每天一个C语言小项目,提升你的编程能力!
《球球大作战》虽然在玩法上类似于大球吃小球的模式看起来很单薄。但是在游戏过程中会出现无数种意外情况,这就需要玩家运用一系列策略来达到不被吃和吃掉别人球的目的,大大增加了游戏的耐玩性。
一个人的话想要实现复刻球球太困难了,所以这是仿照成熟版球球大作战写的简易版小游戏,有食物、敌人,甚至像和平精英一样加了一层外面的毒圈。
游戏操作起来很简单,用 A S D W 四个键控制球的移动方向。
地图大小是屏幕的16倍,吃完所有敌人就胜利。记住不要被敌人吃掉哦!
效果图展示:
完整的游戏源代码如下:
#include <graphics.h>
#include <conio.h>
#include <time.h>
#include <math.h>
#include <wchar.h>
#define WIDTH 1024 // 屏幕宽
#define HEIGHT 576 // 屏幕高
#define MAPW (WIDTH * 4) // 地图宽
#define MAPH (HEIGHT * 4) // 地图高
#define AINUM 100 // AI 数量
#define FNUM 2000 // FOOD 数量
#define PTIME 180 // 毒圈刷新时间
#define DISTANCE(x1, y1, x2, y2) (sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)))
struct FOOD
{
bool eat;
COLORREF color; // 颜色
int x, y; // 坐标
char type;
};
struct BALL // 定义小球结构
{
bool life; // 生命
COLORREF color; // 颜色
int x, y; // 坐标
float r; // 半径
};
FOOD food[FNUM]; // 食物
BALL mover = { 1, RGB(0, 0, 0), 0, 0, 0 }; // 玩家
BALL ai[AINUM] = { 1, RGB(0, 0, 0), 0, 0, 0 }; // 机器大军
void move(BALL* ball); // 玩家移动
void draw(); // 绘图
void start(); // 游戏开始
void setall(); // 初始化数据
void AI(); // AI
void Food(); // 食物
void delay(DWORD ms); // 绝对延时
DWORD* pBuffer; // 显示缓冲区指针
int eaten = 0; // 吃 AI 的数量
int ai_eaten = 0; // AI 吃 AI的数量
int lx = -20, ly = MAPH + 20, rx = MAPW + 20, ry = -20; // 毒的位置
int relx = -20, rely = MAPH + 20, rerx = MAPW + 20, rery = -20; // 毒的位置
float asp = 1; // 缩放因子
float Time = 0; // 时间
int main()
{
initgraph(WIDTH, HEIGHT);
start();
setall(); // 游戏初始化
BeginBatchDraw();
while (true)
{
move(&mover); // 玩家移动
AI();
Food();
draw(); // 绘图
FlushBatchDraw(); // 显示缓存的绘制内容
delay(20); // 绝对延迟
}
}
void move(BALL* ball)
{
if (ball->r <= 0) ball->life = false;
if (ball->life == false) // 判定游戏是否接束
{
HWND hwnd = GetHWnd();
MessageBox(hwnd, _T("你被吃了"), _T("游戏结束"), MB_OK | MB_ICONEXCLAMATION); // 结束
closegraph();
exit(0);
}
if (eaten + ai_eaten == AINUM) // 是否吃掉所以 AI
{
HWND hwnd = GetHWnd();
MessageBox(hwnd, _T("恭喜过关"), _T("游戏结束"), MB_OK | MB_ICONEXCLAMATION); // 结束
closegraph();
exit(0);
}
if (ball->x > (MAPW - ball->r) || ball->x - ball->r < 0 || ball->y - ball->r < 0 || ball->y >(MAPH - ball->r))
ball->r -= 0.1f;
for (int i = 0; i < AINUM; i++) // 玩家吃 AI 判定
{
if (ball->r >= ai[i].r)
{
if (ai[i].life == 0) continue;
if (DISTANCE(ball->x, ball->y, ai[i].x, ai[i].y) < (4 / 5.0 * (ball->r + ai[i].r)))
{
ai[i].life = 0; // 吃掉
ball->r += (ai[i].r * ai[i].r / 2) / ball->r; // 推理过程: pai * ball->r*ball->r += pai*ai[i].r*ai[i].r; πr*r=πr*r+πai[i].r*ai[i].r
eaten++;
}
}
}
for (int n = 0; n < FNUM; n++) // 玩家吃食物
{
if (food[n].eat == 0) continue;
if (DISTANCE(ball->x, ball->y, food[n].x, food[n].y) < ball->r)
{
ball->r += 4 / ball->r; // 增加面积
food[n].eat = 0; // 食物被吃
}
}
static int mx = 0, my = 0; // 记录偏移量
if (GetAsyncKeyState(65) & 0x8000) { ball->x -= 2; mx += 2; } //左边
if (GetAsyncKeyState(87) & 0x8000) { ball->y -= 2; my += 2; } //上面
if (GetAsyncKeyState(83) & 0x8000) { ball->y += 2; my -= 2; } //下面
if (GetAsyncKeyState(68) & 0x8000) { ball->x += 2; mx -= 2; } //右边
setorigin(mx, my); // 坐标修正
}
void AI()
{
for (int i = 0; i < AINUM; i++)
{
if (ai[i].r > mover.r) // AI 吃玩家
{
if (DISTANCE(mover.x, mover.y, ai[i].x, ai[i].y) < 2 / 3.0 * ai[i].r + mover.r)
{
