这篇文章主要介绍“C++怎么利用easyx图形库实现天天酷跑小游戏”,在日常操作中,相信很多人在C++怎么利用easyx图形库实现天天酷跑小游戏问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”C++怎么利用easyx图形库实现天天酷跑小游戏”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
开发日志
1.创建项目
2.导入素材
3.创建游戏界面
从用户界面入手
选择图形库或者其他引擎,酷跑是基于“easyx”图形库的
1)创建游戏窗口
2)设计游戏背景
a.三重背景不同的速度移动
b.循环滚动背景的实现
3)实现游戏背景
a.加载背景资源
b.渲染(实现打印图片的效果)背景知识:坐标
遇到的问题:背景图片的png格式图片出现黑色
4.实现玩家奔跑
5.实现玩家跳跃
6.实现随机小乌龟
7.创建结构体结构类型
8.使用障碍物结构体后重新初始化
9.封装后多个障碍物的显示
10.实现玩家的下蹲技能
11.添加柱子障碍物
代码实现
//#undef UNICODE
//#undef _UNICODE
#include <stdio.h>
#include <graphics.h>
#include <conio.h>
#include <vector> //c++ 长度可变的数组
#include "tools.h"
using namespace std; //声明命名空间
#define WIN_SCORE 10
#define WIN_WIDTH 1012 //定义宏 便于后期维护与处理
#define WIN_HEIGHT 396
#define OBSTACLE_COUNT 10
IMAGE imgBgs[3];//背景图片――创建图片数组
int bgX[3];//背景图片的X坐标(不断变化)
int bgSpeed[3] = { 1,2,4 };//控制3个背景不同速度
IMAGE imgHeros[12];//人物不断奔跑的实现
int heroX;//玩家的X坐标
int heroY;//玩家的Y坐标
int heroIndex;//玩家奔跑的图片帧序号
bool heroJump;//表示玩家正在跳跃
int jumpHeightMax;//跳跃的最大高度
int heroJumpOff;//跳跃偏移量
int update;//表示是否需要马上刷新画面
//IMAGE imgTortoise; //小乌龟
//int torToiseX; //小乌龟的水平坐标
//int torToiseY; //小乌龟的竖直坐标
//bool torToiseExist; //当前窗口是否有小乌龟
int heroBlood; //定义玩家血量
int score;
typedef enum {
TORTOISE, //乌龟 0
LION, //狮子 1
HOOK1,
HOOK2,
HOOK3,
HOOK4,
OBSTACLE_TYPE_COUNT //边界 6
}obstacle_type;
// 相当于 IMAGE obstacleImgs[3][5]
vector<vector<IMAGE>>obstacleImgs; //二维数组 存放所有障碍物的各个图片
typedef struct obstacle {
int type; //障碍物的类型
int imgIndex; //当前显示的图片的序号
int x, y; //障碍物的坐标
int speed;
int power; //杀伤力
bool exist;
bool hited; //表示是否已经发生碰撞
bool passed;//表示是否已经被通过
}obstacle_t;
obstacle_t obstacles[OBSTACLE_COUNT];
int lastObsIndex;//解决障碍物bug(柱子与狮子在一起)
IMAGE imgHeroDown[2];
bool heroDown; //表示玩家是否处于下蹲状态
IMAGE imgSZ[10];
//游戏的初始化
void init() {
//创建游戏窗口
initgraph(WIN_WIDTH, WIN_HEIGHT, EW_SHOWCONSOLE);
//加载背景资源
char name[64];
for (int i = 0; i < 3; i++)
{
//路径 "res/bg001.png" "res/bg002.png" "res/bg003.png"
sprintf(name, "res/bg%03d.png",i+1);//%03d占3位,不足3位自动补0
//#undef _UNICODE
loadimage(&imgBgs[i], name);//把3个图片加载到了图片数组的位置
bgX[i] = 0;
}
//加载Hero奔跑的图片帧素材
for (int i = 0; i < 12; i++) {
sprintf(name, "res/hero%d.png", i + 1);
loadimage(&imgHeros[i], name);
}
//设置玩家的初始位置
heroX = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;//X坐标:屏幕宽度的一半减去人物宽度的一半
heroY = 345 - imgHeros[0].getheight();//Y坐标:脚底坐标减去人物高度
heroIndex = 0;
heroJump = false;
jumpHeightMax = 345 - imgHeros[0].getheight() - 120;
heroJumpOff = -4;
update = true;
加载小乌龟素材
//loadimage(&imgTortoise, "res/t1.png");
//torToiseExist = false;
//torToiseY = 345 - imgTortoise.getheight() + 5;
IMAGE imgTort;
loadimage(&imgTort, "res/t1.png");
