初級函數(shù)實現(xiàn)人物,背景,小烏龜?shù)囊苿?/h2>
文章來源:http://www.zghlxwxcb.cn/news/detail-788333.html
#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <time.h>//時間頭文件
#include <cstdlib>//隨機數(shù)文件
#pragma comment(lib, "winmm.lib")
using namespace std;
/*
日志:
游戲界面,(游戲窗口(init),游戲背景(3重背景以不同的速度循環(huán)滾動(updateBg(渲染背景)))
實現(xiàn)人物(跳躍活動)
隨機出現(xiàn)道具
加分
*/
#define WIN_WIDTH 1012
#define WIN_HEIGHT 396
#define BG_IMAGE 3//多少張背景圖片
IMAGE imgBgs[BG_IMAGE];//背景圖片
int bgX[3];//背景圖片x的初始位置
int bgXSpeed[3] = { 1,2,3 };
//人物圖片
#define HERO_IMAGE 12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
int HERO_X;
int HERO_Y;
bool hero_jump;//判斷人物是否跳躍
int heroJumpMax;//人物跳躍的最大值
int heroJumpMaxoff; //人物跳躍的偏移量
//小烏龜圖片
#define tortoiseNum 7
IMAGE imgTortoise[tortoiseNum];
int tortoiseX;//小烏龜?shù)乃阶鴺?biāo)
int tortoiseY;
bool tortoiseExise;//設(shè)置一次只顯示一個小烏龜
int index1 = tortoiseNum;
bool update1;
void init() {
initgraph(WIN_WIDTH, WIN_HEIGHT);
char name[64];
for (int i = 0; i < BG_IMAGE; i++){
sprintf_s(name, "res/bg%03d.png", i + 1);//不夠三位前面補零
loadimage(&imgBgs[i], name);
bgX[i] = 0;
}
//加載人物圖片
for (int i = 0; i < HERO_IMAGE; i++) {
sprintf_s(name, "res/hero%d.png", i + 1);
loadimage(&imgHeros[i], name);
}
//加載小烏龜?shù)膱D片
for (int i = 0; i < tortoiseNum; i++) {
sprintf_s(name, "res/t%d.png", i + 1);
loadimage(&imgTortoise[i], name);
}
//設(shè)置小烏龜相關(guān)信息
tortoiseExise = false;
update1 = false;
//設(shè)置人物位置
HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
HERO_Y = 295-imgHeros[0].getheight()*0.5;
hero_jump = false;
heroJumpMax= 295 - imgHeros[0].getheight() * 0.5 -120;
heroJumpMaxoff = -4;
}
//玩家跳躍的開關(guān)
void jump() {
hero_jump = true;
update1 = true;
}
//設(shè)置背景圖片不同速度移動
void fly() {
//三重背景回位
for (int i = 0; i < BG_IMAGE; i++){
bgX[i] -= bgXSpeed[i];
if (bgX[i] < -WIN_WIDTH) {
bgX[i] = 0;//設(shè)置回位
}
}
//人物實現(xiàn)跳躍
if (hero_jump) {
if (HERO_Y < heroJumpMax) {
heroJumpMaxoff = 4;
}
HERO_Y += heroJumpMaxoff;
if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
hero_jump = false;
heroJumpMaxoff = -4;
}
}
else {//跳躍的時候不會刷新圖片幀
index = (index + 1) % 12;//人物圖片幀
}
index1 = (index1 + 1) % 7;//小烏龜圖片幀
//創(chuàng)建小烏龜
static int torZhen = 0;
static int torZhen1 = 100;
torZhen++;
if (torZhen > torZhen1) {
torZhen = 0;
if (!tortoiseExise){
tortoiseExise = true;
tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
tortoiseY = 300 + imgTortoise[0].getheight()*0.4;
}
torZhen1 = 100 + rand() % 300;
}
if (tortoiseExise){
tortoiseX -= bgXSpeed[2];
if (tortoiseX < -imgTortoise[0].getwidth()) {
tortoiseExise = false;
}
}
}
//渲染背景
void updateBg() {
putimagePNG2(bgX[0], 0, &imgBgs[0]);
putimagePNG2(bgX[1], 119, &imgBgs[1]);
putimagePNG2(bgX[2], 330, &imgBgs[2]);
//實現(xiàn)玩家奔跑
putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
}
//渲染障礙物
