《坦克大战》以二战坦克为题材,既保留了射击类游戏的操作性,也改进了射击类游戏太过于复杂难玩的高门槛特点,集休闲与竞技于一身。经典再度袭来,流畅的画面,疯狂的战斗,让玩家再次进入疯狂坦克的世界。玩家的目标是控制坦克躲避危险,消灭掉所有的敌人即可进入下一关。

话不多说

我们今天就来创造出属于我们自己的《坦克大战》,GOGOGO!!!

直接开始吧

这次的源码比较详细,我分了好几个cpp文件,思路更加的清晰,请耐心用心的观看

首先就是我们载入图片的函数tupian.cpp

# include "tanke.h"

障碍物
void LaoWang(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res\\tile.bmp"));
	
	putimage(*tilex, *tiley, 32 , 32 , &img, 32 * 5, 0 );
	
}
void tileHong(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res\\tile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 0,  0 );
	
	return;
	
}

void tileLv(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res\\tile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 2, 0 );
	return;
}

void tileBai(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res\\tile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 1, 0 );
	return;
}

void tileBlue(int *tilex, int *tiley)
{
	IMAGE img;
	loadimage(&img, _T("res\\tile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 3, 0 );
}
//物品
void FaZhang(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\fazhang.jpg"));
	
	putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 );
}

void ShouQiang(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\shouqiang.jpg"));
	
	putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 );
}

void ShangDian(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img,_T("res\\shangdian.jpg"));
	
	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}

void YaoShui(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\yaoshui.jpg"));

	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}

void DunPai(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\dunpai.jpg"));
	
	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}

void XieZi(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\xiezi.jpg"));
	
	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}

void Boss(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\boss.jpg"));
	
	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}

void BigBoss(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("res\\bigboss.jpg"));

	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}

接下来是初始化的函数waiyuan.cpp

# include "tanke.h"

/外部
void JShengMing(int *j)
{
	setcolor(GREEN);
	settextstyle(0, 0, ("宋体"));
	char c2[20] = "自己生命值:";
	outtextxy(0, 20, c2);
	
	char c3[10] ;
	sprintf(c3, _T("%.1f"), 100* (60 - *j) / 60.0);
	outtextxy(90, 20, c3);
}

void DShengMing(int * d,int *k)
{
	setcolor(GREEN);
	settextstyle(0, 0, ("宋体"));
	char c2[20] = "敌人生命值:";
	outtextxy(0, 0, c2);
	
	char c3[10] ;
	sprintf(c3, _T("%.1f"), 100* (60 - *d) / 60.0);
	outtextxy(90, 0, c3);

	char c4[40] = "恭喜~! 现在起金币到2200有惊喜!";//胜利

	if ( *k >= 8000 )
			{
				setcolor(YELLOW);
				settextstyle(30, 0, ("宋体"));

				outtextxy(150, 0, c4);
			}
}

void Gold(int * gold)
{
	setcolor(GREEN);
	settextstyle(0, 0, ("宋体"));
	char c2[20] = "金币:";
	outtextxy(0, 40, c2);
	
	char c3[10] ;
	sprintf(c3, _T("%d"), *gold);
	outtextxy(40, 40, c3);
}

void start(void)
{
	initgraph(200, 130);

	TCHAR s1[10]="坦克大战";
	TCHAR s2[30]="按A 开始游戏  按B 退出游戏";
	TCHAR s3[30]="按W S A D控制方向";
	TCHAR s4[20]="按J 发射子弹";
	TCHAR s5[20]="按C 看攻略";
	
	outtextxy(70, 0, s1);
	outtextxy(0,  110, s2);
	outtextxy(60, 90, s5);
	outtextxy(55, 30, s4);
	outtextxy(35, 60, s3);
	
	while (true)
	{
		Sleep(500);
		if (GetAsyncKeyState('A'))
		{
			BeginBatchDraw();
			closegraph();
			initgraph(640, 480);
			Sleep(200);
			Quit();
			return ;
		}	
		if (GetAsyncKeyState('C'))
		{
			Sleep(200);
			GongLue();
		}
	}
}
void GongLue(void)
{	
	initgraph(450, 300);
	TCHAR s1[20]="游戏攻略:";
	TCHAR s2[50]="再打坦克之前先吃法杖打掉白色砖块,";
	TCHAR s3[50]="这样敌坦克打白色就不能回血了,boss更应如此。";
	TCHAR s15[70]="吃盾牌的作用就是可以碾压对手";
	TCHAR s4[50]="打大坦克的时候,别和它对子弹这样会吃亏";
	TCHAR s5[70]="可以直接选择上去碾压它 注意:当血足够少的时候走开,";
	TCHAR s6[50]="用子弹打它这样才能得到钱,";
	TCHAR s7[70]="小boss可以反复刷,虽然挣不到钱,但复活次数更需要。";
	TCHAR s14[70]="吃手枪虽然速度快了但伤害会减少,但打绿boss时伤害反而增加";
	TCHAR s8[70]="血要多吃,肯定划算,钱少了好挣,复活少了,就难挣了。";
	TCHAR s9[50]="打终极boss时,记得要用大子弹打它伤害才能打出来。";
	TCHAR s10[90]="最后温馨提示:有块红砖比较可疑~";
	TCHAR s11[40]="最后:别想着跑后面去打终极Boss了";
	TCHAR s12[30]="因为你超过它会直接被秒。";
	TCHAR s13[30]="按A 开始游戏";
	
