坦克大战

#include <stdio.h> #include <windows.h> #include <time.h> #define UP 1 #define DOWN 2 #define LEFT 3 #define RIGHT 4 #define MAX_LEVEL 8 #define BULLET_NUM 20 #define MAX_LIFE 4 //程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level /* 此程序中涉及的x,y类的坐标值,分为以下两种: 假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标) 真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值) 区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标 coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位, 可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2 */ typedef struct { //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量 //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1 int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次 int firm_tank_order; //firm_tank出现的次序,同上 } LevInfo; //关卡信息(准确说是该关出现的坦克信息) LevInfo level_info [MAX_LEVEL] = {{-1, -1}, {3, -1}, {-1, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3}}; //初始化,-1代表没有该类型坦克 typedef struct { //子弹结构体 int x, y; //子弹坐标,假坐标 int direction; //子弹方向变量 bool exist; //子弹存在与否的变量,1为存在,0不存在 bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态 bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹 } Bullet; Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个 typedef struct { //坦克结构体 int x, y; //坦克中心坐标 int direction; //坦克方向 int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明 int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用 int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动 int revive; //坦克复活次数 int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3 int CD; //发射子弹冷却计时 bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量 bool alive; //存活为1,不存活为0 } Tank; Tank AI_tank[4], my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克 //∵所有的函数都有可能对全局变量map进行读写(改变), //∴函数中不另说明是否会对全局变量map读写 //基本操作与游戏辅助函数 void GoToxy(int x, int y); //光标移动 void HideCursor(); //隐藏光标 void keyboard (); //接受键盘输入 void Initialize(); //初始化(含有对多个数据的读写) void Stop(); //暂停 void Getmap(); //地图数据存放与获取 void Frame (); //打印游戏主体框架 void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取) void SideScreen (); //副屏幕打印 void GameCheak(); //检测游戏输赢 void GameOver( bool home ); //游戏结束 void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数 void ColorChoose(int color); //颜色选择函数 void NextLevel(); //下一关(含有对level全局变量的读写) //子弹部分 void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标) void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用 void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用), void BulletHit (Bullet *bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理 void PrintBullet (int x, int y, int T); //打印子弹(人机共用) void ClearBullet (int x, int y, int T); //清除子弹(人机共用) int BulletCheak (int x, int y); //判断子弹前方情况(人机共用) //坦克部分 void BuildAITank (int *position, Tank *AI_tank); //建立AI坦克 void BuildMyTank (Tank *my_tank); //建立我的坦克 void MoveAITank (Tank *AI_tank); //AI坦克移动 void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制 void ClearTank (int x, int y); //清除坦克(人机共用) void PrintTank (Tank tank); //打印坦克(人机共用) bool TankCheak (Tank tank, int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通 int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak //DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间 //注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后) //map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标) //map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克, //全局变量 int map[41][41]; //地图二维数组 int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变, int bul_num; //子弹编号 int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置 int speed = 7; //游戏速度,调整用 int level = 1; //游戏关卡数 int score = 0; //游戏分数 int remain_enemy; //剩余敌人(未出现的敌人) char *tank_figure[4][3][4] = { { {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"}, {"┣●┫", "┣●┫", "━●┃", "┃●━"}, {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"} }, { {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"}, {"┣●┫", "┣●┫", "━●┫", "┣●━"}, {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"} }, { {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"}, {"┣●┫", "┣●┫", "━●┃", "┃●━"}, {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"} }, { {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"}, {"╠█╣", "╠█╣", "━█╣", "╠█━"}, {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"} } }; int main () { //主函数 int i; unsigned int interval[12] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} ; //间隔计数器数组,用于控制速度 srand(time( NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3 HideCursor(); //隐藏光标 system("mode con cols=112 lines=42"); //控制窗口大小 Frame (); //打印游戏主体框架 Initialize(); //初始化,全局变量level初值便是1 // HANDLE h1 , h2 ; //定义句柄变量 for (;;) { if (interval[0]++ % speed == 0) { //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; GameCheak(); //游戏胜负检测 BulletFly ( bullet ); for (i = 0 ; i <= 3 ; i++) { //AI坦克移动循环 if (AI_tank[i].model == 2 && interval[i + 1]++ % 2 == 0) //四个坦克中的快速坦克单独使用计数器1,2,3,4 MoveAITank( & AI_tank[i]); if (AI_tank[i].model != 2 && interval[i + 5]++ % 3 == 0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8 MoveAITank( & AI_tank[i]); } for (i = 0; i <= 3; i++) //建立AI坦克部分 if (AI_tank[i].alive == 0 && AI_tank[i].revive < 4 && interval[9]++ % 90 == 0) { //一个敌方坦克每局只有4条命 //如果坦克不存活。计时,每次建立有间隔 1750 ms BuildAITank( &position, & AI_tank[i] ); //建立AI坦克(复活) break; //每次循环只建立一个坦克 } for (i = 0; i <= 3; i++) if (AI_tank[i].alive) BuildAIBullet(&AI_tank[i]); //AIshoot自带int自增计数CD,不使用main中的CD interval if (my_tank.alive && interval[10]++ % 2 == 0 ) keyboard (); if (my_tank.alive == 0 && interval[11]++ % 30 == 0 && my_tank.revive < MAX_LIFE) BuildMyTank( &my_tank ); } Sleep(5); } return 0; } /*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了 DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行 { //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区 for(;;) { if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态 { key_x=1; // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量 Sleep(600); // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零 } Sleep(10); } return 0; }*/ void keyboard () { // kbhit() getch() 用法可用但是不好用 /* 函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后, 是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过, 否则表示该键没被按过. 这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容, 一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。 &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0 */ int count = 0; if (GetAsyncKeyState(VK_UP) & 0x8000) MoveMyTank( UP ); else if (GetAsyncKeyState(VK_DOWN) & 0x8000) MoveMyTank( DOWN ); else if (GetAsyncKeyState(VK_LEFT) & 0x8000) MoveMyTank( LEFT ); else if (GetAsyncKeyState(VK_RIGHT) & 0x8000) MoveMyTank( RIGHT ); else if (GetAsyncKeyState( 0x1B ) & 0x8000) // Esc键 exit(0); //退出程序函数 else if (GetAsyncKeyState( 0x20 ) & 0x8000) //空格 Stop(); else if (count++ % 7 == 0) { //这里添加计数器是为了防止按键粘连不能达到微调效果 if (speed > 1 && GetAsyncKeyState( 0x6B ) & 0x8000) { // +键 speed--; GoToxy(102, 11); //在副屏幕打印出当前速度 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_RED); printf("%d ", 21 - speed); //副屏幕显示的速度为1~10 } else if (speed < 20 && GetAsyncKeyState( 0x6D ) & 0x8000) { // - 键 speed++; GoToxy(102, 11); //在副屏幕打印出当前速度 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_RED); printf("%d ", 21 - speed); //副屏幕显示的速度为1~10 } } if (my_tank.CD == 7) { if (GetAsyncKeyState( 88 ) & 0x8000) { BuildBullet(my_tank); my_tank.CD = 0; } } else my_tank.CD++; } void BuildAIBullet(Tank *tank) { //AI子弹发射(建立)含有对my_tank的读取 if (tank->CD == 15) { if (!