基于C++ EasyX框架开发的飞机大战小游戏

正式使用Easyx之前,你需要先安装他!!

EasyX 2022 版 (2022-9-1 更新) - EasyXhttps://easyx.cn/easyx选择合适的版本安装

安装结束后就可以开始敲代码啦!

这里作者使用的是Visual Studio 2022所以安装EasyX_20220901版本

启动Visual Studio 2022,新建一个空项目

这是工程目录:

 

首先来看看Bullet(子弹)类

头文件:

#pragma once
class Bullet
{
public:
	Bullet(int x, int y, int owner);
	int owner; // 0 means player, 1 means enemy
	int x;
	int y;
	int speed;
	int pic_w = 5;
	int pic_h = 11;
	bool dead = false;
	void move();
	void checkBound();
};

源文件:

#include "Bullet.h"
#include "constants.h"

Bullet::Bullet(int x, int y, int owner) {
	this->x = x;
	this->y = y;
	this->owner = owner;
	speed = 12;
}

void Bullet::move() {
	if (owner == 0) {
		y -= speed;
	}
	else {
		y += speed;
	}
}

void Bullet::checkBound() {
	if (owner == 0) {
		if (y + pic_h <= 0) {
			dead = true;
		}
	}
	else {
		if (y >= HEIGHT) {
			dead = true;
		}
	}
}

这里简单地实现了子弹的移动和检测超出边界,不难理解

Enemy类头文件:

#pragma once
class Enemy
{
public:
	Enemy(int type);
	int x;
	int y;
	int speed;
	int pic_w;
	int pic_h;
	int type;
	int health;
	int static_health;
	bool dead = false;
	void move();
	void checkBound();
};

源文件:

#include "Enemy.h"
#include "constants.h"

Enemy::Enemy(int type) {
	this->type = type;
	switch (type) {
	case 1:
		pic_w = 60;
		pic_h = 44;
		health = random(1, 2);
		break;
	case 2:
		pic_w = 70;
		pic_h = 100;
		health = random(3, 4);
		break;
	case 3:
		pic_w = 160;
		pic_h = 250;
		health = random(5, 6);
		break;
	default:
		pic_w = 60;
		pic_h = 44;
		health = 1;
		break;
	}
	x = random(0, WIDTH - pic_w);
	y = 0 - pic_h;
	speed = random(5,8);
	static_health = health;
}

void Enemy::move() {
	y += speed;
}

void Enemy::checkBound() {
	if (y >= HEIGHT || health <= 0) {
		dead = true;
	}
}

这里的类成员变量type表示敌机大小,3最大,同时血量最多,也实现了移动和检测超出边界功能

有的人会发现random方法以及WIDTH常量等,这里是因为我们将这些常量写在一个头文件下:

constants.h:

#pragma once

#ifndef WIDTH
#define WIDTH 800
#endif

#ifndef HEIGHT
#define HEIGHT 1000
#endif

#include <cstdlib>
#include <string>

using namespace std;

#ifndef random(a,x)
#define random(a,x) a+rand()%x
#endif

const string PATH = "./resources/";

接下来是Player.h

#pragma once
#include <string>
#include "constants.h"
using namespace std;

class Player
{
public:
	Player();
	int speed;
	int y;
	int x;
	int pic_w;
	int pic_h;
	void move(int a);
	void checkBound();
};

Player.cpp:

#include "Player.h"
#include "constants.h"

Player::Player() {
	speed = 12;
	y = HEIGHT - 170;
	x = 300;
	pic_w = 100;
	pic_h = 126;
}

void Player::move(int a) {
	if (a == 0) { // left
		x -= speed;
	}
	else { // right
		x += speed;
	}
}

void Player::checkBound() {
	if (x < 0) {
		x = 0;
	}
	else if (x + pic_w > WIDTH) {
		x = WIDTH - pic_w;
	}
}

代码都很短,也实现了移动和限制活动区域(checkBound)操作,不难理解

接下来是作者自己写了一个实用的头文件,用于判断2者是否碰撞,CheckCollide.h:

#pragma once

bool collide(
	int l,
	int r,
	int t,
	int d,
	int el,
	int er,
	int et,
	int ed) {
	if ((l <= er && t <= ed && l >= el && t >= et) ||
		(r >= el && t <= ed && r <= er && t >= et) ||
		(l <= er && d >= et && l >= el && d <= ed) ||
		(r >= el && d >= et && r <= er && d <= ed)) {
		return true;
	}
	return false;
}

