目标
使用Visual C++ 仿造植物大战僵尸的模式构造一个有基本布景,游戏消息处理,物理现象处理等基本功能的游戏。在完成基本功能的基础上实现游戏的娱乐性和可玩性,丰富游戏机制,完善游戏规则。
基本概念
由于C++程序编译后的文件是可直接运行的机器码,并非Java等语言编译后生成的中间码,所以VC++程序运行速度要较优越。Windows API是Windows操作系统提供的动态链接函数库(.DLL文件),包含了windows内核及所有应用程序所需要的功能。并且操作简单
具体操作实现
Windows API的程序架构,主程序文件"canvas.cpp",由以下几个函数组成: WinMain(主程序,程序起始点),WinProc(自定义函数,处理程序消息),MyRegisterClass(自定义函数,注册窗口类别),Init(自定义函数,初始化)
项目源代码如下
#include "stdafx.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h> //随机数种子用
#include "mmsystem.h"//导入声音头文件
#pragma comment(lib,"winmm.lib")//导入声音头文件库
struct BULLET //子弹结构
{
int x,y;
bool exist;
};
struct MONSTER //僵尸结构
{
int x,y;
int blood;
bool exist;
};
struct STONE
{
int x,y;
bool exist;
};
HINSTANCE hInst; //各种变量初始化
HBITMAP dra[6],bg[2],pl[5],bullet,k[2],over,win,life[5],stone;
HDC hdc,mdc,bufdc,buffdc;
HWND hWnd;
DWORD tPre,tNow;
int x,y;
int num,bcount=300;
int count=0;
BULLET b[300];
STONE s;
MONSTER m[6];
int q[5]={-50,20,110,200,300},qi=rand()%5,wi=rand()%5,ei=rand()%5,ri=rand()%5,ti=rand()%5;
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
tNow = GetTickCount();
if(tNow-tPre >= 100)
MyPaint(hdc);
}
}
return msg.wParam;
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "canvas";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
char filename[20] = "";
HBITMAP bmp;
hInst = hInstance;
hWnd = CreateWindow("canvas", "菜园保卫战" , WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
MoveWindow(hWnd,10,10,640,480,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
buffdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,480);
SelectObject(mdc,bmp);
k[0]=(HBITMAP)LoadImage(NULL,"k0.bmp",IMAGE_BITMAP,700,150,LR_LOADFROMFILE);
k[1]=(HBITMAP)LoadImage(NULL,"k1.bmp",IMAGE_BITMAP,700,150,LR_LOADFROMFILE);
life[0]=(HBITMAP)LoadImage(NULL,"life1.bmp",IMAGE_BITMAP,310,60,LR_LOADFROMFILE);
life[1]=(HBITMAP)LoadImage(NULL,"life2.bmp",IMAGE_BITMAP,310,60,LR_LOADFROMFILE);
life[2]=(HBITMAP)LoadImage(NULL,"life3.bmp",IMAGE_BITMAP,310,60,LR_LOADFROMFILE);
life[3]=(HBITMAP)LoadImage(NULL,"life4.bmp",IMAGE_BITMAP,310,60,LR_LOADFROMFILE);
life[4]=(HBITMAP)LoadImage(NULL,"life5.bmp",IMAGE_BITMAP,310,60,LR_LOADFROMFILE);
dra[0] = (HBITMAP)LoadImage(NULL,"dra1.bmp",IMAGE_BITMAP,800,300,LR_LOADFROMFILE);
dra[1] = (HBITMAP)LoadImage(NULL,"dra2.bmp",IMAGE_BITMAP,800,300,LR_LOADFROMFILE);
dra[2] = (HBITMAP)LoadImage(NULL,"dra3.bmp",IMAGE_BITMAP,800,300,LR_LOADFROMFILE);
dra[3] = (HBITMAP)LoadImage(NULL,"dra4.bmp",IMAGE_BITMAP,800,300,LR_LOADFROMFILE);
dra[4] = (HBITMAP)LoadImage(NULL,"dra5.bmp",IMAGE_BITMAP,800,300,LR_LOADFROMFILE);
dra[5] = (HBITMAP)LoadImage(NULL,"dra6.bmp",IMAGE_BITMAP,1200,300,LR_LOADFROMFILE);
bg[0] = (HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);
bg[1] = (HBITMAP)LoadImage(NULL,"bg1.bmp",IMAGE_BITMAP,640,480,LR_LOADFROMFILE);
pl[0] = (HBITMAP)LoadImage(NULL,"pl1.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