(rand() % 11)) { //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹 BuildBullet(*tank); tank->CD = 0; } } else tank->CD++; if (tank->CD >= 14) { //AI强化部分,在冷却到达一定范围即可使用 if (tank->y == 38 ) { //如果坦克在底部(这个最优先) if (tank->x < 20) { //在老家左边 if (tank->direction == RIGHT) { //坦克方向朝左 BuildBullet(*tank); //发射子弹 tank->CD = 0; } } else //在老家右边 if (tank->direction == LEFT) { //坦克方向朝右 BuildBullet(*tank); //发射子弹 tank->CD = 0; } } else if (tank->x == my_tank.x + 1 || tank->x == my_tank.x || tank->x == my_tank.x - 1) { //AI坦克在纵向上"炮口"对准我的坦克 if (tank->direction == DOWN && my_tank.y > tank->y || tank->direction == UP && my_tank.y < tank->y) { //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方 int big = my_tank.y, smal = tank->y, i; if (my_tank.y < tank->y) { big = tank->y; smal = my_tank.y; } for (i = smal + 2; i <= big - 2; i++) //判断AI炮口的直线上两坦克间有无障碍 if (map[i][tank->x] != 0 || map[i][tank->x] != 5) //若有障碍 break; if (i == big - 1) { //若i走到big-1说明无障碍 BuildBullet(*tank); //则发射子弹 tank->CD = 0; } } } else if (tank->y == my_tank.y + 1 || tank->y == my_tank.y || tank->y == my_tank.y - 1) { //AI坦克在横向上"炮口"对准我的坦克 if (tank->direction == RIGHT && my_tank.x > tank->x || tank->direction == LEFT && my_tank.x < tank->x) { //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方 int big = my_tank.y, smal = tank->y, i; if (my_tank.x < tank->x) { big = tank->x; smal = my_tank.x; } for (i = smal + 2; i <= big - 2; i++) //判断AI炮口的直线上两坦克间有无障碍 if (map[tank->y][i] != 0 || map[tank->y][i] != 5) //若有障碍 break; if (i == big - 1) { //若i走到big-1说明无障碍 BuildBullet(*tank); //则发射子弹 tank->CD = 0; } } } } } void BuildBullet(Tank tank) { //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同 switch (tank.direction) { //∴为了方便,不将bullet放入参数,bullet作为全局变量使用 case UP : bullet [bul_num].x = tank.x; bullet [bul_num].y = tank.y - 2; bullet [bul_num].direction = 1; break; case DOWN : bullet [bul_num].x = tank.x; bullet [bul_num].y = tank.y + 2; bullet [bul_num].direction = 2; break; case LEFT : bullet [bul_num].x = tank.x - 2; bullet [bul_num].y = tank.y; bullet [bul_num].direction = 3; break; case RIGHT : bullet [bul_num].x = tank.x + 2; bullet [bul_num].y = tank.y; bullet [bul_num].direction = 4; break; } bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在 bullet [bul_num].initial = 1; //子弹处于初建立状态 bullet [bul_num].my = tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0 bul_num++; if (bul_num == BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号 bul_num = 0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个 } void BulletFly(Bullet bullet[BULLET_NUM]) { //子弹移动和打击 //含有全局变量Bullet的改变 for (int i = 0; i < BULLET_NUM; i++) { if (bullet [i].exist) { //如果子弹存在 if (bullet [i].initial == 0) { //如果子弹不是初建立的 if (map[bullet[i].y] [bullet[i].x] == 0 || map[bullet[i].y] [bullet[i].x] == 5) //如果子弹坐标当前位置无障碍 ClearBullet( bullet[i].x, bullet[i].y, BulletCheak(bullet[i].x, bullet[i].y )); //抹除子弹图形 switch (bullet [i].direction) { //然后子弹坐标变化(子弹变到下一个坐标) case UP : (bullet [i].y)--; break; case DOWN : (bullet [i].y)++; break; case LEFT : (bullet [i].x)--; break; case RIGHT : (bullet [i].x)++; break; } } int collide = BulletCheak ( bullet [i].x, bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。 if ( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上) PrintBullet( bullet[i].x, bullet[i].y, collide); //则打印子弹,若有碰撞则不打印 else BulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数 if (bullet [i].initial) //若子弹初建立,则把初建立标记去除 bullet [i].initial = 0; for (int j = 0; j < BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视 if (bullet [j].exist && j != i && (bullet[i].my || bullet[j].my) && bullet[i].x == bullet[j].x && bullet[i].y == bullet[j].y) { //同样的两颗我方子弹不可能产生碰撞 bullet [j].exist = 0; bullet [i].exist = 0; ClearBullet( bullet[j].x, bullet[j].y, BulletCheak(bullet[j].x, bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除 break; } } } } void BulletHit(Bullet *bullet) { //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理 //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中 int x = bullet->x; //∴这里的Tank使用全局变量 int y = bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变 int i; if (map[y][x] == 1 || map[y][x] == 2) { //子弹碰到砖块 if (bullet->direction == UP || bullet->direction == DOWN) //如果子弹是纵向的 for (i = -1 ; i <= 1 ; i++) if (map[y][x + i] == 1 || map[y][x + i] == 2) { //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略 map[y][x + i] = 0; //砖块碎 GoToxy(2 * x + 2 * i, y); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED); //背景黑色 printf(" "); } if (bullet->direction == LEFT || bullet->direction == RIGHT) //若子弹是横向的 (与子弹纵向实现同理) for (i = -1 ; i <= 1 ; i++) if (map[y + i][x] == 1 || map[y + i][x] == 2) { map[y + i][x] = 0; GoToxy(2 * x, y + i); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED); //背景黑色 printf(" "); } bullet->exist = 0; //这颗子弹已经不存在了 } else if (map[y][x] == 4 || map[y][x] == 6 ) //子弹碰到边框或者不可摧毁方块 bullet->exist = 0; else if (bullet->my && map[y][x] >= 100 && map[y][x] < 104 ) { //若我的子弹碰到了敌方坦克 int num = map[y][x] % 100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息 if (AI_tank[num].model == 3 && AI_tank[num].color == 2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害 AI_tank[num].color = 3; //则变成黄色,color=3为黄色 else if (AI_tank[num].model == 3 && AI_tank[num].color == 3) AI_tank[num].color = 4; //4为红色 else { //其他类型的坦克或者firm tank为红色的情况 AI_tank[num].alive = 0; ClearTank(AI_tank[num].x, AI_tank[num].y); //清除该坦克 } bullet->exist = 0; score += 100; GoToxy(102, 5); //在副屏幕上打印出分数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); printf("%d ", score); } else if (map[y][x] == 200 && bullet->my == 0 ) { //若敌方子弹击中我的坦克 my_tank.alive = 0; ClearTank(my_tank.x, my_tank.y); bullet->exist = 0; my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减) score -= 100; //分数减少 GoToxy(102, 5); //在副屏幕上打印出分数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); printf("%d ", score); GoToxy(102, 7); //在副屏幕打印出我的剩余生命值 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); printf("%d ", MAX_LIFE - my_tank.revive); } // else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用 // bullet->exist=0; else if (map[y][x] == 9) { //子弹碰到家(无论是谁的子弹) bullet->exist = 0; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN); GoToxy(38, 37); printf(" "); GoToxy(38, 38); printf("◢◣ "); GoToxy(38, 39); printf("███"); GameOver(1); //游戏结束,传入1代表老家被毁 } } int BulletCheak (int x, int y) { //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。 //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2 if (map[y][x] == 0) return 1; else if (map[y][x] == 5) return 2; else return 0; } void PrintBullet (int x, int y, int T) { //当前坐标BulletCheak 的值做参量 T if (T == 1) // T==1 表示子弹当前坐标在陆地上 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY); else if (T == 2) // T==2 表示子弹当前坐标在水面上 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_BLUE); GoToxy(2 * x, y); printf("☉"); } void ClearBullet(int x, int y, int T) { //当前坐标BulletCheak 的值做参量 T GoToxy(2 * x, y); if (T == 2) { // T==2 表示子弹当前坐标在水面上 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN); printf("~"); } else if (T == 1) { // T==1 表示子弹当前坐标在陆地上 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE); printf(" "); } } //position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置 void BuildAITank(int *position, Tank *AI_tank) { //执行一次该函数只建立一个坦克 //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n //rand函数实现1到n:1<=rand()%(n)+1<=n if (AIPositionCheak(*position)) { //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义 AI_tank->x = 20 + 18 * (*position); //20 + 18 * position 对应三个生成位置的x假坐标 AI_tank->y = 2; if (AI_tank->revive == level_info[level - 1].firm_tank_order) { //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序 AI_tank->model = 3; //3为firm tank的模型(外观) AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose } else if (AI_tank->revive == level_info[level - 1].fast_tank_order) { //同上if,这里是fast_tank的 AI_tank->model = 2; AI_tank->color = rand() % 6 + 1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose } else { //普通坦克 AI_tank->model = 1; AI_tank->color = rand() % 6 + 1; //若不是firm tank则随机颜色 } AI_tank->alive = 1; //坦克变为存在 AI_tank->direction = 2 ; //方向朝下 AI_tank->revive++; //复活次数+1 PrintTank(*AI_tank); (*position)++; remain_enemy--; GoToxy(102, 9); //在副屏幕上打印剩余坦克数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); printf("%d ", remain_enemy); if (*position == 2) //position只能为0,1,-1,这里position循环重置 *position = -1; return ; //若生成了一辆坦克,则结束该函数 } } int AIPositionCheak( int position ) { //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位 int x, y; if (position == 2) //2为我的坦克位置,现在暂时用不到 x = 15, y = 38; else y = 2, x = 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标 for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) if ( map[y + j - 1][x + i - 1] != 0) //如果遍历的九宫格里有障碍物 return 0; //则返回0,表示此生成位置有阻碍 return 1; //否则生成1,表示此生成位置无阻碍 } void MoveAITank(Tank *AI_tank) { //AI专用函数,该函数主要为AI加强 if (AI_tank->alive) { //如果坦克活着 if (AI_tank->stop != 0) { //坦克是否停止运动的判断,若stop参数不为0 AI_tank->stop--; //则此坦克本回合停止运动 return; } if ( !(rand() % 23) ) { //22分之1的概率执行方向重置 AI_tank->direction = rand() % 4 + 1; if ( rand() % 3 ) { //在方向重置后有2分之1的概率停止走动3步的时间 AI_tank->stop = 2; return; } } ClearTank (AI_tank->x, AI_tank->y); if (TankCheak ( *AI_tank, AI_tank->direction)) //如果前方无障碍 switch ( AI_tank->direction ) { case UP : AI_tank->y--; break; //上前进一格 case DOWN : AI_tank->y++; break; //下前进一格 case LEFT : AI_tank->x--; break; //左前进一格 case RIGHT: AI_tank->x++; break; //右前进一格 } else { //前方有障碍 if (!(rand() % 4)) { //3分之1的概率乱转 AI_tank->direction = rand() % 4 + 1; AI_tank->stop = 2; //乱转之后停止走动3步的时间 PrintTank(*AI_tank); return; //∵continue会跳过下面的打印函数,∴这里先打印 } else { //另外3分之2的几率选择正确的方向 int j; for (j = 1; j <= 4; j++) if (TankCheak ( *AI_tank, j )) //循环判断坦克四周有无障碍,此函数返值1为可通过 break; if (j == 5) { //j==5说明此坦克四周都有障碍物,无法通行 PrintTank(*AI_tank); return; //则跳过下面的while循环以防程序卡死 } while (TankCheak ( *AI_tank, AI_tank->direction) == 0) //如果前方仍有障碍 AI_tank->direction = (rand() % 4 + 1); //则换个随机方向检测 } } PrintTank(*AI_tank); //打印AI坦克 } } void BuildMyTank (Tank *my_tank) { //建立我的坦克 my_tank->x = 15; my_tank->y = 38; my_tank->stop = NULL; my_tank->direction = 1; my_tank->model = 0; my_tank->color = 1; my_tank->alive = 1; my_tank->my = 1; my_tank->CD = 7; PrintTank (*my_tank) ; //打印我的坦克 } void MoveMyTank(int turn ) { //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值 ClearTank(my_tank.x, my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成 my_tank.direction = turn; //将键盘输入的方向值传入我的坦克方向值 if (TankCheak ( my_tank, my_tank.direction )) //若此时我的坦克当前方向上无障碍 switch (turn) { case UP : my_tank.y--; break; //上前进一格 case DOWN : my_tank.y++; break; //下前进一格 case LEFT : my_tank.x--; break; //左前进一格 case RIGHT: my_tank.x++; break; //右前进一格 } //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克 PrintTank (my_tank); } bool TankCheak(Tank tank, int direction) { //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用) switch (direction) { //direction变量 1上,2下,3左,4右 case UP: if (map[tank.y - 2][tank.x] == 0 && map[tank.y - 