最全C语言实现植物大战僵尸(完整版)_简易的植物大战僵尸c语言代码,2024年最新C C++程序员面试必备的知识点

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猴君
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		{ 			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;
}
}

 然后最后就是头文件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); 

}

img
img

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(), 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); 

}

[外链图片转存中…(img-33vIczlJ-1715814397208)]
[外链图片转存中…(img-ZTbbo7OK-1715814397209)]

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