pl[1] = (HBITMAP)LoadImage(NULL,"pl2.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
pl[2] = (HBITMAP)LoadImage(NULL,"pl3.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
pl[3] = (HBITMAP)LoadImage(NULL,"pl4.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
pl[4] = (HBITMAP)LoadImage(NULL,"pl5.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
bullet = (HBITMAP)LoadImage(NULL,"bullet.bmp",IMAGE_BITMAP,30,30,LR_LOADFROMFILE);
stone=(HBITMAP)LoadImage(NULL,"stone.bmp",IMAGE_BITMAP,150,100,LR_LOADFROMFILE);
over = (HBITMAP)LoadImage(NULL,"over.bmp",IMAGE_BITMAP,640,159,LR_LOADFROMFILE);
win = (HBITMAP)LoadImage(NULL,"win.bmp",IMAGE_BITMAP,640,160,LR_LOADFROMFILE);
m[0].x=m[1].x=m[2].x=m[3].x=m[4].x=m[5].x=640; //怪兽体征值初始化
m[5].y=110;
m[5].blood=20;
m[0].exist=m[1].exist=m[2].exist=m[3].exist=m[4].exist=true;
m[5].exist=false;
s.exist=false;
MyPaint(hdc);
return TRUE;
}
void MyPaint(HDC hdc)
{
int i = 0;
if(num == 8)
num = 0;
char str[50]="";
int score;
PlaySound("foot.wav", NULL, SND_FILENAME | SND_ASYNC);
srand((unsigned int)time(0)); //随机数种子
m[4].y=q[qi];
m[3].y=q[wi];
m[2].y=q[ei];
m[1].y=q[ri];
m[0].y=q[ti];
SelectObject(bufdc,bg[0]); //贴各种图
BitBlt(mdc,0,0,640,480,bufdc,0,0,SRCCOPY);
SelectObject(bufdc,pl[0]);
BitBlt(mdc,30,0,75,100,bufdc,75,0,SRCAND);
BitBlt(mdc,30,0,75,100,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,pl[1]);
BitBlt(mdc,30,100,75,100,bufdc,75,0,SRCAND);
BitBlt(mdc,30,100,75,100,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,pl[2]);
BitBlt(mdc,30,200,75,100,bufdc,75,0,SRCAND);
BitBlt(mdc,30,200,75,100,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,pl[3]);
BitBlt(mdc,30,280,75,100,bufdc,75,0,SRCAND);
BitBlt(mdc,30,280,75,100,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,pl[4]);
BitBlt(mdc,30,360,75,100,bufdc,75,0,SRCAND);
BitBlt(mdc,30,360,75,100,bufdc,0,0,SRCPAINT);
SelectObject(bufdc,dra[3]);
BitBlt(mdc,m[3].x,m[3].y,100,150,bufdc,num*100,150,SRCAND);
BitBlt(mdc,m[3].x,m[3].y,100,150,bufdc,num*100,0,SRCPAINT);
SelectObject(bufdc,dra[2]);
BitBlt(mdc,m[2].x,m[2].y,100,150,bufdc,num*100,150,SRCAND);
BitBlt(mdc,m[2].x,m[2].y,100,150,bufdc,num*100,0,SRCPAINT);
SelectObject(bufdc,dra[1]);
BitBlt(mdc,m[1].x,m[1].y,100,150,bufdc,num*100,150,SRCAND);
BitBlt(mdc,m[1].x,m[1].y,100,150,bufdc,num*100,0,SRCPAINT);
SelectObject(bufdc,dra[0]);
BitBlt(mdc,m[0].x,m[0].y,100,150,bufdc,num*100,150,SRCAND);
BitBlt(mdc,m[0].x,m[0].y,100,150,bufdc,num*100,0,SRCPAINT);
SelectObject(bufdc,dra[4]);
BitBlt(mdc,m[4].x,m[4].y,98,150,bufdc,num*98,150,SRCAND);
BitBlt(mdc,m[4].x,m[4].y,98,150,bufdc,num*98,0,SRCPAINT);
SelectObject(bufdc,dra[5]);
BitBlt(mdc,m[5].x,m[5].y,150,150,bufdc,num*150,150,SRCAND);
BitBlt(mdc,m[5].x,m[5].y,150,150,bufdc,num*150,0,SRCPAINT);
SelectObject(buffdc,bg[1]);
BitBlt(mdc,0,0,640,480,buffdc,0,0,SRCCOPY);