	outtextxy(0, 0,  s1);
	outtextxy(0, 20, s2);
	outtextxy(0, 40, s3);
	outtextxy(0, 60, s15);
	outtextxy(0, 80, s4);
	outtextxy(0, 100, s5);
	outtextxy(0, 120, s6);
	outtextxy(0, 140, s14);
	outtextxy(0, 160, s7);
	outtextxy(0, 180, s8);
	outtextxy(0, 200, s9);
	outtextxy(0, 220, s10);
	outtextxy(0, 240, s11);
	outtextxy(0, 260, s12);
	outtextxy(0, 280, s13);
	
	while (true)
	{
		Sleep(500);
		if (GetAsyncKeyState('A'))
		{
			keybd_event(65,0,0,0);
			keybd_event(65,0,KEYEVENTF_KEYUP,0);
			return ;
		}	
	}
	
}

void MiJi(void)
{		
	closegraph();

	printf("游戏秘籍:\n");
	printf("恭喜你通关了,\n");
	printf("告诉你些游戏作弊方法~!。\n");
	printf("当你一直按住子弹不松的话 ,还有直接控制 子弹功能哦~~\n\n");
	printf("哈哈 另外小技巧。打boss前 先把小坦克都压了\n");
	printf("只留一个,因为boss出来 基地就危险了\n");
	printf("还有 有的人 觉得花了600块的大子弹没伤害没用\n");
	printf("我只能说他的用法不对 不是一下一下的点,\n\n");
	printf("而是一直按着然后松开 那伤害高到 爆~!终极boss都打一半血!\n\n");
	printf("还有 就是 就算Gameover了 不算输,我还留了一手\n\n");
	printf("你把所有敌坦克都杀了 再按 Y\n\n");
	printf("这时候你的基地就复活了,\n\n");
	printf("~~嘘~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\n");
	printf("另外:小坦克靠近基地时按Y它就乖乖回去了\n\n");
	printf("按B 游戏结束\n\n");	
	
	while (true)
	{
		Sleep(500);
		if (GetAsyncKeyState('B'))
		{
			exit(0);
		}	
	}
	
}
void music(void)
{
	mciSendString("open sound\\坦克大战.mp3 alias mymusic", NULL, 0, NULL);
	mciSendString("play mymusic", NULL, 0, NULL);
	return;
}
void start_(void)
{
	music();
	srand( (unsigned)time( NULL ) );//随机种子
	setcolor(GREEN);
	setfillcolor(RED);
}
void win(pHongZhuan phongzhuan,bool *live2, bool *live3, bool *live4, bool *live5,bool *live6,bool *live7,
		 bool *exist_laowang, bool *exist1, 
		 bool *wexist1,bool *wexist2,bool *wexist3,bool *wexist8)
{
	char c[10] = "YOU WIN";
	settextcolor(YELLOW);
	settextstyle(80, 0, ("宋体"));
	outtextxy(190, 100, c);
	char c1[20] = "按Y键 进入下一关";
	settextstyle(30, 0, ("宋体"));
	outtextxy(230, 200, c1);
	if (GetAsyncKeyState('Y'))
	{
		*live2 = true;
		*live3 = true;
		*live4 = true;
		*live5 = true;
		*live6 = true;
		*live7 = true;
		
		*exist_laowang =true;
		*exist1 = true;
	
		phongzhuan[0].exist = true;
		phongzhuan[1].exist = true;
		*wexist1 = true;
		*wexist2 = true;
		*wexist3 = true;
		*wexist8 = true;
	}
	return ;
}

void lost(bool * live1, int *relive, int *gold)
{
	char c[10] = "YOU LOST";
	settextcolor(YELLOW);
	settextstyle(80, 0, ("宋体"));
	outtextxy(170, 100, c);
	char c1[20] = "按I键 复活,金币-60";
	settextstyle(30, 0, ("宋体"));
	outtextxy(200, 200, c1);
	
	char c2[20] = "剩余复活次数:";
	outtextxy(220, 230, c2);
	
	char c3[10] ;
	sprintf(c3, _T("%d"), 2 - *relive);
	outtextxy(426, 230, c3);
	
	if (GetAsyncKeyState('I'))
	{
		keybd_event(73,0,KEYEVENTF_KEYUP,0);
		
		(*relive)++;
		*gold -= 60;
		
		if (*relive < 3)
			*live1 = true;
	}
	if (*relive >= 3)
		GameOver();
	return ;
}

void GameOver(void)
{
	IMAGE img;
	loadimage(&img,_T("res\\gameover.bmp"));
	