void updateEmy() {
if (tortoiseExise){
//實現(xiàn)小烏龜圖片幀
putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
}
}
//處理按鍵事件
void keyEvent() {
//鍵盤空格跳躍
char c;
if (_kbhit()) {
c = _getch();
if (c == ' '){
jump();
}
}
//鼠標(biāo)左鍵跳躍
/*MOUSEMSG msg;
msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN) {
jump();
}*/
}
int main(void) {
init();
int timer = 0;
while (1) {
keyEvent();
timer += getDelay();//距離上一次相差多久時間
if (timer>30){
timer = 0;
update1 = true;
}
if (update1) {
update1 = false;
BeginBatchDraw();//設(shè)置雙緩沖
fly();
updateBg();//渲染圖片
updateEmy();
EndBatchDraw();
}
}
system("pause");
return 0;
}
封裝其他障礙物
#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <vector>//C++提供的長度可變數(shù)組
#pragma comment(lib, "winmm.lib")
using namespace std;
/*
日志:
游戲界面,(游戲窗口(init),游戲背景(3重背景以不同的速度循環(huán)滾動(updateBg(渲染背景)))
實現(xiàn)人物(跳躍活動)
隨機出現(xiàn)道具
加分
*/
#define WIN_WIDTH 1012
#define WIN_HEIGHT 396
bool update1;
#define OBSTRACT_NUM 10
#define BG_IMAGE 3//多少張背景圖片
IMAGE imgBgs[BG_IMAGE];//背景圖片
int bgX[3];//背景圖片x的初始位置
int bgXSpeed[3] = { 1,2,4 };
//人物圖片
#define HERO_IMAGE 12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
int HERO_X;
int HERO_Y;
bool hero_jump;//判斷人物是否跳躍
int heroJumpMax;//人物跳躍的最大值
int heroJumpMaxoff; //人物跳躍的偏移量
//小烏龜圖片
#define tortoiseNum 7//小烏龜?shù)膱D片數(shù)量
#define lionNum 6//獅子的數(shù)量
#define pillarNum 4//柱子數(shù)量
int tortoiseX;//小烏龜?shù)乃阶鴺?biāo)
int tortoiseY;
bool tortoiseExise;//設(shè)置一次只顯示一個小烏龜
int index1 = tortoiseNum;
//設(shè)置障礙物枚舉
typedef enum {
tortiose,
lion,
pillar
}obstract_type;
//IMAGE ObstractIMG[3][12];
//C++提供的長度可變數(shù)組
vector<vector<IMAGE>> ObstractIMG;//image ObstractIMG[][]
//設(shè)置障礙物的屬性
typedef struct obstract {
obstract_type type;//障礙物類型
int imgIndex;//當(dāng)前顯示的圖片序號
int x, y;//障礙物的坐標(biāo)
int speed;
int power;//殺傷力
bool exist;
}obstract_t;
obstract_t obstracts[OBSTRACT_NUM];
void init() {
initgraph(WIN_WIDTH, WIN_HEIGHT);
char name[128];
for (int i = 0; i < BG_IMAGE; i++){
sprintf_s(name, "res/bg%03d.png", i + 1);//不夠三位前面補零
loadimage(&imgBgs[i], name);
bgX[i] = 0;
}
update1 = false;
//加載人物圖片
for (int i = 0; i < HERO_IMAGE; i++) {
sprintf_s(name, "res/hero%d.png", i + 1);
loadimage(&imgHeros[i], name);
}
//設(shè)置人物位置
HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
HERO_Y = 295 - imgHeros[0].getheight() * 0.5;
hero_jump = false;
heroJumpMax = 295 - imgHeros[0].getheight() * 0.5 - 120;
heroJumpMaxoff = -4;
//加載小烏龜?shù)膱D片
IMAGE imgTortoise[tortoiseNum];
for (int i = 0; i < tortoiseNum; i++) {
sprintf_s(name, "res/t%d.png", i + 1);
loadimage(&imgTortoise[i], name);
}
//使用封裝//二維容器
vector<IMAGE> imgTortArray1;
for (int i = 0; i < tortoiseNum; i++){
imgTortArray1.push_back(imgTortoise[i]);
}
ObstractIMG.push_back(imgTortArray1);
//獅子圖片
IMAGE imgLion[lionNum];
for (int i = 0; i < lionNum; i++) {
