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Game.h
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508 lines (442 loc) · 10.9 KB
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#include <graphics.h>
#include <string>
#include <windows.h>
#include <stdlib.h>
#include <vector>
#include <time.h>
#include "config.h"
#pragma comment(lib, "msimg32.lib")
#pragma comment(lib, "Winmm.lib")
int idx_cur_anim = 0;
bool running = true;
bool is_game_started = false;
const int ANIM_NUM = 5;
const int WINDOW_WIDTH = GameConfig::Window::WIDTH;
const int WINDOW_HEIGHT = GameConfig::Window::HEIGHT;
const int BUTTON_WIDTH = GameConfig::Button::WIDTH;
const int BUTTON_HEIGHT = GameConfig::Button::HEIGHT;
int spawn_interval = GameConfig::Spawn::SPAWN_INTERVAL_START;
DWORD game_start_time = 0;
class Atlas
{
public:
Atlas(LPCTSTR path, int num)
{
TCHAR path_file[256];
for (size_t i = 0; i < num; i++)
{
_stprintf_s(path_file, path, i);
IMAGE* frame = new IMAGE();
loadimage(frame, path_file);
frame_list.push_back(frame);
}
}
~Atlas()
{
for (size_t i = 0; i < frame_list.size(); i++)
{
delete frame_list[i];
}
}
public:
std::vector<IMAGE*> frame_list;
};
Atlas* atlas_player_left;
Atlas* atlas_player_right;
Atlas* atlas_enemy_left;
Atlas* atlas_enemy_right;
ExMessage msg;
IMAGE img_menu;
IMAGE img_background;
IMAGE img_player_left[5];
IMAGE img_player_right[5];
inline void putimage_alpha(int x, int y, IMAGE* img)
{
int w = img->getwidth();
int h = img->getheight();
AlphaBlend(GetImageHDC(NULL), x, y, w, h,
GetImageHDC(img), 0, 0, w, h, { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA });
}
class Animation
{
public:
Animation(Atlas* atlas, int interval)
{
anim_atlas = atlas;
interval_ms = interval;
}
~Animation() = default;
void Play(int x, int y, int delta)
{
timer += delta;
if (timer >= interval_ms)
{
idx_frame = (idx_frame + 1) % anim_atlas->frame_list.size();
timer = 0;
}
putimage_alpha(x, y, anim_atlas->frame_list[idx_frame]);
}
private:
int timer = 0;
int idx_frame = 0;
int interval_ms = 0;
Atlas* anim_atlas;
};
class Player
{
public:
Player()
{
loadimage(&img_shadow, _T("img/shadow_player.png"));
anim_left = new Animation(atlas_player_left, 45);
anim_right = new Animation(atlas_player_right, 45);
}
~Player()
{
delete anim_left;
delete anim_right;
}
void ProcessEvent(const ExMessage& msg)
{
if (msg.message == WM_KEYDOWN)
{
switch (msg.vkcode)
{
case VK_LEFT:
is_move_left = true;
break;
case VK_RIGHT:
is_move_right = true;
break;
case VK_UP:
is_move_up = true;
break;
case VK_DOWN:
is_move_down = true;
break;
}
}
else if (msg.message == WM_KEYUP)
{
switch (msg.vkcode)
{
case VK_LEFT:
is_move_left = false;
break;
case VK_RIGHT:
is_move_right = false;
break;
case VK_UP:
is_move_up = false;
break;
case VK_DOWN:
is_move_down = false;
break;
}
}
}
void Move()
{
int dir_x = is_move_right - is_move_left;
int dir_y = is_move_down - is_move_up;
double len_dir = sqrt(dir_x * dir_x + dir_y * dir_y);
if (len_dir != 0)
{
double normalized_x = dir_x / len_dir;
double normalized_y = dir_y / len_dir;
player_pos.x += (int)(PLAYER_SPEED * normalized_x);
player_pos.y += (int)(PLAYER_SPEED * normalized_y);
}
}
void frontiercheck()
{
if (player_pos.x < 0) player_pos.x = 0;
if (player_pos.y < 0) player_pos.y = 0;
if (player_pos.x + PLAYER_WIDTH > WINDOW_WIDTH) player_pos.x = WINDOW_WIDTH - PLAYER_WIDTH;
if (player_pos.y + PLAYER_HEIGHT > WINDOW_HEIGHT) player_pos.y = WINDOW_HEIGHT - PLAYER_HEIGHT;
}
void Draw(int delta)
{
int dir_x = is_move_right - is_move_left;
