C语言、c++实现超好玩植物大战僵尸(完整版附源码)

实现这个游戏需要Easy_X

在这里插入图片描述

main.cpp

//开发日志
//1导入素材
//2实现最开始的游戏场景
//3实现游戏顶部的工具栏
//4实现工具栏里面的游戏卡牌
#define WIN_WIDTH 900
#define WIN_HEIGHT 600
//定义植物类型
enum { WAN_DOU, XIANG_RI_KUI, ZHI_WU_COUNT };
#include<stdio.h>
#include<graphics.h>//easyx图形库的头文件
#include"tools.h"
#include"vector2.h"//向量引用
#include<time.h>
#include<math.h>
#include<mmsystem.h>//导入音乐收集阳光的时候
//导入一个库
#include<Windows.h>
#pragma comment(lib,"winmm.lib")
IMAGE imgBg;//全局变量表示背景图片
IMAGE imgBar;//工具栏
IMAGE imgCards[ZHI_WU_COUNT];
IMAGE* imgZhiwu[ZHI_WU_COUNT][20];
int curX, curY;//当前选中的植物,在拖动过程中的位置
int curZhiwu;//0没有选中。 1选中了第一种植物struct zhiwu
{int type;//植物种类 0:表示没有植物 1:第一种植物int frameIndex;//序列帧的序号bool catched;//是否被僵尸捕获int deadTime;//死亡倒计时int x, y;int timer;
};struct zhiwu map[3][9];
//定义一个阳光结构体enum { SUNSHINE_DOWN, SUNSHINE_GROUND, SUNSHINE_COLLECT, SUNSHINE_RPODUCT };struct sunshineBall
{int x, y;//阳光球飘落位置的坐标(x不变)int frameIndex;//当前图片显示帧的序号//阳光有一个落点设置int destY;//飘落位置的Y坐标bool used;//判断是否在使用//计时器int timer;float xoff;float yoff;float t;//贝塞尔曲线时间点0..1vector2 p1, p2, p3,p4;//分别对应起点终点控制点vector2 pCur;//当前时刻阳光球的位置float speed;int status;//阳光状态
};struct sunshineBall balls[10];//设置10个阳光池
IMAGE imgSunshineBall[29];//加载阳光图片,一共29放入数组中
int sunshine;struct zm
{int x, y;int row;int frameIndex;bool used;int speed;int blood;//僵尸血条bool dead;bool eating;//正在吃植物
};
struct zm zms[10];
IMAGE imgZM[22];
IMAGE imgZMDead[20];
IMAGE imgZMEat[21];//子弹的数据类型
struct bullet
{int x, y;int row;bool used;int speed;bool blast;//定义豌豆射出的子弹是否发生爆炸int frameIndex;//帧序号
};struct bullet bullets[30];
IMAGE imgBulletNormal;
IMAGE imgBallBlast[4];bool fileExist(const char* name)
{FILE* fp = fopen(name, "r");//r表示文件的读取if (fp == NULL){return false;}else{fclose(fp);return true;}
}void gameInit()
{//加载游戏背景图片//把字符集修改成多字符字符集loadimage(&imgBg,"res/bg.jpg");loadimage(&imgBar,"res/bar5.png");memset(imgZhiwu, 0, sizeof(imgZhiwu));//初始化植物卡牌memset(map, 0, sizeof(map));char name[64];for (int i = 0; i < ZHI_WU_COUNT; i++){//生成植物卡牌的文件名sprintf_s(name,sizeof(name),"res/Cards/card_%d.png",i+1);//加植物向枚举类型中加loadimage(&imgCards[i], name);for (int j = 0; j < 20; j++){sprintf_s(name, sizeof(name), "res/zhiwu/%d/%d.png", i ,j+1);//先判断这个文件是否存在//定义一个接口if (fileExist(name)){imgZhiwu[i][j] = new IMAGE;//.....加载loadimage(imgZhiwu[i][j],name);}else{break;}}}curZhiwu = 0;sunshine = 50;memset(balls, 0, sizeof(balls));for (int i = 0; i < 29; i++){sprintf_s(name, sizeof(name), "res/sunshine/%d.png",i+1);loadimage(&imgSunshineBall[i], name);}//配置随机种子,让阳光真正的随机srand((unsigned)time(NULL));//创建游戏的图形窗口initgraph(WIN_WIDTH, WIN_HEIGHT,1);//设置字体LOGFONT f;gettextstyle(&f);f.lfHeight = 30;f.lfWeight = 15;strcpy(f.lfFaceName, "Segoe UI Black");//抗锯齿f.lfQuality = ANTIALIASED_QUALITY;settextstyle(&f);setbkmode(TRANSPARENT);setcolor(BLACK);//初始化僵尸数据memset(zms, 0, sizeof(zms));int i = 0;for (i = 0; i < 22; i++){sprintf_s(name,sizeof(name),"res/zm/%d.png",i+1);loadimage(&imgZM[i],name);}loadimage(&imgBulletNormal,"res/bullets/bullet_normal.png");memset(bullets,0,sizeof(bullets));//初始化豌豆子弹的帧图片数组loadimage(&imgBallBlast[3],"res/bullets/bullet_blast.png");for (int i = 0; i < 3; i++){float k = (i + 1) * 0.2;loadimage(&imgBallBlast[i],"res/bullets/bullet_blast.png", imgBallBlast[3].getwidth()*k, imgBallBlast[3].getheight()*k,true);}for (int i = 0; i < 20; i++){sprintf_s(name,sizeof(name),"res/zm.dead/%d.png",i+1);loadimage(&imgZMDead[i],name);}for (int i = 0; i < 21; i++){sprintf_s(name,"res/zm_eat/%d.png",i+1);loadimage(&imgZMEat[i],name);}}void drawZM()
{int zmCount = sizeof(zms) / sizeof(zms[0]);for (int i = 0; i < zmCount; i++){if (zms[i].used){//IMAGE* img = &imgZM[zms[i].frameIndex];//IMAGE* img = (zms[i].dead) ? imgZMDead : imgZM;IMAGE* img = NULL;if (zms[i].dead)  img = imgZMDead;else if (zms[i].dead) img = imgZMEat;else img = imgZM;img += zms[i].frameIndex;putimagePNG(zms[i].x,zms[i].y-img->getheight(),img);}}
}
void drawSunshines()
{int ballMax = sizeof(balls) / sizeof(balls[0]);for (int i = 0; i < ballMax; i++){if (balls[i].used || balls[i].xoff){IMAGE* img = &imgSunshineBall[balls[i].frameIndex];//putimagePNG(balls[i].x, balls[i].y, img);putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img);}}
}void updateWindow()
{BeginBatchDraw();//开始缓冲putimage(0, 0, &imgBg);//putimage(250, 0, &imgBar);putimagePNG(250, 0, &imgBar);for (int i = 0; i < ZHI_WU_COUNT; i++){int x = 338 + i * 65;int y = 6;putimage(x, y, &imgCards[i]);}for (int i = 0; i < 3; i++){for (int j = 0; j < 9; j++){if (map[i][j].type > 0){//int x = 256 + j * 81;//int y = 179 + i*102+14;int Zhiwutype = map[i][j].type - 1;int index = map[i][j].frameIndex;//putimagePNG(x, y, imgZhiwu[Zhiwutype][index]);putimagePNG(map[i][j].x, map[i][j].y,imgZhiwu[Zhiwutype][index]);}}}//渲染拖动过程中的植物if (curZhiwu){IMAGE* img = imgZhiwu[curZhiwu - 1][0];putimagePNG(curX - img->getwidth()/2, curY - img->getheight()/2, img);}drawSunshines();//绘制阳光char scoreText[8];sprintf_s(scoreText, sizeof(scoreText),"%d",sunshine);outtextxy(276,67,scoreText);//输出阳光分数drawZM();//渲染僵尸//渲染阳光int bulletMax = sizeof(bullets) / sizeof(bullets[0]);for (int i = 0; i < bulletMax; i++){if (bullets[i].used){if (bullets[i].blast){IMAGE* img = &imgBallBlast[bullets[i].frameIndex];putimagePNG(bullets[i].x, bullets[i].y, img);}else{putimagePNG(bullets[i].x, bullets[i].y, &imgBulletNormal);}}}EndBatchDraw();//结束双缓冲
}void collectSunshine(ExMessage* msg)
