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C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

發(fā)布時(shí)間:2022-05-13 14:00:40 來(lái)源:億速云 閱讀:270 作者:iii 欄目:開發(fā)技術(shù)

這篇文章主要介紹了C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫的相關(guān)知識(shí),內(nèi)容詳細(xì)易懂,操作簡(jiǎn)單快捷,具有一定借鑒價(jià)值,相信大家閱讀完這篇C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫文章都會(huì)有所收獲,下面我們一起來(lái)看看吧。

一、項(xiàng)目描述和最終成果展示

項(xiàng)目描述:  一個(gè)球來(lái)回的跳動(dòng)

效果圖如下:

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

二、實(shí)現(xiàn)一個(gè)移動(dòng)的球

代碼如下:

#include<graphics.h>
#include<conio.h>
int main(void)
{
    int x;
    initgraph(640,480);
    for(x=100;x<540;x=x+20)
    {
        setcolor(YELLOW);//繪制黃線,綠色填充的圓
        setfillcolor(GREEN);
        fillcircle(x,100,20);
        Sleep(320);//延時(shí)
        /*setcolor(BLACK);//繪制黑線,黑色填充的圓
        //目的清除以前的圓,達(dá)到小球動(dòng)態(tài)移動(dòng)的效果
        //等價(jià)于清屏函數(shù)
        setfillcolor(BLACK);
        fillcircle(x,100,20);*/
        cleardevice();
    }
    closegraph();
    return 0;
}

三、彈跳一個(gè)小球

代碼如下:

#include<graphics.h>
#include<conio.h>
#define High 480 //游戲畫布尺寸
#define Width 640
int main(void)
{
    float ball_x,ball_y;//小球的坐標(biāo)
    float ball_vx,ball_vy;//小球的速度
    float radius;//小球的半徑

    initgraph(Width,High);
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;
    while(1)
    {
        setcolor(BLACK);//繪制黑色,黑色填充的圓
        //不用清屏函數(shù)的好處:不會(huì)閃屏
        setfillcolor(BLACK);
        fillcircle(ball_x,ball_y,radius);

        //更新圓的坐標(biāo)
        ball_x=ball_x+ball_vx;
        ball_y=ball_y+ball_vy;

        if( (ball_x<=radius) || (ball_x>=Width-radius) )
            ball_vx=-ball_vx;
        if( (ball_y<=radius) || (ball_y>=High-radius) )
            ball_vy=-ball_vy;

        //繪制黃線,綠色填充的圓
        setcolor(YELLOW);
        setfillcolor(GREEN);
        fillcircle(ball_x,ball_y,radius);
        Sleep(3);
    }
    closegraph();
    return 0;
}

效果圖如下:

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

四、彈跳一個(gè)小球(改進(jìn)版)

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

代碼如下:

#include<graphics.h>
#include<conio.h>
#define High 480 //游戲畫布尺寸
#define Width 640
int main(void)
{
    float ball_x,ball_y;//小球的坐標(biāo)
    float ball_vx,ball_vy;//小球的速度
    float radius;//小球的半徑

    initgraph(Width,High);
    ball_x=Width/2;
    ball_y=High/2;
    ball_vx=1;
    ball_vy=1;
    radius=20;
    BeginBatchDraw();
    while(1)
    {
        setcolor(BLACK);//繪制黑色,黑色填充的圓
        //不用清屏函數(shù)的好處:不會(huì)閃屏
        setfillcolor(BLACK);
        fillcircle(ball_x,ball_y,radius);

        //更新圓的坐標(biāo)
        ball_x=ball_x+ball_vx;
        ball_y=ball_y+ball_vy;

        if( (ball_x<=radius) || (ball_x>=Width-radius) )
            ball_vx=-ball_vx;
        if( (ball_y<=radius) || (ball_y>=High-radius) )
            ball_vy=-ball_vy;

        //繪制黃線,綠色填充的圓
        setcolor(YELLOW);
        setfillcolor(GREEN);
        fillcircle(ball_x,ball_y,radius);

        FlushBatchDraw();
        Sleep(3);
    }
    EndBatchDraw();
    closegraph();
    return 0;
}

效果圖如下:

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

五、多個(gè)球碰撞

代碼如下:

#include<graphics.h>
#include<conio.h>
#define High 480 //游戲畫布尺寸
#define Width 640
#define BallNum 5 //小球的個(gè)數(shù)
int main(void)
{
    float ball_x[BallNum],ball_y[BallNum];//小球的坐標(biāo)
    float ball_vx[BallNum],ball_vy[BallNum];//小球的速度
    float radius=20;//小球的半徑
    int i;

    for(i=0;i<BallNum;i++)
    {
        ball_x[i]=(i+2)*radius*3;
        ball_y[i]=High/2;
        ball_vx[i]=1;
        ball_vy[i]=1;
    }

    initgraph(Width,High);
    BeginBatchDraw();
    while(1)
    {
        setcolor(BLACK);//繪制黑色,黑色填充的圓
        //不用清屏函數(shù)的好處:不會(huì)閃屏
        setfillcolor(BLACK);
        for(i=0;i<BallNum;i++)
        {
            fillcircle(ball_x[i],ball_y[i],radius);
        }

