简单的天天酷跑小游戏实现

初级函数实现人物,背景,小乌龟的移动

#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <time.h>//时间头文件
#include <cstdlib>//随机数文件
#pragma comment(lib, "winmm.lib")
using namespace std;
/*

日志:

游戏界面,(游戏窗口(init),游戏背景(3重背景以不同的速度循环滚动(updateBg(渲染背景)))
实现人物(跳跃活动)

随机出现道具

加分
*/
#define WIN_WIDTH   1012
#define WIN_HEIGHT  396

#define BG_IMAGE    3//多少张背景图片
IMAGE imgBgs[BG_IMAGE];//背景图片
int bgX[3];//背景图片x的初始位置
int bgXSpeed[3] = { 1,2,3 };

//人物图片
#define HERO_IMAGE  12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
int HERO_X;
int HERO_Y;
bool hero_jump;//判断人物是否跳跃
int heroJumpMax;//人物跳跃的最大值
int heroJumpMaxoff; //人物跳跃的偏移量

//小乌龟图片
#define tortoiseNum 7
IMAGE imgTortoise[tortoiseNum];
int tortoiseX;//小乌龟的水平坐标
int tortoiseY;
bool tortoiseExise;//设置一次只显示一个小乌龟
int index1 = tortoiseNum;
bool update1;


void init() {
	initgraph(WIN_WIDTH, WIN_HEIGHT);
	char name[64];
	for (int i = 0; i < BG_IMAGE; i++){
		sprintf_s(name, "res/bg%03d.png", i + 1);//不够三位前面补零
		loadimage(&imgBgs[i], name);
		bgX[i] = 0;
	}
	//加载人物图片
	for (int i = 0; i < HERO_IMAGE; i++) {
		sprintf_s(name, "res/hero%d.png", i + 1);
		loadimage(&imgHeros[i], name);
	}
	//加载小乌龟的图片
	for (int i = 0; i < tortoiseNum; i++) {
		sprintf_s(name, "res/t%d.png", i + 1);
		loadimage(&imgTortoise[i], name);
	}
	//设置小乌龟相关信息
	tortoiseExise = false;
	update1 = false;
	//设置人物位置
	HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
	HERO_Y = 295-imgHeros[0].getheight()*0.5;
	hero_jump = false;
	heroJumpMax= 295 - imgHeros[0].getheight() * 0.5 -120;
	heroJumpMaxoff = -4;
}
//玩家跳跃的开关
void jump() {
	hero_jump = true;
	update1 = true;
}
//设置背景图片不同速度移动
void fly() {
	//三重背景回位
	for (int i = 0; i < BG_IMAGE; i++){
		bgX[i] -= bgXSpeed[i];
		if (bgX[i] < -WIN_WIDTH) {
			bgX[i] = 0;//设置回位
		}
	}
	//人物实现跳跃
	if (hero_jump) {
		if (HERO_Y < heroJumpMax) {
			heroJumpMaxoff = 4;
		}
		HERO_Y += heroJumpMaxoff;
		if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
			hero_jump = false;
			heroJumpMaxoff = -4;
		}
	}
	else {//跳跃的时候不会刷新图片帧
		index = (index + 1) % 12;//人物图片帧
	}
	index1 = (index1 + 1) % 7;//小乌龟图片帧

	//创建小乌龟
	static int torZhen = 0;
	static int torZhen1 = 100;
	torZhen++;
	if (torZhen > torZhen1) {
		torZhen = 0;
		if (!tortoiseExise){
			tortoiseExise = true;
			tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
			tortoiseY = 300  + imgTortoise[0].getheight()*0.4;
		}
		torZhen1 = 100 + rand() % 300;
	}
	if (tortoiseExise){
		tortoiseX -= bgXSpeed[2];
		if (tortoiseX < -imgTortoise[0].getwidth()) {
			tortoiseExise = false;
		}
	}
}

//渲染背景
void updateBg() {
	putimagePNG2(bgX[0],  0,  &imgBgs[0]);
	putimagePNG2(bgX[1], 119, &imgBgs[1]);
	putimagePNG2(bgX[2], 330, &imgBgs[2]);
	//实现玩家奔跑
	putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
	
}
//渲染障碍物
void updateEmy() {
	if (tortoiseExise){
		//实现小乌龟图片帧
		putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
	}
	
