0451-Bomb-显示敌人和角色

环境

  • Time 2024-03-16
  • Zig 0.12.0-dev.3152+90c1a2c41
  • WSL-Ubuntu 22.04.3 LTS
  • raylib 5.0

前言

说明

参考资料:

  1. 《游戏开发:世嘉新人培训教材》
  2. 图片素材:https://www.ituring.com.cn/book/1742

目标

在上一节的基础上,显示出敌人和玩家控制的角色。

map.zig

在地图中新增了 roles 来保存玩家的角色和敌人。

const std = @import("std");
const engine = @import("engine.zig");

var tileMap: engine.TileMap = undefined;

pub fn init() void {
    tileMap = engine.TileMap.init("map.png", 32);
}

pub fn deinit() void {
    tileMap.deinit();
}

const StageConfig = struct {
    enemy: usize,
    brickRate: usize,
    power: usize,
    bomb: usize,
};

const stageConfig = [_]StageConfig{
    .{ .enemy = 2, .brickRate = 90, .power = 4, .bomb = 6 },
    .{ .enemy = 3, .brickRate = 80, .power = 1, .bomb = 0 },
    .{ .enemy = 6, .brickRate = 30, .power = 0, .bomb = 1 },
};

// 定义地图的类型
pub const MapType = enum(u8) {
    space = 9,
    wall = 7,
    brick = 8,
    bomb = 2,
    power = 3,
};
const MapTypeSet = std.enums.EnumSet(MapType);

const width = 19;
const height = 15;
var data: [width * height]MapTypeSet = undefined;

pub fn drawEnum(mapType: MapType, x: usize, y: usize) void {
    tileMap.drawI(@intFromEnum(mapType), x, y);
}

const RoleType = enum(u8) { player1 = 1, player2 = 2, enemy = 6 };

const Role = struct {
    x: usize,
    y: usize,
    type: RoleType = .enemy,
};

pub const WorldMap = struct {
    width: usize = width,
    height: usize = height,
    data: []MapTypeSet,
    roles: []Role,

    pub fn init(_: usize) ?WorldMap {
        const number = stageConfig[0].enemy + 1;
        const roles = engine.allocator.alloc(Role, number) catch |e| {
            std.log.info("create role error: {}", .{e});
            return null;
        };

        roles[0] = .{ .x = 1, .y = 1, .type = .player1 };

        const map = WorldMap{ .data = &data, .roles = roles };
        map.generateMap(stageConfig[0]);
        return map;
    }

    fn generateMap(self: WorldMap, config: StageConfig) void {
        var bricks: [data.len]usize = undefined;
        var brickNumber: usize = 0;
        var floors: [data.len]usize = undefined;
        var floorNumber: usize = 0;

        for (0..self.height) |y| {
            for (0..self.width) |x| {
                self.data[x + y * width] = if (isFixWall(x, y))
                    MapTypeSet.initOne(.wall)
                else if (isFixSpace(x, y))
                    MapTypeSet.initOne(.space)
                else if (engine.random(100) < config.brickRate) label: {
                    bricks[brickNumber] = x << 16 | y;
                    brickNumber += 1;
                    break :label MapTypeSet.initOne(.brick);
                } else label: {
                    floors[floorNumber] = x << 16 | y;
                    floorNumber += 1;
                    break :label MapTypeSet.initOne(.space);
                };
            }
        }
        generateItem(self, bricks[0..brickNumber], config);
        generateRole(self, floors[0..floorNumber], config);
    }

    fn isFixWall(x: usize, y: usize) bool {
        if (x == 0 or y == 0) return true;
        if (x == width - 1 or y == height - 1) return true;
        if (x % 2 == 0 and y % 2 == 0) return true;
        return false;
    }

    fn isFixSpace(x: usize, y: usize) bool {
        return y + x < 4;
    }

    fn generateItem(self: WorldMap, bricks: []usize, cfg: StageConfig) void {
        for (0..cfg.bomb + cfg.power) |i| {
            const swapped = engine.randomW(i, bricks.len);
            const tmp = bricks[i];
            bricks[i] = bricks[swapped];
            bricks[swapped] = tmp;
            const x = bricks[i] >> 16 & 0xFFFF;
            const item: MapType = if (i < cfg.power) .power else .bomb;
            self.data[x + (bricks[i] & 0xFFFF) * self.width].insert(item);
        }
    }

    fn generateRole(self: WorldMap, floors: []usize, cfg: StageConfig) void {
        for (0..cfg.enemy) |i| {
            const swapped = engine.randomW(i, floors.len);
            const tmp = floors[i];
            floors[i] = floors[swapped];
            floors[swapped] = tmp;
            self.roles[1 + i] = .{
                .x = floors[i] >> 16 & 0xFFFF,
                .y = floors[i] & 0xFFFF,
            };
        }
    }

    pub fn draw(self: WorldMap) void {
        for (0..self.height) |y| {
            for (0..self.width) |x| {
                const value = data[x + y * self.width];
                if (value.contains(.wall)) drawEnum(.wall, x, y) //
                else if (value.contains(.brick)) drawEnum(.brick, x, y) //
                else {
                    drawEnum(.space, x, y);
                    if (value.contains(.power)) drawEnum(.power, x, y) //
                    else if (value.contains(.bomb)) drawEnum(.bomb, x, y);
                }
            }
        }

        for (self.roles) |value| {
            tileMap.drawI(@intFromEnum(value.type), value.x, value.y);
        }
    }

    pub fn size(self: WorldMap) usize {
        return self.width * self.height;
    }

    pub fn deinit(self: WorldMap) void {
        engine.allocator.free(self.roles);
    }
};

效果

bomb

总结

显示敌人和角色。

附录

posted @ 2026-08-16 08:45  jiangbo4444  阅读(7)  评论(0)    收藏  举报