/
// 程序名称:超级蘑菇
// 编译环境:VC6,EasyX_v20130506(beta)
// 作 者:木子念念
// 最后修改:2012-11-5
// 注:本游戏的每个算法思想都是由自己独立思考出来的,所以可能会有很
// 多不完善以及错误的地方,在此也希望大家能指出程序中的bug或错误。
// 游戏优点:使用了类和结构体,所以结构较为清晰明了。功能比较完全,包含图片和音乐。
// 游戏缺点:由于没有太多时间,所以只设置了一关游戏,而且游戏地图很小。
/
#include <graphics.h>
#include <conio.h>
#include <math.h>
#include "MyTimer.h" // 一个保证精确延时的类。下载于 easyx 官网
#pragma comment(lib, "Winmm.lib") // 给游戏添加音乐要用到它
#define G 9.8 // 重力加速度
#define XSIZE 512 // 屏幕大小
#define YSIZE 384
#define X 64 // 主角起始位置
#define Y 192
#define W 32 // 主角的宽和高
#define H 32
#define STEP 4 // 主角走一步相距的像素个数
#define HIGH (2*role.w+1) // 主角跳跃的最大高度
#define CMD_LEFT 1 // 方向键的宏定义
#define CMD_RIGHT 2
#define CMD_UP 4
#define CMD_DOWN 8
#define CMD_SHOOT 16
#define CMD_ESC 32
int life; // 全局变量,主角共有多少条生命
int score; // 全局变量,主角获得的分数
struct ROLE
{
int id;
int x; // 横坐标
int y; // 纵坐标
int w; // 图片宽度
int h; // 图片高度
int xleft; // 水平运动的左界限
int xright; // 水平运动的右界限
int turn; // 精灵的运动方向
int jump; // 精灵是否跳跃
int iframe; // 加载第几副精灵图,这样就能让精灵看上去动起来了
};
struct MAP // 储存地图的结构体
{
int id;
int x;
int y;
};
struct BULLET // 子弹的结构体
{
int x;
int y;
int turn;
int iframe;
int id;
};
struct COINT // 硬币的结构体
{
int x;
int y;
double iframe;
};
struct ENEMY // 敌人的结构体
{
int id;
int x;
int y;
int turn;
int iframe;
};
class game // 整个游戏只设置了这一个类
{
private:
ROLE role;
MAP map[350];
BULLET bullet[20];
COINT coint[50];
ENEMY enemy[20];
IMAGE img_mapsky,img_p,img_map,img_ani,img_mapbk,img_home;
int xmapsky; // 背景天空的起始横坐标
int xmap; // 地图的起始坐标
double v0; // 精灵跳跃的初速度
double h; // 精灵跳跃的高度
double t; // 精灵跳跃的时间
int ibullet; // 第几颗子弹
int xbullet; // 子弹的x坐标
int ybullet; // 子弹的y坐标
int get_bullet; // 是否获得武器,0表示没有获得,1表示已获得
POINT icoint; // 储存硬币的坐标
POINT bomb[20]; // 储存哪些地方爆炸了的坐标
POINT temp; // 临时坐标。储存哪些地方爆炸了的坐标
double score_frame; // 下面3个double型的变量用于控制各自图片的帧,以实现动画的效果。如画面中的流水
double bomb_frame;
double mapbk_frame;
int win; // 玩家是否过关
int pause; // 玩家是否按Esc(暂停键)
public:
game();
~game();
void start(); // 处理游戏开始的界面,和按暂停键后的界面
void init(); // 初始化各项变量
void move(); // 控制主角移动
void show(); // 显示画面
int isdie(); // 判断主角是否已死
int GetCommand(); // 获取控制命令。参阅easyx
void left(); // 主角向左运动
void right(); // 主角向右运动
void up(); // 主角跳跃
void init_shoot(); // 初始化发射子弹
void fall(); // 主角自由落体或者向上跳跃
int is_l_touch(int id); // 主角的左边是否碰到墙或敌人,以及敌人是否碰到陆地的左边界
int is_r_touch(int id); // 主角的右边是否碰到墙或敌人,以及敌人是否碰到陆地的右边界
int is_t_touch(); // 主角的头是否碰到墙
int is_b_touch(int id); // 主角是否踩到敌人。
int is_touch(); // 主角是否吃到金币
int is_land(ENEMY e); // 敌人是否站在陆地上
void getbullet(); // 获取子弹
void shoot(); // 发射子弹
int eat(BULLET b); // 子弹是否打到敌人或者墙壁
void end(); // 处理游戏结束
};
game::game()
{
initgraph(XSIZE,YSIZE);
}
game::~game()
{
closegraph();
}
void game::start()
{
if(pause==1) // 如果按了暂停键
{
BeginBatchDraw();
POINT points[4]={ {XSIZE/2-45, YSIZE/3}, {XSIZE/2+45, YSIZE/3}, {XSIZE/2+45, YSIZE/3+90}, {XSIZE/2-45, YSIZE/3+90} };
setfillcolor(GREEN);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
settextstyle(20, 0, "黑体");
RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30);
drawtext("回到游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60);
drawtext("重新开始", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90);
drawtext(" 主 菜 单 ", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
FlushBatchDraw();
MOUSEMSG m;
while(true)
{
BeginBatchDraw();
m=GetMouseMsg();
switch(m.uMsg)
{
case WM_LBUTTONDOWN:
EndBatchDraw();
if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30)
return;
else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60)
{
mciSendString("close all", NULL, 0, NULL);
pause=0;
score=0;
return;
}
else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90)
{
mciSendString("close all", NULL, 0, NULL);
pause=0;
score=0;
life=0;
cleardevice();
break;
}
else
break;
case WM_MOUSEMOVE:
RECT r;
int i;
for(i=0;i<3;i++)
{
if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30)
{
r.left=XSIZE/2-45;
r.top=YSIZE/3+i*30;
r.right=XSIZE/2+45;
