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#include <graphics.h>
#include <string>
#include <vector>
using namespace std;
/* =============== 知识点 ===============
* 1.主循环内应尽量避免阻塞式行为或者过于繁重且耗时过长的任务
* 2.用计数器和用计时器来控制动画的帧更新的区别:
* 计数器:会存在电脑的刷新速度越快,帧更新就越快的情况
* 计时器:不管什么电脑,帧更新都和实际的时间流逝一致
* 3.利用享元模式对资源加载进行优化
*/
const int WINDOW_WIDTH = 1280;
const int WINDOW_HEIGHT = 720;
const int FPS = 60;
const double PI = 3.14159;
const int BULLET_BASE_RADIUS = 100;
const int BULLET_RADIUS_CHANGE_RANGE = 25;
const int PLAYER_ANIM_NUM = 6;
const int ENEMY_ANIM_NUM = 6;
const int BUTTON_WIDTH = 192;
const int BUTTON_HEIGHT = 75;
bool is_game_started = false;
bool is_running = true;
#pragma comment(lib, "MSIMG32.LIB") // pragma comment作用:链接库
#pragma comment(lib, "Winmm.lib") // 音频播放的库
// 自己定义一个可以处理透明度的图片绘制函数
void putimage_alpha(int x, int y, IMAGE* img);
// 资源加载优化
class Atlas
{
public:
Atlas(LPCTSTR path, int num)
{
// 加载图片
TCHAR path_file[256];
for (int i = 0; i < num; i++)
{
_stprintf_s(path_file, path, i);
IMAGE* frame = new IMAGE();
loadimage(frame, path_file);
frame_list.push_back(frame);
}
}
~Atlas()
{
for (int i = 0; i < frame_list.size(); i++)
{
delete frame_list[i];
}
}
public:
vector<IMAGE*> frame_list;
};
Atlas* atlas_player_left; // 放在main中初始化
Atlas* atlas_player_right;
Atlas* atlas_enemy_left;
Atlas* atlas_enemy_right;
class Animation
{
public:
Animation(Atlas* atlas, int interval)
{
anim_atlas = atlas;
interval_ms = interval;
}
~Animation() = default; // atlas是Animation类对象共享的公共资产,所以不能在Animation的析构函数中使用delete释放atlas指针
// 需要在更上一层释放(main)
// 况且这里也没有new
// 播放动画
void Play(int x, int y, int delta_time)
{
timer += delta_time;
if (timer >= interval_ms)
{
idx_frame = (idx_frame + 1) % anim_atlas->frame_list.size();
timer = 0;
}
putimage_alpha(x, y, anim_atlas->frame_list[idx_frame]);
}
private:
int interval_ms = 0; // 帧间隔
int timer = 0; // 动画计时器
int idx_frame = 0; // 动画帧索引
private:
Atlas* anim_atlas; // 需要持有Atlas类的指针
};
class Player
{
public:
Player()
{
loadimage(&img_shadow, _T("img/shadow_player.png"));
anim_left = new Animation(atlas_player_left, 45);
anim_right = new Animation(atlas_player_right, 45);
}
~Player()
{
delete anim_left;
delete anim_right;
}
void ProcessEvent(const ExMessage& msg)
{
if (msg.message == WM_KEYDOWN)
{
switch (msg.vkcode)
{
case VK_UP:
is_moving_up = true;
break;
case VK_DOWN:
is_moving_down = true;
break;
case VK_LEFT:
is_moving_left = true;
break;
case VK_RIGHT:
is_moving_right = true;
break;
}
}
if (msg.message == WM_KEYUP)
{
switch (msg.vkcode)
{
case VK_UP:
is_moving_up = false;
break;
case VK_DOWN:
is_moving_down = false;
break;
case VK_LEFT:
is_moving_left = false;
break;
case VK_RIGHT:
is_moving_right = false;
break;
}
}
}
void Move()
{
if (is_moving_up)
position.y -= SPEED;
if (is_moving_down)
position.y += SPEED;
if (is_moving_left)
position.x -= SPEED;
if (is_moving_right)
position.x += SPEED;
// 解决斜线移动速度更快的问题
int dir_x = is_moving_right - is_moving_left; // 向右为x轴正方向