	
}
//处理按键事件
void keyEvent() {
	//键盘空格跳跃
	char c;
	if (_kbhit()) {
		c = _getch();
		if (c == ' '){
			jump();
		}
	}
	//鼠标左键跳跃
	/*MOUSEMSG msg;
	msg = GetMouseMsg();
	if (msg.uMsg == WM_LBUTTONDOWN) {
		jump();
	}*/
}
int main(void) {

	init();
	int timer = 0;
	while (1) {
		keyEvent();
		timer += getDelay();//距离上一次相差多久时间
		if (timer>30){
			timer = 0;
			update1 = true;
		}
		if (update1) {
			update1 = false;
			BeginBatchDraw();//设置双缓冲
			fly();
			updateBg();//渲染图片
			updateEmy();
			EndBatchDraw();
		}
	}
	system("pause");
	return 0;
}

封装其他障碍物

#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <vector>//C++提供的长度可变数组
#pragma comment(lib, "winmm.lib")
using namespace std;
/*

日志:

游戏界面,(游戏窗口(init),游戏背景(3重背景以不同的速度循环滚动(updateBg(渲染背景)))
实现人物(跳跃活动)

随机出现道具

加分
*/
#define WIN_WIDTH    1012
#define WIN_HEIGHT   396
bool update1;
#define OBSTRACT_NUM 10

#define BG_IMAGE    3//多少张背景图片
IMAGE imgBgs[BG_IMAGE];//背景图片
int bgX[3];//背景图片x的初始位置
int bgXSpeed[3] = { 1,2,4 };

//人物图片
#define HERO_IMAGE  12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
int HERO_X;
int HERO_Y;
bool hero_jump;//判断人物是否跳跃
int heroJumpMax;//人物跳跃的最大值
int heroJumpMaxoff; //人物跳跃的偏移量

//小乌龟图片
#define tortoiseNum 7//小乌龟的图片数量
#define lionNum     6//狮子的数量
#define pillarNum   4//柱子数量

int tortoiseX;//小乌龟的水平坐标
int tortoiseY;
bool tortoiseExise;//设置一次只显示一个小乌龟
int index1 = tortoiseNum;

//设置障碍物枚举
typedef enum {
	tortiose,
	lion,
	pillar
}obstract_type;

//IMAGE ObstractIMG[3][12];
//C++提供的长度可变数组
vector<vector<IMAGE>> ObstractIMG;//image ObstractIMG[][]
//设置障碍物的属性
typedef struct obstract {
	obstract_type type;//障碍物类型
	int imgIndex;//当前显示的图片序号
	int x, y;//障碍物的坐标
	int speed;
	int power;//杀伤力
	bool exist;
}obstract_t;
obstract_t obstracts[OBSTRACT_NUM];
void init() {
	initgraph(WIN_WIDTH, WIN_HEIGHT);
	char name[128];
	for (int i = 0; i < BG_IMAGE; i++){
		sprintf_s(name, "res/bg%03d.png", i + 1);//不够三位前面补零
		loadimage(&imgBgs[i], name);
		bgX[i] = 0;
	}
	update1 = false;
	//加载人物图片
	for (int i = 0; i < HERO_IMAGE; i++) {
		sprintf_s(name, "res/hero%d.png", i + 1);
		loadimage(&imgHeros[i], name);
	}
	//设置人物位置
	HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
	HERO_Y = 295 - imgHeros[0].getheight() * 0.5;
	hero_jump = false;
	heroJumpMax = 295 - imgHeros[0].getheight() * 0.5 - 120;
	heroJumpMaxoff = -4;

	//加载小乌龟的图片
	IMAGE imgTortoise[tortoiseNum];
	for (int i = 0; i < tortoiseNum; i++) {
		sprintf_s(name, "res/t%d.png", i + 1);
		loadimage(&imgTortoise[i], name);
	}
	//使用封装//二维容器
	vector<IMAGE> imgTortArray1;
	for (int i = 0; i < tortoiseNum; i++){
		imgTortArray1.push_back(imgTortoise[i]);
	}
	ObstractIMG.push_back(imgTortArray1);