r.bottom=YSIZE/3+30+i*30;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(RED);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
switch(i)
{
case 0:
drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 1:
drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 2:
drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
}
else
{
if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED)
{
r.left=XSIZE/2-45;
r.top=YSIZE/3+i*30;
r.right=XSIZE/2+45;
r.bottom=YSIZE/3+30+i*30;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(GREEN);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
switch(i)
{
case 0:
drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 1:
drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 2:
drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
}
FlushBatchDraw();
}
}
}
if(pause==0)
break;
}
}
if(life==1||life==2)
return;
life=3;
score=0;
settextstyle(40,0,"方正舒体");
RECT r1 = {0, 0, XSIZE, YSIZE/3};
drawtext("超级蘑菇", &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
settextstyle(20,0,"宋体");
RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30);
drawtext("开始游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60);
drawtext("游戏介绍", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90);
drawtext("操作说明", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
RECT r5={XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120};rectangle(XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120);
drawtext("退出游戏", &r5, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
int flag1=1,flag2=0,flag3=0;
MOUSEMSG m;
while(flag1==1)
{
BeginBatchDraw();
m=GetMouseMsg();
switch(m.uMsg)
{
case WM_LBUTTONDOWN:
EndBatchDraw();
if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30&&flag1==1&&flag2==0&&flag3==0)
{
flag1=0;
break;
}
else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60&&flag1==1&&flag3==0)
{
flag2=1;
cleardevice();
rectangle(50,50,213,220);
outtextxy(52,52,"游戏介绍:");
outtextxy(52,82,"超级玛丽变");
outtextxy(52,102,"身超级蘑菇。");
outtextxy(52,132,"开发者:");
outtextxy(52,152,"木子念念");
RECT R1={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2);
drawtext("返回", &R1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90&&flag1==1&&flag2==0)
{
flag3=1;
cleardevice();
rectangle(50,50,213,220);
outtextxy(52,52,"操作说明:");
outtextxy(52,72,"左移:A键");
outtextxy(52,92,"右移:D键");
outtextxy(52,112,"发射:J键");
outtextxy(52,132,"跳跃:W键/K键");
outtextxy(52,152,"暂停:Esc键");
RECT R2={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2);
drawtext("返回", &R2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+90&&m.y<YSIZE/3+120&&flag1==1&&flag2==0&&flag3==0)
exit(0);
else if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3&&(flag2==1||flag3==1))
{
cleardevice();
flag1=0,flag2=0,flag3=0;
start();
}
else
break;
case WM_MOUSEMOVE:
RECT r;
if(flag2==1||flag3==1)
{
if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3)
{
r.left=XSIZE-46;
r.top=YSIZE-26;
r.right=XSIZE-2;
r.bottom=YSIZE-2;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(RED);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
else
{
if(getpixel(XSIZE-46+1,YSIZE-26+1)==RED)
{
r.left=XSIZE-46;
r.top=YSIZE-26;
r.right=XSIZE-2;
r.bottom=YSIZE-2;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(BLACK);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
}
}
}
else
{
for(int i=0;i<4;i++)
{
if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30)
{
r.left=XSIZE/2-45;
r.top=YSIZE/3+i*30;
r.right=XSIZE/2+45;
r.bottom=YSIZE/3+30+i*30;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(RED);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
switch(i)
{
case 0:
drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 1:
drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 2:
drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 3:
drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
}
else
{
if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED)
{
