植物大战僵尸
前言:
本游戏使用C语言和easyx图形库编写,通过这个项目我们可以深度的掌握C语言的各种语言特性和高级开发技巧,以及锻炼我们独立的项目开发能力,
在开始编写代码之前,我们需要先了解一下游戏的基本规则和功能:
游戏界面:游戏界面是一个矩形区域,玩家可以在区域内进行植物的放置和铲除等操作。
僵尸:僵尸会从游戏界面的右侧向左测移动,靠近植物后会停下来吃植物。
植物:不同的植物有不同的功能,在这里我们可以将植物分为三大类:
1. 生产型植物(如太阳花):这种植物的特点是在一定的时间生产出太阳,以增加太阳的产量。
2.发射型植物(如豌豆射手):这种植物的特点是发射相应类型的子弹,对僵尸产生伤害和特定的效果。
3. 爆炸性植物(火爆辣椒):这种植物的特点是对一定区域的所有僵尸产生高额伤害。(一次性植物)
接下来,我们将通过以下几个步骤来实现这个游戏:
初始化游戏界面。
实现僵尸的创建、僵尸的更新、僵尸吃植物的检测。
实现的植物的放置。
实现植物的功能:
对于生产型植物我们需要写出阳光的生产,以及阳光的收集操作。
对于发射型植物我们需要判断植物是否发射子弹,发射子弹后还需更新子弹、检测子弹与僵尸的碰撞。
对于爆炸型植物,我们需要判断僵尸是否在爆炸范围内,然后杀死在爆炸范围内的僵尸。
1. 初始化游戏界面
我们需要先将游戏地图、卡牌和卡牌槽绘制出来。可以利用Windows自带的画图工具测出游戏地图的位置,从而将这些卡牌和卡牌槽放置到合适的位置。
//地图 putimage(-150, 0, &img); //卡牌槽 putimagePNG(80, -10, &imgBar); //植物卡牌 for (int i = 0; i2. 放置植物
因为需要在这个9*5的草地区域内放置植物,所以我们得计算出每个草方块的位置。我利用画图软件测出每个草方块大约是长81、宽100个像素点。 第一个草方块距离游戏窗口大约101个像素点。
这样就可以得出每个草方块的位置:256 - 150 + col * 81;100 + row * 100 - 15;
每个植物都有相似的特性,所以我们需要写一个放置植物信息的结构体。然后创建一个5*9的结构体数组,用来表示每个草方块上的植物。
enum { WAN_DOU, TAI_YANG, LA_JIAO, KUN_KUN, JIAN_GUO, HAN_BING_WAN_DOU, YING_TAO, SAN_TOU_WAN_DOU, PLANT_COUNT }; struct plant { int type;//植物类型 int frameIndex;//植物动作帧 //bool catched;//是否被吃 int blood;//血量 int shootTime;//植物子弹的射速 int timer;//阳光生产的时间 int x, y;//植物坐标 bool shoot;//判断植物是否处于发射状态 }; struct plant map[5][9];在 Windows 编程中,我们可以利用下面的变量获取鼠标信息。
ExMessage msg; msg.messageExMessage msg; static int status = 0; if (peekmessage(&msg))//判断有没有消息 { if (msg.message == WM_LBUTTONDOWN)//左键按下 { //鼠标是否在卡牌的位置按下 if (msg.x > 163 && msg.x = 100) { curPlant = index + 1; status = 1; curX = msg.x; curY = msg.y; sunshine -= 100; }*/ curPlant = index + 1; status = 1; curX = msg.x; curY = msg.y; } } else if (msg.message == WM_MOUSEMOVE && status == 1)//鼠标移动 { curX = msg.x; curY = msg.y; } else if (msg.message == WM_LBUTTONUP)//鼠标放下 { if (msg.x > 256 - 150 && msg.x 100 && msg.y3. 僵尸
3.1 创建僵尸
僵尸也是和植物一样需要创建一个结构体存放信息。然后创建一个结构体数组,作为一个僵尸池,当需要创建一个僵尸时,我们就从这个池里取一个未被使用的僵尸。
struct zm { int x, y;//僵尸的坐标 int frameIndex;//僵尸动作帧 bool used;//僵尸是否被使用 int speed;//僵尸每一次移动的位移 int row;//僵尸所在行 int blood;//僵尸血量 bool dead;//僵尸是否死亡 bool eating;//僵尸是否在吃植物 bool boom;//僵尸是否被炸死 int zmSpeed;//僵尸的移动快慢 }; struct zm zms[ZM_MAX];//找一个可用的僵尸 int i; for (i = 0; i到一定的时间就创建一个僵尸。
void createZM() { if (zmCount >= zmCount_max) return; static int zmFre = 500; static int count = 0; //控制僵尸的生成快慢 count++; if (count > zmFre) { count = 0; zmFre = 200; int i = 0; int zmMax = sizeof(zms) / sizeof(zms[0]); for (i = 0; i3. 2 检测僵尸对植物的伤害检测
僵尸靠近植物就将僵尸置为吃东西的状态,减植物的血量,当植物的血量小于等于0时,就去除植物。
void checkZM2Zhiwu() { char name[64]; int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i = x1 && x3 100) { lines[zms[i].row] = 1; } } for (int i = 0; i 20) { map[i][j].shootTime = 0; //子弹池 int k; for (k = 0; k getwidth() - 10; bullets[k].y = zwY + 5; } } } } } }4. 2 更新子弹
不断的改变加子弹的横坐标,当子弹出游戏界面时,子弹就被置为未被使用。
以坤坤为例:
void updateBullets_kunkun() { int countMax = sizeof(bullets) / sizeof(bullets[0]); for (int i = 0; i Wide) { bullets[i].used = false; } } } }4.3 检测子弹对僵尸的伤害
当子弹靠近僵尸时减去僵尸的一定量血量,然后对僵尸造成一定的效果(例如,坤坤子弹的效果是击退僵尸,那么我们只需要更改僵尸的横坐标即可。),最后将子弹置为未被使用。
以坤坤为例:
