C++小游戏编程2-飞机大战2.0

之前我写过一个小游戏,也是飞机大战,不过这个游戏玩起来体验感不是很好,所以今天重新写了一个,(以前的链接:C++实践:小游戏--飞机大战_c++飞机游戏-CSDN博客

C++小游戏编程2-飞机大战2.0_第1张图片

我们来看看现在的代码吧!

#include
#include
#include
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
using namespace std;

这是开始之前必不可少的代码段(包括头文件)

const short Blue4 = 16, Blue3 = 144, Blue2 = 48, Blue1 = 176, Red2 = 64, Red1 = 192, Green2 = 32, Green1 = 160, Brown2 = 96, Brown1 = 224, Purple2 = 80, Purple1 = 208, Black = 256, DarkGrey = 128, Grey = 112, White = 240;
const unsigned long long N = 10010, S = 10000;

这是游戏的几个必备数据,第一行为方块的颜色(本游戏采用像素输出),第二行为子弹和敌人的数量。

void HideCursor() {
	CONSOLE_CURSOR_INFO cursor_info = {1, 0};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}//隐藏光标
void Initialization(short n) {
	CONSOLE_FONT_INFOEX cfi;
	cfi.cbSize = sizeof cfi;
	cfi.nFont = 0;
	cfi.dwFontSize.X = 0;
	cfi.dwFontSize.Y = n;
	cfi.FontFamily = FF_DONTCARE;
	cfi.FontWeight = FW_NORMAL;
	SetCurrentConsoleFontEx(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
	ShowWindow(GetForegroundWindow(), SW_MAXIMIZE);
	HideCursor();
	Sleep(1000);
}//初始化+最大化窗口
void Block_Print(int color) {
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | color);
	cout << "  ";
	SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | 7);
}//打印方块
void Gotoxy(int x, int y) {
	COORD pos = {x, y};
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(hOut, pos);
}//gotoxy函数,用于行列之间的跳跃
int randNext(int left, int right) {
	static unsigned int seed = 0;
	seed++;
	srand((unsigned)time(NULL) + seed * seed);
	return rand() % (right - left + 1) + left;
}//随机数

以上为几个必备的辅助函数

​
struct Role_Creating {
	int x = 10000, y = 10000;
} Actor, Enemy_Plane[N], Bullet[N], Bullet_R[N], Bullet_L[N];
//主角飞机、敌机、直射子弹、右前、左前
int Stage[2][65][105], Enemy_J = S, Bullet_J = S, Bullet_R_J = S, Bullet_L_J = S;
unsigned long long Runs;//运行计数   

​

接下来是运行函数!(重点

void Run() {
	Actor.x = 50, Actor.y = 50;//主角初始坐标
	while (++Runs) {
		for (int i = Bullet_J + 1; i <= S; i++)Bullet[i].y -= 4;
		for (int i = Enemy_J + 1; i <= S; i++)Enemy_Plane[i].y += 1;
		for (int i = Bullet_R_J + 1; i <= S; i++)Bullet_R[i].y -= 1, Bullet_R[i].x += 2;
		for (int i = Bullet_L_J + 1; i <= S; i++)Bullet_L[i].y -= 1, Bullet_L[i].x -= 2;
        //子弹、敌机的坐标变化
		if (Runs % 15 == 0)Enemy_Plane[Enemy_J].x = randNext(4, 100), Enemy_Plane[Enemy_J--].y = 2; //随机生成敌机

		if (KEY_DOWN(68) && (Actor.x + 1) != 105)Actor.x += 2;
		if (KEY_DOWN(83) && (Actor.y + 1) != 65)Actor.y += 2;
		if (KEY_DOWN(65) && (Actor.x - 1) != 1)Actor.x -= 2;
		if (KEY_DOWN(87) && (Actor.y - 1) != 1)Actor.y -= 2;
        //主角移动

		if (KEY_DOWN(78)) {
			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 3;
			Bullet[Bullet_J].x = Actor.x - 1;
			Bullet[Bullet_J--].y = Actor.y - 2;
			Bullet[Bullet_J].x = Actor.x + 1;
			Bullet[Bullet_J--].y = Actor.y - 2;
			Bullet[Bullet_J].x = Actor.x - 2;
			Bullet[Bullet_J--].y = Actor.y - 1;
			Bullet[Bullet_J].x = Actor.x + 2;
			Bullet[Bullet_J--].y = Actor.y - 1;

			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 4;