int pos_shadow_x = player_pos.x + (PLAYER_WIDTH / 2 - SHADOW_WIDTH / 2);
int pos_shadow_y = player_pos.y + PLAYER_HEIGHT - 8;
putimage_alpha(pos_shadow_x, pos_shadow_y, &img_shadow);
static bool facing_left = false;
if (dir_x < 0) facing_left = true;
else if (dir_x > 0) facing_left = false;
if (facing_left) anim_left->Play(player_pos.x, player_pos.y, delta);
else anim_right->Play(player_pos.x, player_pos.y, delta);
}
const POINT& GetPosition() const
{
return player_pos;
}
public:
int PLAYER_SPEED = 3;
const int PLAYER_WIDTH = 80;
const int PLAYER_HEIGHT = 80;
const int SHADOW_WIDTH = 32;
private:
bool is_move_up = false;
bool is_move_down = false;
bool is_move_left = false;
bool is_move_right = false;
IMAGE img_shadow;
POINT player_pos = { 500, 500 };
Animation* anim_left;
Animation* anim_right;
};
class Bullet
{
public:
POINT position = { 0,0 };
public:
Bullet() = default;
~Bullet() = default;
void Draw() const {
setlinecolor(GameConfig::Gameplay::BULLET_BORDER);
setfillcolor(GameConfig::Gameplay::BULLET_COLOR);
fillcircle(position.x, position.y,
static_cast<int>(GameConfig::Gameplay::BULLET_RADIUS));
}
private:
int RADIUS = 10;
};
class Enemy
{
public:
Enemy()
{
loadimage(&img_shadow, _T("img/shadow_enemy.png"));
anim_left = new Animation(atlas_enemy_left, 45);
anim_right = new Animation(atlas_enemy_right, 45);
enum class SpawnEdge
{
Up = 0,
Down,
Left,
Right
};
time_t t;
srand((unsigned)time(&t));
SpawnEdge edge = (SpawnEdge)(rand() % 4);
switch (edge)
{
case SpawnEdge::Up:
position.y = -FRAME_HEIGHT;
position.x = rand() % WINDOW_WIDTH;
break;
case SpawnEdge::Down:
position.y = WINDOW_HEIGHT;
position.x = rand() % WINDOW_WIDTH;
break;
case SpawnEdge::Left:
position.x = -FRAME_WIDTH;
position.y = rand() % WINDOW_HEIGHT;
break;
case SpawnEdge::Right:
position.x = WINDOW_WIDTH;
position.y = rand() % WINDOW_HEIGHT;
break;
}
}
~Enemy()
{
delete anim_left;
delete anim_right;
}
bool CheckBulletCollision(const Bullet& bullet)
{
bool is_overlap_x = bullet.position.x >= position.x && bullet.position.x <= position.x + FRAME_WIDTH;
bool is_overlap_y = bullet.position.y >= position.y && bullet.position.y <= position.y + FRAME_HEIGHT;
return is_overlap_x && is_overlap_y;
}
bool CheckPlayerCollision(const Player& player)
{
POINT check_position = { position.x + FRAME_WIDTH / 2,position.y + FRAME_HEIGHT / 2 };
const POINT& player_position = player.GetPosition();
bool is_overlap_x = player_position.x <= check_position.x && check_position.x <= player_position.x + player.PLAYER_WIDTH;
bool is_overlap_y = player_position.y <= check_position.y && check_position.y <= player_position.y + player.PLAYER_HEIGHT;
return is_overlap_x && is_overlap_y;
}
void Move(const Player& player)
{
const POINT& player_pos = player.GetPosition();
int dir_x = player_pos.x - position.x;
int dir_y = player_pos.y - position.y;
double len_dir = sqrt(dir_x * dir_x + dir_y * dir_y);
if (len_dir != 0)
{
double normalized_x = dir_x / len_dir;
double normalized_y = dir_y / len_dir;
position.x += (int)(SPEED * normalized_x);
position.y += (int)(SPEED * normalized_y);
}
if (dir_x < 0) facing_left = true;
else if (dir_x > 0) facing_left = false;
}
void Draw(int delta)
{
int pos_shadow_x = position.x + (FRAME_WIDTH / 2 - SHADOW_WIDTH / 2);
int pos_shadow_y = position.y + FRAME_HEIGHT - 35;
putimage_alpha(pos_shadow_x, pos_shadow_y, &img_shadow);
if (facing_left) anim_left->Play(position.x, position.y, delta);
else anim_right->Play(position.x, position.y, delta);
}
void Hurt()
{
alive = false;
}
bool CheckAlive()
{
return alive;
}
private:
const int SPEED = 2;
