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C语言、c++实现超好玩植物大战僵尸(完整版附源码)

2026-11-08 10:43:43 来源:互联网转载

实现这个游戏需要Easy_X

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#include//easyx图形库的头文件#include"tools.h"#include"vector2.h"//向量引用#include#include#include//导入音乐收集阳光的时候//导入一个库#include#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;//***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..1vector2 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 getheight(),img);}}}void drawSunshines(){int ballMax = sizeof(balls) / sizeof(balls[0]);for (int i = 0; i  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 x > x && msg->xy>y && msg->y  338 && msg.x  256 && msg.y > 179 && msg.y = 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) 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  200){map[i][j].timer = 0; int k = 0;for (k = 0; 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 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  2){count = 0;//更新僵尸的位置for (int i = 0; i  4){count2 = 0;for (int i = 0; i = 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  20){count = 0;int k = 0;for (k = 0; k getwidth() - 10;bullets[k].y = zwY+5;}}}}}} void updataBullets(){int countMax = sizeof(bullets) / sizeof(bullets[0]);for (int i = 0; i  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  x1 && x  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  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.x75&&msg.yflag = 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;}

tools.cpp

#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 > 24); //0xAArrggbb;AA是透明度int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的Rint sg = ((src[srcX] & 0xff00) >> 8);   //Gint sb = src[srcX] & 0xff;              //Bif (ix >= 0 && ix = 0 && iy 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)  IMAGE imgTmp, imgTmp2, imgTmp3;int winWidth = getwidth();int winHeight = getheight();if (y getheight() > winHeight) {SetWorkingImage(picture);getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y);SetWorkingImage();picture = &imgTmp;} if (x 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;}}

vector2.cpp

//头文件要求#include  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  

tools.h

#pragma once#include  void putimagePNG(int  picture_x, int picture_y, IMAGE* picture);int getDelay();

vector2.h

#pragma once //头文件要求#include  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);
效果图

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