{int count = sizeof(balls) / sizeof(balls[0]);int w = imgSunshineBall[0].getwidth();int h = imgSunshineBall[0].getheight();for (int i = 0; i < count; i++){if (balls[i].used){/*int x = balls[i].x;int y = balls[i].y;*/int x = balls[i].pCur.x;int y = balls[i].pCur.y;if (msg->x > x && msg->x<x + w && msg->y>y && msg->y < y + h){balls[i].used = false;balls[i].status = SUNSHINE_COLLECT;sunshine += 25;mciSendString("play res/sunshine.mp3",0,0,0);//加载音乐文件//设置阳光球的偏移量balls[i].p1 = balls[i].pCur;balls[i].p4 = vector2(262, 0);balls[i].t = 0;float distance = dis(balls[i].p1 - balls[i].p4);float off = 8.0;balls[i].speed = 1.0/(distance/off);}}}
}void userClick()
{ExMessage msg;//参数是消息类型static int status = 0;//如果消息有值则保存在peekmessage函数中,即为真if (peekmessage(&msg)){if (msg.message == WM_LBUTTONDOWN)//WM_LBUTTONDOWN左键按下去的意思{if (msg.x > 338 && msg.x < 338 + 65*ZHI_WU_COUNT && msg.y < 96)//定义坐标判断点击的是否为植物{int index = (msg.x - 338) / 65;status = 1;curZhiwu = index + 1;}else{collectSunshine(&msg);}}else if (msg.message == WM_MOUSEMOVE&&status==1)//WM_MOUSEMOVE鼠标移动{//记录当前位置curX = msg.x;curY = msg.y;}//鼠标抬动植物就种下去else if (msg.message == WM_LBUTTONUP){if (msg.x > 256 && msg.y > 179 && msg.y < 489){int row = (msg.y - 179) / 102;int col = (msg.x - 256) / 81;if (map[row][col].type == 0){map[row][col].type = curZhiwu;map[row][col].frameIndex = 0;//int x = 256 + j * 81;//int y = 179 + i*102+14;map[row][col].x = 256 + col * 81;map[row][col].y = 179 + row * 102+14;}}curZhiwu = 0;status = 0;}}
}void creatSunshine()
{static int count = 0;static int fre = 400;count++;if (count >= fre ){fre = 200 + rand() % 200;count = 0;//满了计数器清0//从阳光池中去一个可以使用的int ballMax = sizeof(balls) / sizeof(balls[0]);int i = 0;for (i = 0; i < ballMax && balls[i].used; i++);if (i >= ballMax) return;//阳光池满了balls[i].used = true;balls[i].frameIndex = 0;//balls[i].x = 260 + rand() % (900 - 260);//balls[i].y = 60;//balls[i].destY = 200 + (rand() % 4) * 90;balls[i].timer = 0;//balls[i].xoff = 0;//balls[i].yoff = 0;balls[i].status = SUNSHINE_DOWN;balls[i].p1 = vector2(260 + rand() % (900 - 260), 60);balls[i].p4 = vector2(balls[i].p1.x, 200 + (rand() % 4) * 90);int off = 2;float distance = balls[i].p4.y - balls[i].p1.y;balls[i].speed = 1.0 / (distance / off);}//向日葵生产阳光int ballMax = sizeof(balls) / sizeof(balls[0]);for (int i = 0; i < 3; i++){for (int j = 0; j < 9; j++){if (map[i][j].type == XIANG_RI_KUI + 1){map[i][j].timer++;}if (map[i][j].timer > 200){map[i][j].timer = 0;int k = 0;for (k = 0; k < ballMax && balls[k].used; k++);if (k >= ballMax) return;balls[k].used = true;balls[k].p1 = vector2(map[i][j].x, map[i][j].y);int w = (100 + rand() % 50) * (rand() % 2 ? 1 : -1);balls[k].p4 = vector2(map[i][j].x+w, map[i][j].y+imgZhiwu[XIANG_RI_KUI][0]->getheight()-imgSunshineBall[0].getheight());balls[k].p2 = vector2(balls[k].p1.x+w*0.3,balls[k].p1.y-100);balls[k].p3 = vector2(balls[k].p1.x + w * 0.7, balls[k].p1.y + 100);balls[k].status = SUNSHINE_RPODUCT;balls[k].speed = 0.05;balls[k].t = 0;}}}}void updateSunshine()//更新阳光
