本篇内容主要讲解“怎么用C语言实现游戏坦克大战”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“怎么用C语言实现游戏坦克大战”吧!
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; }
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