	//狮子图片
	IMAGE imgLion[lionNum];
	for (int i = 0; i < lionNum; i++) {
		sprintf_s(name, "res/p%d.png", i + 1);
		loadimage(&imgLion[i], name);
	}
	vector<IMAGE> imgTortArray2;
	for (int i = 0; i < lionNum; i++) {
		imgTortArray2.push_back(imgLion[i]);
	}
	ObstractIMG.push_back(imgTortArray2);
	//柱子图片
	IMAGE imgPillar[pillarNum];
	for (int i = 0; i < pillarNum; i++) {
		sprintf_s(name, "res/t%d.png", i + 1);
		loadimage(&imgPillar[i], name);
	}
	vector<IMAGE> imgTortArray3;
	for (int i = 0; i < pillarNum; i++) {
		imgTortArray3.push_back(imgPillar[i]);
	}
	ObstractIMG.push_back(imgTortArray3);
	//设置各种障碍物的共同属性
	for (int i = 0; i < OBSTRACT_NUM; i++){
		obstracts[i].exist = false;

	}

}
void createObstract() {
	int i;
	for (i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist == false){
			break;
		}
	}
	if (i> OBSTRACT_NUM){
		return;
	}
	obstracts[i].exist = true;
	obstracts[i].imgIndex = 0;
	//设置随机出现障碍物的类型
	//枚举类型最后一个就是这个枚举的长度,强制转化
	obstracts[i].type =(obstract_type)(rand() % pillar);
	obstracts[i].x = WIN_WIDTH;
	if (obstracts[i].type==pillar) {
		obstracts[i].y = 0;
	}
	else {
		obstracts[i].y = 295;

	}
	if (obstracts[i].type==tortiose){
		obstracts[i].speed = 0;
		obstracts[i].power = 5;
	}else if (obstracts[i].type == lion) {
		obstracts[i].speed = 4;
		obstracts[i].power = 10;
	}else if (obstracts[i].type == pillar) {
		obstracts[i].speed = 0;
		obstracts[i].power = 20;
	}
}
//玩家跳跃的开关
void jump() {
	hero_jump = true;
	update1 = true;
}
//设置背景图片不同速度移动
void fly() {
	//三重背景回位
	for (int i = 0; i < BG_IMAGE; i++){
		bgX[i] -= bgXSpeed[i];
		if (bgX[i] < -WIN_WIDTH) {
			bgX[i] = 0;//设置回位
		}
	}
	//人物实现跳跃
	if (hero_jump) {
		if (HERO_Y < heroJumpMax) {
			heroJumpMaxoff = 4;
		}
		HERO_Y += heroJumpMaxoff;
		if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
			hero_jump = false;
			heroJumpMaxoff = -4;
		}
	}
	else {//跳跃的时候不会刷新图片帧
		index = (index + 1) % 12;//人物图片帧
	}
	

	//创建小乌龟
	static int torZhen = 0;
	static int torZhen1 = 100;
	torZhen++;
	if (torZhen > torZhen1) {
		torZhen = 0;
		/*if (!tortoiseExise){
			tortoiseExise = true;
			tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
			tortoiseY = 300  + imgTortoise[0].getheight()*0.4;
		}*/
		//障碍物出现的函数
		createObstract();
		torZhen1 = 100 + rand() % 70;
	}
	/*if (tortoiseExise){
		tortoiseX -= bgXSpeed[2];
		if (tortoiseX < -imgTortoise[0].getwidth()) {
			tortoiseExise = false;
		}
	}*/
	//更新障碍物的坐标
	for (int i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist) {
			obstracts[i].x -= obstracts[i].speed + bgXSpeed[2];
			if (obstracts[i].x < -ObstractIMG[obstracts[i].type][0].getwidth()*2) {
				obstracts[i].exist = false;
			}
			int len = ObstractIMG[obstracts[i].type].size();
			obstracts[i].imgIndex = (obstracts[i].imgIndex + 1) % len;
		}
	}
}

//渲染背景
void updateBg() {
	putimagePNG2(bgX[0],  0,  &imgBgs[0]);
	putimagePNG2(bgX[1], 119, &imgBgs[1]);
	putimagePNG2(bgX[2], 330, &imgBgs[2]);
	//实现玩家奔跑
	putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
	
