, int y02,int x11, int y11, int x12, int y12)
{int zx = abs(x01 + x02 - x11 - x12);int x = abs(x01 - x02) + abs(x11 - x12);int zy = abs(y01 + y02 - y11 - y12);int y = abs(y01 - y02) + abs(y11 - y12);return (zx <= x && zy <= y);
}void playSound(const char* name) {static int index = 1;char cmd[512];if (index == 1) {sprintf_s(cmd, sizeof(cmd), "play %s-1", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "close %s-2", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);mciSendString(cmd, 0, 0, 0);index++;}else if (index == 2) {sprintf_s(cmd, sizeof(cmd), "play %s-2", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "close %s-1", name);mciSendString(cmd, 0, 0, 0);sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);mciSendString(cmd, 0, 0, 0);index = 1;}
}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Rint sg = ((src[srcX] & 0xff00) >> 8); //Gint sb = src[srcX] & 0xff; //Bif (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) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db}}}
}// 适用于 y <0 以及x<0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture) {IMAGE imgTmp;if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp;}putimagePNG(x, y, picture);
}// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture) {IMAGE imgTmp;if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp;}else if (x >= winWidth) {return;}else if (x > winWidth - picture->getwidth()) {SetWorkingImage(picture);getimage(&imgTmp, 0, 0, winWidth - x, picture->getheight());SetWorkingImage();picture = &imgTmp;}putimagePNG(x, y, picture);
}void jump() {heroJump = true;update = true;
}void down() {update = true;heroDown = true;heroIndex = 0;
}void heroupdown()
{// 实现跳跃if (heroJump) {if (heroY < jumpHeightMax) {heroJumpOff = 4;}heroY += heroJumpOff;if (heroY > 345 - imgHeros[0].getheight()) {heroJump = false;heroJumpOff = -4;}}else if (heroDown) {static int count = 0;int delays[2] = { 8, 30 };count++;if (count >= delays[heroIndex]) {count = 0;heroIndex++;if (heroIndex >= 2) {heroIndex = 0;heroDown = false;}}}else { //不跳跃heroIndex = (heroIndex + 1) % 12;}
}void updateBloodBar() {drawBloodBar(10, 10, 200, 10, 2, BLUE, DARKGRAY, RED, heroBlood / 100.0);
}
void moveBg() {for (int i = 0; i < 3; i++) {bgX[i] -= bgSpeed[i];if (bgX[i] < -WIN_WIDTH) {bgX[i] = 0;}}
}void createObstacleData() {static int frameCount = 0;static int enemyFre = 50;frameCount++;if (frameCount > enemyFre) {frameCount = 0;enemyFre = 50 + rand() % 50; // 50..99createObstacle();}// 更新所有障碍物的坐标for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist) {obstacles[i].x -= obstacles[i].speed + bgSpeed[2];if (obstacles[i].x < -obstacleImgs[obstacles[i].type][0].getwidth() * 2) {obstacles[i].exist = false;}int len = obstacleImgs[obstacles[i].type].size();obstacles[i].imgIndex = (obstacles[i].imgIndex + 1) % len;}}
}
void checkHit()
{for (int i = 0; i < OBSTACLE_COUNT; i++){if (obstacles[i].exist && obstacles[i].hited == false){int a1x, a1y, a2x, a2y;int off = 20;if (!heroDown)//非下蹲 奔跑 跳跃{a1x = heroX + off;a1y = heroY + off;a2x = heroX + imgHeros[heroIndex].getwidth() - off;a2y = heroY + imgHeros[heroIndex].getheight();}else { //下蹲状态a1x = heroX + off;a1y = 345 - imgHeroDown[heroIndex].getheight();a2x = heroX + imgHeroDown[heroIndex].getwidth() - off;a2y = 345;}IMAGE img = obstacleImgs[obstacles[i].type][obstacles[i].imgIndex];int b1x = obstacles[i].x + off;int b1y = obstacles[i].y + off;int b2x = obstacles[i].x + img.getwidth() - off;int b2y = obstacles[i].y + img.getheight() - 10;if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)) {heroBlood -= obstacles[i].power;printf("血量剩余 %d\n", heroBlood);playSound("res/hit.mp3");obstacles[i].hited = true;}}}}void checkOver() {if (heroBlood <= 0) {loadimage(0, "res/over.png");FlushBatchDraw();mciSendString("stop res/bg.mp3", 0, 0, 0);system("pause");// 暂停之后,充币复活,或者直接开始下一局heroBlood = 100;mciSendString("play res/bg.mp3", 0, 0, 0);}