ai[i].r += (mover.r * mover.r) / ai[i].r;
mover.life = 0;
mover.r = 0;
}
}
for (int j = 0; j < AINUM; j++) // AI 吃 AI
{
if (ai[i].r > ai[j].r)
{
if (ai[j].life == 0) continue;
if (DISTANCE(ai[i].x, ai[i].y, ai[j].x, ai[j].y) < 4 / 5.0 * ai[i].r + ai[j].r)
{
ai[i].r += (ai[j].r * ai[j].r) / ai[i].r; // 面积增加
ai[j].life = 0;
ai[j].r = 0;
ai_eaten++;
}
}
}
double min_DISTANCE = 100000;
int min = -1;
for (int k = 0; k < AINUM; k++) // AI 靠近 AI
{
if (ai[i].r > ai[k].r && ai[k].life == 1)
{
if (DISTANCE(ai[i].x, ai[k].x, ai[i].y, ai[k].y) < min_DISTANCE)
{
min_DISTANCE = DISTANCE(ai[i].x, ai[k].x, ai[i].y, ai[k].y);
min = k;
}
}
}
if ((min != -1) && (rand() % 2 == 1))
{
if (rand() % 2)
{
if (ai[i].x < ai[min].x) ai[i].x++;
else ai[i].x--;
}
else
{
if (ai[i].y < ai[min].y) ai[i].y++;
else ai[i].y--;
}
}
for (int n = 0; n < FNUM; n++) // AI 吃食物
{
if (food[n].eat == 0) continue;
if (DISTANCE(ai[i].x, ai[i].y, food[n].x, food[n].y) < ai[i].r)
{
ai[i].r += 4 / ai[i].r;
food[n].eat = 0;
}
}
}
}
void Food()
{
for (int i = 0; i < FNUM; i++) // 食物重新生成
{
if (food[i].eat == 0)
{
food[i].eat = 1;
food[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
food[i].x = rand() % MAPW;
food[i].y = rand() % MAPH;
food[i].type = rand() % 10 + 1;
}
}
}
void draw()
{
clearcliprgn();
setlinestyle(PS_SOLID | PS_JOIN_BEVEL, 20); // 改笔的颜色、状态
setlinecolor(RGB(0, 100, 0));
line(relx, rely, relx, rery); // 左竖
line(relx, rely, rerx, rely); // 上横
line(relx, rery, rerx, rery); // 下横
line(rerx, rery, rerx, rely); // 右竖
setfillcolor(GREEN);
if (mover.x - 0.5 * WIDTH / asp < relx) floodfill(relx - 11, mover.y, RGB(0, 100, 0));
if (mover.x + 0.5 * WIDTH / asp > rerx) floodfill(rerx + 11, mover.y, RGB(0, 100, 0));
if (mover.y - 0.5 * HEIGHT / asp < rery) floodfill(mover.x, rery - 11, RGB(0, 100, 0));
if (mover.y + 0.5 * HEIGHT / asp > rely) floodfill(mover.x, rely + 11, RGB(0, 100, 0));
setlinecolor(WHITE); // 改笔颜色 状态
setlinestyle(PS_NULL);
for (int i = 0; i < FNUM; i++) // 画出食物
{
if (food[i].eat == 0) continue;
setfillcolor(food[i].color);
switch (food[i].type) // 形状
{
case 1: solidellipse(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4); break;
case 2: solidellipse(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2); break;
case 3: solidrectangle(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2); break;
case 4: solidrectangle(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4); break;
case 5: solidroundrect(food[i].x, food[i].y, food[i].x + 2, food[i].y + 4, 2, 2); break;
case 6: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 2, 2); break;
case 7: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 4, 2); break;
case 8: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 2, 4); break;
case 9: solidroundrect(food[i].x, food[i].y, food[i].x + 4, food[i].y + 2, 1, 1); break;
case 10: fillcircle(food[i].x, food[i].y, 4); break;
}
}
for (int i = 0; i < AINUM; i++) // 画 AI
{
if (ai[i].life == 0) continue;
setfillcolor(ai[i].color);
fillcircle(ai[i].x, ai[i].y, int(ai[i].r + 0.5));
}
setfillcolor(mover.color); // 画玩家
fillcircle(mover.x, mover.y, int(mover.r + 0.5));
IMAGE map(150, 100); // 小地图
SetWorkingImage(&map);
setbkcolor(RGB(120, 165, 209)); // 浅灰色背景