r.left=XSIZE/2-45;
r.top=YSIZE/3+i*30;
r.right=XSIZE/2+45;
r.bottom=YSIZE/3+30+i*30;
POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} };
setfillcolor(BLACK);
fillpolygon(points, 4);
setbkmode(TRANSPARENT);
switch(i)
{
case 0:
drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 1:
drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 2:
drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
case 3:
drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
break;
}
}
}
}
}
FlushBatchDraw();
break;
default:
break;
}
}
}
void game::init()
{
if(pause==1)
return;
role.id=1;
role.x=X;
role.y=Y;
role.w=W;
role.h=H;
role.xleft=0;
role.xright=role.w*6+STEP;
role.iframe=1;
role.turn=1;
role.jump=0;
xmapsky=0;
xmap=0;
v0=0;
h=0;
t=0;
ibullet=-1;
icoint.x=-1;
icoint.y=-1;
score_frame=0;
bomb_frame=1;
mapbk_frame=1;
temp.x=-1;
temp.y=-1;
xbullet=41*role.w-10;
ybullet=4*role.h-25;
get_bullet=0;
win=0;
pause=0;
score=0;
int i;
for(i=0;i<350;i++)
{
map[i].id=0;
map[i].x=-1;
map[i].y=-1;
if(i<50)
{
coint[i].x=-1;
coint[i].y=-1;
coint[i].iframe=1;
}
if(i<20)
{
bullet[i].id=0;
bullet[i].x=-1;
bullet[i].y=-1;
bullet[i].iframe=1;
bullet[i].turn=-1;
enemy[i].id=0;
enemy[i].x=-1;
enemy[i].y=-1;
enemy[i].turn=1;
enemy[i].iframe=1;
bomb[i].x=-1;
bomb[i].y=-1;
}
}
loadimage(&img_mapsky,"res\\mapsky.jpg",XSIZE,YSIZE*4);
loadimage(&img_p,"res\\role.gif");
loadimage(&img_map,"res\\map.gif");
loadimage(&img_ani,"res\\ani.gif");
loadimage(&img_mapbk,"res\\mapbk.gif");
loadimage(&img_home,"res\\home.jpg",XSIZE,YSIZE*5);
mciSendString("open res\\背景音乐.mp3 alias mymusic1", NULL, 0, NULL);
mciSendString("open res\\子弹.mp3 alias mymusic2", NULL, 0, NULL);
mciSendString("open res\\金币.mp3 alias mymusic3", NULL, 0, NULL);
mciSendString("open res\\跳.mp3 alias mymusic4", NULL, 0, NULL);
mciSendString("open res\\子弹打到敌人.mp3 alias mymusic5", NULL, 0, NULL);
mciSendString("open res\\子弹撞墙.mp3 alias mymusic6", NULL, 0, NULL);
mciSendString("open res\\踩敌人.mp3 alias mymusic7", NULL, 0, NULL);
mciSendString("open res\\吃到武器.mp3 alias mymusic8", NULL, 0, NULL);
mciSendString("open res\\胜利.mp3 alias mymusic9", NULL, 0, NULL);
mciSendString("open res\\死亡1.mp3 alias mymusic10", NULL, 0, NULL);
mciSendString("open res\\死亡2.mp3 alias mymusic11", NULL, 0, NULL);
for(i=0;i<300;i++) // 以下都是编辑地图
{
map[i].id=1;
map[i].x=i%100*role.w;
if(i<100)
map[i].y=9*role.h;
else if(i>=100&&i<200)
map[i].y=10*role.h;
else
map[i].y=11*role.h;
}
map[15].id=1,map[15].x=18*role.w,map[15].y=8*role.h;
map[115].id=1,map[115].x=19*role.w,map[115].y=8*role.h;
map[215].id=1,map[215].x=20*role.w,map[215].y=8*role.h;
map[16].id=1,map[16].x=21*role.w,map[16].y=8*role.h;
map[116].id=1,map[116].x=22*role.w,map[116].y=8*role.h;
map[216].id=1,map[216].x=23*role.w,map[216].y=8*role.h;
map[17].id=1,map[17].x=24*role.w,map[17].y=8*role.h;
map[117].id=1,map[117].x=25*role.w,map[117].y=8*role.h;
map[217].id=1,map[217].x=26*role.w,map[217].y=8*role.h;
map[300].id=2,map[300].x=10*role.w,map[300].y=6*role.h;
map[301].id=2,map[301].x=11*role.w,map[301].y=6*role.h;
map[302].id=2,map[302].x=12*role.w,map[302].y=6*role.h;
map[303].id=3,map[303].x=36*role.w,map[303].y=7*role.h;
map[304].id=3,map[304].x=44*role.w,map[304].y=7*role.h;
map[305].id=2,map[305].x=40*role.w,map[305].y=4*role.h;
map[306].id=2,map[306].x=41*role.w,map[306].y=4*role.h;
map[307].id=2,map[307].x=42*role.w,map[307].y=4*role.h;
map[308].id=2,map[308].x=13*role.w,map[308].y=6*role.h;
map[309].id=4,map[309].x=15*role.w,map[309].y=10*role.h;
map[310].id=5,map[310].x=19*role.w,map[310].y=6*role.h;
map[311].id=5,map[311].x=23*role.w,map[311].y=6*role.h;
map[312].id=5,map[312].x=32*role.w,map[312].y=7*role.h;
map[313].id=5,map[313].x=48*role.w,map[313].y=7*role.h;
map[314].id=5,map[314].x=52*role.w,map[314].y=7*role.h;
map[315].id=5,map[315].x=56*role.w,map[315].y=7*role.h;
map[316].id=3,map[316].x=80*role.w,map[316].y=7*role.h;
map[317].id=3,map[317].x=90*role.w,map[317].y=7*role.h;