{int ballMax = sizeof(balls) / sizeof(balls[0]);for (int i = 0; i < ballMax; i++){if (balls[i].used){balls[i].frameIndex = (balls[i].frameIndex + 1) % 29;if (balls[i].status = SUNSHINE_DOWN){struct sunshineBall* sun = &balls[i];sun->status = SUNSHINE_GROUND;sun->timer = 0;}else if (balls[i].status == SUNSHINE_GROUND){balls[i].timer++;if (balls[i].timer > 100){balls[i].used = false;balls[i].timer = 0;}}else if (balls[i].status == SUNSHINE_COLLECT){struct sunshineBall* sun = &balls[i];sun->t+=sun->speed;sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1);if (sun->t > 1){sun->used = false;sunshine += 25;}}else if (balls[i].status == SUNSHINE_RPODUCT){struct sunshineBall* sun = &balls[i];sun->t += sun->speed;sun->pCur = calcBezierPoint(sun->t, sun->p1, sun->p2, sun->p3, sun->p4);if (sun->t > 1){sun->status = SUNSHINE_GROUND;sun->timer = 0;}}balls[i].frameIndex=(balls[i].frameIndex+1)%29;if (balls[i].timer == 0){balls[i].y += 2;}if (balls[i].y >= balls[i].destY){//balls[i].used = false;balls[i].timer++;if (balls[i].timer > 100){balls[i].used = false;}}}}
}void creatZM()
{static int zmFre = 500;static int count = 0;count++;if (count > zmFre){count = 0;zmFre = rand() % 200 + 300;}int i=0;int zmMax=sizeof(zms)/sizeof(zms[0]);for (i = 0; i < zmMax && zms[i].used; i++);if (i < zmMax){memset(&zms[i],0,sizeof(zms[i]));zms[i].used = true;zms[i].x = WIN_WIDTH;zms[i].row = rand() % 3;zms[i].y = 172 + (1 + zms[i].row) * 100;zms[i].speed = 1;zms[i].blood = 100;zms[i].dead = false;}
}void updataZM()
{int zmMax = sizeof(zms) / sizeof(zms[0]);static int count = 0;count++;if (count > 2){count = 0;//更新僵尸的位置for (int i = 0; i < zmMax; i++){if (zms[i].used){zms[i].x -= zms[i].speed;if (zms[i].x < 170){printf("GAME OVER\n");MessageBox(NULL, "over", "over", 0);//待优化exit(0);}}}}static int count2 = 0;count2++;if (count2 > 4){count2 = 0;for (int i = 0; i < zmMax; i++){if (zms[i].used){if (zms[i].dead){zms[i].frameIndex++;if (zms[i].frameIndex >= 20){zms[i].used = false;}}else if (zms[i].eating){zms[i].frameIndex= (zms[i].frameIndex + 1) % 21;}else{zms[i].frameIndex = (zms[i].frameIndex + 1) % 22;}}}}
}void shoot()
{int lines[3] = { 0 };int zmCount = sizeof(zms) / sizeof(zms[0]);int bulletMax = sizeof(bullets) / sizeof(bullets[0]);int dangerX = WIN_WIDTH - imgZM[0].getwidth();for (int i = 0; i < zmCount; i++){if (zms[i].used && zms[i].x < dangerX){lines[zms[i].row] = 1;}}for (int i = 0; i < 3; i++){for (int j = 0; j < 9; j++){if (map[i][j].type == WAN_DOU + 1&&lines[i]){static int count = 0;count++;if (count > 20){count = 0;int k = 0;for (k = 0; k < bulletMax && bullets[k].used; k++);if (k < bulletMax){bullets[k].used = true;bullets[k].row = i;bullets[k].speed = 6;bullets[k].blast = false;bullets[k].frameIndex = 0;int zwX = 256 + j * 81;int zwY = 179 + i * 102 + 14;bullets[k].x = zwX + imgZhiwu[map[i][j].type - 1][0]->getwidth() - 10;bullets[k].y = zwY+5;}}}}}
}void updataBullets()
