C语言游戏实战(12):植物大战僵尸(坤版)

作者 : admin 本文共33787个字,预计阅读时间需要85分钟 发布时间: 2024-06-8 共5人阅读

植物大战僵尸

前言:

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。

1. 初始化游戏界面

C语言游戏实战(12):植物大战僵尸(坤版)插图

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。

C语言游戏实战(12):植物大战僵尸(坤版)插图(1)

//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]);
	}

2.  放置植物

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; 

C语言游戏实战(12):植物大战僵尸(坤版)插图(2)

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 = 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  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
", 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;
	}

3. 僵尸

 3.1 创建僵尸

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++;
		}
	}
}

3. 2 检测僵尸对植物的伤害检测

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 = x1 && x3 <= x2)
			{
				if (map[row][j].blood  830)
			{
				zms[i].eating = false;
				zms[i].speed = 3;
			}
		}
	}
}

4. 植物子弹

4.1 发射子弹

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 100)
		{
			lines[zms[i].row] = 1;
		}
	}

	for (int i = 0; i < 5; i++)
	{
		for (int j = 0; j  20)
				{
					map[i][j].shootTime = 0;
                    //子弹池
					int k;
					for (k = 0; k < bulletMax && bullets[k].used; k++);
					if (k getwidth() - 10;
						bullets[k].y = zwY + 5;
					}
				}
			}

			
		}
	}
}

4. 2  更新子弹

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  Wide)
			{
				bullets[i].used = false;
			}

		}
	}
}

 4.3 检测子弹对僵尸的伤害

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  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;
				}
			}
		}
	}
}

 5. 爆炸性植物

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:

C语言游戏实战(12):植物大战僵尸(坤版)插图(3)

void checkBoom2Zm()
{
	int zCount = sizeof(zms) / sizeof(zms[0]);

	for (int i = 0; i < 5; i++)
	{
		for (int j = 0; j  7)
				{
					for (int k = 0; k < zCount; k++)
					{
						if (zms[k].used == false)continue;

						if (zms[k].row == i && zms[k].x  14)
					{
						map[i][j].type = 0;
						map[i][j].frameIndex = 0;
					}
				}
			}
		}
	}
}

6. 小推车

 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];

放置小推车 

	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;
	}

检测小推车对小车的伤害 

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  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;
					}
				}
			}
		}
	}
}

更新小推车的位置

当小车被置为移动时,小推车开始移动。

void updatecar()
{
	for (int i = 0; i  Wide)
		{
			cars[i].move = false;
			cars[i].used = false;
		}
	}
}

源码:

test.cpp文件: 

#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 getheight(), img);
}
}
}
void drawSunshine()
{
int ballMax = sizeof(balls) / sizeof(balls[0]);
for (int i = 0; i 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  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 x > x && msg->xy>y && msg->y  163 && msg.x < 163 + 65 * (PLANT_COUNT+2) && msg.y = 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  100 && msg.y = ZM_MAX)
return;
int i = 0;
int zmMax = sizeof(zms) / sizeof(zms[0]);
for (i = 0; i < zmMax && zms[i].used; i++);
if (i = 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)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  100)
{
map[i][j].timer = 0;
int k;
for (k = 0; 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 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 = (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
");
//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 100)
{
lines[zms[i].row] = 1;
}
}
for (int i = 0; i < 5; i++)
{
for (int j = 0; j  20)
{
map[i][j].shootTime = 0;
int k;
for (k = 0; k < bulletMax && bullets[k].used; k++);
if (k 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  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  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  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  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  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  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  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
", row_santou[i]);
//printf("destY = %d
", destY);
//printf("bullets[i].y = %lf
", bullets[i].y);
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  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  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  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  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  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 = x1 && zmY >= y1 && zmY  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  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 = x1 && x3 <= x2)
{
if (map[row][j].blood  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  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  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  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 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 = -500; i-=3)
{
BeginBatchDraw();
putimage(i, 0, &img);
count++;
for (int k = 0; k = 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 = 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  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;
}

game.h文件

#pragma once
#define _CRT_SECURE_NO_WARNINGS 1
#include
#include
#include
#include
#include"tools.h"
#include
#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
*/

vector2.cpp文件(贝塞尔曲线)

//头文件要求
#include 
#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;
}

vector2.h文件

#pragma once
//头文件要求
#include 
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);

tools.cpp文件(透明贴图)

#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 > 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 = 0 && iy <= graphHeight && dstX > 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 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 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;
}
}

tools.h文件 

#pragma once
#include 
void putimagePNG(int  picture_x, int picture_y, IMAGE* picture);
int getDelay();
本站无任何商业行为
个人在线分享 » C语言游戏实战(12):植物大战僵尸(坤版)
E-->