map[318].id=2,map[318].x=62*role.w,map[318].y=6*role.h;
map[319].id=2,map[319].x=65*role.w,map[319].y=3*role.h;
map[320].id=2,map[320].x=66*role.w,map[320].y=3*role.h;
map[321].id=2,map[321].x=67*role.w,map[321].y=3*role.h;
map[322].id=2,map[322].x=68*role.w,map[322].y=3*role.h;
map[323].id=2,map[323].x=69*role.w,map[323].y=3*role.h;
map[349].id=6,map[349].x=97*role.w,map[349].y=7*role.h;
for(i=64;i<300;i+=100)
{
map[i].id=0;map[i].x=-1;map[i].y=-1;
map[i+1].id=0;map[i+1].x=-1;map[i+1].y=-1;
map[i+2].id=0;map[i+2].x=-1;map[i+2].y=-1;
map[i+7].id=0;map[i].x=-1;map[i].y=-1;
map[i+8].id=0;map[i+1].x=-1;map[i+1].y=-1;
map[i+9].id=0;map[i+1].x=-1;map[i+1].y=-1;
map[i+11].id=0;map[i].x=-1;map[i].y=-1;
map[i+12].id=0;map[i+1].x=-1;map[i+1].y=-1;
map[i+13].id=0;map[i+1].x=-1;map[i+1].y=-1;
}
map[64].id=4,map[64].x=64*role.w,map[64].y=10*role.h;
map[71].id=4,map[71].x=71*role.w,map[71].y=10*role.h;
map[75].id=4,map[75].x=75*role.w,map[75].y=10*role.h;
enemy[0].id=1;enemy[0].x=6*role.w;enemy[0].y=8*role.h;enemy[0].turn=1;enemy[0].iframe=1;
enemy[1].id=1;enemy[1].x=8*role.w;enemy[1].y=8*role.h;enemy[1].turn=1;enemy[1].iframe=1;
enemy[2].id=1;enemy[2].x=27*role.w;enemy[2].y=8*role.h;enemy[2].turn=1;enemy[2].iframe=1;
enemy[3].id=1;enemy[3].x=29*role.w;enemy[3].y=8*role.h;enemy[3].turn=1;enemy[3].iframe=1;
enemy[4].id=1;enemy[4].x=31*role.w;enemy[4].y=8*role.h;enemy[4].turn=1;enemy[4].iframe=1;
enemy[5].id=1;enemy[5].x=33*role.w;enemy[5].y=8*role.h;enemy[5].turn=1;enemy[5].iframe=1;
enemy[6].id=1;enemy[6].x=35*role.w;enemy[6].y=8*role.h;enemy[6].turn=1;enemy[6].iframe=1;
enemy[7].id=1;enemy[7].x=40*role.w;enemy[7].y=8*role.h;enemy[7].turn=1;enemy[7].iframe=1;
enemy[8].id=1;enemy[8].x=82*role.w;enemy[8].y=8*role.h;enemy[8].turn=1;enemy[8].iframe=1;
enemy[9].id=1;enemy[9].x=65*role.w;enemy[9].y=2*role.h;enemy[9].turn=1;enemy[9].iframe=1;
enemy[10].id=1;enemy[10].x=69*role.w;enemy[10].y=2*role.h;enemy[10].turn=1;enemy[10].iframe=1;
enemy[11].id=1;enemy[11].x=85*role.w;enemy[11].y=8*role.h;enemy[11].turn=1;enemy[11].iframe=1;
for(i=0;i<4;i++)
{
coint[i].x=(10+i)*role.w;
coint[i].y=5*role.h;
coint[i+4].x=(67+i)*role.w;
coint[i+4].y=8*role.w;
coint[i+8].x=74*role.w;
coint[i+8].y=(4+i)*role.w;
}
for(i=12;i<18;i++)
{
coint[i].x=(83-12+i)*role.w;
coint[i].y=6*role.h;
coint[i+6].x=(83-12+i)*role.w;
coint[i+6].y=7*role.w;
}
}
void game::move()
{
MyTimer tt;
int c;
int k=0; // 控制发射子弹的频率和敌人的移动速度
int n=0; // 控制发射子弹的频率
while(true)
{
tt.Sleep(25);
t=sqrt(2*HIGH/G)/14;
k++;
if(k==1000)
k=0;
if(_kbhit()&&win==0)
{
c=GetCommand();
if(c&CMD_LEFT)
left();
if(c&CMD_RIGHT)
right();
if((c&CMD_UP)&&role.jump==0)
up();
if(c&CMD_ESC)
{
pause=1;
break;
}
if(c&CMD_SHOOT&&get_bullet==1)
{
if(n==0)
{
init_shoot();
n=1;
}
n++;
if(k%10==0&&n>10)
{
init_shoot();
}
}
else
n=0;
}
if(-xmap+role.x==97*role.w)
{
mciSendString("stop mymusic1", NULL, 0, NULL);
mciSendString("play mymusic9", NULL, 0, NULL);
}
if(-xmap+role.x>95*role.w)
{
win=1;
role.x+=STEP;
if(role.x-STEP>XSIZE)
break;
}
if(is_b_touch(1)==0)
role.jump=1;
if(role.jump==1)
fall();
if(isdie()==1)
{
mciSendString("stop mymusic1", NULL, 0, NULL);
mciSendString("play mymusic11", NULL, 0, NULL);
life--;
return;
}
if(k%2==0) // 敌人的运动
{
for(int i=0;i<20;i++)
{
if(enemy[i].id==1)
{
if(is_land(enemy[i])==1)
{
if(enemy[i].turn==1)
enemy[i].x+=STEP;
else
enemy[i].x-=STEP;
}
if(is_land(enemy[i])==0||is_l_touch(3)==1||is_r_touch(3)==1)
{
if(enemy[i].turn==1)
enemy[i].x-=STEP;
else
enemy[i].x+=STEP;
enemy[i].turn*=-1;
}
enemy[i].iframe*=-1;
}
}
}
int boom=0;
if(is_b_touch(2)==1) // 如果主角“踩到”敌人
boom=1;
getbullet(); // 获取子弹
if(get_bullet==1)
shoot();
BeginBatchDraw();
show();
FlushBatchDraw();
if((is_l_touch(2)==1||is_r_touch(2)==1))
{
mciSendString("stop mymusic1", NULL, 0, NULL);
mciSendString("play mymusic10", NULL, 0, NULL);
life--;
pause=0;
putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,role.h,SRCAND);
putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,0,SRCPAINT);
return;
}
}
}
void game::show()
{
if(xmapsky==-XSIZE)
xmapsky=0;
putimage(xmapsky,0,&img_mapsky); // 显示背景
putimage(XSIZE+xmapsky,0,&img_mapsky);
if(is_touch()==1)
score_frame=1;
if(score_frame!=0) // 碰到硬币,显示得分
{
switch((int)score_frame)
{
case 1:
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,11*role.h,SRCAND);
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,10*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,11*role.h,SRCAND);
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,10*role.h,SRCPAINT);
break;
case 3:
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,11*role.h,SRCAND);
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,10*role.h,SRCPAINT);
break;
case 4:
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,11*role.h,SRCAND);
putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,10*role.h,SRCPAINT);
break;
default:
break;
}
score_frame+=0.2;
if(score_frame==5)
score_frame=0;
}
int i;
for(i=0;i<350;i++) // 显示地图,天空上的地图和硬币
{
if(map[i].id==1)
{
putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,0);
}
else if(map[i].id==2)
{
putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,role.h);
}
else if(map[i].id==3)
{
putimage(xmap+map[i].x,map[i].y,2*role.w,2*role.h,&img_map,0,9*role.h);
}
else
{
if(map[i].id==4)
{
switch((int)mapbk_frame)
{
case 1:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,10*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,8*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,10*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,8*role.h,SRCPAINT);
break;
default:
break;
}
}
else if(map[i].id==5)
{
switch((int)mapbk_frame)
{
case 1:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,2*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,0,SRCPAINT);
break;
case 2:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,2*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,0,SRCPAINT);
break;
default:
break;
}
}
else if(map[i].id==6)
{
switch((int)mapbk_frame)
{
case 1:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,6*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,4*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,6*role.h,SRCAND);
putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,4*role.h,SRCPAINT);
break;
default:
break;
}
}
mapbk_frame+=0.003;
if(mapbk_frame>2.9)
{
mapbk_frame=1;
}
}
if(i<50)
{
if(coint[i].x!=-1||coint[i].y!=-1)
{
switch((int)coint[i].iframe)
{
case 1:
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,9*role.h,SRCAND);
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,8*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,9*role.h,SRCAND);
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,8*role.h,SRCPAINT);
break;
case 3:
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,9*role.h,SRCAND);
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,8*role.h,SRCPAINT);
break;
case 4:
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,9*role.h,SRCAND);
putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,8*role.h,SRCPAINT);
break;
default:
break;
}
coint[i].iframe+=0.125;
if(coint[i].iframe==5)
coint[i].iframe=1;
}
}
}
if(get_bullet==0)
{
switch((int)mapbk_frame)
{
case 1:
putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h+25,SRCAND);
putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h+25,SRCAND);
putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h,SRCPAINT);
break;
default:
break;
}
}
for(i=0;i<20;i++) // 显示子弹
{
if(get_bullet==1)
{
if(bullet[i].id==1)
{
if(bullet[i].iframe==1)
{
putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,3*role.h,SRCAND);
putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,2*role.h,SRCPAINT);
}
else
{
putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,3*role.h,SRCAND);
putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,2*role.h,SRCPAINT);