void checkBullet2Zm_kunkun() { int bCount = sizeof(bullets) / sizeof(bullets[0]); int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i x1 && x 14) { map[i][j].type = 0; map[i][j].frameIndex = 0; } } } } } }6. 小推车
创建存放小车信息的结构体数组,小推车一条路一辆共5辆,所以我们只需写一个大小为5的结构体数组即可。
//小推车 struct car { bool move;//是否处于移动状态 int x, y;//位置 bool used;//是否被使用 }; struct car cars[5];放置小推车
for (int i = 0; i检测小推车对小车的伤害
当僵尸的横坐标小于等于小推车最左端的坐标时,小车置为移动状态,处于小推车左边的僵尸死亡。
void checkcars2Zm() { for (int i = 0; i zmX && cars[i].used) { if (cars[i].move == false) cars[i].move = true; else { killCount++; zms[j].dead = true; zms[j].speed = 0; zms[j].frameIndex = 0; } } } } } }更新小推车的位置
当小车被置为移动时,小推车开始移动。
void updatecar() { for (int i = 0; i Wide) { cars[i].move = false; cars[i].used = false; } } }源码:
test.cpp文件:
#include"game.h" //判断文件是否存在 bool fileExist(const char* name) { FILE* pf = fopen(name, "r"); if (pf == NULL) { return false; } else { fclose(pf); return true; } } //初始化豌豆子弹的帧图片数组 void bulletsInit() { //坤坤篮球 loadimage(&imgBulletNormal, "res/bullets/basketball.png", 40, 40); memset(bullets, 0, sizeof(bullets)); //初始化豌豆子弹的帧图片数组 loadimage(&imgBallBlast[3], "res/bullets/PeaNormalExplode/PeaNormalExplode_0.png"); for (int i = 0; i getheight(), img); } } } void drawSunshine() { int ballMax = sizeof(balls) / sizeof(balls[0]); for (int i = 0; i frameIndex]; //putimagePNG(balls[i].x, balls[i].y, img); putimagePNG(balls[i].pCur.x, balls[i].pCur.y, img); } } } void drawBullets_kunkun() { int bulletsMax = sizeof(bullets) / sizeof(bullets[0]); for (int i = 0; i 0) { /*int x = 256 - 150 + j * 81; int y = 100 + i * 100 - 15;*/ int PlantType = map[i][j].type - 1; int index = map[i][j].frameIndex; if (map[i][j].type != 4 && map[i][j].type != YING_TAO + 1 && map[i][j].type != LA_JIAO + 1) { putimagePNG(map[i][j].x, map[i][j].y, imgPlant[PlantType][index]); } else if (map[i][j].type == YING_TAO + 1) { if (index == 8) putimagePNG(map[i][j].x - 75, map[i][j].y-35, imgPlant[PlantType][index]); else putimagePNG(map[i][j].x - 22, map[i][j].y, imgPlant[PlantType][index]); } else if (map[i][j].type == LA_JIAO + 1) { if (index > 7) putimagePNG(100, map[i][j].y - 35, imgPlant[PlantType][index]); else putimagePNG(map[i][j].x, map[i][j].y, imgPlant[PlantType][index]); } else { putimagePNG(map[i][j].x + 5, map[i][j].y - 20, imgPlant[PlantType][index]); } } } } //渲染子弹 drawBullets(); //铲子 if (curPlant != PLANT_COUNT + 1) { IMAGE* img = imgPlant[8][0]; putimagePNG(163 + 8 * 65 + 8, 0, img); } //僵尸 drawZm(); //渲染拖动中的植物 if (curPlant > 0) { IMAGE* img = imgPlant[curPlant - 1][0]; putimagePNG(curX - img->getwidth() / 2, curY - img->getheight() / 2, img); } //渲染阳光 drawSunshine(); EndBatchDraw(); } 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 x > x && msg->xy>y && msg->y 163 && msg.x = 100) { curPlant = index + 1; status = 1; curX = msg.x; curY = msg.y; sunshine -= 100; }*/ curPlant = index + 1; status = 1; curX = msg.x; curY = msg.y; } else { collectSunshine(&msg); } } else if (msg.message == WM_MOUSEMOVE && status == 1)//鼠标移动 { curX = msg.x; curY = msg.y; } else if (msg.message == WM_LBUTTONUP)//鼠标放下 { if (msg.x > 256 - 150 && msg.x 100 && msg.y = ZM_MAX) return; int i = 0; int zmMax = sizeof(zms) / sizeof(zms[0]); for (i = 0; i = fre) { fre = 200 + rand() % 