        //更新圓的坐標(biāo)
        for(i=0;i<BallNum;i++)
        {
            ball_x[i]=ball_x[i]+ball_vx[i];
            ball_y[i]=ball_y[i]+ball_vy[i];
        }

        //判斷是否和墻壁碰撞
        for(i=0;i<BallNum;i++)
        {
            if( (ball_x[i]<=radius) || (ball_x[i]>=Width-radius) )
                ball_vx[i]=-ball_vx[i];
            if( (ball_y[i]<=radius) || (ball_y[i]>=High-radius) )
                ball_vy[i]=-ball_vy[i];
        }

        //繪制黃線,綠色填充的圓
        setcolor(YELLOW);
        setfillcolor(GREEN);
        for(i=0;i<BallNum;i++)
        {
            fillcircle(ball_x[i],ball_y[i],radius);
        }
        FlushBatchDraw();
        Sleep(3);
    }
    EndBatchDraw();
    closegraph();
    return 0;
}

效果圖如下:

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

六、多個(gè)球碰撞(升級(jí)版)

增加了球與球之間的碰撞

代碼如下:

#include<graphics.h>
#include<conio.h>
#include<math.h>
#define High 480  //游戲畫面大小
#define Width 640
#define BallNum 15//小球的個(gè)數(shù)

int main(void)
{
    float ball_x[BallNum],ball_y[BallNum];//小球的坐標(biāo)
    float ball_vx[BallNum],ball_vy[BallNum];//小球的速度
    float radius;//小球的半徑
    int i,j;
    radius=20;

    for(i=0;i<BallNum;i++)//數(shù)據(jù)的初始化
    {
        ball_x[i]=rand()%int(Width-4*radius)+2*radius;
        ball_y[i]=rand()%int(High-4*radius)+2*radius;
        ball_vx[i]=(rand()%2)*2-1;
        ball_vy[i]=(rand()%2)*2-1;
    }
    initgraph(Width,High);
    BeginBatchDraw();

    while(1)
    {
        setcolor(BLACK);//繪制黑色,黑色填充的圓
        //不用清屏函數(shù)的好處:不會(huì)閃屏
        setfillcolor(BLACK);
        for(i=0;i<BallNum;i++)
        {
            fillcircle(ball_x[i],ball_y[i],radius);
        }

        //更新小球的坐標(biāo)
        for(i=0;i<BallNum;i++)
        {
            ball_x[i]=ball_x[i]+ball_vx[i];
            ball_y[i]=ball_y[i]+ball_vx[i];

            //把超出邊界的小球拉回來(lái)
            if(ball_x[i]<radius)
                ball_x[i]=radius;
            if(ball_y[i]<radius)
                ball_y[i]=radius;
            if(ball_x[i]>Width-radius)
                ball_x[i]=Width-radius;
            if(ball_y[i]>High-radius)
                ball_y[i]=High-radius;
        }

        //判斷是否和墻壁碰撞
        for(i=0;i<BallNum;i++)
        {    
            if( (ball_x[i]<=radius) || (ball_x[i]>=Width-radius) )
                ball_vx[i]=-ball_vx[i];
            if( (ball_y[i]<=radius) || (ball_y[i]>=High-radius) )
                ball_vy[i]=-ball_vy[i];
        }


        float minDistances2[BallNum][2];
        //記錄某個(gè)小球和與它最近小球的距離,以及這個(gè)小球的坐標(biāo)

        for(i=0;i<BallNum;i++)
        {
            minDistances2[i][0]=999999;
            minDistances2[i][1]=-1;
        }
        //求所有小球兩兩之間的距離的平方
        for(i=0;i<BallNum;i++)
        {
            for(j=0;j<BallNum;j++)
            {
                if(i!=j)//和自己不比
                {
                    float dist2;
                    dist2=(ball_x[i]-ball_x[j])*(ball_x[i]-ball_x[j])
                        +(ball_y[i]-ball_y[j])*(ball_y[i]-ball_y[j]);
                    if(dist2<minDistances2[i][0])
                    {
                        minDistances2[i][0]=dist2;
                        minDistances2[i][1]=j;
                    }
                }
            }
        }

        //判斷小球之間是否碰撞
        for(i=0;i<BallNum;i++)
        {
            if(minDistances2[i][0]<=4*radius*radius)
            //若最小距離小于閾值,發(fā)生碰撞
            {
                j=minDistances2[i][1];
                //交換速度
                int temp;
                temp=ball_vx[i];ball_vx[i]=ball_vx[j];ball_vx[j]=temp;
                temp=ball_vy[i];ball_vy[i]=ball_vy[j];ball_vy[j]=temp;

                minDistances2[j][0]=9999999;//避免交換兩次速度,又回去了
                minDistances2[j][1]=-1;
            }
        }    
        //繪制黃線,綠色填充的圓
        setcolor(YELLOW);
        setfillcolor(GREEN);
        for(i=0;i<BallNum;i++)
        {
            fillcircle(ball_x[i],ball_y[i],radius);
        }
        FlushBatchDraw();
        Sleep(3);
    }
    EndBatchDraw();
    closegraph();
    return 0;
}

效果圖如下:

C語(yǔ)言如何實(shí)現(xiàn)彈跳小球動(dòng)畫

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