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求用C语言模拟简单台球运动的源代码,不需要图形化界面
这源代码应该有个桌面类(Table),球类(Sphere),游戏类等等。我用C++
#pragma once (Table.h)
#endif // _MSC_VER 1000
#include "Base.h"
#define MESH_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
class CTable:public CBase
{
public:
DWORD Render();
CTable(LPDIRECT3DDEVICE8 pD3DDevice,LPSTR pFilename);
virtual ~CTable();
LPD3DXMESH GetMeshTablePointer();
private:
void TransformTable();
LPDIRECT3DDEVICE8 m_pD3DDevice;
DWORD m_dwNumMaterials;
LPD3DXMESH m_pMeshTable;
D3DMATERIAL8 *m_pMeshTableMaterials;
LPDIRECT3DTEXTURE8 *m_pMeshTableTextures;
};#endif
#include "Table.h" (Table.cpp)
CTable::CTable(LPDIRECT3DDEVICE8 pD3DDevice,LPSTR pFilename)
{
LPD3DXBUFFER pMaterialsBuffer=NULL;
LPD3DXMESH pMeshTable=NULL;
m_pD3DDevice=pD3DDevice;
if(FAILED(D3DXLoadMeshFromX(pFilename,D3DXMESH_MANAGED,m_pD3DDevice,NULL,
pMaterialsBuffer,m_dwNumMaterials,pMeshTable)))
{
m_pMeshTable=NULL;
m_pMeshTableMaterials=NULL;
m_pMeshTableTextures=NULL;
LogError("liTable Mesh '%s' failed to load",pFilename);
return;
}
D3DXMATERIAL *matMaterials=(D3DXMATERIAL*)pMaterialsBuffer-GetBufferPointer();
//Create two arrays. One to hold the materials and one to hold the textures
m_pMeshTableMaterials=new D3DMATERIAL8[m_dwNumMaterials];
m_pMeshTableTextures=new LPDIRECT3DTEXTURE8[m_dwNumMaterials];
for(DWORD i=0;im_dwNumMaterials;i++)
{
//Copy the material
m_pMeshTableMaterials[i]=matMaterials[i].MatD3D;
//Set the ambient color for the material(D3DX does not do this)
m_pMeshTableMaterials[i].Ambient=m_pMeshTableMaterials[i].Diffuse;
D3DCOLORVALUE rgbaSpecular={0.0f,0.0f,0.0f,0.0f};
m_pMeshTableMaterials[i].Specular=rgbaSpecular;
m_pMeshTableMaterials[i].Power=50.0f;
//Create the texture
char buffer[255];
sprintf(buffer,"textures/%s",matMaterials[i].pTextureFilename);
if(FAILED(D3DXCreateTextureFromFile(m_pD3DDevice,
buffer, m_pMeshTableTextures[i])))
{
m_pMeshTableTextures[i]=NULL;
}
}
//finished with the material buffer,so release it
SafeRelease(pMaterialsBuffer);
//Make sure that the normals are setup for mesh
pMeshTable-CloneMeshFVF(D3DXMESH_MANAGED,MESH_D3DFVF_CUSTOMVERTEX,m_pD3DDevice,m_pMeshTable);
SafeRelease(pMeshTable);
// D3DXComputeNormals(m_pMesh);
LogInfo("liMesh '%s' loaded OK",pFilename);
}
CTable::~CTable()
{
SafeDelete(m_pMeshTableMaterials);
if(m_pMeshTableTextures != NULL)
{
for(DWORD i=0;im_dwNumMaterials;i++)
{
if(m_pMeshTableTextures[i])
SafeRelease(m_pMeshTableTextures[i]);
}
}
SafeDelete(m_pMeshTableTextures);
SafeRelease(m_pMeshTable);
LogInfo("liTable Mesh destroyed OK");
}
DWORD CTable::Render()
{
TransformTable();
if(m_pMeshTable!=NULL)
{
for(DWORD i=0;im_dwNumMaterials;i++)
{
m_pD3DDevice-SetMaterial(m_pMeshTableMaterials[i]);