}
//渲染障碍物
void updateEmy() {
	//if (tortoiseExise){
	//	//实现小乌龟图片帧
	//	putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
	//}
	for (int  i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist) {
			putimagePNG2(obstracts[i].x, obstracts[i].y, WIN_WIDTH, 
				&ObstractIMG[obstracts[i].type][obstracts[i].imgIndex]);
		}
	}
	
}
//处理按键事件
void keyEvent() {
	//键盘空格跳跃
	char c;
	if (_kbhit()) {
		c = _getch();
		if (c == ' '){
			jump();
		}
	}
	//鼠标左键跳跃
	/*MOUSEMSG msg;
	msg = GetMouseMsg();
	if (msg.uMsg == WM_LBUTTONDOWN) {
		jump();
	}*/
}
int main(void) {

	init();
	int timer = 0;
	while (1) {
		keyEvent();
		timer += getDelay();//距离上一次相差多久时间
		if (timer>30){
			timer = 0;
			update1 = true;
		}
		if (update1) {
			update1 = false;
			BeginBatchDraw();//设置双缓冲
			updateBg();//渲染图片
			updateEmy();
			EndBatchDraw();
			fly();
		}
	}
	system("pause");
	return 0;
}

代码忒难分块了(直接放最好的源码了)

#include <graphics.h>
#include <iostream>
#include <Windows.h>
#include "tools.h"
#include <mmsystem.h>
#include <conio.h>
#include <vector>//C++提供的长度可变数组
#pragma comment(lib, "winmm.lib")
using namespace std;
/*

日志:

游戏界面,(游戏窗口(init),游戏背景(3重背景以不同的速度循环滚动(updateBg(渲染背景)))
实现人物(跳跃活动)

随机出现道具

加分
*/
#define WIN_WIDTH    1012
#define WIN_HEIGHT   396
bool update1;
#define OBSTRACT_NUM 10
#define WIN_NUM      5

#define BG_IMAGE    3//多少张背景图片
IMAGE imgBgs[BG_IMAGE];//背景图片
int bgX[3];//背景图片x的初始位置
int bgXSpeed[3] = { 1,2,4 };

//人物图片
#define HERO_IMAGE  12
int index = HERO_IMAGE;
IMAGE imgHeros[HERO_IMAGE];
//人物下蹲图片
IMAGE imgHerosDown[2];
int HERO_X;
int HERO_Y;
int heroBlood;
bool hero_jump;//判断人物是否跳跃
bool hero_down;//判断人物是否下蹲
int heroJumpMax;//人物跳跃的最大值
int heroJumpMaxoff; //人物跳跃的偏移量

//小乌龟图片
#define tortoiseNum 7//小乌龟的图片数量
#define lionNum     6//狮子的数量
#define pillarNum   4//柱子数量

int tortoiseX;//小乌龟的水平坐标
int tortoiseY;
bool tortoiseExise;//设置一次只显示一个小乌gui

//设置障碍物枚举
typedef enum {
	tortiose,
	lion,
	pillar1,
	pillar2,
	pillar3,
	pillar4,
	pillar
}obstract_type;

//IMAGE ObstractIMG[3][12];
//C++提供的长度可变数组
vector<vector<IMAGE>> ObstractIMG;//image ObstractIMG[][]
//设置障碍物的属性
typedef struct obstract {
	obstract_type type;//障碍物类型
	int imgIndex;//当前显示的图片序号
	int x, y;//障碍物的坐标
	int speed;
	int power;//杀伤力
	bool exist;
	bool hitH; //是否发生碰撞
	bool pass;//表示是否跨过障碍物
}obstract_t;
obstract_t obstracts[OBSTRACT_NUM];
//解决死亡陷阱
int lastObsIndex;
//记录分数
int scores;
//加分的图片数组
IMAGE imgScores[9];
void init() {
	initgraph(WIN_WIDTH, WIN_HEIGHT ,1);
	char name[128];
	
