C/C++游戏项目完整教程:《坦克大战》
《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
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《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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