			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 5;
			Bullet[Bullet_J].x = Actor.x - 1;
			Bullet[Bullet_J--].y = Actor.y - 4;
			Bullet[Bullet_J].x = Actor.x + 1;
			Bullet[Bullet_J--].y = Actor.y - 4;
			Bullet[Bullet_J].x = Actor.x - 2;
			Bullet[Bullet_J--].y = Actor.y - 3;
			Bullet[Bullet_J].x = Actor.x + 2;
			Bullet[Bullet_J--].y = Actor.y - 3;
		}
        //前子弹
		if (KEY_DOWN(77)) {
			Bullet_R[Bullet_R_J].x = Actor.x + 3;
			Bullet_R[Bullet_R_J--].y = Actor.y - 1;
			Bullet_R[Bullet_R_J].x = Actor.x + 4;
			Bullet_R[Bullet_R_J--].y = Actor.y - 3;
			Bullet_R[Bullet_R_J].x = Actor.x + 5;
			Bullet_R[Bullet_R_J--].y = Actor.y - 5;
			Bullet_R[Bullet_R_J].x = Actor.x + 6;
			Bullet_R[Bullet_R_J--].y = Actor.y - 7;

			Bullet_R[Bullet_R_J].x = Actor.x + 5;
			Bullet_R[Bullet_R_J--].y = Actor.y - 2;
			Bullet_R[Bullet_R_J].x = Actor.x + 6;
			Bullet_R[Bullet_R_J--].y = Actor.y - 4;
			Bullet_R[Bullet_R_J].x = Actor.x + 7;
			Bullet_R[Bullet_R_J--].y = Actor.y - 6;
		}
        //右前
		if (KEY_DOWN(66)) {
			Bullet_L[Bullet_L_J].x = Actor.x - 3;
			Bullet_L[Bullet_L_J--].y = Actor.y - 1;
			Bullet_L[Bullet_L_J].x = Actor.x - 4;
			Bullet_L[Bullet_L_J--].y = Actor.y - 3;
			Bullet_L[Bullet_L_J].x = Actor.x - 5;
			Bullet_L[Bullet_L_J--].y = Actor.y - 5;
			Bullet_L[Bullet_L_J].x = Actor.x - 6;
			Bullet_L[Bullet_L_J--].y = Actor.y - 7;

			Bullet_L[Bullet_L_J].x = Actor.x - 5;
			Bullet_L[Bullet_L_J--].y = Actor.y - 2;
			Bullet_L[Bullet_L_J].x = Actor.x - 6;
			Bullet_L[Bullet_L_J--].y = Actor.y - 4;
			Bullet_L[Bullet_L_J].x = Actor.x - 7;
			Bullet_L[Bullet_L_J--].y = Actor.y - 6;
		}
        //左前
		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)Stage[1][i][j] = DarkGrey;
		Stage[1][Actor.y][Actor.x] = Red1;
		Stage[1][Actor.y - 1][Actor.x] = White;
		Stage[1][Actor.y][Actor.x - 1] = White;
		Stage[1][Actor.y][Actor.x + 1] = White;
		Stage[1][Actor.y - 2][Actor.x] = Blue3;
        //主角绘制

		for (int k = Bullet_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet[k].x == Enemy_Plane[m].x) && (Bullet[k].y == Enemy_Plane[m].y))
					Bullet[k].x = 1000, Enemy_Plane[m].x = 1000;
		for (int k = Bullet_R_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet_R[k].x == Enemy_Plane[m].x) && (Bullet_R[k].y == Enemy_Plane[m].y))
					Bullet_R[k].x = 1000, Enemy_Plane[m].x = 1000;
		for (int k = Bullet_L_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet_L[k].x == Enemy_Plane[m].x) && (Bullet_L[k].y == Enemy_Plane[m].y))
					Bullet_L[k].x = 1000, Enemy_Plane[m].x = 1000;
        //碰撞检测
		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_J; k <= S; k++)
					if (Bullet[k].x == j && Bullet[k].y == i)
						Stage[1][Bullet[k].y][Bullet[k].x] = Green1;
		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_R_J; k <= S; k++)
					if (Bullet_R[k].x == j && Bullet_R[k].y == i)
						Stage[1][Bullet_R[k].y][Bullet_R[k].x] = Green1;
		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_L_J; k <= S; k++)
					if (Bullet_L[k].x == j && Bullet_L[k].y == i)
						Stage[1][Bullet_L[k].y][Bullet_L[k].x] = Green1;
        //子弹绘制

		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)for (int k = Enemy_J; k <= S; k++)if (Enemy_Plane[k].x == j && Enemy_Plane[k].y == i) {
						Stage[1][Enemy_Plane[k].y][Enemy_Plane[k].x] = Blue3;
						Stage[1][Enemy_Plane[k].y - 1][Enemy_Plane[k].x] = White;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x] = Red1;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x + 1] = Blue1;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x - 1] = Blue1;
					}
        //敌机绘制
		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)if (Stage[1][i][j] != Stage[0][i][j]) {
					Gotoxy(2 * j, i);
					Block_Print(Stage[1][i][j]);
				}

		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)Stage[0][i][j] = Stage[1][i][j];

