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C语言实现植物大战僵尸(完整版)

实现这个游戏需要Easy_X

这个在我前面一篇C++之番外篇爱心代码有程序教你怎么下载,大家可自行查看

然后就是需要植物大战僵尸的素材和音乐,需要的可以私信

0106173ffe234c87b4de39947f7b4498.png

首先是main.cpp

//开发日志
//1导入素材
//2实现最开始的游戏场景
//3实现游戏顶部的工具栏
//4实现工具栏里面的游戏卡牌
#define WIN_WIDTH 900
#define WIN_HEIGHT 600
//定义植物类型
enum { WAN_DOU, XIANG_RI_KUI, ZHI_WU_COUNT };
#include<stdio.h>
#include<graphics.h>//easyx图形库的头文件
#include"tools.h"
#include"vector2.h"//向量引用
#include<time.h>
#include<math.h>
#include<mmsystem.h>//导入音乐收集阳光的时候
//导入一个库
#include<Windows.h>
#pragma comment(lib,"winmm.lib")
IMAGE imgBg;//全局变量表示背景图片
IMAGE imgBar;//工具栏
IMAGE imgCards[ZHI_WU_COUNT];
IMAGE* imgZhiwu[ZHI_WU_COUNT][20];
int curX, curY;//当前选中的植物,在拖动过程中的位置
int curZhiwu;//0没有选中。 1选中了第一种植物

struct zhiwu
{
    int type;//植物种类 0:表示没有植物 1:第一种植物
    int frameIndex;//序列帧的序号

    bool catched;//是否被僵尸捕获
    int deadTime;//死亡倒计时

    int x, y;
    int timer;
};

struct zhiwu map[3][9];
//定义一个阳光结构体

enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_RPODUCT };

struct sunshineBall
{
    int x, y;//阳光球飘落位置的坐标(x不变)
    int frameIndex;//当前图片显示帧的序号
    //阳光有一个落点设置
    int destY;//飘落位置的Y坐标
    bool used;//判断是否在使用
    //计时器
    int timer;

    float xoff;
    float yoff;

    float t;//贝塞尔曲线时间点0..1
    vector2 p1, p2, p3,p4;//分别对应起点终点控制点
    vector2 pCur;//当前时刻阳光球的位置
    float speed;
    int status;//阳光状态
};

struct sunshineBall balls[10];//设置10个阳光池
IMAGE imgSunshineBall[29];//加载阳光图片,一共29放入数组中
int sunshine;

struct zm
{
    int x, y;
    int row;
    int frameIndex;
    bool used;
    int speed;
    int blood;//僵尸血条
    bool dead;
    bool eating;//正在吃植物
};
struct zm zms[10];
IMAGE imgZM[22];
IMAGE imgZMDead[20];
IMAGE imgZMEat[21];

//子弹的数据类型
struct bullet
{
    int x, y;
    int row;
    bool used;
    int speed;
    bool blast;//定义豌豆射出的子弹是否发生爆炸
    int frameIndex;//帧序号
};

struct bullet bullets[30];
IMAGE imgBulletNormal;
IMAGE imgBallBlast[4];

bool fileExist(const char* name)
{
    FILE* fp = fopen(name, "r");//r表示文件的读取
    if (fp == NULL)
    {
        return false;
    }
    else
    {
        fclose(fp);
        return true;
    }
}

void gameInit()
{
    //加载游戏背景图片
    //把字符集修改成多字符字符集
    loadimage(&imgBg,"res/bg.jpg");
    loadimage(&imgBar,"res/bar5.png");

    memset(imgZhiwu, 0, sizeof(imgZhiwu));
    //初始化植物卡牌
    memset(map, 0, sizeof(map));
    char name[64];
    for (int i = 0; i < ZHI_WU_COUNT; i++)
    {
        //生成植物卡牌的文件名
        sprintf_s(name,sizeof(name),"res/Cards/card_%d.png",i+1);//加植物向枚举类型中加
        loadimage(&imgCards[i], name);

        for (int j = 0; j < 20; j++)
        {
            sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i ,j+1);
            //先判断这个文件是否存在
            //定义一个接口
            if (fileExist(name))
            {
                imgZhiwu[i][j] = new IMAGE;
                //.....加载
                loadimage(imgZhiwu[i][j],name);
            }
            else
            {
                break;
            }
        }
    }
    curZhiwu = 0;
    sunshine = 50;