	preLoadSound("res/hit.mp3");
	mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
	for (int i = 0; i < BG_IMAGE; i++){
		sprintf_s(name, "res/bg%03d.png", i + 1);//不够三位前面补零
		loadimage(&imgBgs[i], name);
		bgX[i] = 0;
	}
	update1 = false;
	//加载人物图片
	for (int i = 0; i < HERO_IMAGE; i++) {
		sprintf_s(name, "res/hero%d.png", i + 1);
		loadimage(&imgHeros[i], name);
	}
	//设置人物位置
	HERO_X = WIN_WIDTH * 0.5 - imgHeros[0].getwidth() * 0.5;
	HERO_Y = 345 - imgHeros[0].getheight();
	heroBlood = 100;
	hero_jump = false;
	hero_down = false;
	heroJumpMax = 295 - imgHeros[0].getheight() * 0.5 - 120;
	heroJumpMaxoff = -4;
	//
	lastObsIndex = -1;
	scores = 0;
	//加载小乌龟的图片
	IMAGE imgTortoise[tortoiseNum];
	for (int i = 0; i < tortoiseNum; i++) {
		sprintf_s(name, "res/t%d.png", i + 1);
		loadimage(&imgTortoise[i], name);
	}
	//使用封装//二维容器
	vector<IMAGE> imgTortArray;
	for (int i = 0; i < tortoiseNum; i++){
		imgTortArray.push_back(imgTortoise[i]);
	}
	ObstractIMG.push_back(imgTortArray);

	//狮子图片
	IMAGE imgLion[lionNum];
	for (int i = 0; i < lionNum; i++) {
		sprintf_s(name, "res/p%d.png", i + 1);
		loadimage(&imgLion[i], name);
	}
	vector<IMAGE> imgPArray;
	for (int i = 0; i < lionNum; i++) {
		imgPArray.push_back(imgLion[i]);
	}
	ObstractIMG.push_back(imgPArray);
	//柱子图片
	//我这里写循环会报错
	IMAGE imgPillar[pillarNum];
	vector<IMAGE> imgHArray;
	sprintf_s(name,sizeof(name) ,"res/h1.png");
	loadimage(&imgPillar[0], name, 63, 260, true);
	imgHArray.push_back(imgPillar[0]);
	ObstractIMG.push_back(imgHArray);
	vector<IMAGE> imgHArray1;
	sprintf_s(name, sizeof(name), "res/h2.png");
	loadimage(&imgPillar[1], name, 63, 260, true);
	imgHArray1.push_back(imgPillar[1]);
	ObstractIMG.push_back(imgHArray1);
	vector<IMAGE> imgHArray2;
	sprintf_s(name, sizeof(name),"res/h3.png");
	loadimage(&imgPillar[2], name, 63, 260, true);
	imgHArray2.push_back(imgPillar[2]);
	ObstractIMG.push_back(imgHArray2);
	vector<IMAGE> imgHArray3;
	sprintf_s(name, sizeof(name),"res/h4.png");
	loadimage(&imgPillar[3], name, 63, 260, true);
	imgHArray3.push_back(imgPillar[3]);
	ObstractIMG.push_back(imgHArray3);

	//设置各种障碍物的共同属性
	for (int i = 0; i < OBSTRACT_NUM; i++){
		obstracts[i].exist = false;

	}
	//加载分数图片
	for (int i = 0; i < 9; i++) {
		sprintf_s(name, "res/sz/%d.png", i);
		loadimage(&imgScores[i], name);
	}
	//设置人物下蹲素材
	loadimage(&imgHerosDown[0],"res/d1.png");
	loadimage(&imgHerosDown[1],"res/d2.png");
}
void createObstract() {
	int i;
	for (i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist == false){
			break;
		}
	}
	if (i> OBSTRACT_NUM){
		return;
	}
	obstracts[i].exist = true;
	obstracts[i].hitH = false;
	obstracts[i].pass = false;
	obstracts[i].imgIndex = 0;
	//设置随机出现障碍物的类型
	//枚举类型最后一个就是这个枚举的长度,强制转化
	obstracts[i].type =(obstract_type)(rand() % 3);
	if (lastObsIndex>=0 &&obstracts[lastObsIndex].type>=pillar1
		&&obstracts[lastObsIndex].type<=pillar4
		&&obstracts[i].type == lion&&obstracts[lastObsIndex].x>WIN_WIDTH -500) {
		obstracts[i].type = tortiose;
	}
	lastObsIndex = i;
	if (obstracts[i].type == pillar1){
		obstracts[i].type = (obstract_type)((int)(obstracts[i].type) + rand() % 4);
	}
	obstracts[i].x = WIN_WIDTH;
	
