[转贴]利用LabWindows/CVI制作一个打蜜蜂游戏
大家一定很怀念儿时玩电视游戏机的快乐时光吧!那个时候感觉游戏很神奇,怎么按一下按钮,动画场景中的人就会动作呢?我记得我玩的第一个游戏便是小蜜蜂游戏。天上有一群小蜜蜂,在背景音乐,在不停地“嗡嗡”地叫着,我右手按住方向键,左手按下发射按钮,从小飞机中飞出子弹,射向小蜜蜂;当然,小蜜蜂也不是白给的,它们会不停地发出炸弹,想把我的飞机炸死!就在这无限的循环游戏中,我的童年消失了!不说那些陈年往事了!现在工作难找呀!我感觉学习LabWindows/CVI对我最大的打击就是工作难找!找不到工作,或者工作不满意,每天在郁闷之中,唯有那一段段C代码能让我心情平静!
这个游戏很平常,只是用上下箭头来控制方向,“A”用来发射子弹!小蜜蜂(没有长翅膀)在天空中飞来飞去,还不停地扔下炸弹,不要被它所发射的炸弹碰到!
游戏界面如下:
代码为:
#include "windows.h"
#include "mmsystem.h"
#include "toolbox.h"
#include
#include
#include
#include "bee.h"
static int pophandle;
static int panelHandle;
static int shootflag = 0;//子弹可见为1,不可见为0
static int boomflag = 0;
static int boomtime = 0;
static int hh = 3;
static int vv = 2;
void porperty (void);
void position (void);
void popmessage (void);
Rect gun;
Rect bullet;
Rect bee;
Rect shootbee;
Rect boom;
Rect panelpp;
int main (int argc, char *argv[])
{
if (InitCVIRTE (0, argv, 0) == 0)
return -1; /* out of memory */
if ((panelHandle = LoadPanel (0, "bee.uir", PANEL)) < 0)
return -1;
porperty();
DisplayPanel (panelHandle);
RunUserInterface ();
DiscardPanel (panelHandle);
return 0;
}
int CVICALLBACK panelCB (int panel, int event, void *callbackData,
int eventData1, int eventData2)
{
int character;
int virtualkey;
switch (event)
{
case EVENT_KEYPRESS:
virtualkey = GetKeyPressEventVirtualKey (eventData2);
character = GetKeyPressEventCharacter (eventData2);
position();
switch (virtualkey)
{
case VAL_LEFT_ARROW_VKEY:
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_LEFT, gun.left-10);
break;
case VAL_RIGHT_ARROW_VKEY:
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_LEFT, gun.left+10);
break;
case VAL_UP_ARROW_VKEY:
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_TOP, gun.top-10);
break;
case VAL_DOWN_ARROW_VKEY:
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_TOP, gun.top+10);
break;
}
if (('a' == tolower (character)) && (!shootflag))
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_LEFT, gun.left+gun.width/2-8);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_TOP, gun.top);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_VISIBLE, 1);
sndPlaySound("bullet.wav", SND_SYNC);
shootflag = 1;
}
break;
case EVENT_GOT_FOCUS:
break;
case EVENT_LOST_FOCUS:
break;
case EVENT_CLOSE:
QuitUserInterface (0);
break;
case EVENT_PANEL_SIZE:
position();
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_TOP, panelpp.height-50);
break;
}
return 0;
}
int CVICALLBACK timer (int panel, int control, int event,
void *callbackData, int eventData1, int eventData2)
{
switch (event)
{
case EVENT_TIMER_TICK:
position();
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_TOP, bullet.top-5);
if (bullet.top < -bullet.height)
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_VISIBLE, 0);
shootflag = 0;
}
if ((bullet.left+bullet.width>=bee.left) && (bullet.left<=bee.left+bee.width) && (bullet.top<=bee.top+bee.height) && (bullet.top+bullet.height>=bee.top) && shootflag)
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_LEFT, bee.left);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_TOP, bee.top);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_VISIBLE, 1);
SetCtrlAttribute (panelHandle, PANEL_TIMER, ATTR_ENABLED, 0);
SetCtrlAttribute (panelHandle, PANEL_TIMER_BEE, ATTR_ENABLED, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_VISIBLE, 0);
sndPlaySound("shootbee.wav", SND_SYNC);
popmessage();
}
break;
}
return 0;
}
int CVICALLBACK beerun (int panel, int control, int event,
void *callbackData, int eventData1, int eventData2)
{
switch (event)
{
case EVENT_TIMER_TICK:
boomtime++;
if (boomtime>=50)
{
boomtime = 0;
}
if (boomtime == 0 && (!boomflag))