	HDC	dstDC = GetImageHDC();  
	HDC	srcDC = GetImageHDC(&img);

	TransparentBlt(dstDC,200,50, 248, 160, srcDC, 0, 0, 248,  160, RGB(0,0,0));
}

bool Quit(void)
{
	if(GetAsyncKeyState('B'))
	{
		if(MessageBox(NULL, "你确定要退出吗?",
			"提示", MB_YESNO) == IDYES)
			return true;
		
	}
	return false;
}

再然后是效果函数xiaoguo.cpp

# include "tanke.h"

bool LuoShui( int * x_, int * y_, int * tileBlue_x, int *tileBlue_y, int *d,int *gold)
{
	IMAGE imgBoom;
	loadimage(&imgBoom,_T("res\\explode1.bmp"));
	if (*x_ + 14 <= *tileBlue_x + 32 && *x_ + 14 >= *tileBlue_x && *y_ + 14 <= *tileBlue_y + 32 && *y_ + 14 >= *tileBlue_y)
	{
		putimage(*x_, *y_, 28, 28, &imgBoom,0 ,0 );
		(*d)++;
		*gold -= 2; 
	
		if (*d >= 40)
		{
			*d = 0;
			return false;
		}
	}
	return true;
}

bool BossMiaoRen(int *y_,int *y9)
{

	if (*y_ <= *y9 + 67)
	{
		mciSendString("open sound//boom.mp3 alias mymusic_1", NULL, 0, NULL);
		mciSendString("play mymusic_1", NULL, 0, NULL);
		return false;
	}
	return true;
}


bool HuoWu(int *x_, int *y_, int *wupinx, int *wupiny, int *d, int *HWsd)
{
	IMAGE imgXing;
	loadimage(&imgXing, _T("res\\bore.bmp"));
	if (*x_ + 14 <= *wupinx + 32 && *x_ + 14 >= *wupinx && *y_ + 14 <= *wupiny + 32 && *y_ + 14 >= *wupiny)
	{
		putimage(*x_ - 4, *y_ - 4, 32, 32, &imgXing, 32 * 3 ,0 );
		(*d)++;

		if (*d >= *HWsd)
		{
			if (*HWsd != 0)
				printf("\a");
			*d = 0;
			return false;
		}
	}
	return true;
}

之后是关于子弹的函数zidan.cpp

# include "tanke.h"

坦克 子弹
void JBox(int (*x)[2][3],int * x_, int * y_, int * z,int * r, int * sd, int *zhidan,int *color1)
{	
	int h = 0;//图片的方向
	int k , k1, k2;//k循环,k1,k2装有的方向
	IMAGE img;
	loadimage(&img, _T("res\\player1.bmp"));
	if (x[*z + 1][0][1] == 0 &&	x[*z  + 1][0][2] == -1)//w
		h = 0;
	
	if (x[*z + 1][0][1] == 0 &&	x[*z + 1][0][2] ==  1)//s
		h = 2;
	
	if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] ==  0)//a
		h = 3;
	
	if (x[*z + 1][0][1] == 1 &&	x[*z + 1][0][2] ==  0)//d
		h = 1;
	
	if (GetAsyncKeyState('J'))//发射子弹
	{
		*z = *z + 1;
		
		x[*z + 1][0][1] = x[*z ][0][1] ;//x坐标中的方向
		x[*z + 1][0][2] = x[*z ][0][2] ;//

		if (x[*z][0][1] == 0 &&	x[*z][0][2] == -1)//w
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 14;
		}
		if (x[*z][0][1] == 0 &&	x[*z][0][2] ==  1)//s
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 48;	
		}
		if (x[*z][0][1] == -1 && x[*z][0][2] ==  0)//a
		{
			x[*z][0][0] = *x_ + 17;
			x[*z][1][0] = *y_ + 33;
		}
		if (x[*z][0][1] == 1 &&	x[*z][0][2] ==  0)//d
		{
			x[*z][0][0] = *x_ + 48;
			x[*z][1][0] = *y_ + 33;
		}
		keybd_event(74,0,KEYEVENTF_KEYUP,0);
	}
	putimage( *x_,  *y_, 28 , 28 , &img, 28 * (*color1) , 28 * h );

	for (k = 0; k<40; k++)
	{		
		k1 = x[k][0][1];
		k2 = x[k][0][2];
		if(*r % *sd == 0)//己方子弹的的速度
		{
			if ( k1 == 1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] + 4;
			
			if ( k1 == 0 && k2 == 1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] + 4;
			
			if ( k1 == -1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] - 4;
			
			if ( k1 == 0 && k2 == -1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] - 4;			
		}
		
		if ( (x[k][0][0] -20) >= 640 || (x[k][0][0] - 20)<= 0)
			x[k][0][0] = 0 ;//子弹到边界 就初始化数组坐标x为0
		if ( (x[k][1][0] -20) >= 480 || (x[k][1][0] - 20)<= 0)
			x[k][0][0] = 0 ;
		