const int FRAME_WIDTH = 80;
const int FRAME_HEIGHT = 80;
const int SHADOW_WIDTH = 48;
IMAGE img_shadow;
Animation* anim_left;
Animation* anim_right;
POINT position = { 0, 0 };
bool facing_left = false;
bool alive = true;
};
class Button
{
public:
Button(RECT rect, LPCTSTR path_img_idle, LPCTSTR path_img_hovered, LPCTSTR path_img_pushed)
{
region = rect;
loadimage(&img_idle, path_img_idle);
loadimage(&img_hovered, path_img_hovered);
loadimage(&img_pushed, path_img_pushed);
}
~Button() = default;
void ProcessEvent(const ExMessage& msg)
{
switch (msg.message)
{
case WM_MOUSEMOVE:
if (status == Status::Idle && CheckCursorHit(msg.x, msg.y))
status = Status::Hovered;
else if (status == Status::Hovered && !CheckCursorHit(msg.x, msg.y))
status = Status::Idle;
break;
case WM_LBUTTONDOWN:
if (CheckCursorHit(msg.x, msg.y))
status = Status::Pushed;
break;
case WM_LBUTTONUP:
if (status == Status::Pushed)
Onclick();
break;
default:
break;
}
}
void Draw()
{
switch (status)
{
case Status::Idle:
putimage(region.left, region.top, &img_idle);
break;
case Status::Hovered:
putimage(region.left, region.top, &img_hovered);
break;
case Status::Pushed:
putimage(region.left, region.top, &img_pushed);
break;
}
}
protected:
virtual void Onclick() = 0;
private:
enum class Status
{
Idle = 0,
Hovered,
Pushed
};
private:
RECT region;
IMAGE img_idle;
IMAGE img_hovered;
IMAGE img_pushed;
Status status = Status::Idle;
private:
bool CheckCursorHit(int x, int y)
{
return x >= region.left && x <= region.right && y >= region.top && y <= region.bottom;
}
};
class StartButton : public Button
{
public:
StartButton(RECT rect, LPCTSTR path_img_idle, LPCTSTR path_img_hovered, LPCTSTR path_img_pushed)
:Button(rect, path_img_idle, path_img_hovered, path_img_pushed)
{
}
~StartButton() = default;
void Onclick()
{
is_game_started = true;
mciSendString(_T("play bgm repeat from 0"), NULL, 0, NULL);
}
};
class ExitButton : public Button
{
public:
ExitButton(RECT rect, LPCTSTR path_img_idle, LPCTSTR path_img_hovered, LPCTSTR path_img_pushed)
:Button(rect, path_img_idle, path_img_hovered, path_img_pushed)
{
}
~ExitButton() = default;
void Onclick()
{
running = false;
}
};
void TryGenerateEnemy(std::vector<Enemy*>& enemy_list) {
static int counter = 0;
if (++counter >= spawn_interval) {
counter = 0;
enemy_list.push_back(new Enemy());
}
}
void UpdateBullets(std::vector<Bullet>& bullet_list, const Player& player) {
// 强制限制最大子弹数量
if (bullet_list.size() > GameConfig::Gameplay::MAX_BULLETS) {
bullet_list.resize(GameConfig::Gameplay::MAX_BULLETS);
}
const POINT& player_pos = player.GetPosition();
const double radian_interval = 2 * 3.14159 / bullet_list.size();
for (size_t i = 0; i < bullet_list.size(); i++) {
const double radian = GetTickCount() * GameConfig::Gameplay::TANGENT_SPEED
+ i * radian_interval;
// 动态半径计算
const double dynamic_radius = GameConfig::Gameplay::BASE_RADIUS
+ 25 * sin(GetTickCount() * GameConfig::Gameplay::RADIAL_SPEED);
bullet_list[i].position = {
player_pos.x + player.PLAYER_WIDTH / 2 + static_cast<int>(dynamic_radius * sin(radian)),
player_pos.y + player.PLAYER_HEIGHT / 2 + static_cast<int>(dynamic_radius * cos(radian))
};
}
}
void DrawPlayerScore(int score)
{
static TCHAR text[64];
_stprintf_s(text, _T("当前分数: %d"), score);
setbkmode(TRANSPARENT);
settextcolor(RGB(255, 255, 255));
outtextxy(10, 10, text);
}
void DrawSpawnInterval() {
static TCHAR text[64];
_stprintf_s(text, _T("刷怪间隔: %d"), spawn_interval);
setbkmode(TRANSPARENT);
settextcolor(RGB(255, 255, 255));
outtextxy(WINDOW_WIDTH - 200, 10, text);
}