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_VISIBLE, 1);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_LEFT, bee.left);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_TOP, bee.top+bee.height);
sndPlaySound("boom.wav", SND_SYNC);
boomflag = 1;
}
else
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_TOP, boom.top+10);
}
position();
if (boom.top>=panelpp.height)
{
boomflag = 0;
}
if (bee.left<=10 || bee.left+bee.width>=panelpp.width-10)
{
hh=-hh;
}
if (bee.top<=10 || gun.top-bee.top<=100)
{
vv=-vv;
}
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_LEFT, bee.left+hh*10);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_TOP, bee.top+vv*10);
if ((boom.left+boom.width>=gun.left) && (boom.left<=gun.left+gun.width) && (boom.top+boom.height>=gun.top) && (boom.top+boom.height<=gun.top+gun.height) && (boomflag))
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTGUN, ATTR_VISIBLE, 1);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTGUN, ATTR_LEFT, gun.left);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTGUN, ATTR_TOP, gun.top);
SetCtrlAttribute (panelHandle, PANEL_TIMER, ATTR_ENABLED, 0);
SetCtrlAttribute (panelHandle, PANEL_TIMER_BEE, ATTR_ENABLED, 0);
sndPlaySound("dead.wav", SND_SYNC);
popmessage();
}
break;
}
return 0;
}
int CVICALLBACK messageok (int panel, int control, int event,
void *callbackData, int eventData1, int eventData2)
{
switch (event)
{
case EVENT_COMMIT:
DiscardPanel (pophandle);
break;
}
return 0;
}
void porperty (void)
{
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTGUN, ATTR_PICT_BGCOLOR, VAL_TRANSPARENT);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_VISIBLE, 0);
SetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTGUN, ATTR_VISIBLE, 0);
}
void position (void)
{
GetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_LEFT, &gun.left);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_TOP, &gun.top);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_HEIGHT, &gun.height);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_GUN, ATTR_WIDTH, &gun.width);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_LEFT, &bullet.left);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_TOP, &bullet.top);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_HEIGHT, &bullet.height);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BULLET, ATTR_WIDTH, &bullet.width);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_LEFT, &bee.left);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_TOP, &bee.top);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_HEIGHT, &bee.height);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BEE, ATTR_WIDTH, &bee.width);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_LEFT, &shootbee.left);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_TOP, &shootbee.top);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_HEIGHT, &shootbee.height);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_SHOOTBEE, ATTR_WIDTH, &shootbee.width);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_LEFT, &boom.left);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_TOP, &boom.top);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_HEIGHT, &boom.height);
GetCtrlAttribute (panelHandle, PANEL_PICTURE_BOOM, ATTR_WIDTH, &boom.width);
GetPanelAttribute (panelHandle, ATTR_HEIGHT, &panelpp.height);
GetPanelAttribute (panelHandle, ATTR_WIDTH, &panelpp.width);
}
void popmessage (void)
{
pophandle = LoadPanel (0, "bee.uir", PANEL_POP);
InstallPopup (pophandle);
}
转自:小信的BLOGhttp://blog.sina.com.cn/u/4b677075010006j4
噢!很好吧!
试试看了!很不错吧!
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