		solidcircle(x[k][0][0] - 20,  x[k][1][0] - 20, *zhidan);
	}
	
	if (*z >= 38)//数组 要满时就循环
	{
		x[1][0][1] = x[*z ][0][1] ;
		x[1][0][2] = x[*z ][0][2] ;
		x[1][1][1] = x[*z ][1][1] ;
		x[1][1][2] = x[*z ][1][2] ;
		*z = 0;
	}
	
	return ;
}

void DBox(int (*x)[2][3],int * x_, int * y_, int * z, int *r, int * color)
{	
	int h = 0;
	int k , k1, k2;
	IMAGE img;
	loadimage(&img,_T("res\\enemy.bmp"));
	if (x[*z + 1][0][1] == 0 &&	x[*z  + 1][0][2] == -1)//w
		h = 0;
	
	if (x[*z + 1][0][1] == 0 &&	x[*z + 1][0][2] ==  1)//s
		h = 2;
	
	if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] ==  0)//a
		h = 3;
	
	if (x[*z + 1][0][1] == 1 &&	x[*z + 1][0][2] ==  0)//d
		h = 1;
	if ((*r) % 80 == 0)//敌坦克发子弹频率
	{
		*z = *z + 1;
		
		x[*z + 1][0][1] = x[*z ][0][1] ;//给方向
		x[*z + 1][0][2] = x[*z ][0][2] ;
		
		if (x[*z][0][1] == 0 &&	x[*z][0][2] == -1)//w
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 14;
		}
		if (x[*z][0][1] == 0 &&	x[*z][0][2] ==  1)//s
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 48;
			
		}
		if (x[*z][0][1] == -1 && x[*z][0][2] ==  0)//a
		{
			x[*z][0][0] = *x_ + 17;
			x[*z][1][0] = *y_ + 33;
		}
		if (x[*z][0][1] == 1 &&	x[*z][0][2] ==  0)//d
		{
			x[*z][0][0] = *x_ + 48;
			x[*z][1][0] = *y_ + 33;
		}
	}
	
	putimage( *x_,  *y_, 28 , 28 , &img, *color , 28 * h );
	for (k = 0; k<40; k++)
	{		
		k1 = x[k][0][1];
		k2 = x[k][0][2];
		if(*r % 1 == 0)//敌坦克子弹速度
		{
			if ( k1 == 1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] + 2;
			
			if ( k1 == 0 && k2 == 1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] + 2;
			
			if ( k1 == -1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] - 2;
			
			if ( k1 == 0 && k2 == -1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] - 2;			
		}
		
		if ( (x[k][0][0] -20) >= 640 || (x[k][0][0] - 20)<= 0)
			x[k][0][0] = 0 ;
		if ( (x[k][1][0] -20) >= 480 || (x[k][1][0] - 20)<= 0)
			x[k][0][0] = 0 ;
		
		fillcircle(x[k][0][0] - 20,  x[k][1][0] - 20, 5);
	}
	
	if (*z >= 38)
	{
		x[1][0][1] = x[*z ][0][1] ;
		x[1][0][2] = x[*z ][0][2] ;
		x[1][1][1] = x[*z ][1][1] ;
		x[1][1][2] = x[*z ][1][2] ;
		*z = 0;
	}
	
	return ;
}

void DBoxBig(int (*x)[2][3],int * x_, int * y_, int * z, int *r, int * color)
{	
	int h = 0;
	int k , k1, k2;
	IMAGE img;
	loadimage(&img,_T("res\\enemy.bmp"));
	if (x[*z + 1][0][1] == 0 &&	x[*z  + 1][0][2] == -1)//w
		h = 0;
	
	if (x[*z + 1][0][1] == 0 &&	x[*z + 1][0][2] ==  1)//s
		h = 2;
	
	if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] ==  0)//a
		h = 3;
	
	if (x[*z + 1][0][1] == 1 &&	x[*z + 1][0][2] ==  0)//d
		h = 1;
	if ((*r) % 30 == 0)//敌坦克发子弹频率
	{
		*z = *z + 1;
		
		x[*z + 1][0][1] = x[*z ][0][1] ;
		x[*z + 1][0][2] = x[*z ][0][2] ;		
		if (x[*z][0][1] == 0 &&	x[*z][0][2] == -1)//w
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 14;
		}
		if (x[*z][0][1] == 0 &&	x[*z][0][2] ==  1)//s
		{
			x[*z][0][0] = *x_ + 34;
			x[*z][1][0] = *y_ + 48;
			
