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main.cpp
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150 lines (128 loc) · 4.02 KB
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#include "Game.h"
#include "config.h"
int main()
{
initgraph(WINDOW_WIDTH, WINDOW_HEIGHT);
atlas_player_left = new Atlas(GameConfig::Path::PLAYER_LEFT, 6);
atlas_player_right = new Atlas(GameConfig::Path::PLAYER_RIGHT, 6);
atlas_enemy_left = new Atlas(GameConfig::Path::ENEMY_LEFT, 6);
atlas_enemy_right = new Atlas(GameConfig::Path::ENEMY_RIGHT, 6);
mciSendString(_T("open mus/bgm.mp3 alias bgm"), NULL, 0, NULL);
mciSendString(_T("open mus/hit.wav alias hit"), NULL, 0, NULL);
int score = 0;
Player player;
std::vector<Enemy*> enemy_list;
std::vector<Bullet> bullet_list(GameConfig::Gameplay::BULLETS_NUM);
RECT region_btn_start_game, region_btn_exit_game;
region_btn_start_game.left = (WINDOW_WIDTH - BUTTON_WIDTH) / 2;
region_btn_start_game.top = 430;
region_btn_start_game.right = region_btn_start_game.left + BUTTON_WIDTH;
region_btn_start_game.bottom = region_btn_start_game.top + BUTTON_HEIGHT;
region_btn_exit_game.left = (WINDOW_WIDTH - BUTTON_WIDTH) / 2;
region_btn_exit_game.top = 530;
region_btn_exit_game.right = region_btn_exit_game.left + BUTTON_WIDTH;
region_btn_exit_game.bottom = region_btn_exit_game.top + BUTTON_HEIGHT;
StartButton btn_start_game = StartButton(region_btn_start_game, _T("img/ui_start_idle.png"), _T("img/ui_start_hovered.png"), _T("img/ui_start_pushed.png"));
ExitButton btn_exit_game = ExitButton(region_btn_exit_game, _T("img/ui_quit_idle.png"), _T("img/ui_quit_hovered.png"), _T("img/ui_quit_pushed.png"));
loadimage(&img_menu, _T("img/menu.png"));
loadimage(&img_background, _T("img/background.png"));
//初始化完成,接下来是游戏主循环
BeginBatchDraw();
while (running)
{
if (game_start_time == 0) {
game_start_time = GetTickCount();
}
// 计算经过时间(秒)
DWORD elapsed_seconds = (GetTickCount() - game_start_time) / 1000;
// 每30秒减少间隔
if (elapsed_seconds > 0 &&
elapsed_seconds % GameConfig::Spawn::SPAWN_REDUCE_INTERVAL_SECONDS == 0)
{
spawn_interval = max(
GameConfig::Spawn::SPAWN_MIN_INTERVAL,
spawn_interval - GameConfig::Spawn::SPAWN_REDUCE_AMOUNT
);
// 防止重复触发
game_start_time = GetTickCount();
}
DWORD start_time = GetTickCount();
while (peekmessage(&msg))
{
if (is_game_started)
player.ProcessEvent(msg);
else
{
btn_start_game.ProcessEvent(msg);
btn_exit_game.ProcessEvent(msg);
}
}
if (is_game_started)
{
player.Move();
player.frontiercheck();
UpdateBullets(bullet_list, player);
TryGenerateEnemy(enemy_list);
for (Enemy* enemy : enemy_list)
enemy->Move(player);
for (Enemy* enemy : enemy_list)
{
if (enemy->CheckPlayerCollision(player))
{
MessageBoxW(GetHWnd(), _T("前面的关卡,以后再来探索吧"), _T("游戏结束"), MB_OK);
running = false;
break;
}
}
for (Enemy* enemy : enemy_list)
{
for (const Bullet& bullet : bullet_list)
{
if (enemy->CheckBulletCollision(bullet))
{
mciSendString(_T("play hit from 0"), NULL, 0, NULL);
enemy->Hurt();
score++;
}
}
}
for (size_t i = 0; i < enemy_list.size();i++)
{
Enemy* enemy = enemy_list[i];
if (!enemy->CheckAlive())
{
std::swap(enemy_list[i], enemy_list.back());
enemy_list.pop_back();
delete enemy;
}
}
}
cleardevice();
if (is_game_started)
{
putimage(0, 0, &img_background);
player.Draw(1000 / 180);
for (Enemy* enemy : enemy_list)
enemy->Draw(1000 / 180);
for (const Bullet& bullet : bullet_list)
bullet.Draw();
DrawPlayerScore(score);
DrawSpawnInterval();
}
else
{
putimage(0, 0, &img_menu);
btn_start_game.Draw();
btn_exit_game.Draw();
}
FlushBatchDraw();
DWORD end_time = GetTickCount();
DWORD delta_time = end_time - start_time;
if (delta_time < 1000/180) Sleep(1000/180 - delta_time);
}
delete atlas_player_left;
delete atlas_player_right;
delete atlas_enemy_left;
delete atlas_enemy_right;
EndBatchDraw();
}