200; count = 0; //从阳光池取一个可以使用的 int ballMax = sizeof(balls) / sizeof(balls[0]); int i; for (i = 0; i = ballMax)return; balls[i].used = true; balls[i].frameIndex = 0; /* balls[i].x = 160 + rand() % 600; balls[i].y = 60; balls[i].destY = (rand() % 4) * 90 + 160;*/ balls[i].timer = 0; /* balls[i].xoff = 0; balls[i].yoff = 0;*/ balls[i].status = SUNSHINE_DOWN; balls[i].t = 0; balls[i].p1 = vector2(160 + rand() % 600, 60); balls[i].p4 = vector2(balls[i].p1.x, (rand() % 4) * 90 + 160); int off = 2; float distance = balls[i].p4.y - balls[i].p1.y; balls[i].speed = 1.0 / (distance / off); } int ballMax = sizeof(balls) / sizeof(balls[0]); //向日葵生产阳光 for (int i = 0; i 100) { map[i][j].timer = 0; int k; for (k = 0; k = ballMax)return; balls[k].used = true; balls[k].p1 = vector2(map[i][j].x, map[i][j].y); int w = (40 + rand() % 50) * (rand() % 2 ? 1 : -1); balls[k].p4 = vector2(map[i][j].x + w, map[i][j].y + imgPlant[TAI_YANG][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 updatSunshine() { int ballMax = sizeof(balls) / sizeof(balls[0]); for (int i = 0; i t += sun->speed; sun->pCur = sun->p1 + sun->t * (sun->p4 - sun->p1); if (sun->t >= 1) { 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; } } } } } int mciZmTime = 0; void createZM() { if (zmCount >= zmCount_max) return; static int zmFre = 5000000; static int count = 0; count++; if (count > zmFre) { if (mciZmTime == 0) { mciSendString("play res/audio/awooga.mp3", 0, 0, 0); mciZmTime++; } count = 0; zmFre = 202 - 20 * wava_count; int i = 0; int zmMax = sizeof(zms) / sizeof(zms[0]); for (i = 0; i = (gameStatus == GOING ? zms[i].zmSpeed : zmSpeed)) { //printf("%d ", (gameStatus == GOING ? zms[i].zmSpeed : zmSpeed)); count[i] = 0; if (zms[i].used) { if (zms[i].dead) { zms[i].frameIndex++; if (zms[i].boom == true) { if (zms[i].frameIndex >= 20) { //printf("%d ", killCount); zms[i].used = false; zms[i].row = 0; //killCount++; if (killCount >= ZM_MAX) gameStatus = WIN; else if (killCount >= zmCount_max) { wava_count++; zmCount_max *= 2; killCount = 0; zmCount = 0; } } } else { if (zms[i].frameIndex >= 38) { //printf("%d ", killCount); zms[i].used = false; zms[i].row = 0; if (killCount >= ZM_MAX) gameStatus = WIN; else if (killCount >= zmCount_max) { wava_count++; zmCount_max *= 2; killCount = 0; zmCount = 0; } } } } else if (zms[i].eating) { //mciSendString("play res/audio/chomp.mp3", 0, 0, 0); //mciSendString("play res/audio/chompsoft.mp3", 0, 0, 0); zms[i].frameIndex = (zms[i].frameIndex + 1) % 21; } else { zms[i].frameIndex++; if (zms[i].frameIndex >= 22) { zms[i].frameIndex = 0; } } zms[i].x -= zms[i].speed; if (zms[i].x 100) { lines[zms[i].row] = 1; } } for (int i = 0; i 20) { map[i][j].shootTime = 0; int k; for (k = 0; k getwidth() - 10; bullets[k].y = zwY + 5; } } } //豌豆 else if (map[i][j].type == WAN_DOU + 1 && lines[i]) { map[i][j].shootTime++; if (map[i][j].shootTime > 35) { map[i][j].shootTime = 0; int k; for (k = 0; k 1) map[i][j].frameIndex = 2; bullets_wandou[k].used = true; bullets_wandou[k].row = i; bullets_wandou[k].speed = 8; bullets_wandou[k].blast = false; bullets_wandou[k].frameIndex = 0; int zwX = 256 - 150 + j * 81; int zwY = 