int dir_y = is_moving_down - is_moving_up; // 向下为y轴正方向
double len_dir = sqrt(dir_x * dir_x + dir_y * dir_y);
if (len_dir != 0)
{
double normalized_x = dir_x / len_dir;
double normalized_y = dir_y / len_dir;
position.x += (int)(SPEED * normalized_x);
position.y += (int)(SPEED * normalized_y);
}
// 限制玩家移动范围
if (position.x < 0) position.x = 0;
if (position.y < 0) position.y = 0;
if (position.x + FRAME_WIDTH > WINDOW_WIDTH) position.x = WINDOW_WIDTH - FRAME_WIDTH;
if (position.y + FRAME_HEIGHT > WINDOW_HEIGHT) position.y = WINDOW_HEIGHT - FRAME_HEIGHT;
}
void Draw(int delta_time)
{
// 在绘制玩家之前绘制阴影
int shadow_pos_x = position.x + (FRAME_WIDTH / 2 - SHADOW_WIDTH / 2);
int shadow_pos_y = position.y + FRAME_HEIGHT - 8;
putimage_alpha(shadow_pos_x, shadow_pos_y, &img_shadow);
static bool facing_left = false;
int dir_x = is_moving_right - is_moving_left;
if (dir_x < 0)
facing_left = true;
else if (dir_x > 0)
facing_left = false;
if (facing_left)
anim_left->Play(position.x, position.y, delta_time);
else
anim_right->Play(position.x, position.y, delta_time);
}
const POINT& GetPosition() const
{
return position;
}
public:
const int FRAME_WIDTH = 80;
const int FRAME_HEIGHT = 80;
private:
const int SPEED = 3; // player移动的速度
const int SHADOW_WIDTH = 32;
private:
IMAGE img_shadow; // 玩家脚下阴影
Animation* anim_left;
Animation* anim_right;
POINT position = { 500, 500 }; // 玩家坐标
// 解决消息处理和按键异步造成的玩家移动卡顿问题
bool is_moving_up = false;
bool is_moving_down = false;
bool is_moving_left = false;
bool is_moving_right = false;
};
class Bullet
{
public:
Bullet() = default;
~Bullet() = default;
void Draw() const // 在成员方法后面加上const:这个方法不会修改类的成员变量
{
setlinecolor(RGB(255, 155, 50));
setfillcolor(RGB(200, 75, 10));
fillcircle(position.x, position.y, RADIUS);
}
public:
POINT position = { 0, 0 };
private:
const int RADIUS = 10;
};
class Enemy
{
public:
Enemy()
{
loadimage(&img_shadow, _T("img/shadow_enemy.png"));
anim_left = new Animation(atlas_enemy_left, 45);
anim_right = new Animation(atlas_enemy_right, 45);
// 敌人生成的边界
enum class SpawnEdge
{
Up = 0,
Down,
Left,
Right
};
// 将敌人生成在四条边界中随机的一条上
SpawnEdge edge = (SpawnEdge)(rand() % 4);
// 具体的随机坐标值
switch (edge)
{
case SpawnEdge::Up:
position.x = rand() % WINDOW_WIDTH;
position.y = -FRAME_HEIGHT;
break;
case SpawnEdge::Down:
position.x = rand() % WINDOW_WIDTH;
position.y = WINDOW_HEIGHT;
break;
case SpawnEdge::Left:
position.x = -FRAME_WIDTH;
position.y = rand() % WINDOW_HEIGHT;
break;
case SpawnEdge::Right:
position.x = WINDOW_WIDTH;
position.y = rand () % WINDOW_HEIGHT;
break;
default:
break;
}
}
~Enemy()
{
delete anim_left;
delete anim_right;
}
bool CheckBulletCollision(const Bullet& bullet) // 在参数前添加const:这个参数在函数中不会被修改
{
// 将子弹等效为一个点,判断该点是否在敌人的矩形内
bool is_overlap_x = bullet.position.x >= position.x && bullet.position.x <= position.x + FRAME_WIDTH;
bool is_overlap_y = bullet.position.y >= position.y && bullet.position.y <= position.y + FRAME_HEIGHT;
return is_overlap_x && is_overlap_y;
