C语言 完整游戏项目坦克大战详细代码

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。希望和大家一起学习进步!!!

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