vector<IMAGE>imgTortArray;
imgTortArray.push_back(imgTort);//添加图片
obstacleImgs.push_back(imgTortArray);
IMAGE imgLion;
vector<IMAGE>imgLionArray;
for (int i = 0; i < 6; i++) {
sprintf(name, "res/p%d.png", i + 1);
loadimage(&imgLion, name);
imgLionArray.push_back(imgLion);
}
obstacleImgs.push_back(imgLionArray);
//初始化障碍物池
for (int i = 0; i < OBSTACLE_COUNT; i++) {
obstacles[i].exist = false;
}
//加载下蹲素材
loadimage(&imgHeroDown[0], "res/d1.png");
loadimage(&imgHeroDown[1], "res/d2.png");
heroDown = false;
//加载柱子图片
IMAGE imgH;
for (int i = 0; i < 4; i++) {
vector<IMAGE> imgHookArray;
sprintf(name, "res/h%d.png", i + 1);
loadimage(&imgH, name, 63, 250, true); // 图片进行缩化
imgHookArray.push_back(imgH);
obstacleImgs.push_back(imgHookArray);
}
heroBlood = 100;
//预加载音效
preLoadSound("res/hit.mp3");
//背景音乐
mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
lastObsIndex = -1;
score = 0;
//加载数字图片
for (int i = 0; i < 10; i++) {
sprintf(name, "res/sz/%d.png", i);
loadimage(&imgSZ[i], name);
}
}
//随机创建障碍物
void creatObstacle() {
int i;
for (i = 0; i < OBSTACLE_COUNT; i++) {
if (obstacles[i].exist == false) {
break;
}
}
if (i >= OBSTACLE_COUNT) {
return;
}
obstacles[i].exist = true;
obstacles[i].hited = false;
obstacles[i].imgIndex = 0;
//obstacles[i].type = (obstacle_type)(rand() % OBSTACLE_TYPE_COUNT);
obstacles[i].type = (obstacle_type)(rand() % 3);
//如果上一个障碍物是柱子,下一个是狮子,判断距离,若很近,则狮子换为乌龟
if (lastObsIndex >= 0 && obstacles[lastObsIndex].type >= HOOK1 && obstacles[lastObsIndex].type <= HOOK4 && obstacles[i].type == LION && obstacles[lastObsIndex].x > WIN_WIDTH - 500)
{
obstacles[i].type == TORTOISE;
}
lastObsIndex = i;
if (obstacles[i].type == HOOK1) { //降低柱子出现的频率
obstacles[i].type += rand() % 4; //0-3
}
obstacles[i].x = WIN_WIDTH;
obstacles[i].y = 345 + 5 - obstacleImgs[obstacles[i].type][0].getheight();
if (obstacles[i].type == TORTOISE) {
obstacles[i].speed = 0;
obstacles[i].power = 5; //随意
}
else if (obstacles[i].type == LION) {
obstacles[i].speed = 1;
obstacles[i].power = 20;
}
else if (obstacles[i].type >= HOOK1 && obstacles[i].type <= HOOK4) {
obstacles[i].speed = 0;
obstacles[i].power = 20;
obstacles[i].y = 0;
}
obstacles[i].passed = false;
}
void checkHit() {
for(int i = 0; i < OBSTACLE_COUNT; i++) {
if (obstacles[i].exist && obstacles[i].hited == false) {
int a1x, a1y, a2x, a2y;
int off = 30;
if (!heroDown) { //非下蹲 奔跑 跳跃
a1x = heroX + off;
a1y = heroY + off;
a2x = heroX + imgHeros[heroIndex].getwidth() - off;
a2y = heroY + imgHeros[heroIndex].getheight();
}
else {
a1x = heroX + off;
a1y = 345 - imgHeroDown[heroIndex].getheight();
a2x = heroX + imgHeroDown[heroIndex].getwidth() - off;
a2y = 345;
}