}
bool CheckPlayerCollision(const Player& player)
{
// 将敌人的中心点位置视为敌人的碰撞点
POINT check_position = { position.x + FRAME_WIDTH / 2, position.y + FRAME_HEIGHT / 2 };
bool is_overlap_x = check_position.x >= player.GetPosition().x && check_position.x <= player.GetPosition().x + player.FRAME_WIDTH;
bool is_overlap_y = check_position.y >= player.GetPosition().y && check_position.y <= player.GetPosition().y + player.FRAME_HEIGHT;
return is_overlap_x && is_overlap_y;
}
void Move(const Player& player)
{
const POINT& player_position = player.GetPosition();
int dir_x = player_position.x - position.x;
int dir_y = player_position.y - position.y;
double dir_len = sqrt(dir_x * dir_x + dir_y * dir_y);
if (dir_len != 0)
{
double normalized_x = dir_x / dir_len;
double normalized_y = dir_y / dir_len;
position.x += (int)(normalized_x * SPEED);
position.y += (int)(normalized_y * SPEED);
}
if (dir_x > 0)
facing_left = false;
else if (dir_x < 0)
facing_left = true;
}
void Draw(int delta_time)
{
int shadow_pos_x = position.x + (FRAME_WIDTH / 2 - SHADOW_WIDTH / 2);
int shadow_pos_y = position.y + FRAME_HEIGHT - 35;
putimage_alpha(shadow_pos_x, shadow_pos_y, &img_shadow);
if (facing_left)
anim_left->Play(position.x, position.y, delta_time);
else
anim_right->Play(position.x, position.y, delta_time);
}
void Hurt()
{
alive = false;
}
bool CheckAlive()
{
return alive;
}
private:
const int SPEED = 2;
const int FRAME_WIDTH = 80;
const int FRAME_HEIGHT = 80;
const int SHADOW_WIDTH = 48;
private:
IMAGE img_shadow;
Animation* anim_left;
Animation* anim_right;
POINT position = { 0, 0 };
bool facing_left = false;
bool alive = true;
};
// Button的基类
class Button
{
public:
Button(RECT rect, LPCTSTR path_imag_idle, LPCTSTR path_imag_hovered, LPCTSTR path_imag_pushed) // 加载图片
{
region = rect;
loadimage(&img_idle, path_imag_idle);
loadimage(&img_hovered, path_imag_hovered);
loadimage(&img_pushed, path_imag_pushed);
}
~Button() = default;
void Draw()
{
switch (status)
{
case Status::Idle:
putimage(region.left, region.top, &img_idle);
break;
case Status::Hovered:
putimage(region.left, region.top, &img_hovered);
break;
case Status::Pushed:
putimage(region.left, region.top, &img_pushed);
break;
}
}
void ProcessEvent(const ExMessage& msg)
{
switch (msg.message)
{
case WM_MOUSEMOVE:
if (status == Status::Idle && CheckCursorHit(msg.x, msg.y))
status = Status::Hovered;
else if (status == Status::Idle && !CheckCursorHit(msg.x, msg.y))
status = Status::Idle;
else if (status == Status::Hovered && !CheckCursorHit(msg.x, msg.y))
status = Status::Idle;
break;
case WM_LBUTTONDOWN:
if (CheckCursorHit(msg.x, msg.y))
status = Status::Pushed;
break;
case WM_LBUTTONUP:
if (status == Status::Pushed)
OnClick();
break;
default:
break;
}
}
protected:
virtual void OnClick() = 0;
private:
bool CheckCursorHit(int x, int y)
{
return x >= region.left && x <= region.right && y >= region.top && y <= region.bottom;
}
private:
enum class Status
