小游戏的processing实现

班上,有一个用c++做小游戏打飞机的模拟,类似我们玩的雷电什么得,觉得麻烦,就先用processing做了一个demo,代码如下,发现,好久都没有碰processing了,上次碰,还是两个月寒假的时候做游戏的时候。
简易版demo
有完善版本的时候,再修改吧。
1。简单操作鼠标点击,来完成游戏界面之外操作
2。鼠标点击,发射
3。 鼠标移动,控制飞机移动
4. 键盘上按键s停止
5. 欢迎界面,规则界面,游戏主界面,中途暂停界面,完结,数据汇总界面

import ddf.minim.spi.*;
import ddf.minim.signals.*;
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.ugens.*;
import ddf.minim.effects.*;

import processing.dxf.*;
AudioPlayer player;
Minim minim;//audio context
int loopcount;
float life = 20;
float energy = 0;
PVector[] enemy = new PVector[5];
PVector[] direction = new PVector[5];
int flag = 0;
int start = 0;
int count;
float time = 0;
float lasting = 0;
int max = 3;
int level = 1;
void setup(){
   size(600,600);
   background(0);
   for(int index = 0 ; index < 5 ; index++ )
  {  enemy[index] = new PVector(random(0,600), 20);
     direction[index] = new PVector(0, 2);
   }
   minim = new Minim(this);
  player = minim.loadFile("s.mp3", 2048);
  player.play();
}

void draw(){

  if(start == 0){

     fill(#E3E3E3);
     textAlign(CENTER);
     textSize(44);
     fill(    #EE6AA7);
     text("START",0.5 * width ,0.5 *  height);
     fill(#E3E3E3);

  }
    if(start == 1){
      if(lasting == 1) {
        start = 5;
      }
      if(count <= 15) {max = 3; level = 1;}
      if(count <= 30  && count > 15){ max = 5; level = 2;}
      if(count <= 45  && count > 30 ) {max = 7; level = 3;}
      if(count  > 45  ) {max = 15 + (int)time * 10; level = 4;}
      time += 0.01;
      if(life <= 0) start = 2;
    if(energy < 200 && flag == 0)
    energy += 0.6;

    for(int index = 0 ; index < 5 ; index++){
      if(direction[index].y < max)
    direction[index].y *= 1.001;
  }
    background(0);

    textAlign(CENTER);
    text("KILLED: "+count , 450, 50);
    text("TIME: "+time , 450, 20);
    text("LEVEL: "+level , 450, 80);
    textSize(20);
    rect(10,50,60,20);
    fill(#EE2C2C);

    if(life >= 0)
    rect(10,50,30 * 0.1 * life ,20);
    fill(#E3E3E3);
    rect(10,20,60,20);

    if(energy >= 150){
      fill(    #EE2C2C );
    rect(10,20,30 * 0.01 * energy ,20);
  }
  if(energy >= 100 &&energy < 150 )
  {
  fill(#FFD700);
    rect(10,20,30 * 0.01 * energy ,20);
  }

  else{
    if(energy < 100){
    fill(#D1EEEE);
     rect(10,20,30 * 0.01 * energy ,20);
    }
  }
    fill(#9932CC);
    fill(  #F8F8FF);
    fill(#E3E3E3);
    ellipse(mouseX,580,30,30);
    for(int index = 0 ; index < 5 ; index++){
       float dis = sqrt((mouseX - enemy[index].x)*(mouseX - enemy[index].x)+(580 - enemy[index].y)*(580 - enemy[index].y));
       if(dis <= 30){
       life-= 2;
       ellipse(mouseX,580,70,70);
       enemy[index].y = 10;
         enemy[index].x = random(100,500);
     }
    }

     fill(#9932CC);