其中,l、r、t、d分别为第一个物体的左边x坐标、右边x坐标、上边y坐标、下边y坐标,el、er、et、ed是第二个物体的,然后进行判断,返回bool值,这个待会在main.cpp会用到

接下来也是一个常用的头文件,因为easyx渲染透明图片很麻烦,所以这个方法通过计算来绘制,这个是借用了EasyX 绘制透明背景图 - Bluemultipl - 博客园这篇文章的代码,PhotoTransparent.h

#pragma once

#include <graphics.h>
#include "constants.h"

void drawAlpha(IMAGE* image, int x, int y, int width, int height, int pic_x = 0, int pic_y = 0, double AA = 1)
{
	// 变量初始化
	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(image);		// 获取 picture 的显存指针
	int imageWidth = image->getwidth();		// 获取图片宽度
	int imageHeight = image->getheight();	// 获取图片宽度
	int dstX = 0;							// 在 绘图区域 显存里像素的角标
	int srcX = 0;							// 在 image 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 < height; iy++)
	{
		for (int ix = 0; ix < width; ix++)
		{
			// 防止越界
			if (ix + pic_x >= 0 && ix + pic_x < imageWidth && iy + pic_y >= 0 && iy + pic_y < imageHeight &&
				ix + x >= 0 && ix + x < WIDTH && iy + y >= 0 && iy + y < HEIGHT)
			{
				// 获取像素角标
				int srcX = (ix + pic_x) + (iy + pic_y) * imageWidth;
				dstX = (ix + x) + (iy + y) * WIDTH;

				int sa = ((src[srcX] & 0xff000000) >> 24) * AA;			// 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

				// 设置对应的绘图区域像素信息
				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
			}
		}
	}
}

接下来这一个是作者自己写的一个常用的头文件StringCharExchange.h:

#pragma once

#include <graphics.h>
#define BUFFERSIZE 1024

TCHAR* Transform(char c[BUFFERSIZE]) {
	TCHAR result[BUFFERSIZE];
	MultiByteToWideChar(CP_ACP, 0, c, -1, result, BUFFERSIZE);
	return result;
}

TCHAR* Transform(string s) {
	TCHAR result[BUFFERSIZE];
	char c[BUFFERSIZE];
	strcpy_s(c, s.c_str());
	MultiByteToWideChar(CP_ACP, 0, c, -1, result, BUFFERSIZE);
	return result;
}

上面实现了char*转TCHAR*以及string转TCHAR*

最后是main.cpp

#include <graphics.h>
#include "constants.h"
#include "Player.h"
#include "PhotoTransparent.h"
#include <time.h>
#include <vector>
#include "Bullet.h"
#include "Enemy.h"
#include "CheckCollide.h"
#include "StringCharExchange.h"

Player* player = new Player();
vector<Bullet>* bullets = new vector<Bullet>;
vector<Enemy>* enemies = new vector<Enemy>;

int startTime[5] = { 0 };
int durations[5] = { 200,1000,0,0,0 };

int health = 5;
int score = 0;
bool lose = false;

void DrawBackGroundImage() {
	IMAGE img;
	loadimage(&img, Transform(PATH+"background2.png"), WIDTH, HEIGHT);
	putimage(0, 0, &img);
}

void DrawPlayer() {
	IMAGE img;
	loadimage(&img, Transform(PATH + "myplane1.png"), player->pic_w, player->pic_h);
	drawAlpha(&img, player->x, player->y, player->pic_w, player->pic_h);
}

void DrawBullets() {
	for (int i = 0;i < bullets->size();i++) {
		Bullet* bullet = &(bullets->at(i));
		IMAGE img;
		loadimage(&img, Transform(PATH + "bullet1.png"));
		drawAlpha(&img, bullet->x, bullet->y, bullet->pic_w, bullet->pic_h);
	}
}

void DrawEnemies() {
	for (int i = 0;i < enemies->size();i++) {
		Enemy* enemy = &(enemies->at(i));
		IMAGE img;
		switch (enemy->type) {
		case 1:
			loadimage(&img, Transform(PATH + "small_enemy.png"));
			break;
		case 2:
			loadimage(&img, Transform(PATH + "mid_enemy.png"));
			break;
		case 3:
			loadimage(&img, Transform(PATH + "big_enemy.png"));
			break;
		default:
			break;
		}
		drawAlpha(&img, enemy->x, enemy->y, enemy->pic_w, enemy->pic_h);
	}
}