    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);
    }

    //配置随机种子,让阳光真正的随机
    srand((unsigned)time(NULL));

    //创建游戏的图形窗口
    initgraph(WIN_WIDTH, WIN_HEIGHT,1);

    //设置字体
    LOGFONT f;
    gettextstyle(&f);
    f.lfHeight = 30;
    f.lfWeight = 15;
    strcpy(f.lfFaceName, "Segoe UI Black");
    //抗锯齿
    f.lfQuality = ANTIALIASED_QUALITY;
    settextstyle(&f);
    setbkmode(TRANSPARENT);
    setcolor(BLACK);

    //初始化僵尸数据
    memset(zms, 0, sizeof(zms));
    int i = 0;
    for (i = 0; i < 22; i++)
    {
        sprintf_s(name,sizeof(name),"res/zm/%d.png",i+1);
        loadimage(&imgZM[i],name);
    }

    loadimage(&imgBulletNormal,"res/bullets/bullet_normal.png");
    memset(bullets,0,sizeof(bullets));

    //初始化豌豆子弹的帧图片数组
    loadimage(&imgBallBlast[3],"res/bullets/bullet_blast.png");
    for (int i = 0; i < 3; i++)
    {
        float k = (i + 1) * 0.2;
        loadimage(&imgBallBlast[i],"res/bullets/bullet_blast.png", 
            imgBallBlast[3].getwidth()*k, 
            imgBallBlast[3].getheight()*k,true);
    }

    for (int i = 0; i < 20; 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,"res/zm_eat/%d.png",i+1);
        loadimage(&imgZMEat[i],name);
    }

}

void drawZM()
{
    int zmCount = sizeof(zms) / sizeof(zms[0]);
    for (int i = 0; i < zmCount; i++)
    {
        if (zms[i].used)
        {
            //IMAGE* img = &imgZM[zms[i].frameIndex];
            //IMAGE* img = (zms[i].dead) ? imgZMDead : imgZM;
            IMAGE* img = NULL;
            if (zms[i].dead)  img = imgZMDead;
            else if (zms[i].dead) img = imgZMEat;
            else img = imgZM;
            img += zms[i].frameIndex;

            putimagePNG(
                zms[i].x,
                zms[i].y-img->getheight(),
                img);
        }
    }
}
void drawSunshines()
{
    int ballMax = sizeof(balls) / sizeof(balls[0]);
    for (int i = 0; i < ballMax; i++)
    {
        if (balls[i].used || balls[i].xoff)
        {
            IMAGE* img = &imgSunshineBall[balls[i].frameIndex];
            //putimagePNG(balls[i].x, balls[i].y, img);
            putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img);

        }
    }
}

void updateWindow()
{
    BeginBatchDraw();//开始缓冲
    putimage(0, 0, &imgBg);
    //putimage(250, 0, &imgBar);
    putimagePNG(250, 0, &imgBar);
    for (int i = 0; i < ZHI_WU_COUNT; i++)
    {
        int x = 338 + i * 65;
        int y = 6;
        putimage(x, y, &imgCards[i]);
    }
    

    for (int i = 0; i < 3; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            if (map[i][j].type > 0)
            {
                //int x = 256 + j * 81;
                //int y = 179 + i*102+14;
                int Zhiwutype = map[i][j].type - 1;
                int index = map[i][j].frameIndex;
                //putimagePNG(x, y, imgZhiwu[Zhiwutype][index]);
                putimagePNG(map[i][j].x, map[i][j].y,imgZhiwu[Zhiwutype][index]);
            }
        }
    }
    //渲染拖动过程中的植物
    if (curZhiwu)
    {
        IMAGE* img = imgZhiwu[curZhiwu - 1][0];
        putimagePNG(curX - img->getwidth()/2, curY - img->getheight()/2, img);
    }

    drawSunshines();//绘制阳光

    char scoreText[8];
    sprintf_s(scoreText, sizeof(scoreText),"%d",sunshine);
    outtextxy(276,67,scoreText);//输出阳光分数

    drawZM();//渲染僵尸

    //渲染阳光
    int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
    for (int i = 0; i < bulletMax; i++)
    {
        if (bullets[i].used)
        {
            if (bullets[i].blast)
            {
                IMAGE* img = &imgBallBlast[bullets[i].frameIndex];
                putimagePNG(bullets[i].x, bullets[i].y, img);
            }
            else
            {
                putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal);

