《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)//wh = 0;if (x[*z + 1][0][1] == 0 && x[*z + 1][0][2] == 1)//sh = 2;if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] == 0)//ah = 3;if (x[*z + 1][0][1] == 1 && x[*z + 1][0][2] == 0)//dh = 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0if ( (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)//wh = 0;if (x[*z + 1][0][1] == 0 && x[*z + 1][0][2] == 1)//sh = 2;if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] == 0)//ah = 3;if (x[*z + 1][0][1] == 1 && x[*z + 1][0][2] == 0)//dh = 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)//wh = 0;if (x[*z + 1][0][1] == 0 && x[*z + 1][0][2] == 1)//sh = 2;if (x[*z + 1][0][1] == -1 && x[*z + 1][0][2] == 0)//ah = 3;if (x[*z + 1][0][1] == 1 && x[*z + 1][0][2] == 0)//dh = 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bossint 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—bossbool wexist7 = true;//物品—bigbossint 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bosshongzhuan[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bossZhengTiShengMing(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!!!
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