IMAGE img = obstacleImgs[obstacles[i].type][obstacles[i].imgIndex]; //当前障碍物类型(的第几张图片)
int b1x = obstacles[i].x + off;
int b1y = obstacles[i].y + off;
int b2x = obstacles[i].x + img.getwidth() - off;
int b2y = obstacles[i].y + img.getheight() - 10;
if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)) {
heroBlood -= obstacles[i].power;
printf("血量剩余 %d
", heroBlood);
playSound("res/hit.mp3");
obstacles[i].hited = true;
}
}
}
}
//让背景动起来
void run() {
for (int i = 0; i < 3; i++) {
bgX[i] -= bgSpeed[i];//3个背景移动的速度不同
if (bgX[i] < -WIN_WIDTH) {
bgX[i] = 0;
}
}
//实现跳跃
if (heroJump)
{
if (heroY < jumpHeightMax) //达到最大跳跃高度 跳跃偏移量为正 向下跳跃
{
heroJumpOff = 4;
}
heroY += heroJumpOff;
if (heroY > 345 - imgHeros[0].getheight()) //到达地面 跳跃结束
{
heroJump = false;
heroJumpOff = -4; // 偏移量初始化
}
}
else if (heroDown) { //人物下蹲
static int count = 0;
int delays[2] = { 8,30 }; //设置下蹲的时间不一样
count++;
if (count >= delays[heroIndex]) {
count = 0;
heroIndex++;
if (heroIndex >= 2) {
heroIndex = 0;
heroDown = false;
}
}
}
else{ //不跳跃
heroIndex = (heroIndex + 1) % 12; //12张图片循环播放完成一系列动作
}
//创建障碍物
static int frameCount = 0;
static int enemyFre = 50;
frameCount++;
if (frameCount > enemyFre){
frameCount = 0;
//if (!torToiseExist) { //避免屏幕同时出现多个小乌龟
// torToiseExist = true;
// torToiseX = WIN_WIDTH;
// enemyFre=rand()%301+200; //每200-500帧随机出现一只龟
//}
enemyFre = rand() % 50 + 50;
creatObstacle();
}
//if (torToiseExist) {
// //更新小乌龟位置
// torToiseX -= bgSpeed[2];
// if (torToiseX < -imgTortoise.getwidth()) {
// torToiseExist = false;
// }
//}
//更新所有障碍物的坐标
for (int i = 0; i < OBSTACLE_COUNT; i++) {
if (obstacles[i].exist) {
obstacles[i].x -= obstacles[i].speed + bgSpeed[2];
if (obstacles[i].x < -obstacleImgs[obstacles[i].type][0].getwidth() * 2) {
obstacles[i].exist = false;
}
int len = obstacleImgs[obstacles[i].type].size();
obstacles[i].imgIndex = (obstacles[i].imgIndex + 1) % len;
}
}
//玩家和障碍物的“碰撞检测”处理
checkHit();
}
//渲染“游戏背景”
void updateBg() {
//调整背景图片位置
putimagePNG2(bgX[0], 0, &imgBgs[0]);
putimagePNG2(bgX[1], 119, &imgBgs[1]);
putimagePNG2(bgX[2], 330, &imgBgs[2]);
}
//实现跳跃
void jump() {
heroJump = true;
update = true; //未处于刷新时也能跳跃
}
void down() {
update = true;
heroDown = true;
heroIndex = 0;
}
//处理用户按键的输入
void keyEvent() {
//char c;
//scanf("%c", &c); 会直接阻塞程序的执行
if (GetAsyncKeyState(VK_UP)){ //虚拟键
jump();
/*
if(kbhit()) //kbhit()判断有无键盘输入。若有按键按下,则kbhit()返回 TRUE
{
char ch = _getch();//不需要按下回车即可直接读取
if (ch == ' ') {//按下空格跳跃
jump();
}
*/
}
else if (GetAsyncKeyState(VK_DOWN)) {
down();
}
}
void updateEnemy() {
//渲染小乌龟
/*if (torToiseExist) {
putimagePNG2(torToiseX, torToiseY, WIN_WIDTH, &imgTortoise);
}*/
for (int i = 0; i < OBSTACLE_COUNT; i++) {
if (obstacles[i].exist) {