m_pD3DDevice-SetTexture(0,m_pMeshTableTextures[i]);
m_pMeshTable-DrawSubset(i);
}
return m_pMeshTable-GetNumFaces();
}
else
return 0;
}
LPD3DXMESH CTable::GetMeshTablePointer()
{
return m_pMeshTable;
}
void CTable::TransformTable()
{
D3DXMATRIX matWorld;
D3DXMatrixTranslation(matWorld,0,0,0);
m_pD3DDevice-SetTransform(D3DTS_WORLD,matWorld);
}
(Sphere.h)
#if !defined (AFX_SPHERE_H__FC705F3B_568E_4973_B608_B8F7700D9ECE__INCLUDED_)
#define AFX_SPHERE_H__FC705F3B_568E_4973_B608_B8F7700D9ECE__INCLUDED_
#if _MSC_VER 1000
#pragma once
#endif // _MSC_VER 1000
#include "Base.h"
#define SPHERE_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
class CSphere:public CBase
{
private:
struct SPHERE_CUSTOMVERTEX
{
float x,y,z; //Position of vertex in 3D space
float nx,ny,nz; //Lighting Normal
float tu,tv; //Texture coordinates
};
struct SPHERE_STATE
{
D3DXVECTOR3 sVector; //Position of Centigram in 3D space
D3DXVECTOR3 vVector; //Direction of Velocity in 3D space
float v; //Speed of Sphere
};
SPHERE_STATE *m_pSphereState;
D3DXVECTOR3 m_vecSavePosition; //Save sphere position for collision bar
D3DXVECTOR3 m_vecSavePosition2; //Save sphere position for collision sphere
public:
BOOL SetMaterial(D3DCOLORVALUE rgbaDiffuse,D3DCOLORVALUE rgbaAmbient,
D3DCOLORVALUE rgbaSpecular,D3DCOLORVALUE rgbaEmissive,float rPower);
BOOL SetTexture(const char* szTextureFilePath);
DWORD Render();
CSphere(LPDIRECT3DDEVICE8 pD3DDevice,int iRings=20,int iSegments=20);
void MoveSphere();
void MoveSphereForUser(float x,float z);
virtual ~CSphere();
inline void SetSpherePosition(float x,float y,float z)
{
m_pSphereState-sVector.x=x;
m_pSphereState-sVector.y=y;
m_pSphereState-sVector.z=z;
};
inline void GetSpherePosition(D3DXVECTOR3 vecSpherePos)
{
vecSpherePos=m_pSphereState-sVector;
};
inline void GetSavedSpherePosition(D3DXVECTOR3 vecSavedSpherePos)
{
vecSavedSpherePos=m_vecSavePosition;
};
inline void GetSavedSpherePosition2(D3DXVECTOR3 vecSavedSpherePos)
{
vecSavedSpherePos=m_vecSavePosition2;
};
inline void SaveSpherePosition()
{
m_vecSavePosition=m_pSphereState-sVector;
};
inline void SaveSpherePosition2()
{
m_vecSavePosition2=m_pSphereState-sVector;
};
inline void ContradictoryZv()
{
m_pSphereState-vVector.z=-m_pSphereState-vVector.z;
};
inline void ContradictoryXv()
{
m_pSphereState-vVector.x=-m_pSphereState-vVector.x;
};
void MirrorVAoubtAxis(D3DXVECTOR3 n);
inline void ReduceSphereVelocity(float percent)
{
m_pSphereState-v=m_pSphereState-v*percent;
};
inline float CheckSphereEnergy()
{
return m_pSphereState-v;
};
inline void SetSphereVelocityDir(const D3DXVECTOR3 vDir)
{
m_pSphereState-vVector=vDir;
};
inline void SetSphereVelocity(const float velocity)
{
m_pSphereState-v=velocity;
};
