实现这个游戏需要Easy_X
这个在我前面一篇C++之番外篇爱心代码有程序教你怎么下载,大家可自行查看
然后就是需要植物大战僵尸的素材和音乐,需要的可以加QQ群516964361,群里面有资料
首先是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;//死亡倒计时
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..1
vector2 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_RPODU服务器托管网CT;
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 cre服务器托管网atZM()
{
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 x1 && x3 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.y 20)
{
flag = true;
timer = 0;
}
if (flag)
{
flag = false;
updateWindow();
updateGame();
}
}
system("pause");
return 0;
}
接着是tools.cpp文件
#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=p*FP+(1-p)*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R
int sg = ((src[srcX] & 0xff00) >> 8); //G
int sb = src[srcX] & 0xff; //B
if (ix >= 0 && ix = 0 && iy > 16);
int dg = ((dst[dstX] & 0xff00) >> 8);
int db = dst[dstX] & 0xff;
draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
else if (y >= getheight() || x >= getwidth()) {
return;
}
else if (y + picture->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;
}
}
然后最后就是头文件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=p*FP+(1-p)*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R
int sg = ((src[srcX] & 0xff00) >> 8); //G
int sb = src[srcX] & 0xff; //B
if (ix >= 0 && ix = 0 && iy > 16);
int dg = ((dst[dstX] & 0xff00) >> 8);
int db = dst[dstX] & 0xff;
draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) getwidth(), picture->getheight() + y);
SetWorkingImage();
y = 0;
picture = &imgTmp;
}
else if (y >= getheight() || x >= getwidth()) {
return;
}
else if (y + picture->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;
}
}
然后是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
最后头文件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);
这里给大家演示一下画面
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这篇博客是一篇来自 Meta AI,关于指令微调 Llama 2 的扩展说明。旨在聚焦构建指令数据集,有了它,我们则可以使用自己的指令来微调 Llama 2 基础模型。 目标是构建一个能够基于输入内容来生成指令的模型。这么做背后的逻辑是,模型如此就可以由其他人…