sprintf_s(name, "res/p%d.png", i + 1);
loadimage(&imgLion[i], name);
}
vector<IMAGE> imgTortArray2;
for (int i = 0; i < lionNum; i++) {
imgTortArray2.push_back(imgLion[i]);
}
ObstractIMG.push_back(imgTortArray2);
//柱子圖片
IMAGE imgPillar[pillarNum];
for (int i = 0; i < pillarNum; i++) {
sprintf_s(name, "res/t%d.png", i + 1);
loadimage(&imgPillar[i], name);
}
vector<IMAGE> imgTortArray3;
for (int i = 0; i < pillarNum; i++) {
imgTortArray3.push_back(imgPillar[i]);
}
ObstractIMG.push_back(imgTortArray3);
//設(shè)置各種障礙物的共同屬性
for (int i = 0; i < OBSTRACT_NUM; i++){
obstracts[i].exist = false;
}
}
void createObstract() {
int i;
for (i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist == false){
break;
}
}
if (i> OBSTRACT_NUM){
return;
}
obstracts[i].exist = true;
obstracts[i].imgIndex = 0;
//設(shè)置隨機出現(xiàn)障礙物的類型
//枚舉類型最后一個就是這個枚舉的長度,強制轉(zhuǎn)化
obstracts[i].type =(obstract_type)(rand() % pillar);
obstracts[i].x = WIN_WIDTH;
if (obstracts[i].type==pillar) {
obstracts[i].y = 0;
}
else {
obstracts[i].y = 295;
}
if (obstracts[i].type==tortiose){
obstracts[i].speed = 0;
obstracts[i].power = 5;
}else if (obstracts[i].type == lion) {
obstracts[i].speed = 4;
obstracts[i].power = 10;
}else if (obstracts[i].type == pillar) {
obstracts[i].speed = 0;
obstracts[i].power = 20;
}
}
//玩家跳躍的開關(guān)
void jump() {
hero_jump = true;
update1 = true;
}
//設(shè)置背景圖片不同速度移動
void fly() {
//三重背景回位
for (int i = 0; i < BG_IMAGE; i++){
bgX[i] -= bgXSpeed[i];
if (bgX[i] < -WIN_WIDTH) {
bgX[i] = 0;//設(shè)置回位
}
}
//人物實現(xiàn)跳躍
if (hero_jump) {
if (HERO_Y < heroJumpMax) {
heroJumpMaxoff = 4;
}
HERO_Y += heroJumpMaxoff;
if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
hero_jump = false;
heroJumpMaxoff = -4;
}
}
else {//跳躍的時候不會刷新圖片幀
index = (index + 1) % 12;//人物圖片幀
}
//創(chuàng)建小烏龜
static int torZhen = 0;
static int torZhen1 = 100;
torZhen++;
if (torZhen > torZhen1) {
torZhen = 0;
/*if (!tortoiseExise){
tortoiseExise = true;
tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
tortoiseY = 300 + imgTortoise[0].getheight()*0.4;
}*/
//障礙物出現(xiàn)的函數(shù)
createObstract();
torZhen1 = 100 + rand() % 70;
}
/*if (tortoiseExise){
tortoiseX -= bgXSpeed[2];
if (tortoiseX < -imgTortoise[0].getwidth()) {
tortoiseExise = false;
}
}*/
//更新障礙物的坐標(biāo)
for (int i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist) {
obstracts[i].x -= obstracts[i].speed + bgXSpeed[2];
if (obstracts[i].x < -ObstractIMG[obstracts[i].type][0].getwidth()*2) {
obstracts[i].exist = false;
}
int len = ObstractIMG[obstracts[i].type].size();
obstracts[i].imgIndex = (obstracts[i].imgIndex + 1) % len;
}
}
}
//渲染背景
void updateBg() {
putimagePNG2(bgX[0], 0, &imgBgs[0]);
putimagePNG2(bgX[1], 119, &imgBgs[1]);
putimagePNG2(bgX[2], 330, &imgBgs[2]);
//實現(xiàn)玩家奔跑
putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
}
//渲染障礙物
void updateEmy() {
//if (tortoiseExise){
// //實現(xiàn)小烏龜圖片幀
// putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
//}
for (int i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist) {
putimagePNG2(obstracts[i].x, obstracts[i].y, WIN_WIDTH,
&ObstractIMG[obstracts[i].type][obstracts[i].imgIndex]);
}
}
}
//處理按鍵事件
void keyEvent() {
//鍵盤空格跳躍
char c;
if (_kbhit()) {
c = _getch();
if (c == ' '){
jump();
}
}
//鼠標(biāo)左鍵跳躍
/*MOUSEMSG msg;
msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN) {
jump();
}*/
}
int main(void) {
init();
int timer = 0;
while (1) {
keyEvent();
timer += getDelay();//距離上一次相差多久時間
if (timer>30){
timer = 0;
update1 = true;
}
if (update1) {
update1 = false;
BeginBatchDraw();//設(shè)置雙緩沖
updateBg();//渲染圖片
updateEmy();
EndBatchDraw();
fly();
}
}
system("pause");
return 0;
}
代碼忒難分塊了(直接放最后的源碼了)
文章來源地址http://www.zghlxwxcb.cn/news/detail-788333.html
#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <vector>//C++提供的長度可變數(shù)組
#pragma comment(lib, "winmm.lib")
using namespace std;
/*
日志:
游戲界面,(游戲窗口(init),游戲背景(3重背景以不同的速度循環(huán)滾動(updateBg(渲染背景)))
實現(xiàn)人物(跳躍活動)
隨機出現(xiàn)道具
加分
*/
#define WIN_WIDTH 1012
#define WIN_HEIGHT 396
bool update1;
#define OBSTRACT_NUM 10
#define WIN_NUM 5
#define BG_IMAGE 3//多少張背景圖片
IMAGE imgBgs[BG_IMAGE];//背景圖片
int bgX[3];//背景圖片x的初始位置
int bgXSpeed[3] = { 1,2,4 };
//人物圖片
#define HERO_IMAGE 12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
//人物下蹲圖片
IMAGE imgHerosDown[2];
int HERO_X;
int HERO_Y;
int heroBlood;
bool hero_jump;//判斷人物是否跳躍
bool hero_down;//判斷人物是否下蹲
int heroJumpMax;//人物跳躍的最大值
int heroJumpMaxoff; //人物跳躍的偏移量
//小烏龜圖片
#define tortoiseNum 7//小烏龜?shù)膱D片數(shù)量
#define lionNum 6//獅子的數(shù)量
#define pillarNum 4//柱子數(shù)量
int tortoiseX;//小烏龜?shù)乃阶鴺?biāo)
int tortoiseY;
bool tortoiseExise;//設(shè)置一次只顯示一個小烏gui
//設(shè)置障礙物枚舉
typedef enum {
tortiose,
lion,
pillar1,
pillar2,
pillar3,
pillar4,
pillar
}obstract_type;
//IMAGE ObstractIMG[3][12];
//C++提供的長度可變數(shù)組
vector<vector<IMAGE>> ObstractIMG;//image ObstractIMG[][]
//設(shè)置障礙物的屬性
typedef struct obstract {
obstract_type type;//障礙物類型
int imgIndex;//當(dāng)前顯示的圖片序號
int x, y;//障礙物的坐標(biāo)
int speed;
int power;//殺傷力
bool exist;
bool hitH; //是否發(fā)生碰撞
bool pass;//表示是否跨過障礙物
}obstract_t;
obstract_t obstracts[OBSTRACT_NUM];
//解決死亡陷阱
int lastObsIndex;
//記錄分?jǐn)?shù)
int scores;
//加分的圖片數(shù)組
IMAGE imgScores[9];
void init() {
initgraph(WIN_WIDTH, WIN_HEIGHT ,1);
char name[128];
preLoadSound("res/hit.mp3");
mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
for (int i = 0; i < BG_IMAGE; i++){
sprintf_s(name, "res/bg%03d.png", i + 1);//不夠三位前面補零
loadimage(&imgBgs[i], name);
bgX[i] = 0;
}
update1 = false;
//加載人物圖片
for (int i = 0; i < HERO_IMAGE; i++) {