void UpdateBullets() {
	for (int i = 0;i < bullets->size();i++) {
		Bullet* bullet = &(bullets->at(i));
		bullet->move();
		bullet->checkBound();
		if (bullet->dead) {
			swap(bullets->at(i), bullets->at(bullets->size() - 1));
			bullets->pop_back();
			i--;
		}
	}
}

void UpdateEnemies() {
	for (int i = 0;i < enemies->size();i++) {
		Enemy* enemy = &(enemies->at(i));
		enemy->move();
		enemy->checkBound();
		if (enemy->dead) {
			swap(enemies->at(i), enemies->at(enemies->size() - 1));
			enemies->pop_back();
			i--;
		}
	}
}

void CheckPlayerHit() {
	for (int i = 0;i < enemies->size();i++) {
		Enemy* enemy = &(enemies->at(i));
		int l, r, t, d;
		int el, er, et, ed;
		l = player->x;
		r = player->x + player->pic_w;
		t = player->y;
		d = player->y + player->pic_h;
		el = enemy->x;
		er = enemy->x + enemy->pic_w;
		et = enemy->y;
		ed = enemy->y + enemy->pic_h;
		if (collide(l, r, t, d, el, er, et, ed)) {
			health--;
			swap(enemies->at(i), enemies->at(enemies->size() - 1));
			enemies->pop_back();
			i--;
		}
	}
}

void CheckBulletHit() {
	for (int i = 0;i < bullets->size();i++) {
		Bullet* bullet = &(bullets->at(i));
		int l, r, t, d;
		l = bullet->x;
		r = bullet->x + bullet->pic_w;
		t = bullet->y;
		d = bullet->y + bullet->pic_h;
		for (int j = 0;j < enemies->size();j++) {
			Enemy* enemy = &(enemies->at(j));
			int el, er, et, ed;
			el = enemy->x;
			er = enemy->x + enemy->pic_w;
			et = enemy->y;
			ed = enemy->y + enemy->pic_h;
			if (collide(l, r, t, d, el, er, et, ed)) {
				enemy->health--;
				if (enemy->health <= 0 || enemy->dead) {
					score += enemy->static_health;
					swap(enemies->at(j), enemies->at(enemies->size() - 1));
					enemies->pop_back();
				}
				j--;
				swap(bullets->at(i), bullets->at(bullets->size() - 1));
				bullets->pop_back();
				i--;
				break;
			}
		}
	}
}

void _DrawText() {
	settextcolor(RGB(0, 0, 255));
	settextstyle(26, 0, _T("simhei"));
	char c[BUFFERSIZE];
	snprintf(c, 64, "Health: %d", health);
	TCHAR* c2 = Transform(c);
	outtextxy(10, 10, c2);
	settextcolor(RGB(255, 0, 0));
	settextstyle(26, 0, _T("simhei"));
	char c3[BUFFERSIZE];
	snprintf(c3, 64, "Score: %d", score);
	TCHAR* c4 = Transform(c3);
	outtextxy(10, 44, c4);
}

void CheckLose() {
	if (health <= 0) {
		lose = true;
	}
}

void Draw() {
	CheckLose();
	DrawBackGroundImage();
	_DrawText();
	if (!lose) {
		UpdateBullets();
		UpdateEnemies();
		CheckPlayerHit();
		CheckBulletHit();
		DrawPlayer();
		DrawEnemies();
		DrawBullets();
	}
}

void Timer() {
	int endTime = clock();
	if (endTime - startTime[0] >= durations[0]) { // Create bullet event
		bullets->push_back(Bullet(player->x + player->pic_w / 2, player->y, 0));
		startTime[0] = endTime;
	}
	if (endTime - startTime[1] >= durations[1]) { // Create enemy event
		enemies->push_back(Enemy(random(1,3)));
		startTime[1] = endTime;
	}
}

int Listen() {
	if (GetAsyncKeyState(VK_ESCAPE)) {
		return 1;
	}
	if (GetAsyncKeyState(VK_LEFT)) {
		player->move(0);
		player->checkBound();
	}
	if (GetAsyncKeyState(VK_RIGHT)) {
		player->move(1);
		player->checkBound();
	}
	return 0;
}

int main() {
	initgraph(WIDTH, HEIGHT);
	setbkmode(TRANSPARENT);
	BeginBatchDraw();
	while (true) {
		Draw();
		if (Listen()) {
			break;
		}
		Timer();
		FlushBatchDraw();
	}
	EndBatchDraw();
	closegraph();
	return 0;
}

实现了程序的主流程


这个是作者学习C++做的第一个小游戏,十分简陋~~~

喜欢就来个3连吧~~~

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转载自blog.csdn.net/leleprogrammer/article/details/127188938