    fill(#9932CC);{
    fill(  #F8F8FF);
    for(int index = 0 ; index < 5 ; index++)
    ellipse(enemy[index].x, enemy[index].y , 10 , 10);
    fill(  #F8F8FF);
    for(int index = 0 ; index < 5 ; index++)
    enemy[index].y += direction[index].y;
     for(int index = 0 ; index < 5 ; index++)
    {
      if(enemy[index].y >= 580 )
      {
         enemy[index].y = 10;
         enemy[index].x = random(100,500);
      }
    }
    if(mousePressed)
    {   if(energy > 0){
      flag = 1;
    stroke(#F8F8FF);
    line(mouseX,580,mouseX,0);

    for(int index = 0 ; index < 5 ; index++)
    {
       if(enemy[index].x - mouseX <= 10 && enemy[index].x - mouseX >= -10)
       {
          ellipse(enemy[index].x , enemy[index].y , 30 , 30 );
          count++;
          enemy[index].y = 10;
          enemy[index].x = random(0,600);
       }
    }
    energy -= 2.5;
    if(energy <= 0) flag = 0;
  }
    }    }
}
if(start == 2){
  background(0);
fill(#E3E3E3);
     textAlign(CENTER);
     textSize(24);
     fill(    #EE6AA7);
     text("SORRY  FAILED",0.5 * width ,0.3 *  height);
     text("SURVIVED "+time+" seconds",0.5 * width ,0.5 *  height);
     text("KILLED "+count+" enemy",0.5 * width ,0.7 *  height);
     fill(#E3E3E3);
}

if(start == 3){
     background(0);

    textAlign(CENTER);
    text("KILLED: "+count , 450, 50);
    text("TIME: "+time , 450, 20);
    text("LEVEL: "+level , 450, 80);
    textSize(20);
    rect(10,50,60,20);
    fill(#EE2C2C);

    if(life >= 0)
    rect(10,50,30 * 0.1 * life ,20);
    fill(#E3E3E3);
    rect(10,20,60,20);

    if(energy >= 150){
      fill(    #EE2C2C );
    rect(10,20,30 * 0.01 * energy ,20);
  }
  if(energy >= 100 &&energy < 150 )
  {
  fill(#FFD700);
    rect(10,20,30 * 0.01 * energy ,20);
  }

  else{
    if(energy < 100){
    fill(#D1EEEE);
     rect(10,20,30 * 0.01 * energy ,20);
    }
  }
    fill(#9932CC);
    fill(  #F8F8FF);
    fill(#E3E3E3);
    ellipse(mouseX,580,30,30);
    textAlign(CENTER);
     textSize(14);
     fill(    #EE6AA7);
     stroke(#EE6AA7);
     text("THIS IS YOU THE AMOUNT OF POWER", 250 , 30);
     text("THIS IS YOU THE AMOUNT OF BULLET",250 , 70);
     line(120,20,60,30);
     line(120,60,60,70);
     textSize(22);

     text("RULE",300 , 150);
     textAlign(LEFT);
     text("1. you can use your mouse to control the plane",10 , 190);
     text("2. you can press the mouse to fire ",10 , 230);
     text("3, if you come across the enemy  you are harmed",10 , 270);
     text("4. if your power is less than 0 , you falied",10 , 310);
     text("5. while playing , you can press s to stop",10 , 350);
     textAlign(CENTER);
     text("PLAY NOW CLICKHERE",300 , 450);
     stroke(#EE6AA7);
     fill(#E3E3E3);


}
  if(start == 5){

  }
}
void mousePressed(){

   if(start == 3){
     if(mousePressed && mouseX >= 200 && mouseX <= 500 && mouseY >= 400 && mouseY <= 500)
     start = 1 ;
   }
   if(start == 0 ){
     if(mousePressed && mouseX >= 200 && mouseX <= 400 && mouseY >= 200 && mouseY <= 400)
     start = 3 ;
   }
}
void keyPressed(){
    if(key == 's'){
    lasting = 1 - lasting;
    if(lasting == 0)
  start = 1;  
}

}

效果,简易版的比较low,大家不要喷啊。
小游戏的processing实现_第1张图片
小游戏的processing实现_第2张图片
小游戏的processing实现_第3张图片
小游戏的processing实现_第4张图片
小游戏的processing实现_第5张图片

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