C++实现简单射击小游戏

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

#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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