}
}
}
if(enemy[i].id==1)
{
if(enemy[i].iframe==1) // 显示敌人
{
putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,role.h,SRCAND);
putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,0,SRCPAINT);
}
else
{
putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,role.h,SRCAND);
putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,0,SRCPAINT);
}
}
if(bomb[i].x!=-1||bomb[i].y!=-1)
{
switch((int)bomb_frame)
{
case 1:
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,6*role.h,SRCAND);
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,4*role.h,SRCPAINT);
break;
case 2:
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,6*role.h,SRCAND);
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,4*role.h,SRCPAINT);
break;
case 3:
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,6*role.h,SRCAND);
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,4*role.h,SRCPAINT);
break;
case 4:
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,6*role.h,SRCAND);
putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,4*role.h,SRCPAINT);
break;
default:
break;
}
bomb_frame+=0.25;
if(bomb_frame==5)
{
bomb[i].x=-1;
bomb[i].y=-1;
bomb_frame=1;
}
}
}
int n=score;
char s1[20]="当前得分:";
char s2[10];
_itoa(n,s2,10);
RECT r1={10,10,110,40};
RECT r2={110,10,150,40};
settextstyle(20, 0,"宋体");
drawtext(s1, &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
drawtext(s2, &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
if(role.iframe==1) // 显示主角
{
if(role.turn==1)
{
putimage(role.x,role.y,role.w,role.h,&img_p,0,role.h,SRCAND);
putimage(role.x,role.y,role.w,role.h,&img_p,0,0,SRCPAINT);
}
else
{
putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,role.h,SRCAND);
putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,0,SRCPAINT);
}
}
else
{
if(role.turn==1)
{
putimage(role.x,role.y,role.w,role.h,&img_p,role.w,role.h,SRCAND);
putimage(role.x,role.y,role.w,role.h,&img_p,role.w,0,SRCPAINT);
}
else
{
putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,role.h,SRCAND);
putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,0,SRCPAINT);
}
}
}
int game::isdie()
{
if(role.y>=YSIZE)
return 1;
else
return 0;
}
int game::GetCommand()
{
int c = 0;
if (GetAsyncKeyState('A') & 0x8000)
c |= CMD_LEFT;
if (GetAsyncKeyState('D') & 0x8000)
c |= CMD_RIGHT;
if ((GetAsyncKeyState('W') & 0x8000)||(GetAsyncKeyState('K') & 0x8000))
c |= CMD_UP;
if (GetAsyncKeyState('S') & 0x8000)
c |= CMD_DOWN;
if (GetAsyncKeyState('J') & 0x8000)
c |= CMD_SHOOT;
if (GetAsyncKeyState(VK_ESCAPE) & 0x8000)
c |= CMD_ESC;
return c;
}
void game::left()
{
role.iframe*=-1;
role.turn=-1;
role.x-=STEP;
if(is_l_touch(1)==1)
role.x+=STEP;
if(role.x<role.xleft)
role.x+=STEP;
}
void game::right()
{
role.iframe*=-1;
role.turn=1;
role.x+=STEP;
if(is_r_touch(1)==1)
role.x-=STEP;
if(role.x>role.xright&&(-xmap+role.x<90*role.w))
{
role.x-=STEP;
xmapsky-=1;
xmap-=STEP;
}
}
void game::up()
{
mciSendString("play mymusic4 from 0", NULL, 0, NULL);
role.iframe*=-1;
v0=-sqrt(2*G*HIGH);
role.jump=1;
}
void game::init_shoot()
{
mciSendString("play mymusic2 from 0", NULL, 0, NULL);
ibullet++;
if(ibullet==20)
ibullet=0;
bullet[ibullet].id=1;
bullet[ibullet].y=role.y+8;
bullet[ibullet].turn=role.turn;
if(bullet[ibullet].turn==1)
bullet[ibullet].x=role.x+10;
else
bullet[ibullet].x=role.x-26;
}
int game::is_l_touch(int id)
{
int x,y;
int i;
if(id==1) // id==1表示主角是否碰到id为1的地图,及游戏中黄色的地图
{
x=-xmap+role.x;
y=role.y;
for(i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x+role.w;
m[1].y=map[i].y;
if(map[i].id==3)
{
if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w)
return 1;
}
else
{
if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
}
return 0;
}
else if(id==2) // id==2表示主角是否碰到敌人的左边
{
x=-xmap+role.x;
y=role.y;
for(i=0;i<20;i++)
{
if(enemy[i].id!=0)
{
POINT m[2];
m[0].x=enemy[i].x;
m[0].y=enemy[i].y;
m[1].x=enemy[i].x+role.w;
m[1].y=enemy[i].y;
if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