		}
		if (x[*z][0][1] == -1 && x[*z][0][2] ==  0)//a
		{
			x[*z][0][0] = *x_ + 17;
			x[*z][1][0] = *y_ + 33;
		}
		if (x[*z][0][1] == 1 &&	x[*z][0][2] ==  0)//d
		{
			x[*z][0][0] = *x_ + 48;
			x[*z][1][0] = *y_ + 33;
		}
		keybd_event(74,0,KEYEVENTF_KEYUP,0);
	}
	
	putimage( *x_,  *y_, 28 , 28 , &img, *color , 112 + (28 * h) );
	for (k = 0; k<40; k++)
	{		
		k1 = x[k][0][1];
		k2 = x[k][0][2];
		if(*r % 2 == 0)//敌坦克子弹速度
		{
			if ( k1 == 1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] + 15;
			
			if ( k1 == 0 && k2 == 1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] + 15;
			
			if ( k1 == -1 && k2 == 0 && x[k][0][0] != 0)
				x[k][0][0] = x[k][0][0] - 15;
			
			if ( k1 == 0 && k2 == -1 && x[k][0][0] != 0)
				x[k][1][0] = x[k][1][0] - 15;			
		}
		
		if ( (x[k][0][0] -20) >= 640 || (x[k][0][0] - 20)<= 0)
			x[k][0][0] = 0 ;
		if ( (x[k][1][0] -20) >= 480 || (x[k][1][0] - 20)<= 0)
			x[k][0][0] = 0 ;
		
		fillcircle(x[k][0][0] - 20,  x[k][1][0] - 20, 5);
	}
	
	if (*z >= 38)
	{
		x[1][0][1] = x[*z ][0][1] ;
		x[1][0][2] = x[*z ][0][2] ;
		x[1][1][1] = x[*z ][1][1] ;
		x[1][1][2] = x[*z ][1][2] ;
		*z = 0;
	}
	
	return ;
}

void DBoxFeiJi(int (*x_9)[2][3],int (*x_10)[2][3],int (*x_11)[2][3],int * x_, int * y_, int * z, int *r)
{	
	int k;
	IMAGE img;
	loadimage(&img, _T("res\\feiji.jpg"));
	
	HDC	dstDC = GetImageHDC();  
	HDC	srcDC = GetImageHDC(&img);

	TransparentBlt(dstDC,*x_,*y_, 65, 65, srcDC, 0, 0, 65, 65, RGB(0,0,0));//飞机
	
	if ((*r) % 13 == 0)//敌坦克发子弹频率
	{	
		*z = *z + 1;
		x_9[*z][0][0] = *x_ + 52;
		x_9[*z][1][0] = *y_ + 85;
		
		x_10[*z][0][0] = *x_ + 52;
		x_10[*z][1][0] = *y_ + 85;
		
		x_11[*z][0][0] = *x_ + 52;
		x_11[*z][1][0] = *y_ + 85;
	}
	for (k = 0; k<40; k++)
	{		
		if(*r % 5 == 0 && x_10[k][0][0] != 0)//敌坦克子弹速度
		{	
			x_9[k][1][0] = x_9[k][1][0] + 15;
			
			x_10[k][0][0] = x_10[k][0][0] + 15;
			x_10[k][1][0] = x_10[k][1][0] + 15;
			
			x_11[k][0][0] = x_11[k][0][0] - 15;
			x_11[k][1][0] = x_11[k][1][0] + 15;					
		}
		
		if ( (x_9[k][1][0] -20) >= 480 )
			x_9[k][0][0] = 0 ;
		if ( (x_10[k][1][0] -20) >= 480)
			x_10[k][0][0] = 0 ;
		if ( (x_11[k][1][0] -20) >= 480)
			x_11[k][0][0] = 0 ;

		fillcircle(x_9[k][0][0] - 20,  x_9[k][1][0] - 20, 7);
		fillcircle(x_10[k][0][0] - 20,  x_10[k][1][0] - 20, 7);
		fillcircle(x_11[k][0][0] - 20,  x_11[k][1][0] - 20, 7);
	}	
	
	if (*z >= 38)
		*z = 0;	
	return ;
}


接下来是我们子弹暴炸时的函数boom.cpp


# include "tanke.h"
/效果
bool DBoom(int (*x)[2][3], int * x_, int *y_, int *d,int *gold)
{
	int i;//循环用
	IMAGE imgBoom;
	loadimage(&imgBoom, _T("res\\explode1.bmp"));
	for (i=1; i<39; i++)//被击中爆炸
		if (x[i][0][0] <= *x_+48 && x[i][0][0] >= *x_ + 20 && x[i][1][0] <= *y_ + 48 && x[i][1][0] >= *y_ + 20)
		{

			if	 (*d % 10 ==  0)
				x[i][0][0] = 0;

			putimage(*x_, *y_, 28, 28, &imgBoom,0 ,0 );
			(*d)++;
			if (*d >= 60)
			{
				mciSendString("open sound//boom.mp3 alias mymusic_1", NULL, 0, NULL);
				mciSendString("play mymusic_1", NULL, 0, NULL);
		
				*d = 0;
				*gold += 10;
				return false;
			}
			mciSendString("close mymusic_1", NULL, 0, NULL);
		}	
		
		return true;
		