	obstracts[i].y = 345+5- ObstractIMG[obstracts[i].type][0].getheight();
	
	if (obstracts[i].type==tortiose){
		obstracts[i].speed = 0;
		obstracts[i].power = 5;
	}else if (obstracts[i].type == lion) {
		obstracts[i].speed = 4;
		obstracts[i].power = 10;
	}else if (obstracts[i].type >= pillar1 && obstracts[i].type <= pillar4) {
		obstracts[i].speed = 0;
		obstracts[i].power = 20;
		obstracts[i].y = 0;
	}
}
//计算障碍物
void checkHit() {
	for (int i = 0; i < OBSTRACT_NUM; i++) {
		if (obstracts[i].exist&& obstracts[i].hitH == false) {
			int a1x, a1y, a2x, a2y;
			int off = 30;
			if (!hero_down) {
				a1x = HERO_X + off;
				a1y = HERO_Y + off;
				a2x = HERO_X + imgHeros[index].getwidth() - off;
				a2y = HERO_Y + imgHeros[index].getheight();
			}
			else {
				a1x = HERO_X + off;
				a1y = 345 - imgHerosDown[index].getheight();
				a2x = HERO_X + imgHerosDown[index].getwidth() - off;
				a2y = 345;
			}
			IMAGE img = ObstractIMG[obstracts[i].type][obstracts[i].imgIndex];
			int b1x = obstracts[i].x +off;
			int b1y = obstracts[i].y +off;
			int b2x = obstracts[i].x + img.getwidth() - off;
			int b2y = obstracts[i].y +img.getheight() - 10;
			if (rectIntersect(a1x, a1y, a2x, a2y, b1x, b1y, b2x, b2y)){
				heroBlood -= obstracts[i].power;
				//cout << "英雄血量:" << heroBlood << endl;
				playSound("res/hit.mp3");
				obstracts[i].hitH = true;
			}
		} 
	}
}
//玩家跳跃的开关
void jump() {
	hero_jump = true;
	update1 = true;
}
//玩家下蹲
void down() {
	update1 = true;
	hero_down = true;
	index = 0;
}
//设置背景图片不同速度移动
void fly() {
	//三重背景回位
	for (int i = 0; i < BG_IMAGE; i++){
		bgX[i] -= bgXSpeed[i];
		if (bgX[i] < -WIN_WIDTH) {
			bgX[i] = 0;//设置回位
		}
	}
	//人物实现跳跃
	if (hero_jump) {
		if (HERO_Y < heroJumpMax) {
			heroJumpMaxoff = 4;
		}
		HERO_Y += heroJumpMaxoff;
		if (HERO_Y > 295 - imgHeros[0].getheight() * 0.5){
			hero_jump = false;
			heroJumpMaxoff = -4;
		}
	}
	else if (hero_down) {
		static int i = 0;
		int delayIndex[2] = { 4,30 };
		i++;
		if (i>=delayIndex[index]) {
			i = 0;
			index++;
			if (index >= 2) {
				hero_down = false;
				index = 0;
			}
		}
		
	}else {//跳跃的时候不会刷新图片帧
		index = (index + 1) % 12;//人物图片帧
	}
	

	//创建小乌龟
	static int torZhen = 0;
	static int torZhen1 = 100;
	torZhen++;
	if (torZhen > torZhen1) {
		torZhen = 0;
		/*if (!tortoiseExise){
			tortoiseExise = true;
			tortoiseX = WIN_WIDTH + imgTortoise[0].getwidth();
			tortoiseY = 300  + imgTortoise[0].getheight()*0.4;
		}*/
		//障碍物出现的函数
		createObstract();
		torZhen1 = 100 + rand() % 70;
	}
	/*if (tortoiseExise){
		tortoiseX -= bgXSpeed[2];
		if (tortoiseX < -imgTortoise[0].getwidth()) {
			tortoiseExise = false;
		}
	}*/
	//更新障碍物的坐标
	for (int i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist) {
			obstracts[i].x -= obstracts[i].speed + bgXSpeed[2];
			if (obstracts[i].x < -ObstractIMG[obstracts[i].type][0].getwidth()*2) {
				obstracts[i].exist = false;
			}
			int len = ObstractIMG[obstracts[i].type].size();
			obstracts[i].imgIndex = (obstracts[i].imgIndex + 1) % len;
		}
	}
}

