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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。
項(xiàng)目描述: 一個(gè)球來(lái)回的跳動(dòng)
效果圖如下:
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; }
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:
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:
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:
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:
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