{
Idle = 0,
Hovered,
Pushed
};
private:
RECT region;
IMAGE img_idle;
IMAGE img_hovered;
IMAGE img_pushed;
Status status = Status::Idle;
};
// 开始游戏按钮
class StartGameButton : public Button
{
public:
StartGameButton(RECT rect, LPCTSTR path_imag_idle, LPCTSTR path_imag_hovered, LPCTSTR path_imag_pushed)
: Button(rect, path_imag_idle, path_imag_hovered, path_imag_pushed) {}
~StartGameButton() = default;
protected:
void OnClick()
{
is_game_started = true;
mciSendString(_T("play bgm repeat from 0"), NULL, 0, NULL); // 重复播放bgm
}
};
// 退出游戏按钮
class QuitGameButton : public Button
{
public:
QuitGameButton(RECT rect, LPCTSTR path_imag_idle, LPCTSTR path_imag_hovered, LPCTSTR path_imag_pushed)
: Button(rect, path_imag_idle, path_imag_hovered, path_imag_pushed) {}
~QuitGameButton() = default;
protected:
void OnClick()
{
is_running = false;
}
};
void TryGenerateEnemy(vector<Enemy*>& enemy_list);
void UpdateBullets(vector<Bullet>& bullet_list, const Player& player);
void DrawPlayerScore(int score);
int main()
{
initgraph(WINDOW_WIDTH, WINDOW_HEIGHT);
mciSendString(_T("open mus/bgm.mp3 alias bgm"), NULL, 0, NULL); // 加载
mciSendString(_T("open mus/hit.wav alias hit"), NULL, 0, NULL);
// player和enemy的构造函数都要用到atlas,所以atlas的初始化必须放在这两者之前
atlas_player_left = new Atlas(_T("img/player_left_%d.png"), PLAYER_ANIM_NUM);
atlas_player_right = new Atlas(_T("img/player_right_%d.png"), PLAYER_ANIM_NUM);
atlas_enemy_left = new Atlas(_T("img/enemy_left_%d.png"), ENEMY_ANIM_NUM);
atlas_enemy_right = new Atlas(_T("img/enemy_right_%d.png"), ENEMY_ANIM_NUM);
Player player;
vector<Enemy*> enemy_list;
vector<Bullet> bullet_list(3); // 子弹只有三颗,所以不使用指针的形式,避免内存泄漏的风险
ExMessage msg;
IMAGE img_menu;
IMAGE img_background;
int score = 0;
RECT region_btn_start_game, region_btn_quit_game;
// ================ UI ================
region_btn_start_game.left = (WINDOW_WIDTH - BUTTON_WIDTH) / 2;
region_btn_start_game.right = region_btn_start_game.left + BUTTON_WIDTH;
region_btn_start_game.top = 430;
region_btn_start_game.bottom = region_btn_start_game.top + BUTTON_HEIGHT;
region_btn_quit_game.left = (WINDOW_WIDTH - BUTTON_WIDTH) / 2;
region_btn_quit_game.right = region_btn_quit_game.left + BUTTON_WIDTH;
region_btn_quit_game.top = 550;
region_btn_quit_game.bottom = region_btn_quit_game.top + BUTTON_HEIGHT;
StartGameButton btn_start_game = StartGameButton(region_btn_start_game,
_T("img/ui_start_idle.png"), _T("img/ui_start_hovered.png"), _T("img/ui_start_pushed.png"));
QuitGameButton btn_quit_game = QuitGameButton(region_btn_quit_game,
_T("img/ui_quit_idle.png"), _T("img/ui_quit_hovered.png"), _T("img/ui_quit_pushed.png"));
loadimage(&img_menu, _T("img/menu.png"));
loadimage(&img_background, _T("img/background.png"));
BeginBatchDraw();
while (is_running)
{
DWORD start_time = GetTickCount();
while (peekmessage(&msg))
{
if (is_game_started)
{
player.ProcessEvent(msg);
}
else
{
btn_start_game.ProcessEvent(msg);
btn_quit_game.ProcessEvent(msg);
}
