使用c++制作简单的横板射击小游戏,供大家参考,具体内容如下
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#include <easyx.h> #include <time.h> #include <conio.h> class Bullet; class Tank; class E_Bullet; class Boss; bool dead = false ; bool wined = false ; struct pos //坐标类 { int a; int b; }; class E_Bullet //敌人打出的子弹 { public : clock_t d; int x; int y; bool on = false ; pos show() //画出新的位置 { setfillcolor(RGB(255, 180, 20)); fillrectangle(x - 5, y - 5, x + 5, y + 5); return pos{ x,y }; } pos del() //覆盖原来的位置 { setfillcolor(0); setlinecolor(0); fillrectangle(x - 5, y - 5, x + 5, y + 5); rectangle(x - 5, y - 5, x + 5, y + 5); return pos{ x,y }; } pos move() //左移 { x -= 3; return pos{ x,y }; } }; class Bullet //玩家打出的子弹,同上 { public : clock_t d; int x; int y; bool on = false ; pos show() { setfillcolor(RGB(150, 180, 210)); fillrectangle(x - 5, y - 5, x + 5, y + 5); return pos{ x,y }; } pos del() { setfillcolor(0); setlinecolor(0); fillrectangle(x - 5, y - 5, x + 5, y + 5); rectangle(x - 5, y - 5, x + 5, y + 5); return pos{ x,y }; } pos move() //右移 { x += 3; return pos{ x,y }; } }; class Boss //敌人 { public : bool hurting = false ; clock_t d_hurt; COLORREF clr = RGB(0, 130, 125); int x; int y; int hp = 100; //生命 clock_t d; //判断举例上一次执行某一函数过了多久 clock_t att_d; bool angle = false ; //方向 pos show() { setfillcolor(clr); fillrectangle(x - 20, y - 40, x + 20, y + 40); return pos{ x,y }; } pos del() { setfillcolor(0); setlinecolor(0); rectangle(x - 20, y - 40, x + 20, y + 40); fillrectangle(x - 20, y - 40, x + 20, y + 40); return pos{ x,y }; } void fire(E_Bullet& but) //攻击 { but.on = true ; //放置一个子弹 but.x = x - 20; but.y = y; but.d = clock (); } void move() //上上下下得移动 { if (angle == true ) y -= 5; if (angle == false ) y += 5; if (y >= 440) angle = true ; if (y <= 40) angle = false ; } void hurt() //受伤 { hp -= 4; d_hurt = clock (); setfillcolor(0); setlinecolor(WHITE); fillrectangle(160, 485, 560, 510); //更新血条 rectangle(160, 485, 160 + hp * 4, 510); setfillcolor(RGB(230, 0, 1)); setlinecolor(RGB(255, 255, 255)); fillrectangle(160, 485, 160 + hp * 4, 510); rectangle(160, 485, 160 + hp * 4, 510); hurting = true ; if (hp <= 0) //死亡 { wined = true ; } } }; class Tank //玩家类,同上 { public : bool hurting = false ; int hp = 100; int x; COLORREF clr = RGB(150, 180, 210); int y; clock_t d_hurt; Tank() {} Tank( int _x, int _y) { x = _x; y = _y; } Tank operator=(pos p) { x = p.a; y = p.a; } pos show() { setfillcolor(clr); fillrectangle(x - 25, y - 25, x + 25, y + 25); setfillcolor(RGB(100, 200, 180)); fillrectangle(x, y + 5, x + 40, y - 5); return pos{ x,y }; } pos del() { setfillcolor(0); setlinecolor(0); fillrectangle(x - 25, y - 25, x + 25, y + 25); rectangle(x - 25, y - 25, x + 25, y + 25); fillrectangle(x, y + 5, x + 40, y - 5); rectangle(x, y + 5, x + 40, y - 5); return pos{ x,y }; } void fire(Bullet& but) { but.on = true ; but.x = x + 45; but.y = y; but.d = clock (); but.show(); } void hurt() { hp -= 2; d_hurt = clock (); setfillcolor(0); setlinecolor(WHITE); fillrectangle(160, 515, 560, 540); rectangle(160, 515, 560, 540); rectangle(160, 515, 160 + hp * 4, 540); setfillcolor(RGB(0, 255, 1)); setlinecolor(RGB(255, 255, 255)); fillrectangle(160, 515, 160 + hp * 4, 540); rectangle(160, 515, 160 + hp * 4, 540); hurting = true ; if (hp <= 0) dead = true ; } }; #define BT_MAX 8 int main() { initgraph(640, 550, 4); //初始化屏幕 settextcolor(RGB(0, 254, 0)); settextstyle(35, 0, _T( "黑体" )); outtextxy(150, 200, _T( "W,S移动,K攻击" )); Sleep(3000); setlinecolor(0); setfillcolor(0); rectangle(0, 