return 0;
}
else // id==3表示敌人是否碰到地图的左边
{
int j;
for(j=0;j<20;j++)
{
if(enemy[j].id!=0)
{
x=enemy[j].x;
y=enemy[j].y;
for(i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x+role.w;
m[1].y=map[i].y;
if(map[i].id==3)
{
if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w)
return 1;
}
else
{
if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
}
}
}
return 0;
}
}
int game::is_r_touch(int id)
{
int x,y;
int i;
if(id==1)
{
x=-xmap+role.x+role.w;
y=role.y;
for(i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x+role.w;
m[1].y=map[i].y;
if(map[i].id==3)
{
if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x)
return 1;
}
else
{
if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
}
return 0;
}
else if(id==2)
{
x=-xmap+role.x+role.w;
y=role.y;
for(i=0;i<20;i++)
{
if(enemy[i].id!=0)
{
POINT m[2];
m[0].x=enemy[i].x;
m[0].y=enemy[i].y;
m[1].x=enemy[i].x+role.w;
m[1].y=enemy[i].y;
if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
return 0;
}
else
{
int j;
for(j=0;j<20;j++)
{
if(enemy[j].id!=0)
{
x=enemy[j].x+role.w;
y=enemy[j].y;
for(i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x+role.w;
m[1].y=map[i].y;
if(map[i].id==3)
{
if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x)
return 1;
}
else
{
if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x)
return 1;
}
}
}
}
}
return 0;
}
}
int game::is_t_touch()
{
int x,y;
x=-xmap+role.x;
y=role.y;
for(int i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x;
m[1].y=map[i].y+role.h;
if((x-m[1].x)/role.w==0&&y>m[0].y&&y<m[1].y)
return 1;
}
}
return 0;
}
int game::is_b_touch(int id)
{
if(id==1)
{
int x,y;
x=-xmap+role.x;
y=role.y+role.h;
for(int i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x;
m[1].y=map[i].y+role.h;
if(map[i].id==3)
{
if(((x-m[0].x)/role.w==0||(x+role.w-m[0].x-2*role.w)/role.w==0)&&y>=m[0].y&&y<m[1].y)
return 1;
}
else
{
if((x-m[0].x)/role.w==0&&y>=m[0].y&&y<m[1].y)
return 1;
}
}
}
return 0;
}
else if(id==2)
{
int x,y;
x=-xmap+role.x;
y=role.y+role.h;
for(int i=0;i<20;i++)
{
if(enemy[i].id!=0)
{
POINT m[2];
m[0].x=enemy[i].x;
m[0].y=enemy[i].y;
m[1].x=enemy[i].x;
m[1].y=enemy[i].y+role.h;
if((x-m[0].x)/role.w==0&&y>m[0].y&&y<m[1].y)
{
mciSendString("play mymusic7 from 0", NULL, 0, NULL);
score+=10;
bomb[i].x=enemy[i].x;
bomb[i].y=enemy[i].y;
enemy[i].id=0;
enemy[i].iframe=-1;
enemy[i].turn=1;
enemy[i].x=-1;
enemy[i].y=-1;
return 1;
}
}
}
return 0;
}
return 0;
}
int game::is_touch()
{
int i,j;
POINT r[2];
r[0].x=-xmap+role.x;
r[0].y=role.y;
r[1].x=-xmap+role.x+role.w;
r[1].y=role.y+role.h;
for(i=0;i<50;i++)
{
if(coint[i].x!=-1||coint[i].y!=-1)
{
POINT c[4];
c[0].x=coint[i].x;
c[0].y=coint[i].y;
c[1].x=coint[i].x+role.w;
c[1].y=coint[i].y;
c[2].x=coint[i].x;
c[2].y=coint[i].y+role.h;
c[3].x=coint[i].x+role.w;
c[3].y=coint[i].y+role.h;
for(j=0;j<4;j++)
{
if(c[j].x>=r[0].x&&c[j].y>=r[0].y&&c[j].x<=r[1].x&&c[j].y<=r[1].y)
{
mciSendString("play mymusic3 from 0", NULL, 0, NULL);
score+=20;
icoint.x=coint[i].x;
icoint.y=coint[i].y;
coint[i].x=-1;
coint[i].y=-1;
coint[i].iframe=1;
return 1;
}
}
}
}
return 0;
}
int game::is_land(ENEMY e)
{
POINT r[2];
r[0].x=e.x;
r[0].y=e.y+role.h;
r[1].x=e.x+role.h;
r[1].y=e.y+role.h;
for(int i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[3];
m[0].x=map[i].x;
m[0].y=map[i].y;
m[1].x=map[i].x+role.w;
m[1].y=map[i].y;
m[2].x=map[i].x;
m[2].y=map[i].y+role.h;
if(e.turn==1)
{
if((r[1].x-m[0].x)/role.w==0&&r[1].y>=m[0].y&&r[1].y<m[2].y)
return 1;
}
else
{
if((r[0].x-m[1].x)/role.w==0&&r[0].y>=m[0].y&&r[0].y<m[2].y)
return 1;
}
}
}
return 0;
}
void game::getbullet()
{
int i;
POINT r[2];
r[0].x=-xmap+role.x;
r[0].y=role.y;
r[1].x=-xmap+role.x+role.w;
r[1].y=role.y+role.h;
POINT b[4];
b[0].x=xbullet;
b[0].y=ybullet;
b[1].x=xbullet+52;
b[1].y=ybullet;
b[2].x=xbullet;
b[2].y=ybullet+25;
b[3].x=xbullet+52;
b[3].y=ybullet+25;
for(i=0;i<4;i++)
{
if(b[i].x>=r[0].x&&b[i].y>=r[0].y&&b[i].x<=r[1].x&&b[i].y<=r[1].y)
