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enemy.cpp
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338 lines (330 loc) · 6.69 KB
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#include"enemy.h"
#include<time.h>
HBITMAP enemy_blood = (HBITMAP)LoadImage(NULL, L"blood.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP enemy_blank = (HBITMAP)LoadImage(NULL, L"blank.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HBITMAP enemy_cloud = (HBITMAP)LoadImage(NULL, L"cloud.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
enemy::enemy()
{
alive = 1;
srand((int)time(0));
int judge = 1;
int up = 100;
while (judge)
{
int tempR = (rand()+up) % 18;
int tempA = (rand()+up) % 18;
if (map1.mapdata[tempR][tempA])
{
this->hang = tempR;
this->lie = tempA;
judge = 0;
map1.mapdata[hang][lie] = 0;
}
up += 24;
}
}
void enemy::drawblank(HDC hdc)
{
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, enemy_blank);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteDC(mdc);
}
void enemy::drawblood(HDC hdc)
{
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, enemy_blood);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
}
void enemy::drawenemy(HDC hdc)
{
if (alive)
{
HBITMAP enemy_bit = (HBITMAP)LoadImage(NULL, L"bitman1.bmp", IMAGE_BITMAP, 30, 30, LR_LOADFROMFILE);
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, enemy_bit);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteObject(mdc);
}
else
{
drawblood(hdc);//死了在地上画摊血
}
}
void enemy::getPath(int x,int y)
{
if (alive)
{
srand((int)time(0));
if (rand() % 4 != 1)//a*算法找人
{
Astar temp;
node* endnode = new node(x, y, NULL);//传进来的是玩家的当前坐标
node* startnode = new node(this->lie, this->hang, NULL);//这个敌人当前坐标
node* temp_ = temp.search(startnode, endnode);//根据两个点找可行路径
//根据传回来的下一个格子位置来判断下一步的方向
if (temp_->x == this->lie + 1 && temp_->y == this->hang)
{
this, dir = RIGHT;
}
else if (temp_->x == this->lie - 1 && temp_->y == this->hang)
{
this->dir = LEFT;
}
else if (temp_->x == this->lie && temp_->y == this->hang + 1)
{
this->dir = DOWN;
}
else if (temp_->x == this->lie && temp_->y == this->hang - 1)
{
this->dir = UP;
}
}
//A*算法找路在距离比较远的情况下效率比较低,因为玩家的位置时刻在改变,所以在距离远的情况下通过随机方向来让敌人随机走
else if (rand() % 4 == 1)//乱走
{
int num = rand() % 4;
if (num == 0)
{
if (this->hang - 1 > 0 && map1.mapdata[this->hang - 1][this->lie])
{
this->dir = UP;
}
else
{
dir = DOWN;
}
}
else if (num == 1)
{
if (this->hang + 1 < MAPLONG && map1.mapdata[this->hang + 1][this->lie])
{
dir = DOWN;
}
else
{
dir = UP;
}
}
else if (num == 2)
{
if (this->lie - 1 > 0 && map1.mapdata[this->hang][this->lie - 1])
{
dir = LEFT;
}
else
{
dir = RIGHT;
}
}
else if (num == 3)
{
if (this->lie + 1 < MAPLONG && map1.mapdata[hang][lie + 1])
{
dir = RIGHT;
}
else
{
dir = LEFT;
}
}
}
}
else
{