100 + i * 100 - 15; bullets_wandou[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10; bullets_wandou[k].y = zwY + 5; } } } //寒冰豌豆 else if (map[i][j].type == HAN_BING_WAN_DOU + 1 && lines[i]) { map[i][j].shootTime++; if (map[i][j].shootTime > 35) { map[i][j].shootTime = 0; int k; for (k = 0; k 1) map[i][j].frameIndex = 4; bullets_hanbing[k].used = true; bullets_hanbing[k].row = i; bullets_hanbing[k].speed = 10; bullets_hanbing[k].blast = false; bullets_hanbing[k].frameIndex = 0; int zwX = 256 - 150 + j * 81; int zwY = 100 + i * 100 - 15; bullets_hanbing[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 10; bullets_hanbing[k].y = zwY + 5; } } } //三头豌豆 else if (map[i][j].type == SAN_TOU_WAN_DOU + 1 && lines[i]) { map[i][j].shootTime++; if (map[i][j].shootTime > 35) { map[i][j].shootTime = 0; int k; for (int b = 0; b 1) //map[i][j].frameIndex = 2; bullets_santou[k].used = true; bullets_santou[k].row = i; bullets_santou[k].speed = 8; bullets_santou[k].blast = false; bullets_santou[k].frameIndex = 0; int zwX = 256 - 150 + j * 81; int zwY = 100 + i * 100 - 15; bullets_santou[k].x = zwX + imgPlant[map[i][j].type - 1][0]->getwidth() - 30; bullets_santou[k].y = zwY + 16; direction_santou[k] = b; row_santou[k] = i; } } } } } } } void updateBullets_kunkun() { int countMax = sizeof(bullets) / sizeof(bullets[0]); for (int i = 0; i Wide) { bullets[i].used = false; } //待完善 if (bullets[i].blast) { bullets[i].frameIndex++; if (bullets[i].frameIndex >= 4) { bullets[i].used = false; } } } } } void updateBullets_wandou() { int countMax_wandou = sizeof(bullets_wandou) / sizeof(bullets_wandou[0]); for (int i = 0; i Wide) { bullets_wandou[i].used = false; } //待完善 if (bullets_wandou[i].blast) { bullets_wandou[i].frameIndex++; if (bullets_wandou[i].frameIndex >= 4) { bullets_wandou[i].used = false; } } } } } void updateBullets_hanbing() { int countMax_hanbing = sizeof(bullets_hanbing) / sizeof(bullets_hanbing[0]); for (int i = 0; i Wide) { bullets_hanbing[i].used = false; } //待完善 if (bullets_hanbing[i].blast) { bullets_hanbing[i].frameIndex++; if (bullets_hanbing[i].frameIndex >= 4) { bullets_hanbing[i].used = false; } } } } } void updateBullets_santou() { int countMax_santou = sizeof(bullets_santou) / sizeof(bullets_santou[0]); for (int i = 0; i Wide) { bullets_santou[i].used = false; } } else if (direction_santou[i] == UP) { int destY = 85 + (row_santou[i] - 1) * 100; //int zwX = 256 - 150 + j * 81; float angle = atan(0.6); bullets_santou[i].x += bullets_santou[i].speed; bullets_santou[i].y -= bullets_santou[i].speed * tan(angle); //printf("%d\n", row_santou[i]); //printf("destY = %d\n", destY); //printf("bullets[i].y = %lf\n", bullets[i].y); if (bullets_santou[i].y = destY + 16) { direction_santou[i] = MIDDLE; } } //待完善 if (bullets_santou[i].blast) { bullets_santou[i].frameIndex++; if (bullets_santou[i].frameIndex >= 4) { bullets_santou[i].used = false; } } } } } void updateBullets() { //坤坤 updateBullets_kunkun(); //豌豆射手 updateBullets_wandou(); //寒冰豌豆 updateBullets_hanbing(); //三头豌豆 updateBullets_santou(); } void checkBullet2Zm_kunkun() { int bCount = sizeof(bullets) / sizeof(bullets[0]); int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i