		Sleep(60);
	}
}

main函数:

int main() {
	Initialization(15);
	Run();
}

全部代码:

#include
#include
#include
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
using namespace std;
const short Blue4 = 16, Blue3 = 144, Blue2 = 48, Blue1 = 176, Red2 = 64, Red1 = 192, Green2 = 32, Green1 = 160, Brown2 = 96, Brown1 = 224, Purple2 = 80, Purple1 = 208, Black = 256, DarkGrey = 128, Grey = 112, White = 240;
const unsigned long long N = 10010, S = 10000;
void HideCursor() {
	CONSOLE_CURSOR_INFO cursor_info = {1, 0};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void Initialization(short n) {
	CONSOLE_FONT_INFOEX cfi;
	cfi.cbSize = sizeof cfi;
	cfi.nFont = 0;
	cfi.dwFontSize.X = 0;
	cfi.dwFontSize.Y = n;
	cfi.FontFamily = FF_DONTCARE;
	cfi.FontWeight = FW_NORMAL;
	SetCurrentConsoleFontEx(GetStdHandle(STD_OUTPUT_HANDLE), FALSE, &cfi);
	ShowWindow(GetForegroundWindow(), SW_MAXIMIZE);
	HideCursor();
	Sleep(1000);
}
void Block_Print(int color) {
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | color);
	cout << "  ";
	SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | 7);
}
void Gotoxy(int x, int y) {
	COORD pos = {x, y};
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(hOut, pos);
}
int randNext(int left, int right) {
	static unsigned int seed = 0;
	seed++;
	srand((unsigned)time(NULL) + seed * seed);
	return rand() % (right - left + 1) + left;
}
struct Role_Creating {
	int x = 10000, y = 10000;
} Actor, Enemy_Plane[N], Bullet[N], Bullet_R[N], Bullet_L[N];
int Stage[2][65][105], Enemy_J = S, Bullet_J = S, Bullet_R_J = S, Bullet_L_J = S;
unsigned long long Runs;
void Run() {
	Actor.x = 50, Actor.y = 50;
	while (++Runs) {
		for (int i = Bullet_J + 1; i <= S; i++)Bullet[i].y -= 4;
		for (int i = Enemy_J + 1; i <= S; i++)Enemy_Plane[i].y += 1;
		for (int i = Bullet_R_J + 1; i <= S; i++)Bullet_R[i].y -= 1, Bullet_R[i].x += 2;
		for (int i = Bullet_L_J + 1; i <= S; i++)Bullet_L[i].y -= 1, Bullet_L[i].x -= 2;
		if (Runs % 15 == 0)Enemy_Plane[Enemy_J].x = randNext(4, 100), Enemy_Plane[Enemy_J--].y = 2;
		if (KEY_DOWN(68) && (Actor.x + 1) != 105)Actor.x += 2;
		if (KEY_DOWN(83) && (Actor.y + 1) != 65)Actor.y += 2;
		if (KEY_DOWN(65) && (Actor.x - 1) != 1)Actor.x -= 2;
		if (KEY_DOWN(87) && (Actor.y - 1) != 1)Actor.y -= 2;
		if (KEY_DOWN(78)) {
			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 3;
			Bullet[Bullet_J].x = Actor.x - 1;
			Bullet[Bullet_J--].y = Actor.y - 2;
			Bullet[Bullet_J].x = Actor.x + 1;
			Bullet[Bullet_J--].y = Actor.y - 2;
			Bullet[Bullet_J].x = Actor.x - 2;
			Bullet[Bullet_J--].y = Actor.y - 1;
			Bullet[Bullet_J].x = Actor.x + 2;
			Bullet[Bullet_J--].y = Actor.y - 1;

			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 4;

			Bullet[Bullet_J].x = Actor.x;
			Bullet[Bullet_J--].y = Actor.y - 5;
			Bullet[Bullet_J].x = Actor.x - 1;
			Bullet[Bullet_J--].y = Actor.y - 4;
			Bullet[Bullet_J].x = Actor.x + 1;
			Bullet[Bullet_J--].y = Actor.y - 4;
			Bullet[Bullet_J].x = Actor.x - 2;
			Bullet[Bullet_J--].y = Actor.y - 3;
			Bullet[Bullet_J].x = Actor.x + 2;
			Bullet[Bullet_J--].y = Actor.y - 3;


		}

		if (KEY_DOWN(77)) {
			Bullet_R[Bullet_R_J].x = Actor.x + 3;
			Bullet_R[Bullet_R_J--].y = Actor.y - 1;
			Bullet_R[Bullet_R_J].x = Actor.x + 4;
			Bullet_R[Bullet_R_J--].y = Actor.y - 3;
			Bullet_R[Bullet_R_J].x = Actor.x + 5;
			Bullet_R[Bullet_R_J--].y = Actor.y - 5;
			Bullet_R[Bullet_R_J].x = Actor.x + 6;
			Bullet_R[Bullet_R_J--].y = Actor.y - 7;