{int countMax = sizeof(bullets) / sizeof(bullets[0]);for (int i = 0; i < countMax; i++){if (bullets[i].used){bullets[i].x += bullets[i].speed;if (bullets[i].x > WIN_WIDTH){bullets[i].used = false;}//子弹的碰撞爆炸if (bullets[i].blast){bullets[i].frameIndex++;if (bullets[i].frameIndex >= 4){bullets[i].used = false;}}}}
}void checkBullet2Zm()
{int bCount = sizeof(bullets) / sizeof(bullets[0]);int zCount = sizeof(zms) / sizeof(zms[0]);for (int i = 0; i < bCount; i++){if (bullets[i].used == false || bullets[i].blast){continue;}for (int k = 0; k < zCount; k++){//if (zms[i].used == false) continue;if (zms[k].used == false)  continue;int x1 = zms[k].x + 80;int x2 = zms[k].x + 110;int x = bullets[i].x;if (zms[k].dead == false && bullets[i].row == zms[k].row && x > x1 && x < x2){zms[k].blood -= 20;bullets[i].blast = true;bullets[i].speed = 0;if (zms[k].blood <= 0){zms[k].dead = true;zms[k].speed = 0;zms[k].frameIndex = 0;}break;}}}
}void checkZm2Zhiwu()
{int zCount = sizeof(zms) / sizeof(zms[0]);for (int i = 0; i < zCount; i++){if (zms[i].dead) continue;int row = zms[i].row;for (int k = 0; k < 9; k++){if (map[row][k].type == 0){continue;}int ZhiWuX = 256 + k * 81;int x1 = ZhiWuX + 10;int x2 = ZhiWuX + 60;int x3 = zms[i].x + 80;if (x3 > x1 && x3 < x2){if (map[row][k].catched){map[row][k].deadTime++;if (map[row][k].deadTime > 100){map[row][k].deadTime = 0; map[row][k].type = 0;zms[i].eating = false;zms[i].frameIndex = 0; zms[i].speed = 1;}}else{map[row][k].catched = true;map[row][k].deadTime = 0;zms[i].eating = true;zms[i].speed = 0;zms[i].frameIndex = 0;}}}}
}void collisionCheck()
{checkBullet2Zm();checkZm2Zhiwu();
}
void updateGame()
{for (int i = 0; i < 3; i++){for (int j = 0; j < 9; j++){if (map[i][j].type > 0){map[i][j].frameIndex++;int Zhiwutype = map[i][j].type - 1;int index = map[i][j].frameIndex;if (imgZhiwu[Zhiwutype][index] == NULL){map[i][j].frameIndex = 0;}}}}creatSunshine();//创建阳光updateSunshine();//更新阳光状态creatZM();//创建僵尸updataZM();//更新僵尸的状态shoot();//发射豌豆子弹updataBullets();//更新豌豆子弹collisionCheck();//实现豌豆子弹和僵尸的碰撞
}
void startUI()
{IMAGE imgBg,imgMenu1,imgMenu2;loadimage(&imgBg,"res/menu.png");loadimage(&imgMenu1, "res/menu1.png");loadimage(&imgMenu2, "res/menu2.png");int flag = 0;while (1){BeginBatchDraw();putimage(0,0,&imgBg);putimagePNG(474, 75, flag ? &imgMenu2 : &imgMenu1);//如果flag=0,那么加载第二个菜单,//就是鼠标点击冒险模式后冒险模式的图标会暗淡下来ExMessage msg;if (peekmessage(&msg))//如果有消息响应{if (msg.message == WM_LBUTTONDOWN&&msg.x>474&&msg.x<474+300&&msg.y>75&&msg.y<75+140)//按下鼠标//判断按下的位置对不对{flag = 1;//鼠标松开//EndBatchDraw();//渲染一下}else if (msg.message == WM_LBUTTONUP&&flag)//鼠标抬起{return;}}EndBatchDraw();}}
int main(void)
{gameInit();//进入游戏的程序函数startUI();//菜单函数int timer = 0;bool flag = true;while (1){userClick();timer += getDelay();if (timer > 20){flag = true;timer = 0;}if (flag){flag = false;updateWindow();updateGame();}}system("pause");return 0;
}