sprintf_s(name, "res/hero%d.png", i + 1);
loadimage(&imgHeros[i], name);
}
//設(shè)置人物位置
HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
HERO_Y = 345 - imgHeros[0].getheight();
heroBlood = 100;
hero_jump = false;
hero_down = false;
heroJumpMax = 295 - imgHeros[0].getheight() * 0.5 - 120;
heroJumpMaxoff = -4;
//
lastObsIndex = -1;
scores = 0;
//加載小烏龜?shù)膱D片
IMAGE imgTortoise[tortoiseNum];
for (int i = 0; i < tortoiseNum; i++) {
sprintf_s(name, "res/t%d.png", i + 1);
loadimage(&imgTortoise[i], name);
}
//使用封裝//二維容器
vector<IMAGE> imgTortArray;
for (int i = 0; i < tortoiseNum; i++){
imgTortArray.push_back(imgTortoise[i]);
}
ObstractIMG.push_back(imgTortArray);
//獅子圖片
IMAGE imgLion[lionNum];
for (int i = 0; i < lionNum; i++) {
sprintf_s(name, "res/p%d.png", i + 1);
loadimage(&imgLion[i], name);
}
vector<IMAGE> imgPArray;
for (int i = 0; i < lionNum; i++) {
imgPArray.push_back(imgLion[i]);
}
ObstractIMG.push_back(imgPArray);
//柱子圖片
//我這里寫循環(huán)會報錯
IMAGE imgPillar[pillarNum];
vector<IMAGE> imgHArray;
sprintf_s(name,sizeof(name) ,"res/h1.png");
loadimage(&imgPillar[0], name, 63, 260, true);
imgHArray.push_back(imgPillar[0]);
ObstractIMG.push_back(imgHArray);
vector<IMAGE> imgHArray1;
sprintf_s(name, sizeof(name), "res/h2.png");
loadimage(&imgPillar[1], name, 63, 260, true);
imgHArray1.push_back(imgPillar[1]);
ObstractIMG.push_back(imgHArray1);
vector<IMAGE> imgHArray2;
sprintf_s(name, sizeof(name),"res/h3.png");
loadimage(&imgPillar[2], name, 63, 260, true);
imgHArray2.push_back(imgPillar[2]);
ObstractIMG.push_back(imgHArray2);
vector<IMAGE> imgHArray3;
sprintf_s(name, sizeof(name),"res/h4.png");
loadimage(&imgPillar[3], name, 63, 260, true);
imgHArray3.push_back(imgPillar[3]);
ObstractIMG.push_back(imgHArray3);
//設(shè)置各種障礙物的共同屬性
for (int i = 0; i < OBSTRACT_NUM; i++){
obstracts[i].exist = false;
}
//加載分?jǐn)?shù)圖片
for (int i = 0; i < 9; i++) {
sprintf_s(name, "res/sz/%d.png", i);
loadimage(&imgScores[i], name);
}
//設(shè)置人物下蹲素材
loadimage(&imgHerosDown[0],"res/d1.png");
loadimage(&imgHerosDown[1],"res/d2.png");
}
void createObstract() {
int i;
for (i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist == false){
break;
}
}
if (i> OBSTRACT_NUM){
return;
}
obstracts[i].exist = true;
obstracts[i].hitH = false;
obstracts[i].pass = false;
obstracts[i].imgIndex = 0;
//設(shè)置隨機出現(xiàn)障礙物的類型
//枚舉類型最后一個就是這個枚舉的長度,強制轉(zhuǎn)化
obstracts[i].type =(obstract_type)(rand() % 3);
if (lastObsIndex>=0 &&obstracts[lastObsIndex].type>=pillar1
&&obstracts[lastObsIndex].type<=pillar4
&&obstracts[i].type == lion&&obstracts[lastObsIndex].x>WIN_WIDTH -500) {
obstracts[i].type = tortiose;
}
lastObsIndex = i;
if (obstracts[i].type == pillar1){
obstracts[i].type = (obstract_type)((int)(obstracts[i].type) + rand() % 4);
}
obstracts[i].x = WIN_WIDTH;
