easyX飞机大战demo

本文详细介绍了一个使用C++和easyX库开发的飞机大战游戏。游戏包括飞机、子弹、敌人的结构定义,通过鼠标控制飞机移动并发射子弹,实现敌人随机出现及移动,碰撞检测和音效播放等功能。

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源代码
main.cpp
#include "game.h"
int main() {
	Run();
}
game.h
#include <easyx.h>
#include <conio.h>
#include <time.h>

#pragma comment(lib,"Winmm.lib")
#pragma comment( lib, "MSIMG32.LIB")

#define BulletMaxNum 20
#define EnemyMaxNum 5

struct Plane {				//飞机
	POINT pos = { 0,0 };	//位置
	IMAGE img;				//图片
};
struct Bullet {
	POINT pos = { 0,0 };
	IMAGE img;
	int type = 0;
	int speed = 1;
	bool show = false;
};
struct Enemy {
	IMAGE img;
	POINT pos = { 100,100 };
	bool show = false;
	clock_t startClock=NULL, endClock=NULL;		//时钟,用来减缓移动速度
};



void putAlphaImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg, UINT transparentcolor);
void initData();
void Draw();
void drawText();
void drawPlane();
void drawBullet();
void drawEnemy();
void Input();
void Logic();
void Run();
void enemyRandomMove();
void addEnemy();
bool moveDelay(clock_t c1, clock_t c2, int delay);
bool isBumpBullet(Bullet* bullet, Enemy* enemy);
bool isBumpEnemy(Enemy* enemy1, Enemy* enemy2);
bool isBumpPlane(Enemy* enemy1, Plane* enemy2);
void playBoomSound();
game.cpp
#include "game.h"

clock_t startClock, processClock;
int directLvl = 1;
Plane plane;
Bullet bullets[BulletMaxNum];
Enemy enemys[EnemyMaxNum];
IMAGE bg;
bool gameQuit = false;
int bulletNum, enemyNum;
int planeSpeed;
double enemySpeed;
int  enemyMoveDealy;

void initData() {

	planeSpeed = 1;
	enemySpeed = 1;
	enemyMoveDealy = 5;
	for (int i = 0; i < BulletMaxNum; i++) {
		loadimage(&bullets[i].img, _T("data/bullet.png"));
	}
	for (int i = 0; i < EnemyMaxNum; i++) {
		loadimage(&enemys[i].img, _T("data/enemy.png"));
	}
	bulletNum = 0;
	enemyNum = 0;
	gameQuit = false;
	plane.pos.x = 500;
	plane.pos.y = 600;
	loadimage(&plane.img, _T("data/plane.png"));
	loadimage(&bg, _T("data/bg.png"));

	startClock = clock();
}
void Run() {
	initData();
	initgraph(1000, 800);
	while (!gameQuit) {
		Draw();
		Input();
		Logic();
	}
	closegraph();
}
void Draw() {
	BeginBatchDraw();
	putimage(0, 0, &bg);
	drawText();
	drawBullet();
	drawEnemy();
	drawPlane();
	EndBatchDraw();
}
void drawText() {
	//TCHAR s1[] = _T("飞机大战");
	//TCHAR s2[] = _T("移动控制飞机,左键开火");
	//outtextxy(800, 100, s1);
	//outtextxy(800, 150, s2);

}

void drawPlane() {
	//putimage(plane.pos.x, plane.pos.y, &plane.img);

	putAlphaImage(NULL, plane.pos.x, plane.pos.y, &plane.img, 0xffffff);

}

void drawBullet() {
	for (int i = 0; i < BulletMaxNum; i++) {
		if (bullets[i].show) {
			putAlphaImage(NULL, bullets[i].pos.x, bullets[i].pos.y, &bullets[i].img, 0xffffff);
		}
	}

}

void drawEnemy() {
	for (int i = 0; i < EnemyMaxNum; i++) {
		if (enemys[i].show) {
			putAlphaImage(NULL, enemys[i].pos.x, enemys[i].pos.y, &enemys[i].img, 0xffffff);
		}
	}

}
void Input() {
	MOUSEMSG mouse;
	while (MouseHit()) {
		mouse = GetMouseMsg();
		switch (mouse.uMsg) {
			case WM_MOUSEMOVE:
				plane.pos.x = mouse.x - plane.img.getwidth() / 2;
				plane.pos.y = mouse.y - plane.img.getheight() / 2;
				break;
			case WM_LBUTTONUP:
				for (int i = 0; i < BulletMaxNum; i++) {
					if (bullets[i].show == false) {
						bullets[i].show = true;
						bullets[i].pos.x = plane.pos.x + plane.img.getwidth() / 2 - bullets[i].img.getwidth() / 2;
						bullets[i].pos.y = plane.pos.y - plane.img.getheight() / 2 - bullets[i].img.getheight() / 2;
						break;
					}
				}
				break;
		}