tools.cpp

#include "tools.h"// 载入PNG图并去透明部分
void _putimagePNG(int  picture_x, int picture_y, IMAGE* picture) //x为载入图片的X坐标,y为Y坐标
{DWORD* dst = GetImageBuffer();    // GetImageBuffer()函数,用于获取绘图设备的显存指针,EASYX自带DWORD* draw = GetImageBuffer();DWORD* src = GetImageBuffer(picture); //获取picture的显存指针int picture_width = picture->getwidth(); //获取picture的宽度,EASYX自带int picture_height = picture->getheight(); //获取picture的高度,EASYX自带int graphWidth = getwidth();       //获取绘图区的宽度,EASYX自带int graphHeight = getheight();     //获取绘图区的高度,EASYX自带int dstX = 0;    //在显存里像素的角标// 实现透明贴图 公式: Cp=αp*FP+(1-αp)*BP , 贝叶斯定理来进行点颜色的概率计算for (int iy = 0; iy < picture_height; iy++){for (int ix = 0; ix < picture_width; ix++){int srcX = ix + iy * picture_width; //在显存里像素的角标int sa = ((src[srcX] & 0xff000000) >> 24); //0xAArrggbb;AA是透明度int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的Rint sg = ((src[srcX] & 0xff00) >> 8);   //Gint sb = src[srcX] & 0xff;              //Bif (ix >= 0 && ix <= graphWidth && iy >= 0 && iy <= graphHeight && dstX <= graphWidth * graphHeight){dstX = (ix + picture_x) + (iy + picture_y) * graphWidth; //在显存里像素的角标int dr = ((dst[dstX] & 0xff0000) >> 16);int dg = ((dst[dstX] & 0xff00) >> 8);int db = dst[dstX] & 0xff;draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) << 16)| ((sg * sa / 255 + dg * (255 - sa) / 255) << 8)| (sb * sa / 255 + db * (255 - sa) / 255);}}}
}// 适用于 y <0 以及x<0的任何情况
void putimagePNG(int x, int y, IMAGE* picture) {IMAGE imgTmp, imgTmp2, imgTmp3;int winWidth = getwidth();int winHeight = getheight();if (y < 0) {SetWorkingImage(picture);getimage(&imgTmp, 0, -y,picture->getwidth(), picture->getheight() + y);SetWorkingImage();y = 0;picture = &imgTmp;}else if (y >= getheight() || x >= getwidth()) {return;}else if (y + picture->getheight() > winHeight) {SetWorkingImage(picture);getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y);SetWorkingImage();picture = &imgTmp;}if (x < 0) {SetWorkingImage(picture);getimage(&imgTmp2, -x, 0, picture->getwidth() + x, picture->getheight());SetWorkingImage();x = 0;picture = &imgTmp2;}if (x > winWidth - picture->getwidth()) {SetWorkingImage(picture);getimage(&imgTmp3, 0, 0, winWidth - x, picture->getheight());SetWorkingImage();picture = &imgTmp3;}_putimagePNG(x, y, picture);
}int getDelay() {static unsigned long long lastTime = 0;unsigned long long currentTime = GetTickCount();if (lastTime == 0) {lastTime = currentTime;return 0;}else {int ret = currentTime - lastTime;lastTime = currentTime;return ret;}
}

