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服務(wù)器之家 - 編程語(yǔ)言 - C/C++ - C語(yǔ)言 完整游戲項(xiàng)目坦克大戰(zhàn)詳細(xì)代碼

C語(yǔ)言 完整游戲項(xiàng)目坦克大戰(zhàn)詳細(xì)代碼

2022-02-19 16:13MAX在碼字 C/C++

《坦克大戰(zhàn)》以二戰(zhàn)坦克為題材,既保留了射擊類游戲的操作性,也改進(jìn)了射擊類游戲太過于復(fù)雜難玩的高門檻特點(diǎn),集休閑與競(jìng)技于一身。經(jīng)典再度襲來(lái),流暢的畫面,瘋狂的戰(zhàn)斗,讓玩家再次進(jìn)入瘋狂坦克的世界。玩家的目標(biāo)是控制坦

C語(yǔ)言 完整游戲項(xiàng)目坦克大戰(zhàn)詳細(xì)代碼

話不多說(shuō) 我們今天就來(lái)創(chuàng)造出屬于我們自己的《坦克大戰(zhàn)》,GOGOGO!!! 直接開始吧 這次的源碼比較詳細(xì),我分了好幾個(gè)cpp文件,思路更加的清晰,請(qǐng)耐心用心的觀看

首先就是我們載入圖片的函數(shù)tupian.cpp

# include "tanke.h"
 
障礙物
void LaoWang(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res	ile.bmp"));
	
	putimage(*tilex, *tiley, 32 , 32 , &img, 32 * 5, 0 );
	
}
void tileHong(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res	ile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 0,  0 );
	
	return;
	
}
 
void tileLv(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res	ile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 2, 0 );
	return;
}
 
void tileBai(int * tilex, int * tiley)
{
	IMAGE img;
	loadimage(&img, _T("res	ile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 1, 0 );
	return;
}
 
void tileBlue(int *tilex, int *tiley)
{
	IMAGE img;
	loadimage(&img, _T("res	ile.bmp"));
	
	putimage(*tilex, *tiley, 32, 32, &img, 32 * 3, 0 );
}
//物品
void FaZhang(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resfazhang.jpg"));
	
	putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 );
}
 
void ShouQiang(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resshouqiang.jpg"));
	
	putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 );
}
 
void ShangDian(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img,_T("resshangdian.jpg"));
	
	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}
 
void YaoShui(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resyaoshui.jpg"));
 
	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}
 
void DunPai(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resdunpai.jpg"));
	
	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}
 
void XieZi(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resxiezi.jpg"));
	
	putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 );
}
 
void Boss(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resoss.jpg"));
	
	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}
 
void BigBoss(int *wupinx, int *wupiny)
{
	IMAGE img;
	loadimage(&img, _T("resigboss.jpg"));
 
	putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 );
}

接下來(lái)是初始化的函數(shù)waiyuan.cpp

# include "tanke.h"
 
/外部
void JShengMing(int *j)
{
	setcolor(GREEN);
	settextstyle(0, 0, ("宋體"));
	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, ("宋體"));
	char c2[20] = "敵人生命值:";
	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~! 現(xiàn)在起金幣到2200有驚喜!";//勝利
 
	if ( *k >= 8000 )
			{
				setcolor(YELLOW);
				settextstyle(30, 0, ("宋體"));
 
				outtextxy(150, 0, c4);
			}
}
 
void Gold(int * gold)
{
	setcolor(GREEN);
	settextstyle(0, 0, ("宋體"));
	char c2[20] = "金幣:";
	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]="坦克大戰(zhàn)";
	TCHAR s2[30]="按A 開始游戲  按B 退出游戲";
	TCHAR s3[30]="按W S A D控制方向";
	TCHAR s4[20]="按J 發(fā)射子彈";
	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]="游戲攻略:";
	TCHAR s2[50]="再打坦克之前先吃法杖打掉白色磚塊,";
	TCHAR s3[50]="這樣敵坦克打白色就不能回血了,boss更應(yīng)如此。";
	TCHAR s15[70]="吃盾牌的作用就是可以碾壓對(duì)手";
	TCHAR s4[50]="打大坦克的時(shí)候,別和它對(duì)子彈這樣會(huì)吃虧";
	TCHAR s5[70]="可以直接選擇上去碾壓它 注意:當(dāng)血足夠少的時(shí)候走開,";
	TCHAR s6[50]="用子彈打它這樣才能得到錢,";
	TCHAR s7[70]="小boss可以反復(fù)刷,雖然掙不到錢,但復(fù)活次數(shù)更需要。";
	TCHAR s14[70]="吃手槍雖然速度快了但傷害會(huì)減少,但打綠boss時(shí)傷害反而增加";
	TCHAR s8[70]="血要多吃,肯定劃算,錢少了好掙,復(fù)活少了,就難掙了。";
	TCHAR s9[50]="打終極boss時(shí),記得要用大子彈打它傷害才能打出來(lái)。";
	TCHAR s10[90]="最后溫馨提示:有塊紅磚比較可疑~";
	TCHAR s11[40]="最后:別想著跑后面去打終極Boss了";
	TCHAR s12[30]="因?yàn)槟愠^它會(huì)直接被秒。";
	TCHAR s13[30]="按A 開始游戲";
	