            }
        }
    }

    EndBatchDraw();//结束双缓冲
}

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)
            {
                balls[i].used = false;
                balls[i].status = SUNSHINE_COLLECT;
                sunshine += 25;
                mciSendString("play res/sunshine.mp3",0,0,0);//加载音乐文件

                //设置阳光球的偏移量
                balls[i].p1 = balls[i].pCur;
                balls[i].p4 = vector2(262, 0);
                balls[i].t = 0;
                float distance = dis(balls[i].p1 - balls[i].p4);
                float off = 8.0;
                balls[i].speed = 1.0/(distance/off);
            }

        }
    }
}

void userClick()
{
    ExMessage msg;//参数是消息类型
    static int status = 0;
    //如果消息有值则保存在peekmessage函数中,即为真
    if (peekmessage(&msg))
    {
        if (msg.message == WM_LBUTTONDOWN)//WM_LBUTTONDOWN左键按下去的意思
        {
            if (msg.x > 338 && msg.x < 338 + 65*ZHI_WU_COUNT && msg.y < 96)//定义坐标判断点击的是否为植物
            {
                int index = (msg.x - 338) / 65;
                status = 1;
                curZhiwu = index + 1;
            }
            else
            {
                collectSunshine(&msg);
            }
        }
        else if (msg.message == WM_MOUSEMOVE&&status==1)//WM_MOUSEMOVE鼠标移动
        {
            //记录当前位置
            curX = msg.x;
            curY = msg.y;
        }
        //鼠标抬动植物就种下去
        else if (msg.message == WM_LBUTTONUP)
        {
            if (msg.x > 256 && msg.y > 179 && msg.y < 489)
            {
                int row = (msg.y - 179) / 102;
                int col = (msg.x - 256) / 81;

                if (map[row][col].type == 0)
                {
                    map[row][col].type = curZhiwu;
                    map[row][col].frameIndex = 0;

                    //int x = 256 + j * 81;
                    //int y = 179 + i*102+14;
                    map[row][col].x = 256 + col * 81;
                    map[row][col].y = 179 + row * 102+14;
                }
            }
                curZhiwu = 0;
                status = 0;
            
        }
    }
}

void creatSunshine()
{
    static int count = 0;
    static int fre = 400;
    count++;
    if (count >= fre )
    {
        fre = 200 + rand() % 200;
        count = 0;//满了计数器清0
        //从阳光池中去一个可以使用的
        int ballMax = sizeof(balls) / sizeof(balls[0]);
        int i = 0;
        for (i = 0; i < ballMax && balls[i].used; i++);
        if (i >= ballMax) return;//阳光池满了
        balls[i].used = true;
        balls[i].frameIndex = 0;
        //balls[i].x = 260 + rand() % (900 - 260);
        //balls[i].y = 60;
        //balls[i].destY = 200 + (rand() % 4) * 90;
        balls[i].timer = 0;
        //balls[i].xoff = 0;
        //balls[i].yoff = 0;
        balls[i].status = SUNSHINE_DOWN;
        balls[i].p1 = vector2(260 + rand() % (900 - 260), 60);
        balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90);
        int off = 2;
        float distance = balls[i].p4.y - balls[i].p1.y;
        balls[i].speed = 1.0 / (distance / off);
    }

    //向日葵生产阳光
    int ballMax = sizeof(balls) / sizeof(balls[0]);
    for (int i = 0; i < 3; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            if (map[i][j].type == XIANG_RI_KUI + 1)
            {
                map[i][j].timer++;
            }
            if (map[i][j].timer > 200)
            {
                map[i][j].timer = 0;

                int k = 0;
                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 = (100 + rand() % 50) * (rand() % 2 ? 1 : -1);
                balls[k].p4 = vector2(map[i][j].x+w, 
                    map[i][j].y+imgZhiwu[XIANG_RI_KUI][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 updateSunshine()//更新阳光
{
    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->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;
                }
            }

            balls[i].frameIndex=(balls[i].frameIndex+1)%29;
            if (balls[i].timer == 0)
            {
                balls[i].y += 2;
            }
            if (balls[i].y >= balls[i].destY)
            {
                //balls[i].used = false;
                balls[i].timer++;
                if (balls[i].timer > 100)
                {
                    balls[i].used = false;
                }
            }
        