x1 && x = y1 && zmY 7) { if (map[i][j].frameIndex == 8) PlaySound("res/audio/firepea.wav", NULL, SND_FILENAME | SND_ASYNC); for (int k = 0; k 14) { map[i][j].type = 0; map[i][j].frameIndex = 0; } } } } } } void checkZM2Zhiwu() { int chomp = 0; //mciSendString("play ZM_BGM repeat", NULL, NULL, NULL); char name[64]; int bCount = sizeof(bullets) / sizeof(bullets[0]); int zCount = sizeof(zms) / sizeof(zms[0]); for (int i = 0; i = x1 && x3 20) { chomp_time = 0; PlaySound("res/audio/chomp.wav", NULL, SND_FILENAME | SND_ASYNC); //mciSendString("play ZM_BGM", NULL, NULL, NULL); //printf("1 "); } } void checkcars2Zm() { for (int i = 0; i zmX && cars[i].used) { if (cars[i].move == false) cars[i].move = true; else { killCount++; zms[j].dead = true; zms[j].speed = 0; zms[j].frameIndex = 0; } } } } } } void collistionCheck() { //子弹对僵尸的检测 checkBullet2Zm(); //僵尸对植物的检测 checkZM2Zhiwu(); //爆炸对植物的检测 checkBoom2Zm(); //小推车对僵尸的检测 checkcars2Zm(); } void updatecar() { for (int i = 0; i Wide) { cars[i].move = false; cars[i].used = false; } } } void updateGame() { srand((unsigned)time(NULL)); static int count = 0; count++; if (count > 4) { count = 0; for (int i = 0; i 0) { map[i][j].frameIndex++; int PlantType = map[i][j].type - 1; int index = map[i][j].frameIndex; if (map[i][j].shoot) { if (map[i][j].frameIndex > 1) { map[i][j].shoot = false; } } else { if (imgPlant[PlantType][index] == NULL) { map[i][j].frameIndex = 0; } } } } } } createSunshine();//创建阳光 updatSunshine();//更新阳光状态 createZM();//创建僵尸 updateZM();//更新僵尸状态 shoot();//发射豌豆子弹 updateBullets();//更新子弹 collistionCheck();//实现豌豆子弹的碰撞检测 updatecar();//更新小推车 } void menu() { mciSendString("play BGM", NULL, NULL, NULL); IMAGE imgBg, imgMenu1, imgMenu2; loadimage(&imgBg, "res/menu.png"); loadimage(&imgMenu1, "res/menu2.png"); loadimage(&imgMenu2, "res/menu1.png"); int flag = 0; while (1) { BeginBatchDraw(); putimage(0, 0, &imgBg); putimagePNG(474, 75, flag ? &imgMenu1 : &imgMenu2); ExMessage msg; if (peekmessage(&msg)) { if (msg.message == WM_LBUTTONDOWN && msg.x > 474 && msg.x 75 && msg.y = -500; i-=3) { BeginBatchDraw(); putimage(i, 0, &img); count++; for (int k = 0; k = 10) { index[k] = (index[k] + 1) % 11; } } if (count >= 10)count = 0; EndBatchDraw(); Sleep(10); } for (int i = 0; i = 10) count = 0; } EndBatchDraw(); Sleep(10); } } void barsDown() { int height = imgBar.getheight(); for (int y = -height; y 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 > 24); //0xAArrggbb;AA是透明度 int sr = ((src[srcX] & 0xff0000) >> 16); //获取RGB里的R int sg = ((src[srcX] & 0xff00) >> 8); //G int sb = src[srcX] & 0xff; //B if (ix >= 0 && ix = 0 && iy 16); int dg = ((dst[dstX] & 0xff00) >> 8); int db = dst[dstX] & 0xff; draw[dstX] = ((sr * sa / 255 + dr * (255 - sa) / 255) = getwidth()) { return; } else if (y + picture->getheight() > winHeight) { SetWorkingImage(picture); getimage(&imgTmp, x, y, picture->getwidth(), winHeight - y); SetWorkingImage(); picture = &imgTmp; } if (x 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; } }tools.h文件
#pragma once #include void putimagePNG(int picture_x, int picture_y, IMAGE* picture); int getDelay();