}

bool QZBoom(int (*x)[2][3], int * x_, int *y_)//强制子弹消失,物体爆炸。
{
	int i;//循环用
	for (i=1; i<39; i++)//被击中爆炸
		if (x[i][0][0] <= *x_+52 && x[i][0][0] >= *x_ + 20 && x[i][1][0] <= *y_ + 52 && x[i][1][0] >= *y_ + 20)
		{	
			x[i][0][0] = 0;
			
			return false;
		}			
		
		return true;
}


bool DBoomBig(int (*x)[2][3], int * x_, int *y_, int *d)
{
	int i;//循环用
	IMAGE imgBoom;
	loadimage(&imgBoom,_T("res\\explode2.bmp"));
	for (i=1; i<39; i++)//被击中爆炸
		if (x[i][0][0] <= *x_+52 && x[i][0][0] >= *x_ + 20 && x[i][1][0] <= *y_ + 52 && x[i][1][0] >= *y_ + 20)
		{
			putimage(*x_ - 18, *y_ -18, 64, 64, &imgBoom,0 ,0 );
			(*d)++;
			
			if	 (*d % 10 ==  0)
				x[i][0][0] = 0;
			
			
		if (*d >= 60)
			{
				mciSendString("open sound//boom.mp3 alias mymusic_1", NULL, 0, NULL);
				mciSendString("play mymusic_1", NULL, 0, NULL);
	
				*d = 0;
				return false;
			}
			mciSendString("close mymusic_1", NULL, 0, NULL);
		}	
		
		return true;
		
}
bool DBossBoomBig(int (*x)[2][3], int * x_, int *y_, int *k, int*zhidan)
{
	int i;//循环用
	IMAGE imgBoom;
	loadimage(&imgBoom,_T("res\\explode2.bmp"));
	for (i=1; i<39; i++)//被击中爆炸
		if (x[i][0][0] <= *x_+70 && x[i][0][0] >= *x_ + 20 && x[i][1][0] <= *y_ + 70 && x[i][1][0] >= *y_ + 20)
		{
			putimage(*x_ - 18, *y_ -18, 64, 64, &imgBoom,0 ,0 );
			
			if (*zhidan == 5)
				(*k)++;
			
			if (*zhidan == 15)
				(*k) += 10;
			
			if (*k >= 8000)
			{
				x[i][0][0] = 0;
				
				keybd_event(89,0,0,0);
				keybd_event(89,0,KEYEVENTF_KEYUP,0);

				return false;
			}
			
		}
		setcolor(GREEN);
		settextstyle(0, 0, ("宋体"));
		char c2[20] = "BOSS生命值:";
		outtextxy(220, 0, c2);
		
		char c3[10] ;
		sprintf(c3, _T("%.1f"),1000*(8000 - *k)/8000.0 );
		outtextxy(320, 0, c3);

		return true;

}
bool DBossBoomSmall(int (*x)[2][3], int * x_, int *y_, int *l, int*sd)
{
	int i;//循环用
	IMAGE imgBoom;
	loadimage(&imgBoom, _T("res\\explode2.bmp"));
	for (i=1; i<39; i++)//被击中爆炸
		if (x[i][0][0] <= *x_+48 && x[i][0][0] >= *x_ + 20 && x[i][1][0] <= *y_ + 48 && x[i][1][0] >= *y_ + 20)
		{
			putimage(*x_ - 18, *y_ -18, 64, 64, &imgBoom,0 ,0 );
			
			if (*sd == 2)
				(*l)++;
			
			if (*sd == 1)
				(*l) += 10;
			
			if (*l >= 1000)
			{
				x[i][0][0] = 0;
				*l = 0;
				return false;
			}
			
		}
		setcolor(GREEN);
		settextstyle(0, 0, ("宋体"));
		char c2[20] = "BOSS生命值:";
		outtextxy(220, 0, c2);
		
		char c3[10] ;
		sprintf(c3, _T("%.1f"),1000*(1000 - *l)/1000.0 );
		outtextxy(320, 0, c3);
		return true;
}

最后就是我们运行的主函数了main.cpp


# include "tanke.h"

int main(void)
{		
	start();//开始说明
	
	int r = 0;//减速的
	int relive = 0;//复活次数
	int sd = 2;//子弹速度
	int HWsd = 40;
	int gold = 0;//金币
	int zhidan = 5;//己方坦克子弹大小
	int o = 0; //boss方向储存
	int ydsd = 2;//移动速度
	
	int j = 0;//爆炸图片多次,或者生命值
	int d = 0;//爆炸图片多次
	int k = 0;//boss生命值
	int l = 0;//小boss生命值
	int m = 0;//物品生命值
	
	
	TanKe tanke[7] = {	{0,0, 0, 0,   true, {0}},
						{0,0, 0, 0,   true, {0}},
						{0,0, 0, 56,  true, {0}},
						{0,0, 0, 112, true, {0}},
						{0,0, 0, 168, true, {0}},
						{0,0, 0, 112, true, {0}},
						{0,0, 0, 168, true, {0}}};
	
	pTanKe ptanke = NULL;

	BaiZhuan baizhuan[3] = { {0,0,true},{0,0,true},{0,0,true}};

	pBaiZhuan pbaizhuan = NULL;

	LvZhuan lvzhuan[12];
	pLvZhuan plvzhuan = NULL;