{
mciSendString("play mymusic8 from 0", NULL, 0, NULL);
get_bullet=1;
xbullet=0;
ybullet=0;
}
}
}
void game::fall()
{
h=v0*t+G*pow(t,2)/2;
role.y+=(int)(h+0.5);
if(v0>=0) // 自由落体
{
if(isdie()==1)
return;
if(is_b_touch(1)==1)
{
v0=0;
role.y=role.y/role.h*role.h;
role.jump=0;
}
}
else // 向上跳跃
{
if(v0>=0)
h=0;
else
role.y+=(int)(h+0.5);
if(is_t_touch()==1)
{
v0=0;
h=0;
role.y=role.y/role.h*role.h+role.h;
}
}
v0=v0+G*t;
}
void game::shoot()
{
int i;
for(i=0;i<20;i++)
{
if(bullet[i].id==1)
{
if(bullet[i].turn==1)
{
bullet[i].x+=2*STEP;
}
else
{
bullet[i].x-=2*STEP;
}
if((bullet[i].x<(-3*role.w))||(bullet[i].x>XSIZE))
{
bullet[i].id=0;
bullet[i].x=-1;
bullet[i].y=-1;
bullet[i].iframe=1;
bullet[i].turn=1;
}
if(eat(bullet[i])==1)
{
bullet[i].id=0;
bullet[i].x=-1;
bullet[i].y=-1;
bullet[i].iframe=1;
bullet[i].turn=1;
bomb[i].x=temp.x;
bomb[i].y=temp.y;
}
bullet[i].iframe*=-1;
}
}
}
int game::eat(BULLET b)
{
POINT r[4];
r[0].x=-xmap+b.x+role.w/2;
r[0].y=b.y;
r[1].x=-xmap+b.x+role.w;
r[1].y=b.y;
r[2].x=-xmap+b.x+role.w/2;
r[2].y=b.y+role.h/2;
r[3].x=-xmap+b.x+role.w;
r[3].y=b.y+role.h/2;
int i;
for(i=0;i<350;i++)
{
if(map[i].id!=0&&map[i].id<4)
{
POINT m[2];
m[0].x=map[i].x;
m[0].y=map[i].y;
if(map[i].id==3)
{
m[1].x=map[i].x+2*role.w;
m[1].y=map[i].y+2*role.h;
}
else
{
m[1].x=map[i].x+role.w;
m[1].y=map[i].y+role.h;
}
for(int j=0;j<4;j++)
{
if(r[j].x>m[0].x&&r[j].x<m[1].x&&r[j].y>m[0].y&&r[j].y<m[1].y)
{
mciSendString("play mymusic6 from 0", NULL, 0, NULL);
temp.x=r[0].x-role.w/4;
temp.y=r[0].y-role.w/4;
return 1;
}
}
}
if(i<20)
{
if(enemy[i].id==1)
{
POINT e[2];
e[0].x=enemy[i].x;
e[0].y=enemy[i].y;
e[1].x=enemy[i].x+role.w;
e[1].y=enemy[i].y+role.h;
for(int j=0;j<4;j++)
{
if(r[j].x>e[0].x&&r[j].x<e[1].x&&r[j].y>e[0].y&&r[j].y<e[1].y)
{
mciSendString("play mymusic5 from 0", NULL, 0, NULL);
score+=10;
temp.x=enemy[i].x;
temp.y=enemy[i].y;
enemy[i].id=0;
enemy[i].iframe=-1;
enemy[i].turn=1;
enemy[i].x=-1;
enemy[i].y=-1;
return 1;
}
}
}
}
}
return 0;
}
void game::end()
{
MyTimer tt;
EndBatchDraw();
if(isdie()==1||win==1)
pause=0;
if(pause==1)
return;
if(win==1)
tt.Sleep(5000);
else
tt.Sleep(2700);
mciSendString("close all", NULL, 0, NULL);
tt.Sleep(1000);
if(win==1)
{
pause=0;
score=0;
life=0;
mciSendString("open res\\通关.mp3 alias mymusic13", NULL, 0, NULL);
mciSendString("play mymusic13", NULL, 0, NULL);
putimage(0,-3*YSIZE,&img_home);
tt.Sleep(7000);
mciSendString("close mymusic13", NULL, 0, NULL);
}
else
{
score=0;
if(life==0)
{
mciSendString("open res\\游戏结束.mp3 alias mymusic12", NULL, 0, NULL);
mciSendString("play mymusic12", NULL, 0, NULL);
putimage(0,-YSIZE,&img_home);
tt.Sleep(5500);
mciSendString("close mymusic12", NULL, 0, NULL);
}
else
{
cleardevice();
outtextxy(XSIZE/2-43,YSIZE/3,"生命还剩下:");
if(life==1)
outtextxy(XSIZE/2,YSIZE/2-20,"1");
else if(life==2)
outtextxy(XSIZE/2,YSIZE/2-20,"2");
tt.Sleep(2000);
}
}
cleardevice();
}
void main()
{
game g;
while(true)
{
g.start();
g.init();
mciSendString("play mymusic1 repeat", NULL, 0, NULL);
g.show();
g.move();
g.end();
}
}
// 程序名称:精确到微秒的延时类(基于多媒体定时器)
// 程序编写:yangw80 <yw80@qq.com>
// 最后修改:2011-5-4
//
#pragma once
#include <windows.h>
class MyTimer
{
private:
LARGE_INTEGER m_clk; // 保存时钟信息
LONGLONG m_oldclk; // 保存开始时钟和结束时钟
int m_freq; // 时钟频率(时钟时间换算率),时间差
public:
MyTimer();
void Sleep(int ms);
void Reset();
};
// 构造函数
MyTimer::MyTimer()
{
QueryPerformanceFrequency(&m_clk);
m_freq = (int)m_clk.QuadPart / 1000;
// 获得计数器的时钟频率
m_oldclk = 0;
}
// 延时
void MyTimer::Sleep(int ms)
{
unsigned int c = ms * m_freq;
if (m_oldclk == 0)
{
// 开始计时
QueryPerformanceCounter(&m_clk);
m_oldclk = m_clk.QuadPart; // 获得开始时钟
}
m_oldclk += c;
QueryPerformanceCounter(&m_clk);
if (m_clk.QuadPart > m_oldclk)
m_oldclk = m_clk.QuadPart;
else
do
{
::Sleep(1);
QueryPerformanceCounter(&m_clk); // 获得终止时钟
}
while(m_clk.QuadPart < m_oldclk);
}
// 重置延时器
void MyTimer::Reset()
{
m_oldclk = 0;
}