	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("游戲秘籍:
");
	printf("恭喜你通關(guān)了,
");
	printf("告訴你些游戲作弊方法~!。
");
	printf("當(dāng)你一直按住子彈不松的話 ,還有直接控制 子彈功能哦~~

");
	printf("哈哈 另外小技巧。打boss前 先把小坦克都?jí)毫?
");
	printf("只留一個(gè),因?yàn)閎oss出來(lái) 基地就危險(xiǎn)了
");
	printf("還有 有的人 覺得花了600塊的大子彈沒傷害沒用
");
	printf("我只能說(shuō)他的用法不對(duì) 不是一下一下的點(diǎn),

");
	printf("而是一直按著然后松開 那傷害高到 爆~!終極boss都打一半血!

");
	printf("還有 就是 就算Gameover了 不算輸,我還留了一手

");
	printf("你把所有敵坦克都?xì)⒘?再按 Y

");
	printf("這時(shí)候你的基地就復(fù)活了,

");
	printf("~~噓~~~~~~~~~~~~~~~~~~~~~~~~~~~

");
	printf("另外:小坦克靠近基地時(shí)按Y它就乖乖回去了

");
	printf("按B 游戲結(jié)束

");	
	
	while (true)
	{
		Sleep(500);
		if (GetAsyncKeyState("B"))
		{
			exit(0);
		}	
	}
	
}
void music(void)
{
	mciSendString("open sound坦克大戰(zhàn).mp3 alias mymusic", NULL, 0, NULL);
	mciSendString("play mymusic", NULL, 0, NULL);
	return;
}
void start_(void)
{
	music();
	srand( (unsigned)time( NULL ) );//隨機(jī)種子
	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, ("宋體"));
	outtextxy(190, 100, c);
	char c1[20] = "按Y鍵 進(jìn)入下一關(guān)";
	settextstyle(30, 0, ("宋體"));
	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, ("宋體"));
	outtextxy(170, 100, c);
	char c1[20] = "按I鍵 復(fù)活,金幣-60";
	settextstyle(30, 0, ("宋體"));
	outtextxy(200, 200, c1);
	
	char c2[20] = "剩余復(fù)活次數(shù):";
	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("resgameover.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, "你確定要退出嗎?",
			"提示", MB_YESNO) == IDYES)
			return true;
		
	}
	return false;
}

再然后是效果函數(shù)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("resexplode1.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("resore.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;
}

之后是關(guān)于子彈的函數(shù)zidan.cpp

# include "tanke.h"
 
坦克 子彈
void JBox(int (*x)[2][3],int * x_, int * y_, int * z,int * r, int * sd, int *zhidan,int *color1)
{	
	int h = 0;//圖片的方向
	int k , k1, k2;//k循環(huán),k1,k2裝有的方向
	IMAGE img;
	loadimage(&img, _T("resplayer1.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"))//發(fā)射子彈
	{
		*z = *z + 1;
		
		x[*z + 1][0][1] = x[*z ][0][1] ;//x坐標(biāo)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)//己方子彈的的速度
		{
			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 ;//子彈到邊界 就初始化數(shù)組坐標(biāo)x為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)//數(shù)組 要滿時(shí)就循環(huán)
	{
		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("resenemy.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)//敵坦克發(fā)子彈頻率
	{
		*z = *z + 1;
		
		x[*z + 1][0][1] = x[*z ][0][1] ;//給方向
		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)//敵坦克子彈速度
		{
			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("resenemy.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)//敵坦克發(fā)子彈頻率
	{
		*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)//敵坦克子彈速度
		{
			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("resfeiji.jpg"));
	
	HDC	dstDC = GetImageHDC();  
	HDC	srcDC = GetImageHDC(&img);
 
	TransparentBlt(dstDC,*x_,*y_, 65, 65, srcDC, 0, 0, 65, 65, RGB(0,0,0));//飛機(jī)
	
	if ((*r) % 13 == 0)//敵坦克發(fā)子彈頻率
	{	
		*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)//敵坦克子彈速度
		{	
			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 ;
}
 
 

接下來(lái)是我們子彈暴炸時(shí)的函數(shù)boom.cpp

 
# include "tanke.h"
/效果
bool DBoom(int (*x)[2][3], int * x_, int *y_, int *d,int *gold)
{
	int i;//循環(huán)用
	IMAGE imgBoom;
	loadimage(&imgBoom, _T("resexplode1.bmp"));
	for (i=1; i<39; i++)//被擊中爆炸
		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_)//強(qiáng)制子彈消失,物體爆炸。
{
	int i;//循環(huán)用
	for (i=1; i<39; i++)//被擊中爆炸
		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;//循環(huán)用
	IMAGE imgBoom;
	loadimage(&imgBoom,_T("resexplode2.bmp"));
	for (i=1; i<39; i++)//被擊中爆炸
		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;//循環(huán)用
	IMAGE imgBoom;
	loadimage(&imgBoom,_T("resexplode2.bmp"));
	for (i=1; i<39; i++)//被擊中爆炸
		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, ("宋體"));
		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;//循環(huán)用
	IMAGE imgBoom;
	loadimage(&imgBoom, _T("resexplode2.bmp"));
	for (i=1; i<39; i++)//被擊中爆炸
		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, ("宋體"));
		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;
}