	}
}
void Logic() {
	for (int i = 0; i < BulletMaxNum; i++) {
		if (bullets[i].show) {
			bullets[i].pos.y -= 0.1;
			if (bullets[i].pos.y <= 0) {
				bullets[i].pos = { 0,0 };
				bullets[i].show = false;
			}
		}
	}
	for (int j = 0; j < EnemyMaxNum; j++) {
		if (enemys[j].show) {
			if (isBumpPlane(&enemys[j], &plane)) {
				//gameQuit = true;
			}
			for (int i = 0; i < BulletMaxNum; i++) {
				if (bullets[i].show) {
					if (isBumpBullet(&bullets[i], &enemys[j]))
						playBoomSound();
				}
			}
			for (int k = 0; k < EnemyMaxNum; k++) {
				if (k == j) {
					break;
				}
				if (enemys[k].show) {
					if (isBumpEnemy(&enemys[j], &enemys[k]))
						playBoomSound();
				}
			}
		}
	}
	addEnemy();
	enemyRandomMove();
}
void putAlphaImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg, UINT transparentcolor) {			//绘制透明图
	HDC dstDC = GetImageHDC(dstimg);
	HDC srcDC = GetImageHDC(srcimg);
	int w = srcimg->getwidth();
	int h = srcimg->getheight();

	// 使用 Windows GDI 函数实现透明位图
	TransparentBlt(dstDC, x, y, w, h, srcDC, 0, 0, w, h, transparentcolor);
}
void enemyRandomMove() {
	for (int i = 0; i < EnemyMaxNum; i++) {
		if (enemys[i].show) {
			enemys[i].endClock = clock();
			if (moveDelay(enemys[i].startClock, enemys[i].endClock, enemyMoveDealy)) {
				enemys[i].startClock = clock();
				POINT difPos = { enemys[i].pos.x - plane.pos.x,enemys[i].pos.y - plane.pos.y };
				difPos.x > 0 ? enemys[i].pos.x -= enemySpeed : enemys[i].pos.x += enemySpeed;
				difPos.y > 0 ? enemys[i].pos.y -= enemySpeed : enemys[i].pos.y += enemySpeed;
			}

		}
	}
}
void addEnemy() {
	for (int i = 0; i < EnemyMaxNum; i++) {
		processClock = clock();						//结束增加敌人计时
		if (!enemys[i].show) {
			if ((processClock - startClock) / CLK_TCK >= 2) {		//两秒增加一个敌人
				srand((unsigned)time(NULL));
				POINT pos = { 0,0 };
				enemys[i].pos = pos;
				enemys[i].show = true;
				startClock = clock();				//增加敌人计时

				enemys[i].startClock = clock();		//敌人计时
				enemys[i].endClock = clock();
			}
		}
	}
}
bool moveDelay(clock_t c1, clock_t c2, int delay) {
	if (c2 - c1 >= delay) {
		return true;
	}
	return false;
}
bool isBumpBullet(Bullet* bullet, Enemy* enemy) {
	if (bullet->pos.y < enemy->pos.y + enemy->img.getheight() &&
		enemy->pos.y < bullet->pos.y + bullet->img.getheight() &&
		enemy->pos.x < bullet->pos.x + bullet->img.getwidth() &&
		bullet->pos.x < enemy->pos.x + enemy->img.getwidth()
		) {
		bullet->show = false;
		bullet->pos = { -100,-100 };
		enemy->show = false;
		enemy->pos = { -100,-100 };
		return true;
	}
	return false;
}
bool isBumpEnemy(Enemy* enemy1, Enemy* enemy2) {
	if (enemy1->pos.y < enemy2->pos.y + enemy2->img.getheight() &&
		enemy2->pos.y < enemy1->pos.y + enemy1->img.getheight() &&
		enemy2->pos.x < enemy1->pos.x + enemy1->img.getwidth() &&
		enemy1->pos.x < enemy2->pos.x + enemy2->img.getwidth()) {
		enemy1->show = false;
		enemy1->pos = { -100,-100 };
		enemy2->show = false;
		enemy2->pos = { -100,-100 };
		return true;
	}
	return false;
}
bool isBumpPlane(Enemy* enemy1, Plane* enemy2) {
	if (enemy1->pos.y < enemy2->pos.y + enemy2->img.getheight() &&
		enemy2->pos.y < enemy1->pos.y + enemy1->img.getheight() &&
		enemy2->pos.x < enemy1->pos.x + enemy1->img.getwidth() &&
		enemy1->pos.x < enemy2->pos.x + enemy2->img.getwidth()) {
		return true;
	}
	return false;
}
void playBoomSound() {
	mciSendString(_T("close boomMusic"), NULL, 0, NULL);
	mciSendString(_T("open data/boom.mp3 alias boomMusic"), NULL, 0, NULL);
	mciSendString(_T("play boomMusic"), NULL, 0, NULL);
}
游戏素材

一共就四张,背景,飞机,子弹,敌人

背景

飞机

子弹

敌人

demo演示

完成版
https://blog.youkuaiyun.com/qq_25969985/article/details/109958409

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