}
if (is_game_started)
{
player.Move();
UpdateBullets(bullet_list, player);
TryGenerateEnemy(enemy_list);
for (Enemy* enemy : enemy_list)
enemy->Move(player);
// 检测敌人与玩家的碰撞
for (Enemy* enemy : enemy_list)
{
if (enemy->CheckPlayerCollision(player))
{
static TCHAR text[128];
_stprintf_s(text, _T("最终得分:%d!"), score);
MessageBox(GetHWnd(), text, _T("游戏结束"), MB_OK);
is_running = false;
break;
}
}
// 检测敌人与子弹的碰撞
for (Enemy* enemy : enemy_list)
{
for (const Bullet& bullet : bullet_list)
{
if (enemy->CheckBulletCollision(bullet))
{
mciSendString(_T("play hit from 0"), NULL, 0, NULL);
enemy->Hurt();
score++;
}
}
}
// 依次检查敌人列表,移除被击杀的敌人
for (size_t i = 0; i < enemy_list.size(); i++) // 因为此处会动容器本身,所以不能用迭代器遍历
{
Enemy* enemy = enemy_list[i];
if (!enemy->CheckAlive())
{
// 和容器最后一个元素交换后,移除最后一个
// * 是元素顺序无关紧要时,性能较好的一种删除方法
swap(enemy_list[i], enemy_list.back());
enemy_list.pop_back();
delete enemy;
}
}
}
cleardevice();
// ======= Draw =======
if (is_game_started)
{
putimage(0, 0, &img_background);
player.Draw(1000 / FPS);
for (Enemy* enemy : enemy_list)
enemy->Draw(1000 / FPS);
for (Bullet& bullet : bullet_list)
bullet.Draw();
DrawPlayerScore(score);
}
else
{
putimage(0, 0, &img_menu);
btn_start_game.Draw();
btn_quit_game.Draw();
}
FlushBatchDraw();
DWORD end_time = GetTickCount();
DWORD delta_time = end_time - start_time;
if (delta_time < 1000 / FPS)
{
Sleep(1000 / FPS - delta_time);
}
}
// atlas指针需在游戏主循环结束后释放
delete atlas_player_left;
delete atlas_player_right;
delete atlas_enemy_left;
delete atlas_enemy_right;
EndBatchDraw();
return 0;
}
void putimage_alpha(int x, int y, IMAGE* img)
{
int w = img->getwidth();
int h = img->getheight();
AlphaBlend(GetImageHDC(NULL), x, y, w, h, GetImageHDC(img),
0, 0, w, h, { AC_SRC_OVER,0,255,AC_SRC_ALPHA });
}
void TryGenerateEnemy(vector<Enemy*>& enemy_list)
{
const int INTERVAL = 100;
static int counter = 0;
if (++counter % INTERVAL == 0)
{
enemy_list.push_back(new Enemy());
}
}
// 更新子弹位置
void UpdateBullets(vector<Bullet>& bullet_list, const Player& player)
{
// 让子弹有一个不断收缩的效果,视觉上更加炫酷
const double RADIAL_SPEED = 0.0045; // 径向波动速度
const double TANGENT_SPEED = 0.0055; // 切向波动速度
double radian_interval = 2 * PI / bullet_list.size(); // 三颗子弹间的弧度间隔
// 根据玩家的位置,依次更新每颗子弹的位置
POINT player_position = player.GetPosition();
double radius = BULLET_BASE_RADIUS + BULLET_RADIUS_CHANGE_RANGE * sin(GetTickCount() * RADIAL_SPEED);
for (size_t i = 0; i < bullet_list.size(); i++)
{
double radian = GetTickCount() * TANGENT_SPEED + radian_interval * i;
bullet_list[i].position.x = player_position.x + player.FRAME_WIDTH / 2 + (int)(radius * sin(radian));
bullet_list[i].position.y = player_position.y + player.FRAME_HEIGHT / 2 + (int)(radius * cos(radian));
}
}
void DrawPlayerScore(int score)
{
static TCHAR text[64];
_stprintf_s(text, _T("当前玩家得分:%d"), score);
setbkmode(TRANSPARENT);
settextcolor(RGB(255, 85, 185));
outtextxy(10, 10, text);
}
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