0, 640, 550); fillrectangle(0, 0, 640, 550); setlinecolor(RGB(255, 255, 255)); setfillcolor(RGB(255, 255, 255)); clock_t delay = clock (); //玩家移动的延时 clock_t d_f = clock (); //玩家开火的延时 line(0, 481, 640, 481); //分割画面与血条 Bullet bt[BT_MAX]; //玩家的子弹 Tank tk(30, 30); //玩家 Boss bo; //敌人 bo.x = 580; bo.y = 240; E_Bullet ebt[BT_MAX]; //敌人的子弹 bo.d = clock (); //初始化延时 bo.att_d = clock (); tk.show(); settextstyle(20, 0, _T( "黑体" )); outtextxy(10, 485, _T( "BOSS的生命值:" )); setfillcolor(RGB(230, 0, 1)); fillrectangle(160, 485, 560, 510); //敌人血条 outtextxy(10, 520, _T( "玩家的生命值:" )); setfillcolor(RGB(0, 255, 1)); fillrectangle(160, 515, 560, 540); //玩家血条 while (1) //主循环 { if (wined || dead) //玩家死了或者敌人死了 break ; if (GetAsyncKeyState( 'W' ) & 0x8000) //玩家移动 { if (tk.y > 28 && ( clock () - delay) >= 40) { tk.del(); tk.y -= 3; tk.show(); delay = clock (); } } if (GetAsyncKeyState( 'w' ) & 0x8000) //玩家移动 { if (tk.y > 28 && ( clock () - delay) >= 40) { tk.del(); tk.y -= 3; tk.show(); delay = clock (); } } if (GetAsyncKeyState( 'k' ) & 0x8000) //玩家开火 { for ( int i = 0; i < BT_MAX; i++) { if (bt[i].on == false && ( clock () - d_f) > 800) { bt[i].on = true ; tk.fire(bt[i]); d_f = clock (); break ; } } } if (GetAsyncKeyState( 'K' ) & 0x8000) //玩家开火 { for ( int i = 0; i < BT_MAX; i++) { if (bt[i].on == false && ( clock () - d_f) > 800) { tk.fire(bt[i]); d_f = clock (); break ; } } } if (GetAsyncKeyState( 'S' ) & 0x8000) //玩家移动 { if (tk.y < 452 && ( clock () - delay) >= 40) { tk.del(); tk.y += 3; tk.show(); delay = clock (); } } if (GetAsyncKeyState( 's' ) & 0x8000) //玩家移动 if (tk.y < 452 && ( clock () - delay) >= 40) { tk.del(); tk.y += 3; tk.show(); delay = clock (); } for ( int i = 0; i < BT_MAX; i++) //遍历子弹,使子弹刷新 { if (bt[i].on == true && ( clock () - bt[i].d) > 20) { bt[i].del(); bt[i].move(); bt[i].show(); bt[i].d = clock (); if (bt[i].x >= 635) bt[i].on = false , bt[i].del(); //到达了屏幕最右端 if ((bt[i].x + 5 >= bo.x - 20 && bt[i].x - 5 <= bo.x + 20) && (bt[i].y - 5 < bo.y + 40 && bt[i].y + 5 > bo.y - 40)) //击中敌人 bt[i].on = false , bo.hurt(), bt[i].del(); } } if ( clock () - bo.att_d > 700) //敌人自动开火 { for ( int i = 0; i < BT_MAX; i++) { if (ebt[i].on == false ) { bo.fire(ebt[i]); break ; } } bo.att_d = clock (); } for ( int i = 0; i < BT_MAX; i++) //敌人子弹刷新,同上 { if (ebt[i].on == true && ( clock () - ebt[i].d > 20)) { ebt[i].del(); ebt[i].move(); ebt[i].show(); ebt[i].d = clock (); if (ebt[i].x < 5) ebt[i].del(), ebt[i].on = false ; if (ebt[i].x - 5 < tk.x + 25 && ebt[i].x + 5 > tk.x - 25 && ebt[i].y - 5 < tk.y + 25 && ebt[i].y + 5 > tk.y - 25) { ebt[i].on = false , tk.hurt(), ebt[i].del(); } } } if (tk.hurting == true ) //玩家受伤闪烁0.1秒 if ( clock () - tk.d_hurt > 100) { tk.clr = RGB(150, 180, 210), tk.show(), tk.hurting = false ; } else tk.clr = RGB(255, 0, 0), tk.show(); if (bo.hurting == true ) //敌人受伤闪烁0.1秒 if ( clock () - bo.d_hurt > 100) { bo.clr = RGB(0, 130, 125), bo.show(), bo.hurting = false ; } else bo.clr = RGB(0, 255, 0), bo.show(); if ( clock () - bo.d > 50) //敌人移动延时; bo.del(), bo.move(), bo.show(), bo.d = clock (); } if (wined) //胜负已分 { settextcolor(RGB(0, 254, 0)); settextstyle(35, 0, _T( "黑体" )); outtextxy(150, 200, _T( "你打败了boss!你赢了!!" )); } else { settextcolor(RGB(254, 0, 0)); settextstyle(35, 0, _T( "黑体" )); outtextxy(140, 200, _T( "你被boss打败了!" )); } Sleep(5000); closegraph(); return 0; } |
游戏截图
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原文链接:https://blog.csdn.net/han_lu_/article/details/100994969