//渲染背景
void updateBg() {
	putimagePNG2(bgX[0],  0,  &imgBgs[0]);
	putimagePNG2(bgX[1], 119, &imgBgs[1]);
	putimagePNG2(bgX[2], 330, &imgBgs[2]);
	
}
void updateHero() {
	if (!hero_down) {
		//实现玩家奔跑
		putimagePNG2(HERO_X, HERO_Y, &imgHeros[index]);
	}
	else {
		//实现玩家下蹲
		int y = 295 - imgHerosDown[index].getheight() * 0.5;
		putimagePNG2(HERO_X, 295, &imgHerosDown[index]);
	}
}
//渲染障碍物
void updateEmy() {
	//if (tortoiseExise){
	//	//实现小乌龟图片帧
	//	putimagePNG2(tortoiseX, tortoiseY,WIN_WIDTH, &imgTortoise[index1]);
	//}
	for (int  i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist) {
			putimagePNG2(obstracts[i].x, obstracts[i].y, WIN_WIDTH, 
				&ObstractIMG[obstracts[i].type][obstracts[i].imgIndex]);
		}
	}
	//人物与障碍物的碰撞检测
	checkHit();
}
void updateBlood() {
	drawBloodBar(10, 10, 200, 10, 2, BLUE, DARKGRAY, RED, heroBlood / 100.0);
}
//检查游戏是否结束
void checkOver() {
	if (heroBlood<=0){
		loadimage(0, "res/over.png");
		FlushBatchDraw();
		mciSendString("stop res/bg.mp3",0,0,0);
		system("pause");
		mciSendString("play res/bg.mp3 repeat", 0, 0, 0);
		heroBlood = 100;
		scores = 0;
	}
	
}
//计算分数
void checkScore() {
	for (int i = 0; i < OBSTRACT_NUM; i++){
		if (obstracts[i].exist && obstracts[i].pass==false
			&&obstracts[i].x+ObstractIMG[obstracts[i].type][0].getwidth()<HERO_X
			&&obstracts[i].hitH==false)
		{
			if (obstracts[i].type>=pillar1&&obstracts[i].type<=pillar4)
			{
				scores += 2;
			}
			scores++;
			cout << scores << endl;
			obstracts[i].pass = true;
		}
	}
}
//渲染分数
void updateScore() {
	char str[8];
	int x = 20;
	int y = 25;
	sprintf(str, "%d", scores);
	for (int i = 0; i < str[i]; i++){
		int sz = str[i] - '0';
		putimagePNG(x, y, &imgScores[sz]);
		x += imgScores[i].getwidth() + 5;
	}
	FlushBatchDraw();
}
//游戏审理
void checkWin() {
	if (scores>WIN_NUM){
		mciSendString("play res/win.mp3 repeat", 0, 0, 0);
		Sleep(1000);
		loadimage(0, "res/win.png");
		FlushBatchDraw();
		mciSendString("stop res/win.mp3", 0, 0, 0);
		system("pause");

		heroBlood = 100;
		scores = 0;
		mciSendString("play res/bg.mp3", 0, 0, 0);
	}
}
//处理按键事件
void keyEvent() {
	//键盘空格跳跃
	char c;
	if (_kbhit()) {
		c = _getch();
		if (c == ' '){
			jump();
		}
		else if (c == 'a') {
			down();
		}
	}
	//鼠标左键跳跃
	/*MOUSEMSG msg;
	msg = GetMouseMsg();
	if (msg.uMsg == WM_LBUTTONDOWN) {
		jump();
	}*/
}
int main(void) {

	init();
	loadimage(0, "res/over.png");
	FlushBatchDraw();
	system("pause");
	int timer = 0;
	while (1) {
		keyEvent();
		timer += getDelay();//距离上一次相差多久时间
		if (timer>30){
			timer = 0;
			update1 = true;
		}
		if (update1) {
			update1 = false;
			BeginBatchDraw();//设置双缓冲
			updateBg();//渲染图片
			updateBlood();//血条
			updateHero();
			updateEmy();
			checkOver();
			checkScore();//检查分数
			updateScore();//渲染分数
			checkWin();
			EndBatchDraw();
			fly();
			
		
			
		}
	}
	system("pause");
	return 0;
}
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