看不出來BUG在哪裡,尋求幫助...
我在程式中有怪物monster&玩家player&子彈bullet,這三個重要角色,BUG是我明明設定好bullet[].shift(0.-10);但子彈射出後,卻無法移動,停留在player當時位置。
麻煩各位前輩為我解惑,謝謝您!
原始碼:
ME1.h檔
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
const int radius = 50;//radius圓的大小
class Unit{
public:
float x,y;
int hp;
void draw(HDC hdc){
Ellipse(hdc,x-radius,y-radius,x+radius,y+radius);
char buf[256];
sprintf(buf,"HP:%d/100",hp);
TextOut(hdc, x, y, buf, strlen(buf));
}
void shift(float dx,float dy){
x+=dx;
y+=dy;
}
void move(Unit& target){
float L=sqrt(pow((x-target.x),2)+
pow((y-target.y),2));//距離
float m=1;//步伐
if(m<L){
x+=((target.x-x)*m/L);
y+=((target.y-y)*m/L);
}
if(m>=L){
x=target.x;
y=target.y;
}
}
bool TouchAttack(Unit& target){//偵測玩家是否被怪獸碰到;偵測子彈是否碰到怪獸
float L=sqrt(pow((x-target.x),2)+
pow((y-target.y),2));//距離
float m=1;//步伐
if(L<=2*radius)
return true;
else
return false;
}
};
Unit player;
const int MonsterLimit=10;//怪物數量上限
Unit monster[MonsterLimit];
int MonsterNum=0; //目前怪物數量
const int BulletInit=100;//初始彈藥量
Unit bullet[BulletInit];
int BulletID=0; //子彈編號
void gameInit(){
player.x=500;
player.y=250;
player.hp=100000;
}
void gameWork(){
//控制玩家
if(GetAsyncKeyState(VK_RIGHT)<0){
player.shift(10,0);
}
if(GetAsyncKeyState(VK_LEFT)<0){
player.shift(-10,0);
}
if(GetAsyncKeyState(VK_UP)<0){
player.shift(0,-10);
}
if(GetAsyncKeyState(VK_DOWN)<0){
player.shift(0,10);
}
//攻擊鍵設定
if(GetAsyncKeyState('Z')<0){
bullet[BulletID].x=player.x;
bullet[BulletID].y=player.y;
BulletID++;
}
//子彈移動設定
for(int i=0; i<BulletID; i++){
bullet[BulletID].shift(0,-50);
// if(bullet[BulletID].TouchAttack)
}
//生產怪獸
if(GetAsyncKeyState(VK_F1)<0 && MonsterNum<MonsterLimit){
monster[MonsterNum].x=rand()%500;
monster[MonsterNum].y=rand()%500;
monster[MonsterNum].hp=100;
MonsterNum++;
}
//設定怪獸
if(player.hp>0){
for(int i=0;i<MonsterNum;i++){
monster.move(player);
if(monster.TouchAttack(player))
player.hp--;
}
}
}
void gameDraw(HDC hdc){
if(player.hp>0)
player.draw(hdc);
for(int i=0; i<MonsterNum; i++){
if(monster.hp>0)
monster.draw(hdc);
}
for(int i=0; i<BulletID; i++){
bullet.draw(hdc);
}
}
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
ME.cpp
// ME.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "ME.h"
#include "ME1.h"
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_ME, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_ME));
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ME));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_ME);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
gameWork;
SetTimer(hWnd,100,1000/30,NULL);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_TIMER:
gameWork();
InvalidateRect(hWnd, NULL, TRUE);
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
gameDraw(hdc);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}