			Bullet_R[Bullet_R_J].x = Actor.x + 5;
			Bullet_R[Bullet_R_J--].y = Actor.y - 2;
			Bullet_R[Bullet_R_J].x = Actor.x + 6;
			Bullet_R[Bullet_R_J--].y = Actor.y - 4;
			Bullet_R[Bullet_R_J].x = Actor.x + 7;
			Bullet_R[Bullet_R_J--].y = Actor.y - 6;
		}

		if (KEY_DOWN(66)) {
			Bullet_L[Bullet_L_J].x = Actor.x - 3;
			Bullet_L[Bullet_L_J--].y = Actor.y - 1;
			Bullet_L[Bullet_L_J].x = Actor.x - 4;
			Bullet_L[Bullet_L_J--].y = Actor.y - 3;
			Bullet_L[Bullet_L_J].x = Actor.x - 5;
			Bullet_L[Bullet_L_J--].y = Actor.y - 5;
			Bullet_L[Bullet_L_J].x = Actor.x - 6;
			Bullet_L[Bullet_L_J--].y = Actor.y - 7;

			Bullet_L[Bullet_L_J].x = Actor.x - 5;
			Bullet_L[Bullet_L_J--].y = Actor.y - 2;
			Bullet_L[Bullet_L_J].x = Actor.x - 6;
			Bullet_L[Bullet_L_J--].y = Actor.y - 4;
			Bullet_L[Bullet_L_J].x = Actor.x - 7;
			Bullet_L[Bullet_L_J--].y = Actor.y - 6;
		}
		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)Stage[1][i][j] = DarkGrey;
		Stage[1][Actor.y][Actor.x] = Red1;
		Stage[1][Actor.y - 1][Actor.x] = White;
		Stage[1][Actor.y][Actor.x - 1] = White;
		Stage[1][Actor.y][Actor.x + 1] = White;
		Stage[1][Actor.y - 2][Actor.x] = Blue3;

		for (int k = Bullet_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet[k].x == Enemy_Plane[m].x) && (Bullet[k].y == Enemy_Plane[m].y))
					Bullet[k].x = 1000, Enemy_Plane[m].x = 1000;
		for (int k = Bullet_R_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet_R[k].x == Enemy_Plane[m].x) && (Bullet_R[k].y == Enemy_Plane[m].y))
					Bullet_R[k].x = 1000, Enemy_Plane[m].x = 1000;
		for (int k = Bullet_L_J; k <= S; k++)for (int m = Enemy_J; m <= S; m++)
				if ((Bullet_L[k].x == Enemy_Plane[m].x) && (Bullet_L[k].y == Enemy_Plane[m].y))
					Bullet_L[k].x = 1000, Enemy_Plane[m].x = 1000;

		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_J; k <= S; k++)
					if (Bullet[k].x == j && Bullet[k].y == i)
						Stage[1][Bullet[k].y][Bullet[k].x] = Green1;
		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_R_J; k <= S; k++)
					if (Bullet_R[k].x == j && Bullet_R[k].y == i)
						Stage[1][Bullet_R[k].y][Bullet_R[k].x] = Green1;
		for (int i = 0; i < 65; i++)
			for (int j = 0; j < 105; j++)
				for (int k = Bullet_L_J; k <= S; k++)
					if (Bullet_L[k].x == j && Bullet_L[k].y == i)
						Stage[1][Bullet_L[k].y][Bullet_L[k].x] = Green1;


		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)for (int k = Enemy_J; k <= S; k++)if (Enemy_Plane[k].x == j && Enemy_Plane[k].y == i) {
						Stage[1][Enemy_Plane[k].y][Enemy_Plane[k].x] = Blue3;
						Stage[1][Enemy_Plane[k].y - 1][Enemy_Plane[k].x] = White;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x] = Red1;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x + 1] = Blue1;
						Stage[1][Enemy_Plane[k].y - 2][Enemy_Plane[k].x - 1] = Blue1;
					}

		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)if (Stage[1][i][j] != Stage[0][i][j]) {
					Gotoxy(2 * j, i);
					Block_Print(Stage[1][i][j]);
				}

		for (int i = 0; i < 65; i++)for (int j = 0; j < 105; j++)Stage[0][i][j] = Stage[1][i][j];

		Sleep(60);
	}
}
int main() {
	Initialization(15);
	Run();
}

操纵方式:

        WASD控制方向,N发射对前子弹,B发射左前,M发射右前。

提示:点击开始运行后等待程序启动后窗口会自动放大,请勿操作。

(另附:我才初一,代码写的可能有点乱,喜欢的就拿走吧,我会持续更新的,求点赞)

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