inline void GetSphereVelocityDir(D3DXVECTOR3 vDir)
{
vDir=m_pSphereState-vVector;
};
inline float GetSphereVelocity()
{
return m_pSphereState-v;
};
inline void SetSphereStateToFalse()
{
m_bSphereInUse=FALSE;
};
inline void SetSphereStateToTrue()
{
m_bSphereInUse=TRUE;
};
inline BOOL GetSphereState()
{
return m_bSphereInUse;
};
void SetSphereVelocityAt_Y_NegativeAxis();
inline float GetSpherePosAt_Y_Axis()
{
return m_pSphereState-sVector.y;
};
private:
BOOL CreateIndexBuffer();
BOOL UpdateVertices();
BOOL CreateVertexBuffer();
void TransformSphere();
void TransformSphereForUser();
void UpdateSpherePosition();
void FrictionReduseVelocity();
LPDIRECT3DDEVICE8 m_pD3DDevice;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DTEXTURE8 m_pTexture;
D3DMATERIAL8 m_matMaterial;
LPDIRECT3DINDEXBUFFER8 m_pIndexBuffer;
int m_iRings;
int m_iSegments;
float m_fTotalDis;
D3DXVECTOR3 m_vecSphereRotationAxis;
BOOL m_bSphereInUse;
DWORD m_dwNumOfVertices;
DWORD m_dwNumOfIndices;
DWORD m_dwNumOfPolygons;
};#endif
nodejs棋牌源代码怎么写
1、首先,nodejs棋牌是一款网页在线对战游戏,其源代码与普通程序的源代码不同。
2、其次,用cd命令转到功能包目录中包含源代码的目录。
3、最后,并创建helloworldnodepp的文件,用gedit编辑器进行编写即可。
关于台球游戏的C语言编程
#includestdio.h
#includegraphics.h
#includeconio.h
#include stdlib.h
#includemath.h
#includetime.h
#define PATH "D:\\tc30"
#define pi 3.14159265354
#define r 10.0
#define zero 0.01
#define BC 0
#define DISK 2
float R=r+0.5;
struct balltype
{
float x,y;
float dx,dy;
int flag;
}ball[16];
int cx=320-5*r,cy=240;
float power=15.0;
int flag=1,player=0,chang=0;
int hole[6][2]={{17,92},{320,92},{623,92},
{17,388},{320,388},{623,388}};
int plball[2]={0,0},ex=1;
void help()
{ char *fname = { "a/4:left d/6:right w/8:up s/2:down Space:shoot ,or.:power Esc:exit" };
setcolor(14);
outtextxy(8,460,fname);
}
void waittime(double t)
{
time_t t1,t2;
double a,b;
a=time(t1);
while(1)
{
b=time(t2);
if(b-at) break;
}
}
void drawhlep()
{
setbkcolor(9);
setcolor(14);
rectangle(50,50,550,400);
rectangle(50,100,550,145);
settextstyle(0, 0, 4);
outtextxy(150, 60, "Help You!");
rectangle(250,100,400,145);
setcolor(4);
settextstyle(3,0,4);
outtextxy(270,102,"Player1");
outtextxy(420,102,"Player2");
setcolor(14);
rectangle(50,170,550,195);
rectangle(50,220,550,245);
rectangle(50,270,550,295);
rectangle(50,320,550,345);
rectangle(50,370,550,400);
rectangle(400,145,550,245);
rectangle(50,145,250,370);
setcolor(10);
settextstyle(3,0,1);
outtextxy(115,146,"Left");
outtextxy(115,171,"Right");
outtextxy(115,196,"Up");
outtextxy(115,221,"Down");
outtextxy(115,246,"Move Quick");
outtextxy(115,271,"Add");
outtextxy(115,296,"Subtrate");
outtextxy(115,321,"Shoot");
outtextxy(115,346,"Exit");
setcolor(5);
settextstyle(7,0,4);
outtextxy(60,385,"Welcome to ZGQ's Game. QQ:271111716 E-mail:zgq150@163.com");
}