        }
    }
}

void creatZM()
{
    static int zmFre = 500;
    static int count = 0;
    count++;
    if (count > zmFre)
    {
        count = 0;
        zmFre = rand() % 200 + 300;
    }
    int i=0;
    int zmMax=sizeof(zms)/sizeof(zms[0]);
    for (i = 0; i < zmMax && zms[i].used; i++);
    if (i < zmMax)
    {
        memset(&zms[i],0,sizeof(zms[i]));
        zms[i].used = true;
        zms[i].x = WIN_WIDTH;
        zms[i].row = rand() % 3;
        zms[i].y = 172 + (1 + zms[i].row) * 100;
        zms[i].speed = 1;
        zms[i].blood = 100;
        zms[i].dead = false;
    }
}

void updataZM()
{
    int zmMax = sizeof(zms) / sizeof(zms[0]);

    static int count = 0;
    count++;
    if (count > 2)
    {
        count = 0;
        //更新僵尸的位置
        for (int i = 0; i < zmMax; i++)
        {

            if (zms[i].used)
            {
                zms[i].x -= zms[i].speed;
                if (zms[i].x < 170)
                {
                    printf("GAME OVER\n");
                    MessageBox(NULL, "over", "over", 0);//待优化
                    exit(0);
                }
            }
        }
    }
    

    static int count2 = 0;
    count2++;
    if (count2 > 4)
    {
        count2 = 0;
        for (int i = 0; i < zmMax; i++)
        {
            if (zms[i].used)
            {
                if (zms[i].dead)
                {
                    zms[i].frameIndex++;
                    if (zms[i].frameIndex >= 20)
                    {
                        zms[i].used = false;
                    }
                }
                else if (zms[i].eating)
                {
                    zms[i].frameIndex= (zms[i].frameIndex + 1) % 21;
                }
                else
                {
                    zms[i].frameIndex = (zms[i].frameIndex + 1) % 22;
                }
            }
        }
    }
}

void shoot()
{
    int lines[3] = { 0 };
    int zmCount = sizeof(zms) / sizeof(zms[0]);
    int bulletMax = sizeof(bullets) / sizeof(bullets[0]);
    int dangerX = WIN_WIDTH - imgZM[0].getwidth();
    for (int i = 0; i < zmCount; i++)
    {
        if (zms[i].used && zms[i].x < dangerX)
        {
            lines[zms[i].row] = 1;
        }
    }
    for (int i = 0; i < 3; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            if (map[i][j].type == WAN_DOU + 1&&lines[i])
            {
                static int count = 0;
                count++;
                if (count > 20)
                {
                    count = 0;
                    int k = 0;
                    for (k = 0; k < bulletMax && bullets[k].used; k++);
                    if (k < bulletMax)
                    {
                        bullets[k].used = true;
                        bullets[k].row = i;
                        bullets[k].speed = 6;

                        bullets[k].blast = false;
                        bullets[k].frameIndex = 0;

                        int zwX = 256 + j * 81;
                        int zwY = 179 + i * 102 + 14;
                        bullets[k].x = zwX + imgZhiwu[map[i][j].type - 1][0]->getwidth() - 10;
                        bullets[k].y = zwY+5;
                    }
                }
            }
        }
    }
}

void updataBullets()
{
    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 > WIN_WIDTH)
            {
                bullets[i].used = false;
            }

            //子弹的碰撞爆炸
            if (bullets[i].blast)
            {
                bullets[i].frameIndex++;
                if (bullets[i].frameIndex >= 4)
                {
                    bullets[i].used = false;
                }
            }
        }
    }
}

void checkBullet2Zm()
{
    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 == false || bullets[i].blast)
        {
            continue;
        }
        for (int k = 0; k < zCount; k++)
        {
            //if (zms[i].used == false) continue;
            if (zms[k].used == false)  continue;
            int x1 = zms[k].x + 80;
            int x2 = zms[k].x + 110;
            int x = bullets[i].x;
            if (zms[k].dead == false && bullets[i].row == zms[k].row && x > x1 && x < x2)
            {
                zms[k].blood -= 20;
                bullets[i].blast = true;
                bullets[i].speed = 0;