vector2.cpp

//头文件要求
#include <cmath>struct vector2
{vector2(int _x = 0, int _y = 0) :x(x), y(y){}vector2(int* data):x(data[0]),y(data[1]){}long long x, y;
};//加法
vector2 operator +(vector2 x, vector2 y) { return vector2(x.x + y.x, x.y + y.y ); 
}//减法
vector2 operator -(vector2 x, vector2 y) {return vector2(x.x - y.x, x.y - y.y);
}// 乘法
vector2 operator *(vector2 x, vector2 y) {return vector2(x.x * y.x - x.y * y.y, x.y * y.x + x.x * y.y);
}// 乘法
vector2 operator *(vector2 y, float x) {return vector2(x*y.x, x*y.y);
}vector2 operator *(float x, vector2 y) {return vector2(x * y.x, x * y.y);
}//叉积
long long cross(vector2 x, vector2 y) { return x.y * y.x - x.x * y.y; }//数量积 点积
long long dot(vector2 x, vector2 y) { return x.x * y.x + x.y * y.y; }//四舍五入除法
long long dv(long long a, long long b) {//注意重名!!! return b < 0 ? dv(-a, -b): (a < 0 ? -dv(-a, b): (a + b / 2) / b);
}//模长平方
long long len(vector2 x) { return x.x * x.x + x.y * x.y; }//模长
long long dis(vector2 x) { return sqrt(x.x * x.x + x.y * x.y); }//向量除法
vector2 operator /(vector2 x, vector2 y) {long long l = len(y);return vector2(dv(dot(x, y), l), dv(cross(x, y), l));
}//向量膜
vector2 operator %(vector2 x, vector2 y) { return x - ((x / y) * y); }//向量GCD 
vector2 gcd(vector2 x, vector2 y) { return len(y) ? gcd(y, x % y) : x; }vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3) {float u = 1 - t;float tt = t * t;float uu = u * u;float uuu = uu * u;float ttt = tt * t;vector2 p = uuu * p0;p = p + 3 * uu * t * p1;p = p + 3 * u * tt * p2;p = p + ttt * p3;return p;
}

tools.h

#pragma once
#include <graphics.h>void putimagePNG(int  picture_x, int picture_y, IMAGE* picture);
int getDelay();

vector2.h

#pragma once//头文件要求
#include <cmath>struct vector2 {vector2(int _x=0, int _y=0) :x(_x), y(_y) {}vector2(int* data) :x(data[0]), y(data[1]){}long long x, y;
};//加法
vector2 operator +(vector2 x, vector2 y);//减法
vector2 operator -(vector2 x, vector2 y);// 乘法
vector2 operator *(vector2 x, vector2 y);
vector2 operator *(vector2, float);
vector2 operator *(float, vector2);//叉积
long long cross(vector2 x, vector2 y);//数量积 点积
long long dot(vector2 x, vector2 y);//四舍五入除法
long long dv(long long a, long long b);//模长平方
long long len(vector2 x);//模长
long long dis(vector2 x);//向量除法
vector2 operator /(vector2 x, vector2 y);//向量膜
vector2 operator %(vector2 x, vector2 y);//向量GCD 
vector2 gcd(vector2 x, vector2 y);vector2 calcBezierPoint(float t, vector2 p0, vector2 p1, vector2 p2, vector2 p3);
效果图在这里插入图片描述在这里插入图片描述

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.hqwc.cn/news/297321.html

如若内容造成侵权/违法违规/事实不符,请联系编程知识网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

Zabbix和Prometheus之间的优势

一、简介 1、Prometheus Kubernetes 自从 2012 年开源以来便以不可阻挡之势成为容器领域调度和编排的领头羊。 Kubernetes 是 Google Borg 系统的开源实现&#xff0c;于此对应 Prometheus 则是 Google BorgMon 的开源实现。 Prometheus 是由 SoundCloud 开发的开源监控报警…

excel统计分析——S-W正态性检验

参考资料&#xff1a; [1]马兴华,张晋昕.数值变量正态性检验常用方法的对比[J].循证医学,2014,14(02):123-128. 统计推断——正态性检验&#xff08;图形方法、偏度和峰度、统计&#xff08;拟合优度&#xff09;检验&#xff09;_sm.distributions.ecdf-CSDN博客 【统计学】…