obstracts[i].y = 345+5- ObstractIMG[obstracts[i].type][0].getheight();
if (obstracts[i].type==tortiose){
obstracts[i].speed = 0;
obstracts[i].power = 5;
}else if (obstracts[i].type == lion) {
obstracts[i].speed = 4;
obstracts[i].power = 10;
}else if (obstracts[i].type >= pillar1 && obstracts[i].type <= pillar4) {
obstracts[i].speed = 0;
obstracts[i].power = 20;
obstracts[i].y = 0;
}
}
//計算障礙物
void checkHit() {
for (int i = 0; i < OBSTRACT_NUM; i++) {
if (obstracts[i].exist&& obstracts[i].hitH == false) {
int a1x, a1y, a2x, a2y;
int off = 30;
if (!hero_down) {
a1x = HERO_X + off;
a1y = HERO_Y + off;
a2x = HERO_X + imgHeros[index].getwidth() - off;
a2y = HERO_Y + imgHeros[index].getheight();
}
else {
a1x = HERO_X + off;
a1y = 345 - imgHerosDown[index].getheight();
a2x = HERO_X + imgHerosDown[index].getwidth() - off;
a2y = 345;
}
IMAGE img = ObstractIMG[obstracts[i].type][obstracts[i].imgIndex];
int b1x = obstracts[i].x +off;
int b1y = obstracts[i].y +off;
int b2x = obstracts[i].x + img.getwidth() - off;
int b2y = obstracts[i].y +img.getheight() - 10;
if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)){
heroBlood -= obstracts[i].power;
//cout << "英雄血量:" << heroBlood << endl;
playSound("res/hit.mp3");
obstracts[i].hitH = true;
}
}
}
}
//玩家跳躍的開關(guān)
void jump() {
hero_jump = true;
update1 = true;
}
//玩家下蹲
void down() {
update1 = true;
hero_down = true;
index = 0;
}
//設(shè)置背景圖片不同速度移動
void fly() {
//三重背景回位
for (int i = 0; i < BG_IMAGE; i++){
bgX[i] -= bgXSpeed[i];
if (bgX[i] < -WIN_WIDTH) {
bgX[i] = 0;//設(shè)置回位
}
}
//人物實現(xiàn)跳躍
if (hero_jump) {
if (HERO_Y < heroJumpMax) {
heroJumpMaxoff = 4;
}
HERO_Y += heroJumpMaxoff;
if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
hero_jump = false;
heroJumpMaxoff = -4;
}
}
else if (hero_down) {
static int i = 0;
int delayIndex[2] = { 4,30 };
i++;
if (i>=delayIndex[index]) {
i = 0;
index++;
if (index >= 2) {
hero_down = false;
index = 0;
}
}
}else {//跳躍的時候不會刷新圖片幀
index = (index + 1) % 12;//人物圖片幀
}
//創(chuàng)建小烏龜
static int torZhen = 0;
static int torZhen1 = 100;
torZhen++;
if (torZhen > torZhen1) {
torZhen = 0;
/*if (!tortoiseExise){
tortoiseExise = true;
tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
tortoiseY = 300 + imgTortoise[0].getheight()*0.4;
}*/
//障礙物出現(xiàn)的函數(shù)
createObstract();
torZhen1 = 100 + rand() % 70;
}
/*if (tortoiseExise){
tortoiseX -= bgXSpeed[2];
if (tortoiseX < -imgTortoise[0].getwidth()) {
tortoiseExise = false;
}
}*/
//更新障礙物的坐標(biāo)
for (int i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist) {
obstracts[i].x -= obstracts[i].speed + bgXSpeed[2];
if (obstracts[i].x < -ObstractIMG[obstracts[i].type][0].getwidth()*2) {
obstracts[i].exist = false;
}
int len = ObstractIMG[obstracts[i].type].size();
obstracts[i].imgIndex = (obstracts[i].imgIndex + 1) % len;