cleardevice();
for (int i = 0; i < AINUM; i++) // 画 AI
{
if (ai[i].life == 0) continue;
setfillcolor(ai[i].color);
fillcircle(ai[i].x * 150 / WIDTH / 4, ai[i].y * 100 / HEIGHT / 4, int(ai[i].r / 28 + 0.5));
}
setfillcolor(mover.color); // 画玩家
fillcircle(mover.x * 150 / WIDTH / 4, mover.y * 100 / HEIGHT / 4, int(mover.r / 28 + 0.5));
setlinecolor(RGB(0, 100, 0));
if (lx != rx && ly != rx)
{
line(lx * 150 / WIDTH, ly * 100 / HEIGHT, lx * 150 / WIDTH, ry * 100 / HEIGHT); // 左竖
line(lx * 150 / WIDTH, ly * 100 / HEIGHT, rx * 150 / WIDTH, ly * 100 / HEIGHT); // 上横
line(lx * 150 / WIDTH, ry * 100 / HEIGHT, rx * 150 / WIDTH, ry * 100 / HEIGHT); // 下横
line(rx * 150 / WIDTH, ry * 100 / HEIGHT, rx * 150 / WIDTH, ly * 100 / HEIGHT); // 右竖
}
setfillcolor(GREEN);
floodfill(lx - 11, ly - 11, RGB(0, 100, 0));
SetWorkingImage(); // 恢复绘图背景
putimage(mover.x + int(0.5 * WIDTH) - 150, mover.y - int(0.5 * HEIGHT), 150, 100, &map, 0, 0); // 画出小地图
setlinecolor(LIGHTBLUE); // 改笔颜色 状态
setlinestyle(PS_SOLID | PS_JOIN_BEVEL, 4);
line(mover.x + int(0.5 * WIDTH) - 151, mover.y - int(0.5 * HEIGHT), mover.x + int(0.5 * WIDTH) - 151, mover.y - int(0.5 * HEIGHT) + 99); // 地图边框线
line(mover.x + int(0.5 * WIDTH) - 151, mover.y - int(0.5 * HEIGHT) + 99, mover.x + int(0.5 * WIDTH), mover.y - int(0.5 * HEIGHT) + 99); // 地图边框线
setlinestyle(PS_NULL); // 恢复笔
wchar_t str[32];
swprintf_s(str, L"质量:%.1f 击杀:%d", mover.r, eaten);
settextcolor(BLUE); // 改字体
outtextxy(mover.x - int(0.5 * WIDTH), mover.y - int(0.5 * HEIGHT), str);
settextcolor(BLUE); // 改字体
outtextxy(mover.x - 36, mover.y - 8, _T("作者:无言"));
}
void setall()
{
srand((unsigned)time(NULL)); // 随机数
mover.color = RGB(rand() % 256, rand() % 256, rand() % 256); // 随机颜色
mover.life = 1; // 统统赋初值
mover.x = int(WIDTH * 0.5);
mover.y = int(HEIGHT * 0.5);
mover.r = 20;
for (int i = 0; i < AINUM; i++) // AI 的
{
ai[i].life = 1;
ai[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
ai[i].r = float(rand() % 10 + 10);
ai[i].x = rand() % (MAPW - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5);
ai[i].y = rand() % (MAPH - int(ai[i].r + 0.5)) + int(ai[i].r + 0.5);
}
for (int i = 0; i < FNUM; i++) // 食物的
{
food[i].eat = 1;
food[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
food[i].x = rand() % MAPW;
food[i].y = rand() % MAPH;
food[i].type = rand() % 10 + 1;
}
pBuffer = GetImageBuffer(NULL); // 获取显示缓冲区指针
setbkcolor(WHITE); // 白色背景
cleardevice(); // 初始化背景
settextcolor(LIGHTRED); // 改字体
setbkmode(TRANSPARENT);
settextstyle(16, 0, _T("宋体"));
}
void delay(DWORD ms) // 绝对延时
{
static DWORD oldtime = GetTickCount();
while (GetTickCount() - oldtime < ms)
Sleep(1);
oldtime = GetTickCount();
}
void start()
{
setbkcolor(WHITE); // 白色背景
cleardevice(); // 初始化背景
settextcolor(RED); // 改字体
setbkmode(TRANSPARENT);
settextstyle(128, 0, _T("宋体"));
outtextxy(40, 20, _T("仿制球球大作战"));
settextstyle(32, 0, _T("宋体"));
outtextxy(740, 135, _T("Ver 1.6"));
settextcolor(BLUE); // 改字体
outtextxy(304, 240, _T("W上移 S下移 A左移 D右移"));
outtextxy(112, 340, _T("躲避大球 追补小球 贪吃食物 增强实力"));
settextcolor(BLACK); //改字体
settextstyle(32, 0, _T("宋体"));
outtextxy(384, 500, _T("按任意键开始游戏"));
settextstyle(20, 0, _T("宋体"));
outtextxy(810, 10, _T("作者粉丝群: 734106058"));
_getch();
}