	HongZhuan hongzhuan[2] ={ {0,0,true},{0,0,true}};
	pHongZhuan phongzhuan = NULL;

	
	tanke[0].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[0].d[1][0][2] = -1;
	
	tanke[1].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[1].d[1][0][2] = -1;
	
	tanke[2].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[2].d[1][0][2] = -1;
	
	tanke[3].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[3].d[1][0][2] = -1;
	
	tanke[4].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[4].d[1][0][2] = -1;
	
	tanke[5].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[5].d[1][0][2] = -1;
	
	tanke[6].d[1][0][1] = 0;//初始化己方第一颗子弹方向上
	tanke[6].d[1][0][2] = -1;
	
	
	int z8 = 0;//绿坦克
	int z9 = 0;//飞机
	
	
	int color8 = 0;//绿boss
	
	int x_8[40][2][3] = {0};//绿坦克子弹
	int x_9[40][2][3] = {0};
	int x_10[40][2][3] = {0};//飞机子弹
	int x_11[40][2][3] = {0};//飞机子弹
	
	x_8[1][0][1] = 0;//初始化己方第一颗子弹方向上
	x_8[1][0][2] = -1;
	
	start_();
	
	bool live8 = false;//绿坦克
	bool live9 = false;//飞机
	
	bool exist_laowang  = true;
	bool exist1 = true;	//boss红砖
	
	bool wexist1 = true;//法杖
	bool wexist2 = true;//枪
	bool wexist3 = true;//商店
	bool wexist4 = true;//药水
	bool wexist5 = true;//盾牌
	bool wexist8 = true;//鞋子
	bool wexist6 = true;//物品—boss
	bool wexist7 = true;//物品—bigboss
	
	int tilelaowang_x = 304;//老王
	int tilelaowang_y = 448;
	int tileHong_x1 = 304;//老王前障碍物
	int tileHong_y1 = 416;
	
	while(true)
	{
		tanke[0].x = 28 + rand() % 584, tanke[0].y = 400 + rand() % 52;//己方方块,
		tanke[1].x = 28 + rand() % 584, tanke[1].y = 28 + rand() % 124;//敌方方块,↓同理
		tanke[2].x = 28 + rand() % 584, tanke[2].y = 28 + rand() % 124;
		tanke[3].x = 28 + rand() % 584, tanke[3].y = 28 + rand() % 124;
		tanke[4].x = 28 + rand() % 584, tanke[4].y = 28 + rand() % 124;
		tanke[5].x = 28 + rand() % 584, tanke[5].y = 28 + rand() % 124;
		tanke[6].x = 28 + rand() % 584, tanke[6].y = 28 + rand() % 124;
		//int x8 = 28 + rand() % 584, y8 = 28 + rand() % 124;//放在下面的
		int x9 = 320, y9 = -80;//大boss
		
		hongzhuan[0].x = 100 + rand() % 376;//红色砖块
		hongzhuan[0].y = 200 + rand() % 216;
		hongzhuan[1].x = 32 + rand() % 576;//红色砖块
		hongzhuan[1].y = 32 + rand() % 416;
		baizhuan[0].x = 32 + rand() % 576; //白色砖块
		baizhuan[0].y = 32 + rand() % 416;
		baizhuan[1].x = 32 + rand() % 576; //白色砖块
		baizhuan[1].y = 32 + rand() % 416;
		baizhuan[2].x = 32 + rand() % 576; //白色砖块
		baizhuan[2].y = 32 + rand() % 416;
		int tileBai_x4 = -20; //老王前白色砖块真的打不烂!
		int tileBai_y4 = -20;
		
		lvzhuan[0].x = 32 + rand() % 576; //绿色砖块
		lvzhuan[0].y = 32 + rand() % 416; 
		lvzhuan[1].x = 32 + rand() % 576; 
		lvzhuan[1].y = 32 + rand() % 416; 
		lvzhuan[2].x = 32 + rand() % 576; 
		lvzhuan[2].y = 32 + rand() % 416;
		lvzhuan[3].x = 32 + rand() % 576; 
		lvzhuan[3].y = 32 + rand() % 416;
		lvzhuan[4].x = 32 + rand() % 576; 
		lvzhuan[4].y = 32 + rand() % 416;
		lvzhuan[5].x = 32 + rand() % 576; 
		lvzhuan[5].y = 32 + rand() % 416;
		lvzhuan[6].x = 32 + rand() % 576; //绿色砖块
		lvzhuan[6].y = 32 + rand() % 416; 
		lvzhuan[7].x = 32 + rand() % 576; 
		lvzhuan[7].y = 32 + rand() % 416; 
		lvzhuan[8].x = 32 + rand() % 576; 
		lvzhuan[8].y = 32 + rand() % 416;
		lvzhuan[9].x = 32 + rand() % 576; 
		lvzhuan[9].y = 32 + rand() % 416;
		lvzhuan[10].x = 32 + rand() % 576; 
		lvzhuan[10].y = 32 + rand() % 416;
		lvzhuan[11].x = 32 + rand() % 576; 
		lvzhuan[11].y = 32 + rand() % 416;
		int tileBlue_x1 = 32 + rand() % 576; //蓝色砖块
		int tileBlue_y1 = 32 + rand() % 416; 
		int tileBlue_x2 = 32 + rand() % 576; //蓝色砖块
		int tileBlue_y2 = 32 + rand() % 416;
		