return;
}
}
void enemy::moveplayer()
{
if (alive)
{
srand((int)time(0));
int tempnum = rand() % 2;
switch (dir)
{
case UP:
{
if (hang - 1 >= 0)
{
if (map1.mapdata[hang - 1][lie])
{
map1.mapdata[hang][lie] = 1;
--hang;
map1.mapdata[hang][lie] = 0;
}
else if (map1.mapdata[hang + 1][lie])
{
map1.mapdata[hang][lie] = 1;
dir = DOWN;
++hang;
map1.mapdata[hang][lie] = 0;
}
else
{
map1.mapdata[hang][lie] = 1;
if (tempnum == 0&&map1.mapdata[hang][lie-1]&&lie-1>0)
{
dir = LEFT;
--lie;
map1.mapdata[hang][lie] = 0;
}
else if(tempnum==1&&lie+1<MAPLONG&&map1.mapdata[hang][lie+1])
{
dir = RIGHT;
++lie;
map1.mapdata[hang][lie] = 0;
}
}
}
break;
}
case DOWN:
{
if (hang + 1 < MAPLONG)
{
if (map1.mapdata[hang + 1][lie])
{
map1.mapdata[hang][lie] = 1;
++hang;
map1.mapdata[hang][lie] = 0;
}
else if (map1.mapdata[hang - 1][lie])
{
map1.mapdata[hang][lie] = 1;
dir = UP;
--hang;
map1.mapdata[hang][lie] = 0;
}
else
{
map1.mapdata[hang][lie] = 1;
if (tempnum == 0&&lie-1>=0&&map1.mapdata[hang][lie-1])
{
dir = LEFT;
--lie;
map1.mapdata[hang][lie] = 0;
}
else if(tempnum==1&&lie+1<MAPLONG&&map1.mapdata[hang][lie+1])
{
dir = RIGHT;
++lie;
map1.mapdata[hang][lie] = 0;
}
}
}
break;
}
case LEFT:
{
if (lie - 1 >= 0)
{
if (map1.mapdata[hang][lie - 1])
{
map1.mapdata[hang][lie] = 1;
--lie;
map1.mapdata[hang][lie] = 0;
}
else if (map1.mapdata[hang][lie + 1])
{
map1.mapdata[hang][lie] = 1;
dir = RIGHT;
++lie;
map1.mapdata[hang][lie] = 0;
}
else
{
map1.mapdata[hang][lie] = 1;
if (tempnum == 0&&hang-1>0&&map1.mapdata[hang-1][lie])
{
dir = UP;
--hang;
map1.mapdata[hang][lie] = 0;
}
else if(tempnum==1&&hang+1<MAPLONG&&map1.mapdata[hang+1][lie])
{
dir = DOWN;
++hang;
map1.mapdata[hang][lie] = 0;
}
}
}
break;
}
case RIGHT:
{
if (lie + 1 < MAPLONG)
{
if (map1.mapdata[hang][lie + 1])
{
map1.mapdata[hang][lie] = 1;
++lie;
map1.mapdata[hang][lie] = 0;
}
else if (map1.mapdata[hang][lie - 1])
{
map1.mapdata[hang][lie] = 1;
dir = LEFT;
--lie;
map1.mapdata[hang][lie] = 0;
}
else
{
map1.mapdata[hang][lie] = 1;
if (tempnum == 0&&hang-1>0&&map1.mapdata[hang-1][lie])
{
dir = UP;
--hang;
map1.mapdata[hang][lie] = 0;
}
else if(tempnum==1&&hang+1<MAPLONG&&map1.mapdata[hang+1][lie])
{
dir = DOWN;
++hang;
map1.mapdata[hang][lie] = 0;
}
}
}
break;
}
default:
hang = hang;
lie = lie;
break;
}
}
else
{
return;
}
}
void enemy::setalive()
{
alive = 0;
}
void enemy::in_smoke(HDC hdc)
{
HDC mdc = CreateCompatibleDC(hdc);
SelectObject(mdc, enemy_cloud);
BitBlt(hdc, lie * 30, hang * 30, 30, 30, mdc, 0, 0, SRCCOPY);
DeleteDC(mdc);
}
void enemy::reset()
{
alive = 1;
srand((int)time(0));
int judge = 1;
while (judge)
{
int tempR = rand() % 18;
int tempA = rand() % 18;
if (map1.mapdata[tempR][tempA])
{
this->hang = tempR;
this->lie = tempA;
judge = 0;
map1.mapdata[hang][lie] = 0;
}
}
}