SelectObject(buffdc,k[0]);
BitBlt(mdc,150,30,350,150,buffdc,350,0,SRCAND);
BitBlt(mdc,150,30,350,150,buffdc,0,0,SRCPAINT);
if(m[0].x>30) //移动速度设定
m[0].x-=12;
else{
m[0].x=30;
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
if(m[1].x>30)
m[1].x-=6.6;
else{
m[1].x=30;
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
if(m[2].x>30)
m[2].x-=5.5;
else{
m[2].x=30;
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
if(m[3].x>30)
m[3].x-=6;
else{
m[3].x=30;
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
if(m[4].x>30)
m[4].x-=8;
else{
m[4].x=30;
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
if(m[5].x>40 &&m[5].exist==true) //boss
m[5].x-=4;
if(m[5].x==40 && m[5].exist==true)
{
SelectObject(bufdc,over);
BitBlt(mdc,0,90,640,159,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
SelectObject(bufdc,stone); //加石头
if(s.exist==true)
{
BitBlt(mdc,s.x,s.y,77,100,bufdc,77,0,SRCAND);
BitBlt(mdc,s.x,s.y,77,100,bufdc,0,0,SRCPAINT);
if(s.x>m[4].x -5 && s.y==m[4].y+40)
{
m[4].exist=false;
m[4].x=640;
s.exist = false;
qi=rand()%5;
score+=20;
}
else if(s.x>m[3].x -5 && s.y==m[3].y+40)
{
m[3].exist=false;
m[3].x=640;
s.exist = false;
qi=rand()%5;
score+=20;
}
else if(s.x>m[2].x -5 && s.y==m[2].y+40)
{
m[2].exist=false;
m[2].x=640;
s.exist = false;
qi=rand()%5;
score+=20;
}
else if(s.x>m[1].x -5 && s.y==m[1].y+40)
{
m[1].exist=false;
m[1].x=640;
s.exist = false;
qi=rand()%5;
score+=20;
}
else if(s.x>m[0].x -5 && s.y==m[0].y+40)
{
m[0].exist=false;
m[0].x=640;
s.exist = false;
qi=rand()%5;
score+=20;
}
else if(s.x>m[5].x -5 && s.y==m[5].y+40 && m[5].exist==true) //boss关底
{
m[5].blood-=3;
s.exist = false;
score+=20;
}
}
SelectObject(bufdc,bullet); //子弹消灭怪兽设定及贴图
if(bcount!=0)
for(i=0;i<300;i++)
if(b[i].exist)
{
BitBlt(mdc,b[i].x,b[i].y,30,15,bufdc,0,15,SRCAND);
BitBlt(mdc,b[i].x,b[i].y,30,15,bufdc,0,0,SRCPAINT);
b[i].x += 10;
if(b[i].x > 640)
{
bcount--;
b[i].exist = false;
}
if(b[i].x>m[4].x +5 && (b[i].y==m[4].y+90 || b[i].y==m[4].y+110)) //+5 decrease err
{
m[4].exist=false;
m[4].x=640;
b[i].exist = false;
count++;
qi=rand()%5;
}
else if(b[i].x>m[3].x +5 && (b[i].y==m[3].y+90 || b[i].y==m[3].y+110))
{
m[3].exist=false;
m[3].x=640;
b[i].exist = false;
count++;
wi=rand()%5;
}
else if(b[i].x>m[2].x +5 && (b[i].y==m[2].y+90 || b[i].y==m[2].y+110))
{
m[2].exist=false;
m[2].x=640;
b[i].exist = false;
count++;
ei=rand()%5;
}
else if(b[i].x>m[1].x +5 && (b[i].y==m[1].y+90 || b[i].y==m[1].y+110))
{
m[1].exist=false;
m[1].x=640;
b[i].exist = false;
count++;
ri=rand()%5;
}
else if(b[i].x>m[0].x +5 && (b[i].y==m[0].y+90 || b[i].y==m[0].y+110))
{
m[0].exist=false;
m[0].x=640;
b[i].exist = false;
count++;
ti=rand()%5;
}
else if(b[i].x>m[5].x +5 && b[i].y==m[5].y+110 && m[5].exist==true) //boss关底
{
m[5].blood--;
b[i].exist = false;
}
}
if (count>=50 && m[5].exist==false) //boss existence
{
m[5].exist=true;
}