putimagePNG2(obstacles[i].x, obstacles[i].y, WIN_WIDTH, &obstacleImgs[obstacles[i].type][obstacles[i].imgIndex]);
}
}
}
void updateHero() {
if (!heroDown) { //不处于下蹲状态――奔跑跳跃
putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);
}
else {
int y = 345 - imgHeroDown[heroIndex].getheight();
putimagePNG2(heroX, y, &imgHeroDown[heroIndex]);
}
}
void updateBloodBar()
{
drawBloodBar(10, 10, 200, 10, 2, BLUE, DARKGRAY, RED, heroBlood / 100.0);
}
void checkOver() {
if (heroBlood <= 0) {
loadimage(0, "res/over.png");
FlushBatchDraw();//刷新
mciSendString("stop res / bg.mp3", 0, 0, 0);//关掉背景音乐
system("pause");
//暂停之后,充币复活或者直接开始下一局
heroBlood = 100;
score = 0;
mciSendString("play res / bg.mp3 repeat", 0, 0, 0);
}
}
void checkScore() {
for (int i = 0; i < OBSTACLE_COUNT; i++) {
if (obstacles[i].exist && obstacles[i].passed == false &&
obstacles[i].x + obstacleImgs[obstacles[i].type][0].getwidth() < heroX && obstacles[i].hited == false)
{
score++;
obstacles[i].passed = true;
printf("score:%d
", score);
}
}
}
void updateScore() {
char str[8];
sprintf(str, "%d", score);
int x = 20;
int y = 25;
for (int i = 0; str[i]; i++) {
int sz = str[i] - '0';
putimagePNG(x, y, &imgSZ[sz]);
x += imgSZ[sz].getwidth() + 5;
}
}
void checkWin() {
if (score >= WIN_SCORE) {
FlushBatchDraw();
mciSendString("play res/win.mp3", 0, 0, 0);
Sleep(2000);
loadimage(0, "res/win.png");
FlushBatchDraw();
mciSendString("stop res/bg.mp3", 0, 0, 0);
system("pause");
heroBlood = 100;
score = 0;
mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
}
}
int main(void)
{
init();
//显示初始化面
loadimage(0, "res/over.png");
system("pause");
int timer = 0;
while (1) {
keyEvent();
timer += getDelay();//此函数返回距离上一次调用间隔的时间,第一次返回0
if (timer > 30) { //30毫秒刷新时间
timer = 0;
update = true;
}
if (update) {
update = false;
BeginBatchDraw();//这个函数用于开始批量绘图。执行后,任何绘图操作都将暂时不输出到绘图窗口上,直到执行 FlushBatchDraw 或 EndBatchDraw 才将之前的绘图输出。
updateBg();
//putimagePNG2(heroX, heroY, &imgHeros[heroIndex]);
updateHero();
updateEnemy();
updateBloodBar();
updateScore();
checkWin();
EndBatchDraw();//这个函数用于结束批量绘制,并执行未完成的绘制任务。 这两个函数主要为了消除闪烁。
checkOver();
checkScore();
run();
}
//Sleep(30); //休眠
}
system("pause");
return 0;
}
## tool头文件
```javascript
#include <stdio.h>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")
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;
}
}
// 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) //公式: Cp=αp*FP+(1-αp)*BP ; αp=sa/255 , FP=sr , BP=dr
| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8) //αp=sa/255 , FP=sg , BP=dg
| (sb * sa / 255 + db * (255 - sa) / 255); //αp=sa/255 , FP=sb , BP=db
}
}
}
}
// 适用于 y <0 以及x<0的任何情况
void putimagePNG2(int x, int y, IMAGE* picture) {