}
}
}
//渲染背景
void updateBg() {
putimagePNG2(bgX[0], 0, &imgBgs[0]);
putimagePNG2(bgX[1], 119, &imgBgs[1]);
putimagePNG2(bgX[2], 330, &imgBgs[2]);
}
void updateHero() {
if (!hero_down) {
//實現(xiàn)玩家奔跑
putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
}
else {
//實現(xiàn)玩家下蹲
int y = 295 - imgHerosDown[index].getheight() * 0.5;
putimagePNG2(HERO_X, 295, &imgHerosDown[index]);
}
}
//渲染障礙物
void updateEmy() {
//if (tortoiseExise){
// //實現(xiàn)小烏龜圖片幀
// putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
//}
for (int i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist) {
putimagePNG2(obstracts[i].x, obstracts[i].y, WIN_WIDTH,
&ObstractIMG[obstracts[i].type][obstracts[i].imgIndex]);
}
}
//人物與障礙物的碰撞檢測
checkHit();
}
void updateBlood() {
drawBloodBar(10, 10, 200, 10, 2, BLUE, DARKGRAY, RED, heroBlood / 100.0);
}
//檢查游戲是否結(jié)束
void checkOver() {
if (heroBlood<=0){
loadimage(0, "res/over.png");
FlushBatchDraw();
mciSendString("stop res/bg.mp3",0,0,0);
system("pause");
mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
heroBlood = 100;
scores = 0;
}
}
//計算分?jǐn)?shù)
void checkScore() {
for (int i = 0; i < OBSTRACT_NUM; i++){
if (obstracts[i].exist && obstracts[i].pass==false
&&obstracts[i].x+ObstractIMG[obstracts[i].type][0].getwidth()<HERO_X
&&obstracts[i].hitH==false)
{
if (obstracts[i].type>=pillar1&&obstracts[i].type<=pillar4)
{
scores += 2;
}
scores++;
cout << scores << endl;
obstracts[i].pass = true;
}
}
}
//渲染分?jǐn)?shù)
void updateScore() {
char str[8];
int x = 20;
int y = 25;
sprintf(str, "%d", scores);
for (int i = 0; i < str[i]; i++){
int sz = str[i] - '0';
putimagePNG(x, y, &imgScores[sz]);
x += imgScores[i].getwidth() + 5;
}
FlushBatchDraw();
}
//游戲?qū)徖?void checkWin() {
if (scores>WIN_NUM){
mciSendString("play res/win.mp3 repeat", 0, 0, 0);
Sleep(1000);
loadimage(0, "res/win.png");
FlushBatchDraw();
mciSendString("stop res/win.mp3", 0, 0, 0);
system("pause");
heroBlood = 100;
scores = 0;
mciSendString("play res/bg.mp3", 0, 0, 0);
}
}
//處理按鍵事件
void keyEvent() {
//鍵盤空格跳躍
char c;
if (_kbhit()) {
c = _getch();
if (c == ' '){
jump();
}
else if (c == 'a') {
down();
}
}
//鼠標(biāo)左鍵跳躍
/*MOUSEMSG msg;
msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN) {
jump();
}*/
}
int main(void) {
init();
loadimage(0, "res/over.png");
FlushBatchDraw();
system("pause");
int timer = 0;
while (1) {
keyEvent();
timer += getDelay();//距離上一次相差多久時間
if (timer>30){
timer = 0;
update1 = true;
}
if (update1) {
update1 = false;
BeginBatchDraw();//設(shè)置雙緩沖
updateBg();//渲染圖片
updateBlood();//血條
updateHero();
updateEmy();
checkOver();
checkScore();//檢查分?jǐn)?shù)
updateScore();//渲染分?jǐn)?shù)
checkWin();
EndBatchDraw();
fly();
}
}
system("pause");
return 0;
}
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