#include "stdafx.h"是win32程序系统生成的
创建项目时选择win32程序项目
除了下面代码外,无其他改动
#include "stdafx.h"
#include
#include //图形库界面 自己安装的库文件
#include
#include
#include
#include
#include
#define WIDTH 1024 //屏幕的宽
#define HEIGHT 576 //屏幕高
#define MAPW (WIDTH*4)
#define MAPH (HEIGHT*4)
#define AINUM 200 //AI数量
#define FNUM 2000 //食物数量
#define DISTANCE(x1,y1,x2,y2) (sqrt((float)(x1-x2)*(float)(x1-x2)+(float)(y1-y2)*(float)(y1-y2))) //两点之间的距离公式
/*
结构体 自身去创建的一个类型
结构体成员 你所创建的类型里面所包含的属性
*/
/*画毒圈 会持续掉血的地图*/
struct FOOD
{
bool eat; //是否被吃
COLORREF color; //颜色
int x, y; //坐标
char type; //食物的类型(即形状)
};
struct BALL //小球结构
{
bool life; //生命
COLORREF color; //颜色
int x, y; //坐标
float r; //半径
};
FOOD food[FNUM]; //结构体数组 元素类型是所创建结构体的类型
BALL mover = { 1, RGB(0, 0, 0), 0, 0, 0 };
BALL ai[AINUM] = { 1, RGB(0, 0, 0), 0, 0, 0 };
DWORD *pBuffer; //显存指针
//int lx = -20, ly = MAPH + 20, rx = MAPW + 20, ry = -20;
int relx = -20, rely = MAPH + 20, rerx = MAPW + 20, rery = -20;
float asp = 1;
float Time = 0;
int eaten = 0; //玩家吃AI的数量
int ai_eaten = 0; //AI吃AI的数量
/*
一款游戏最基本的要求是什么?
1.界面
2.数据初始化
3.更改其中的数据
4.判断数据是否达到一个临界点
5.退出游戏
*/
void start();
void setall();
void move(BALL* ball); //如果实参传入的是地址 形参必定是一个指针变量
void draw();
void AI();
int _tmain(int argc, _TCHAR* argv[])
{
initgraph(WIDTH, HEIGHT);
//游戏的初始化
start();
setall(); //初始化所有数据
BeginBatchDraw();
while (true)
{
move(&mover);
draw();
AI();
FlushBatchDraw();
Sleep(10);
}
return 0;
}
//AI的位置是否固定 食物的位置又是否固定 随机出现在任何一个位置的
void setall()
{
srand((unsigned int)time(NULL)); //随机函数种子
mover.color = RGB(rand() % 256, rand() % 256, rand() % 256); //rand()%256 随机取值 0-255
mover.life = 1;
mover.x = int(WIDTH*0.5); //将玩家固定在屏幕中心处
mover.y = int(HEIGHT*0.5);
mover.r = 20;
for (int i = 0; i < AINUM; i++)
{
ai[i].color = RGB(rand() % 256, rand() % 256, rand() % 256); //rand()%256 随机取值 0-255
ai[i].life= 1;
ai[i].x = rand() % (MAPW - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5); //AI产生的位置不会出现一个越界
ai[i].y = rand() % (MAPH - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5);
ai[i].r = float(rand()%10+10);
}
for (int i = 0; i < FNUM; i++)
{
food[i].eat = 1;
food[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
food[i].x = rand() % MAPW;
food[i].y = rand() % MAPH;
food[i].type = rand() % 10 + 1;
}
//指针
pBuffer = GetImageBuffer(NULL); //获取显存指针
setbkcolor(WHITE);
cleardevice();
settextcolor(LIGHTRED);
setbkmode(TRANSPARENT);
settextstyle(16, 0, "宋体");
}
void start()
{
setbkcolor(WHITE);
cleardevice();
settextcolor(RED); //函数 设置文字颜色
setbkmode(TRANSPARENT); //设置窗口透明
settextstyle(128, 0, "宋体"); //字符集问题
outtextxy(100, 40, "球球大作战");
settextstyle(32, 0, "宋体");
outtextxy(384, 500, "按任意键开始游戏");
getch();
}
void move(BALL* ball)
{
if (ball->r <= 0) ball->life = false; //false 0 true 1
if (ball->life == false)
{
HWND hwnd = GetHWnd(); //获取窗口句柄
MessageBox(hwnd, "你已经死亡", "游戏结束", MB_OK | MB_ICONEXCLAMATION);
closegraph();
exit(0);
}
if (ball->x > (MAPW - ball->r) || ball->x - ball->r < 0 || ball->y - ball->r<0 || ball->y>(MAPH - ball->r))
ball->r -= 0.1f;
//玩家吃AI
for (int i = 0; i < AINUM; i++)
{
if (ball->r >= ai[i].r)
{
if (ai[i].life == 0) continue;
if (DISTANCE(ball->x, ball->y, ai[i].x, ai[i].y) < (4 / 5.0*(ball->r + ai[i].r)))
{
ai[i].life = 0; //吃掉AI
ball->r += (ai[i].r*ai[i].r / 2) / ball->r;
eaten++;
}
}
}
//食物被吃
for (int n = 0; n < FNUM; n++)
{
if (food[n].eat == 0) continue;
if (DISTANCE((float)ball->x, (float)ball->y, (float)food[n].x, (float)food[n].y) < ball->r)
{
ball->r += 4 / ball->r;
food[n].eat = 0;
}
}
static int mx = 0, my = 0; //记录偏移量
if (GetAsyncKeyState(65) & 0x8000) { ball->x -= 3, mx += 3; } //获取键盘的值
if (GetAsyncKeyState(87) & 0x8000) { ball->y -= 3, my += 3; }