		int fazhang_x1 = 32 + rand() % 576; //物品—法杖;
		int fazhang_y1 = 32 + rand() % 416;
		
		int shouqiang_x1 = 32 + rand() % 576; //物品—枪;
		int shouqiang_y1 = 32 + rand() % 416;
		
		int shangdian_x1 = 32 + rand() % 576; //物品—商店;
		int shangdian_y1 = 200 + rand() % 216;
		
		int yaoshui_x1 = 32 + rand() % 576; //物品—药水;
		int yaoshui_y1 = 32 + rand() % 416;
		
		int dunpai_x1 = 32 + rand() % 576; //物品—盾牌;
		int dunpai_y1 = 32 + rand() % 116;

		int xiezi_x1 = 32 + rand() % 576; //物品—鞋子;
		int xiezi_y1 = 32 + rand() % 116;
		
		int boss_x1 = 100 + rand() % 376; //物品—Boss;
		int boss_y1 = 100 + rand() % 216;
		int x8 = boss_x1 , y8 = boss_y1;
		
		int bigboss_x1 = hongzhuan[0].x ; //物品—bigBoss;
		int bigboss_y1 = hongzhuan[0].y ;
		
		
		while (true)
		{	
			ZhengTiFangXiang(tanke,baizhuan,hongzhuan,x_8,
				&live8,&live9,
				&r,&x8,&y8,&x9,&y9,
				&z8,
				&o,&ydsd);//方向
			
			cleardevice();//清屏
			
			ZhengTiLaoWang(tanke,x_8,x_9,x_10,x_11,
				&exist_laowang,&exist1,&gold,&d,
				&tilelaowang_x,&tilelaowang_y,&tileHong_x1,&tileHong_y1,&tileBai_x4,&tileBai_y4,&live9);//老王
			
			ZhengTiBaiSeZhangAiWu(tanke,x_8,x_9,x_10,x_11,
				&wexist1,
				&d,baizhuan);//白砖
			
			ZhengTiLanSeZhangAiWu(&tileBlue_x1,&tileBlue_y1,&tileBlue_x2,&tileBlue_y2);//蓝砖
			
			ZhengTiTanKeBaoZha(tanke,x_8,x_9,x_10,x_11,
				&live8,&live9,
				&r,&x8,&y8,&x9,&y9,
				&sd,&color8,
				&j,&d,&k,&l,&gold,&zhidan,
				&z8,&z9);//坦克 、 爆炸
			
			ZhengTiLuoShui(tanke,&tileBlue_x1,&tileBlue_y1,&tileBlue_x2,&tileBlue_y2,
				&j,&gold,&y9);//落水.boss秒人
			
			ZhengTiLvSeZhangAiWu(lvzhuan);//绿砖
			
			ZhengTiWuPin(tanke,&x8,&y8,
				&live8,&live9,
				&fazhang_x1,&fazhang_y1,
				&shouqiang_x1,&shouqiang_y1,
				&shangdian_x1,&shangdian_y1,
				&yaoshui_x1,&yaoshui_y1,
				&dunpai_x1,&dunpai_y1,
				&xiezi_x1,&xiezi_y1,
				&boss_x1,&boss_y1,
				&bigboss_x1,&bigboss_y1,
				&wexist1, &wexist2,&wexist3,&wexist4,&wexist5,&wexist6,&wexist7,&wexist8,
				&sd,&HWsd,&ydsd, &d,&j,&gold,&zhidan,&relive);//物品

			ZhengTiHongSeZhangAiWu(tanke,x_8,x_9,
				&d,hongzhuan);//红砖 后藏boss
			
			ZhengTiShengMing(tanke,hongzhuan,
				&exist_laowang,&exist1,&wexist1,&wexist2,&wexist3,&wexist8,
				&relive,&j,&d,&gold,&k);//生命
			
			FlushBatchDraw();
			
			if (GetAsyncKeyState('Y'))
			{break;}
			
			if (Quit())
			{exit(0);}

			if (gold == 2200)
			{
				MiJi();
			}

		}
	}
	EndBatchDraw(); 
	return 0;
}

这样一个《坦克大战》就完成了。快去自己动手尝试一下叭!!!

代码很长,希望看完了的同学可以获得自己想要的知识,也感谢大家的耐心观看,在这里想得到大家一波关注,后续UP主还会发布更多的项目源码以及学习资料,有什么问题可以回帖留言,我尽量回答。想要C/C++学习资料以及其他项目的源码的可以加群【765860056】了解。想要对程序员的未来发展有兴趣的也可加群闲聊。希望和大家一起学习进步!!!

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