if(m[5].blood>20 &&m[5].blood<=25) //血条控制
{
SelectObject(bufdc,life[0]);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,155,0,SRCAND);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,0,0,SRCPAINT);
}
if(m[5].blood>15 &&m[5].blood<=20)
{
SelectObject(bufdc,life[1]);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,155,0,SRCAND);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,0,0,SRCPAINT);
}
if(m[5].blood>8 &&m[5].blood<=15)
{
SelectObject(bufdc,life[2]);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,155,0,SRCAND);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,0,0,SRCPAINT);
}
if(m[5].blood>5 &&m[5].blood<=8)
{
SelectObject(bufdc,life[3]);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,155,0,SRCAND);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,0,0,SRCPAINT);
}
if(m[5].blood>0 &&m[5].blood<=5)
{
SelectObject(bufdc,life[4]);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,155,0,SRCAND);
BitBlt(mdc,m[5].x,m[5].y-50,155,60,bufdc,0,0,SRCPAINT);
}
if(m[5].blood<=0)
{
m[5].exist=false;
SelectObject(bufdc,win);
BitBlt(mdc,0,90,640,160,bufdc,0,0,SRCCOPY);
DeleteDC(bufdc);
for(i=0;i<100;i++)
{
b[i].exist=false;
}
}
score=count*100-(bcount-300)*20; //屏显信息
sprintf(str,"你已消灭怪物数: %d 得分:%d",count,score); //character instruction
TextOut (mdc,0,0,str,strlen(str));
sprintf(str,"还有%d个怪物即将抵达战场",50-count);
TextOut (mdc,0,20,str,strlen(str));
tPre = GetTickCount();
num++;
BitBlt(hdc,0,0,640,480,mdc,0,0,SRCCOPY);
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) //callback
{
int i;
switch (message)
{
case WM_LBUTTONDOWN: //前景图设定
if(x>150 && x<500 && y>30 && y<180)
DeleteDC(buffdc);
for(i=0;i<300;i++) //子弹消失
{
if(!b[i].exist && x<100 && y<100)
{
b[i].x = 90;
b[i].y = 40;
b[i].exist = true;
bcount++;
break;
}
else if(!b[i].exist && x<100 && y<192 && y>96)
{
b[i].x = 90;
b[i].y = 130;
b[i].exist = true;
bcount++;
break;
}
else if(!b[i].exist && x<100 && y<288 && y>192)
{
b[i].x = 90;
b[i].y = 220;
b[i].exist = true;
bcount++;
break;
}
else if(!b[i].exist && x<100 && y<380 && y>288)
{
b[i].x = 90;
b[i].y = 310;
b[i].exist = true;
bcount++;
break;
}
else if(!b[i].exist && x<100 && y<480 && y>380)
{
b[i].x = 90;
b[i].y = 390;
b[i].exist = true;
bcount++;
break;
}
}
break;
case WM_RBUTTONDOWN:
if(s.exist==false)
{
s.exist=true;
s.x=x;
if(y<100)
s.y=-10;
if( y<192 && y>96)
s.y=60;
if( y<288 && y>192)
s.y=150;
if(y<380 && y>288)
s.y=240;
if(y<480 && y>380)
s.y=340;
}
break;
case WM_DESTROY:
DeleteDC(mdc);
DeleteDC(bufdc);
DeleteObject(pl);
DeleteObject(bg);
DeleteObject(dra);
DeleteObject(bullet);
ReleaseDC(hWnd,hdc);
PostQuitMessage(0);
break;
case WM_MOUSEMOVE:
x=LOWORD(lParam);
y=HIWORD(lParam);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
其中贴图及音频等文件在链接:
https://drive.google.com/open?id=1kXZbU8BVV71RnXDv2oxDOLm1EVLJZpgd
截图与评价
大二学校作品,了解了一些游戏设计思想和VC++消息处理的方法,加深对计算机图形学的了解