if (GetAsyncKeyState(83) & 0x8000) { ball->y += 3, my-= 3; }
if (GetAsyncKeyState(68) & 0x8000) { ball->x += 3, mx -= 3; }
/*awsd*/
setorigin(mx, my); //坐标修正
}
void draw()
{
clearcliprgn();
setlinestyle(PS_SOLID | PS_JOIN_BEVEL, 20);
setlinecolor(RGB(0, 100, 0));
//左竖 上横 下横 右竖
line(relx, rely, relx, rery);
line(relx, rely, rerx, rely);
line(relx, rery, rerx, rery);
line(rerx, rery, rerx, rely);
setfillcolor(GREEN);
if (mover.x - 0.5*WIDTH / asp < relx) floodfill(relx - 11, mover.y, RGB(0, 100, 0));
if (mover.x + 0.5*WIDTH / asp > rerx) floodfill(rerx + 11, mover.y, RGB(0, 100, 0));
if (mover.y - 0.5*HEIGHT / asp < rery) floodfill(mover.x, rery-11, RGB(0, 100, 0));
if (mover.y + 0.5*HEIGHT / asp > rely) floodfill(mover.x, rely + 11, RGB(0, 100, 0));
setlinecolor(WHITE);
setlinestyle(PS_NULL);
for (int i = 0; i < FNUM; i++)
{
if (food[i].eat == 0) continue;
setfillcolor(food[i].color);
switch (food[i].type) //食物的形状
{
case 1: solidellipse(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4); break;
case 2: solidellipse(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2); break;
case 3: solidrectangle(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2); break;
case 4: solidrectangle(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4); break;
case 5: solidroundrect(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4, 2, 2); break;
case 6: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 2, 2); break;
case 7: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 4, 2); break;
case 8: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 2, 4); break;
case 9: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 1, 1); break;
case 10: fillcircle(food[i].x, food[i].y, 4); break;
}
}
//画出AI
for (int i = 0; i < AINUM; i++)
{
if (ai[i].life == 0) continue;
setfillcolor(ai[i].color);
fillcircle(ai[i].x, ai[i].y, int(ai[i].r + 0.5)); //四舍五入
}
//画玩家
setfillcolor(mover.color);
fillcircle(mover.x, mover.y, int(mover.r + 0.5));
IMAGE map(150, 100); //小地图
SetWorkingImage(&map);
setbkcolor(RGB(120, 165, 209));
cleardevice();
//相当于我们重新创建了一个图形界面
for (int i = 0; i < AINUM; i++)
{
if (ai[i].life == 0) continue;
setfillcolor(ai[i].color);
fillcircle(ai[i].x * 150 / WIDTH / 4, ai[i].y * 100 / HEIGHT / 4, int(ai[i].r / 28 + 0.5));
}
//画玩家
setfillcolor(mover.color);
fillcircle(mover.x * 150 / WIDTH / 4, mover.y * 100 / HEIGHT / 4, int(mover.r / 28 + 0.5));
SetWorkingImage(); //恢复之前的绘图界面
putimage(mover.x + int(0.5*WIDTH) - 150, mover.y - int(0.5*HEIGHT), 150, 100, &map, 0, 0);
}
void AI()
{
for (int i = 0; i < AINUM; i++)
{
//ai吃玩家
if (ai[i].r>mover.r)
{
if (DISTANCE(mover.x, mover.y, ai[i].x, ai[i].y) < 2 / 3.0*ai[i].r + mover.r)
{
ai[i].r += (mover.r*mover.r) / ai[i].r;
mover.life = 0;
mover.r = 0;
}
}
//AI吃AI
for (int j = 0; j < AINUM;j++)
{
if (ai[i].r>ai[j].r)
{
if (ai[j].life == 0) continue;
if (DISTANCE(ai[i].x, ai[i].y, ai[j].x, ai[j].y) < 4 / 5.0*ai[i].r + ai[j].r)
{
ai[i].r += (ai[j].r*ai[j].r) / ai[i].r;
ai[j].life = 0;
ai_eaten++;
}
}
}
double min_DISTANCE = 100000;
int min = -1;
//AI靠近AI
for (int k = 0; k < AINUM; k++)
{
if (ai[i].r>ai[k].r&&ai[k].life == 1)
{
if (DISTANCE(ai[i].x, ai[k].x, ai[i].y, ai[k].y) < min_DISTANCE)
{
min_DISTANCE = DISTANCE(ai[i].x, ai[k].x, ai[i].y, ai[k].y);
min = k;
}
}
}
if ((min != -1) && (rand() % 2 == 1))
{
if (rand() % 2)
{
if (ai[i].x < ai[min].x) ai[i].x += 2;
else ai[i].x-=2;
}
else
{
if (ai[i].y < ai[min].y) ai[i].y += 2;
else ai[i].y -= 2;
}
}
for (int n = 0; n < FNUM; n++)
{
if (food[n].eat == 0) continue;
if (DISTANCE(ai[i].x, ai[i].y, food[n].x, food[n].y) < ai[i].r)
{
ai[i].r += 4 / ai[i].r;
food[n].eat = 0;
}
}
}
}