最后就是我們運(yùn)行的主函數(shù)了main.cpp

 
# include "tanke.h"
 
int main(void)
{		
	start();//開始說(shuō)明
	
	int r = 0;//減速的
	int relive = 0;//復(fù)活次數(shù)
	int sd = 2;//子彈速度
	int HWsd = 40;
	int gold = 0;//金幣
	int zhidan = 5;//己方坦克子彈大小
	int o = 0; //boss方向儲(chǔ)存
	int ydsd = 2;//移動(dòng)速度
	
	int j = 0;//爆炸圖片多次,或者生命值
	int d = 0;//爆炸圖片多次
	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;//初始化己方第一顆子彈方向上
	tanke[0].d[1][0][2] = -1;
	
	tanke[1].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[1].d[1][0][2] = -1;
	
	tanke[2].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[2].d[1][0][2] = -1;
	
	tanke[3].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[3].d[1][0][2] = -1;
	
	tanke[4].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[4].d[1][0][2] = -1;
	
	tanke[5].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[5].d[1][0][2] = -1;
	
	tanke[6].d[1][0][1] = 0;//初始化己方第一顆子彈方向上
	tanke[6].d[1][0][2] = -1;
	
	
	int z8 = 0;//綠坦克
	int z9 = 0;//飛機(jī)
	
	
	int color8 = 0;//綠boss
	
	int x_8[40][2][3] = {0};//綠坦克子彈
	int x_9[40][2][3] = {0};
	int x_10[40][2][3] = {0};//飛機(jī)子彈
	int x_11[40][2][3] = {0};//飛機(jī)子彈
	
	x_8[1][0][1] = 0;//初始化己方第一顆子彈方向上
	x_8[1][0][2] = -1;
	
	start_();
	
	bool live8 = false;//綠坦克
	bool live9 = false;//飛機(jī)
	
	bool exist_laowang  = true;
	bool exist1 = true;	//boss紅磚
	
	bool wexist1 = true;//法杖
	bool wexist2 = true;//槍
	bool wexist3 = true;//商店
	bool wexist4 = true;//藥水
	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;//老王前障礙物
	int tileHong_y1 = 416;
	
	while(true)
	{
		tanke[0].x = 28 + rand() % 584, tanke[0].y = 400 + rand() % 52;//己方方塊,
		tanke[1].x = 28 + rand() % 584, tanke[1].y = 28 + rand() % 124;//敵方方塊,↓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;//紅色磚塊
		hongzhuan[0].y = 200 + rand() % 216;
		hongzhuan[1].x = 32 + rand() % 576;//紅色磚塊
		hongzhuan[1].y = 32 + rand() % 416;
		baizhuan[0].x = 32 + rand() % 576; //白色磚塊
		baizhuan[0].y = 32 + rand() % 416;
		baizhuan[1].x = 32 + rand() % 576; //白色磚塊
		baizhuan[1].y = 32 + rand() % 416;
		baizhuan[2].x = 32 + rand() % 576; //白色磚塊
		baizhuan[2].y = 32 + rand() % 416;
		int tileBai_x4 = -20; //老王前白色磚塊真的打不爛!
		int tileBai_y4 = -20;
		
		lvzhuan[0].x = 32 + rand() % 576; //綠色磚塊
		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; //綠色磚塊
		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; //藍(lán)色磚塊
		int tileBlue_y1 = 32 + rand() % 416; 
		int tileBlue_x2 = 32 + rand() % 576; //藍(lán)色磚塊
		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―槍;
		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―藥水;
		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);//白磚
			
			ZhengTiLanSeZhangAiWu(&tileBlue_x1,&tileBlue_y1,&tileBlue_x2,&tileBlue_y2);//藍(lán)磚
			
			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);//綠磚
			
			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);//紅磚 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;
}

這樣一個(gè)《坦克大戰(zhàn)》就完成了。快去自己動(dòng)手嘗試一下叭!!!

代碼很長(zhǎng),希望看完了的同學(xué)可以獲得自己想要的知識(shí),也感謝大家的耐心觀看,在這里想得到大家一波關(guān)注,后續(xù)UP主還會(huì)發(fā)布更多的項(xiàng)目源碼以及學(xué)習(xí)資料,有什么問題可以回帖留言,我盡量回答。希望和大家一起學(xué)習(xí)進(jìn)步!!!

C語(yǔ)言 完整游戲項(xiàng)目坦克大戰(zhàn)詳細(xì)代碼

到此這篇關(guān)于C語(yǔ)言 完整游戲項(xiàng)目坦克大戰(zhàn)詳細(xì)代碼的文章就介紹到這了,更多相關(guān)C語(yǔ)言 坦克大戰(zhàn)內(nèi)容請(qǐng)搜索服務(wù)器之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持服務(wù)器之家!

原文鏈接:https://blog.csdn.net/weixin_45713725/article/details/121080831

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