图形处理工具:Photoshop Elements 2020 mac介绍说明

Photoshop Elements 2020 mac简称ps elements 2020&#xff0c;是一款图形处理工具。ps elements 2020 mac可以帮助您自动生成照片和视频作品的功能&#xff0c;采用Sensei AI技术可进行图像组织、编辑和创建等。Photoshop Elements 2020 可以帮助您轻松整理照片和视频&#xf…

ansible-playbook实操之一键搭建lnmp+wordpress

目录 1、架构和准备&#xff1a; 2、配置nginx角色&#xff1a; 3、配置mariadb角色&#xff1a; 4、配置php角色&#xff1a; 5、配置完之后&#xff0c;写脚本调用roles 6、配置完之后浏览器搭建wordpress&#xff1a; 1、架构和准备&#xff1a; 操控节点&#xff1a;…

西门子博途与菲尼克斯无线蓝牙模块通讯

菲尼克斯无线蓝牙模块 正常运行时,可以使用基站控制字0发送00E0(得到错误代码命令) 正常运行时,可以使用基站控制字0发送00E0(得到错误代码命令)得到各个无线I/O是否连 接的信号(状态字IN word 1的第2、6、10位) 小车1连接状态 小车2连接状态 小车3连接状态 1#小车自…

基于 ACK One 实现简单的跨云协同,让业务管理更高效

作者&#xff1a;庄宇 本文根据 2023 云栖大会现场分享实录整理 2 年前的云栖大会&#xff0c;我们发布分布式云容器平台 ACK One&#xff0c;随着 2 年的发展&#xff0c;很高兴看到 ACK One 在混合云&#xff0c;分布式云领域帮助到越来越多的客户&#xff0c;今天给大家汇报…

K8S 日志方案

目录 一、统一日志管理的整体方案 1、基础日志 2、Node级别的日志 3、集群级别的日志架构 二、安装统一日志管理组件 1、 部署Elasticsearch 2、部署Fluentd 3、部署Kibana 三、日志数据展示 一、统一日志管理的整体方案 通过应用和系统日志可以了解Kubernetes集群内…

快速学习 webpack

目录 1. webpack基本概念 webpack能做什么&#xff1f; 2. webpack的使用步骤 2.1_webpack 更新打包 3. webpack的配置 3.1_打包流程图 3.2_案例-webpack隔行变色 3.3_插件-自动生成html文件 3.4_加载器 - 处理css文件问题 3.5_加载器 - 处理css文件 3.6_加载器 - 处…

红队攻防实战之DC1

如果额头终将刻上皱纹&#xff0c;你只能做到&#xff0c;不让皱纹刻在你的心上 0x01 信息收集: 1.1 端口探测 使用nmap工具 端口扫描结果如下&#xff1a; 由nmap扫描可以知道&#xff0c;目标开放了22,80,111,46204端口&#xff0c;看到端口号22想到ssh远程连接&#xff…

五、交换机基础配置实验

文章目录 实验内容实验拓扑配置交换机双工模式 实验内容 某公司刚成立&#xff0c;新组建网络&#xff0c;购置了 3 台交换机。其中 S1和 S2为接入层交换机&#xff0c;S3 为汇聚层交换机。现在网络管理员需要对3 台新交换机进行基本配置&#xff0c;保证交换机间的接口使用全…

超维空间S2无人机使用说明书——21、VINS视觉定位仿真

引言&#xff1a;为了实现室内无人机的定位功能&#xff0c;S系列无人机配置了VINS-FUSION定位环境&#xff0c;主要包含了仿真跑数据集和实际操作部分。为了提前熟悉使用原理&#xff0c;可以先使用仿真环境跑数据集进行学习和理解 硬件&#xff1a;1080P显示器、Jetson orin…

Cisco 将收购 Cilium 母公司 Isovalent,预计 2024 年第 3 季度完成

本文地址&#xff1a;Cisco 将收购 Cilium 母公司 Isovalent&#xff0c;预计 2024 年第 3 季度完成 | 深入浅出 eBPF 2023 年 12 月 21 日&#xff0c;Isovalent 公司 CTO & 联合创始人 Thomas Graf 和 Cisco 安全业务集团高级副总裁兼总经理 Tom Gillis 分别在各自公司网…