IMAGE imgTmp;
if (y < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, -y,
picture->getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
if (x < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());
SetWorkingImage();
x = 0;
picture = &imgTmp;
}
putimagePNG(x, y, picture);
}
// 适用于 y <0 以及y>0的任何情况
void putimagePNG2(int x, int y, int winWidth, IMAGE* picture) {
IMAGE imgTmp;
if (y < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, -y,
picture->getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
if (x < 0) {
SetWorkingImage(picture);
getimage(&imgTmp, -x, 0, picture->getwidth() + x, picture->getheight());
SetWorkingImage();
x = 0;
picture = &imgTmp;
}
else if (x >= winWidth) {
return;
}
else if (x > winWidth-picture->getwidth()) {
SetWorkingImage(picture);
getimage(&imgTmp, 0, 0, winWidth - x, picture->getheight());
SetWorkingImage();
picture = &imgTmp;
}
putimagePNG(x, y, picture);
}
//设A[x01,y01,x02,y02] B[x11,y11,x12,y12].
bool rectIntersect(int x01, int y01, int x02, int y02,
int x11, int y11, int x12, int y12)
{
int zx = abs(x01 + x02 - x11 - x12);
int x = abs(x01 - x02) + abs(x11 - x12);
int zy = abs(y01 + y02 - y11 - y12);
int y = abs(y01 - y02) + abs(y11 - y12);
return (zx <= x && zy <= y);
}
void preLoadSound(const char* name) {
char cmd[512];
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
}
void playSound(const char* name) {
static int index = 1;
char cmd[512];
if (index == 1) {
sprintf_s(cmd, sizeof(cmd), "play %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-2", name, name);
mciSendString(cmd, 0, 0, 0);
index++;
}
else if (index == 2) {
sprintf_s(cmd, sizeof(cmd), "play %s-2", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "close %s-1", name);
mciSendString(cmd, 0, 0, 0);
sprintf_s(cmd, sizeof(cmd), "open %s alias %s-1", name, name);
mciSendString(cmd, 0, 0, 0);
index = 1;
}
}
void drawBloodBar(int x, int y, int width, int height, int lineWidth, int boardColor, int emptyColor, int fillColor, float percent) {
LINESTYLE lineStyle;
getlinestyle(&lineStyle);
int lineColor = getlinecolor();
int fileColor = getfillcolor();
if (percent < 0) {
percent = 0;
}
setlinecolor(BLUE);
setlinestyle(PS_SOLID | PS_ENDCAP_ROUND, lineWidth);
setfillcolor(emptyColor);
fillrectangle(x, y, x + width, y + height);
setlinestyle(PS_SOLID | PS_ENDCAP_FLAT, 0);
setfillcolor(fillColor);
setlinecolor(fillColor);
if (percent > 0) {
fillrectangle(x + 0.5 * lineWidth, y + lineWidth * 0.5, x + width * percent, y + height - 0.5 * lineWidth);
}
setlinecolor(lineColor);
setfillcolor(fillColor);
setlinestyle(&lineStyle);
}
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