2][tank.x - 1] == 0 && map[tank.y - 2][tank.x + 1] == 0) return 1; else return 0; case DOWN: if (map[tank.y + 2][tank.x] == 0 && map[tank.y + 2][tank.x - 1] == 0 && map[tank.y + 2][tank.x + 1] == 0) return 1; else return 0; case LEFT: if (map[tank.y][tank.x - 2] == 0 && map[tank.y - 1][tank.x - 2] == 0 && map[tank.y + 1][tank.x - 2] == 0) return 1; else return 0; case RIGHT: if (map[tank.y][tank.x + 2] == 0 && map[tank.y - 1][tank.x + 2] == 0 && map[tank.y + 1][tank.x + 2] == 0) return 1; else return 0; default: printf("错误!!"); Sleep(5000); return 0; } } void ClearTank(int x, int y) { //清除坦克函数(人机共用) for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) { //将坦克占用的地图上的九格去掉 map[y + j - 1][x + i - 1] = 0; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN); GoToxy(2 * x + 2 * j - 2, y + i - 1); printf(" "); } } void PrintTank(Tank tank) { //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了 // tank.color参数对应不同的颜色,范围 1 ~ 6 ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针) char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推 for (int i = 0; i < 3; i++) { GoToxy((tank.x - 1) * 2, tank.y - 1 + i); //在坦克中心坐标的左边,上中下三行打印 printf("%s", tankF[i][tank.direction - 1]); //打印的是地址,地址既字符串 for (int j = 0; j < 3; j++) if (tank.my) //若为我的坦克 map[tank.y + j - 1][tank.x + i - 1] = 200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200 else map[tank.y + j - 1][tank.x + i - 1] = 100 + tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数 } } void HideCursor() { //隐藏光标 //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见 CONSOLE_CURSOR_INFO cursor_info = {1, 0}; SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。 } void GoToxy(int x, int y) { //光标移动函数,X表示横坐标,Y表示纵坐标。 COORD coord; //使用头文件自带的坐标结构 coord.X = x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围 coord.Y = y; HANDLE a = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄 SetConsoleCursorPosition(a, coord); //以标准输出的句柄为参数设置控制台光标坐标 } void ColorChoose(int color) { //颜色选择函数 switch (color) { case 1: //天蓝色(我的坦克颜色) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE); break; case 2: //绿色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); break; case 3: //黄色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN); break; case 4: //红色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); break; case 5: //紫色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE); break; case 6: //白色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_GREEN); break; case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); break; } } void Stop() { //暂停 int color = 1, timing = 0; while (1) { if (timing++ % 30 == 0) { ColorChoose(color); //颜色选择 GoToxy(100, 13); //副屏幕打印 printf("游戏暂停"); GoToxy(88, 17); printf("按回车键回到游戏"); GoToxy(88, 18); printf("或按 Esc键退出游戏"); if (++color == 8) color = 1; } if (GetAsyncKeyState( 0xD ) & 0x8000) { //回车键 GoToxy(100, 13); //副屏幕打印 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE); printf("正在进行"); //覆盖掉原来的提示 GoToxy(88, 17); printf(" "); GoToxy(88, 18); printf(" "); break; } else if (GetAsyncKeyState( 0x1B ) & 0x8000) //Esc键退出 exit(0); Sleep(20); } } void ClearMainScreen() { //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数 for (int i = 1; i < 40; i++) { GoToxy(2, i); printf(" "); } } void Frame () { //打印游戏主体框架 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY); printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ "); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n"); for (int i = 0; i < 14; i++) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY); printf("▕ ▏"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); printf(" | |\n"); } SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY); printf("▕ ▏"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); printf(" |═════════════|\n"); for (int i = 0; i < 24; i++) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY); printf("▕ ▏"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); printf(" | |\n"); } SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN | FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_INTENSITY); printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ "); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n"); SideScreen (); //打印副屏幕 } void PrintMap() { // 打印地图(地图既地图障碍物) for (int j = 0; j < 41; j++) for (int i = 0; i < 41; i++) if (map[i][j] == 6) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); GoToxy(2 * j, i); printf("■"); } else if (map[i][j] == 2) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); GoToxy(2 * j, i); printf("▓"); } else if (map[i][j] == 1) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); GoToxy(2 * j, i); printf("▓"); } else if (map[i][j] == 5) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN); GoToxy(2 * j, i); printf("~"); } SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN); GoToxy(38, 37); printf("◣★◢"); GoToxy(38, 38); printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印 GoToxy(38, 39); printf("◢█◣"); //∴直接打印(且家的map值与符号无关) } void GetMap() { //地图存放函数 //map里的值: 个位数的值为地图方块部分,百位数的值为坦克 int i, j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克, int Map[8][41][41] = { { {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 4}, {4, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 4}, {4, 6, 6, 6, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 6, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4} }, { {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 6, 6, 6, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 6, 6, 6, 1, 1, 1, 2, 2, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 6, 6, 6, 1, 1, 1, 2, 2, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 6, 6, 6, 1, 1, 1, 2, 2, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 1, 1, 1, 6, 6, 6, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 6, 6, 6, 1, 1, 1, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 2, 2, 2, 1, 1, 1, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 0, 0, 1, 1, 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0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 6, 6, 6, 0, 0, 0, 4}, {4, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 6, 6, 6, 0, 0, 0, 4}, {4, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 6, 6, 6, 0, 0, 0, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4} }, }; for (i = 0; i < 41; i++) for (j = 0; j < 41; j++) map[i][j] = Map[level - 1][i][j]; PrintMap(); //打印地图 } void GameOver(bool home) { int timing = 0, color = 1; while (1) { if (timing++ % 30 == 0) { //游戏结束原因为生命值为0 ColorChoose(color); //颜色选择 if (home) { //游戏结束原因为老家被毁,则多打印一行字以提示玩家 GoToxy(37, 19); //主屏幕中心打印 printf("老家被毁!"); } GoToxy(37, 20); //主屏幕中心打印 printf("游戏结束!"); GoToxy(100, 13); //副屏幕打印 printf("游戏结束"); GoToxy(88, 17); printf("请按回车键重新开始!"); GoToxy(88, 18); printf("或按 Esc键退出游戏!"); if (++color == 8) color = 1; } if (GetAsyncKeyState( 0xD ) & 0x8000) { //回车键 // system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数 // Frame (); //重新打印游戏框架 score -= 500; //分数-500 ClearMainScreen(); //主屏清屏函数,无需再次打印框架 Initialize(); //从本关重新开始 break; } else if (GetAsyncKeyState( 0x1B ) & 0x8000) //Esc键退出 exit(0); Sleep(20); } } void NextLevel() { int timing = 0, color = 1; level++; if (level <= MAX_LEVEL) while (1) { if (timing++ % 10 == 0) { ColorChoose(color); //颜色选择 GoToxy(37, 20); //主屏幕中心打印 printf("恭喜过关!"); GoToxy(100, 13); //副屏幕打印 printf("等待下关"); GoToxy(87, 17); printf("请按回车键进入下一关!"); GoToxy(88, 