                if (zms[k].blood <= 0)
                {
                    zms[k].dead = true;
                    zms[k].speed = 0;
                    zms[k].frameIndex = 0;
                }

                break;
            }
        }
    }
}

void checkZm2Zhiwu()
{

    int zCount = sizeof(zms) / sizeof(zms[0]);
    for (int i = 0; i < zCount; i++)
    {
        if (zms[i].dead) continue;
        int row = zms[i].row;
        for (int k = 0; k < 9; k++)
        {
            if (map[row][k].type == 0)
            {
                continue;
            }
            int ZhiWuX = 256 + k * 81;
            int x1 = ZhiWuX + 10;
            int x2 = ZhiWuX + 60;
            int x3 = zms[i].x + 80;
            if (x3 > x1 && x3 < x2)
            {
                if (map[row][k].catched)
                {
                    map[row][k].deadTime++;
                    if (map[row][k].deadTime > 100)
                    {
                        map[row][k].deadTime = 0; 
                        map[row][k].type = 0;
                        zms[i].eating = false;
                        zms[i].frameIndex = 0; 
                        zms[i].speed = 1;
                    }
                }
                else
                {
                    map[row][k].catched = true;
                    map[row][k].deadTime = 0;
                    zms[i].eating = true;
                    zms[i].speed = 0;
                    zms[i].frameIndex = 0;

                }
            }
        }
    }
}

void collisionCheck()
{
    checkBullet2Zm();
    checkZm2Zhiwu();
}
void updateGame()
{
    
    for (int i = 0; i < 3; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            if (map[i][j].type > 0)
            {
                map[i][j].frameIndex++;
                int Zhiwutype = map[i][j].type - 1;
                int index = map[i][j].frameIndex;
                if (imgZhiwu[Zhiwutype][index] == NULL)
                {
                    map[i][j].frameIndex = 0;
                }
            }
        }
    }
    creatSunshine();//创建阳光
    updateSunshine();//更新阳光状态

    creatZM();//创建僵尸
    updataZM();//更新僵尸的状态

    shoot();//发射豌豆子弹
    updataBullets();//更新豌豆子弹

    collisionCheck();//实现豌豆子弹和僵尸的碰撞
}
void startUI()
{
    IMAGE imgBg,imgMenu1,imgMenu2;
    loadimage(&imgBg,"res/menu.png");
    loadimage(&imgMenu1, "res/menu1.png");
    loadimage(&imgMenu2, "res/menu2.png");
    int flag = 0;

    while (1)
    {
        BeginBatchDraw();
        putimage(0,0,&imgBg);
        putimagePNG(474, 75, flag ? &imgMenu2 : &imgMenu1);//如果flag=0,那么加载第二个菜单,
        //就是鼠标点击冒险模式后冒险模式的图标会暗淡下来
        
        ExMessage msg;
        if (peekmessage(&msg))//如果有消息响应
        {
            if (msg.message == WM_LBUTTONDOWN&&msg.x>474&&msg.x<474+300
                &&msg.y>75&&msg.y<75+140)//按下鼠标
                //判断按下的位置对不对
            {
                flag = 1;
                //鼠标松开
                //EndBatchDraw();//渲染一下
            }
            else if (msg.message == WM_LBUTTONUP&&flag)//鼠标抬起
            {
                return;
            }
        }
        EndBatchDraw();
    }
    
}
int main(void)
{
    gameInit();//进入游戏的程序函数
    startUI();//菜单函数
    int timer = 0;
    bool flag = true;
    while (1)
    {
        userClick();
        timer += getDelay();
        if (timer > 20)
        {
            flag = true;
            timer = 0;
        }
        if (flag)
        {
            flag = false;
            updateWindow();
            updateGame();
        }
    }
    system("pause");
    return 0;
}

接着是tools.cpp文件

#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;
    }
}

然后是vector2.cpp

//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) { 
    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;
}

最后头文件tools.h

#pragma once
#include <graphics.h>

void putimagePNG(int  picture_x, int picture_y, IMAGE* picture);
int getDelay();

vector2.h

#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);

这里给大家演示一下画面

6b3ea17134324b1ea083daa4d7211357.png

185d6eb5c86f422fa31409ef6b2c3a8e.png


本文转载自: https://blog.csdn.net/2301_79811170/article/details/134820626
版权归原作者 微风拂柳絮 所有, 如有侵权,请联系我们删除。

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