}void createObstacle() {srand((unsigned)time(NULL));int i;for (i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist == false) {break;}}if (i >= OBSTACLE_COUNT) {return;}obstacles[i].exist = true;obstacles[i].imgIndex = 0;//obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);obstacles[i].type = (obstacle_type)(rand() % 3);obstacles[i].x = WIN_WIDTH;obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();if (lastObsIndex >= HOOK1 && lastObsIndex <= HOOK4 &&obstacles[i].type == LION &&obstacles[lastObsIndex].x > (WIN_WIDTH - 500)) {obstacles[i].type = TORTOISE;}lastObsIndex = i;if (obstacles[i].type == HOOK1) {obstacles[i].type = (obstacle_type)((int)(obstacles[i].type) + rand() % 4);}if (obstacles[i].type == TORTOISE) {obstacles[i].speed = 0;obstacles[i].power = 5; //自己修改}else if (obstacles[i].type == LION) {obstacles[i].speed = 4;obstacles[i].power = 20;}else if (obstacles[i].type >= HOOK1 && obstacles[i].type <= HOOK4) {obstacles[i].speed = 0;obstacles[i].power = 20;obstacles[i].y = 0;}}//渲染游戏背景
void updateBg()
{putimagePNG2(bgX[0], 0, &imgBgs[0]);putimagePNG2(bgX[1], 119, &imgBgs[1]);putimagePNG2(bgX[2], 330, &imgBgs[2]);
}
//处理用户按键的输入
//void keyEvent() {
// char ch;
//
// if (_kbhit()) { //如果有按键按下,_kbhit()返回 true
// ch = _getch(); // _getch()不需要按下回车即可直接读取
// if (ch == ' ') {
// jump();
// }
// }
//}// 处理用户按键的输入
void keyEvent() {char ch;if (_kbhit()) { //如果有按键按下,_kbhit()返回 true ch = _getch(); // _getch()不需要按下回车即可直接读取if (ch == ' ') {jump();}else if (ch == 's') {down();}}
}void jump(bool heroJump)
{// 实现跳跃if (heroJump) {if (heroY < jumpHeightMax) {heroJumpOff = 4;}heroY += heroJumpOff;if (heroY > 345 - imgHeros[0].getheight()) {heroJump = false;heroJumpOff = -4;}}else { //不跳跃heroIndex = (heroIndex + 1) % 12;}update = true;
}void updateEnemy() {for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist) {putimagePNG2(obstacles[i].x, obstacles[i].y, WIN_WIDTH,&obstacleImgs[obstacles[i].type][obstacles[i].imgIndex]);}}
}
// 游戏的初始化
void init() {// 创建游戏窗口initgraph(WIN_WIDTH, WIN_HEIGHT);// 加载背景资源char name[64];for (int i = 0; i < 3; i++) {// "res/bg001.png" "res/bg002.png" "res/bg003.png" sprintf(name, "res/bg%03d.png", i + 1);loadimage(&imgBgs[i], name);bgX[i] = 0;}// 加载Hero奔跑的图片帧素材for (int i = 0; i < 12; i++) {// "res/hero1.png" ... "res/hero12.png"sprintf(name, "res/hero%d.png", i + 1);loadimage(&imgHeros[i], name);}// 设置玩家的初始位置heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;heroY = 345 - imgHeros[0].getheight();heroIndex = 0;heroJump = false;jumpHeightMax = 345 - imgHeros[0].getheight() - 120;heroJumpOff = -4;update = true;IMAGE imgTort;loadimage(&imgTort, "res/t1.png");vector<IMAGE> imgTortArray;imgTortArray.push_back(imgTort);obstacleImgs.push_back(imgTortArray);IMAGE imgLion;vector<IMAGE> imgLionArray;for (int i = 0; i < 6; i++) {sprintf(name, "res/p%d.png", i + 1);loadimage(&imgLion, name);imgLionArray.push_back(imgLion);}obstacleImgs.push_back(imgLionArray);// 初始化障碍物池for (int i = 0; i < OBSTACLE_COUNT; i++) {obstacles[i].exist = false;}// 加载下蹲素材loadimage(&imgHeroDown[0], "res/d1.png");loadimage(&imgHeroDown[1], "res/d2.png");heroDown = false;// 加载“柱子”障碍物IMAGE imgH;vector<IMAGE> imgHookArray;for (int i = 0; i < 4; i++) {sprintf_s(name, sizeof(name), "res/h%d.png", i + 1); //帧图片不够,补帧loadimage(&imgH, name, 63, 260, true);imgHookArray.push_back(imgH);obstacleImgs.push_back(imgHookArray);imgHookArray.pop_back();}heroBlood = 100;// 预加载音效preLoadSound("res/hit.mp3");lastObsIndex = -1;score = 0;}void checkScore() {for (int i = 0; i < OBSTACLE_COUNT; i++) {if (obstacles[i].exist &&obstacles[i].passed == false &&obstacles[i].x + obstacleImgs[obstacles[i].type][0].getwidth() < heroX) {score++;obstacles[i].passed = true;printf("score: %d\n", score);}}
}void updateHero() {if (!heroDown) {putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);}else {int y = 345 - imgHeroDown[heroIndex].getheight();putimagePNG2(heroX, y, &imgHeroDown[heroIndex]);}}void HeroIndex()
{heroIndex = (heroIndex + 1) % 12;
}void checkWin() {if (score >= WIN_SCORE) {FlushBatchDraw();mciSendString("play res/win.mp3", 0, 0, 0);Sleep(2000);loadimage(0, "res/win.png");FlushBatchDraw();mciSendString("stop res/bg.mp3", 0, 0, 0);system("pause");heroBlood = 100;score = 0;mciSendString("play res/bg.mp3 repeat", 0, 0, 0);}
}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;}
}int main(void) {int timer = 0;init();// 显示初始画面loadimage(0, "res/over.png");system("pause");while (1) {keyEvent();timer += getDelay();//10if (timer > 20) {timer = 0;update = true;}if (update){update = false;BeginBatchDraw();updateBg();updateHero(); updateEnemy();updateBloodBar();checkWin();EndBatchDraw();moveBg();heroupdown();createObstacleData();checkHit();checkOver();checkScore();}}return 0;
}