18); printf("或按 Esc键退出游戏!"); if (++color == 8) color = 1; } if (GetAsyncKeyState( 0xD ) & 0x8000) { //回车键 GoToxy(88, 17); //抹除副屏幕中的提示 printf(" "); GoToxy(88, 18); printf(" "); ClearMainScreen(); //主屏清屏函数,无需再次打印框架 Initialize(); //初始化从下一关开始,level已++ break; } else if (GetAsyncKeyState( 0x1B ) & 0x8000) //Esc键退出 exit(0); Sleep(20); } else //level>8 通关 while (1) { if (timing++ % 5 == 0) { ColorChoose(color); GoToxy(33, 20); //主屏幕中心打印 printf("恭喜通过全部关卡!"); GoToxy(100, 13); //副屏幕打印 printf("已通全关"); GoToxy(88, 17); printf("恭喜通过全部关卡!"); GoToxy(88, 19); printf("按 Esc键退出游戏!"); if (++color == 8) color = 1; } if (GetAsyncKeyState( 0x1B ) & 0x8000) //Esc键退出 exit(0); Sleep(10); } } void GameCheak() { //剩余敌人为0且四坦克全部不存活 if (remain_enemy <= 0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive ) NextLevel(); //进入下一关 if (my_tank.revive >= MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁 } void SideScreen () { //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38) // | 第 d 关 | " | |\n" GoToxy(93, 2); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED); printf("第 关"); GoToxy(92, 5); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE); printf("分 数:"); GoToxy(92, 7); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); printf("生 命:"); GoToxy(86, 9); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); printf("剩余敌方坦克:"); GoToxy(86, 11); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE); printf("当前游戏速度: %d", 21 - speed); GoToxy(86, 13); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE); printf("当前游戏状态:"); GoToxy(94, 19); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED); GoToxy(94, 24); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED); printf("帮 助"); GoToxy(86, 27); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); printf("方向键 ←↑→↓ 移动"); GoToxy(93, 29); printf("x 键 射击"); GoToxy(89, 31); printf("+ - 调整游戏速度"); GoToxy(90, 33); printf("游戏速度范围1~20"); GoToxy(90, 35); printf("回车键 暂停游戏"); GoToxy(90, 37); printf("Esc键 退出游戏"); /* printf("帮 助"); //这是第二种详细说明的样式 GoToxy(86,21); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN); printf("方向键 ←↑→↓ 移动"); GoToxy(93,23); printf("x 键 射击"); GoToxy(89,25); printf("+ - 调整游戏速度"); GoToxy(90,27); printf("游戏速度范围1~20"); GoToxy(90,29); printf("回车键 暂停游戏"); GoToxy(90,31); printf("Esc键 退出游戏"); GoToxy(86,33); printf("敌方坦克全部消灭则过关"); GoToxy(87,34); printf("己方坦克生命值为0 或"); GoToxy(86,35); printf("正下方的老家被毁则失败"); GoToxy(86,36); printf("己坦克与敌坦克子弹碰撞"); GoToxy(87,37); printf("则抵消,敌坦克间子弹碰"); GoToxy(86,38); printf("撞不抵消且可穿过敌坦克");*/ } void Initialize() { //初始化 remain_enemy = 16; my_tank.revive = 0; //我的坦克复活次数为0 position = 0; bul_num = 0; GetMap(); BuildMyTank( &my_tank ); for (int i = 0; i < 12; i++) { //子弹初始化 bullet [i].exist = 0; bullet [i].initial = 0; } for (int i = 0; i <= 3; i++) { //AI坦克初始化 AI_tank [i].revive = 0; AI_tank [i].alive = 0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克 AI_tank [i].stop = 0; AI_tank [i].num = i; AI_tank [i].my = 0; AI_tank [i].CD = 0; } GoToxy(97, 2); //在副屏幕上关卡数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN); printf("%d", level); GoToxy(102, 5); //在副屏幕上打印分数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE); printf("%d ", score); GoToxy(102, 7); //在副屏幕打印我的剩余生命值 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); printf("%d", MAX_LIFE - my_tank.revive); GoToxy(102, 9); //在副屏幕上打印剩余坦克数 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); printf("%d ", remain_enemy); GoToxy(100, 13); //在副屏幕上打印状态 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE | FOREGROUND_GREEN); printf("正在游戏"); }

__EOF__

本文作者niuzeyu
本文链接https://www.cnblogs.com/niuzeyu1/p/17612498.html
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