源码:
#include
#include
#include
#define W 1 //上
#define S 2 //下
#define A 3 //左
#define D 4 //右
#define L 5 // 坦克有4条命
void HideCursor() { //隐藏光标
CONSOLE_CURSOR_INFO cursor_info = { 1,0 };
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void GoToxy(int x, int y) { //光标移动,X、Y表示横、纵坐标
COORD coord = { x, y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
//全局变量
int map[50][40];//地图二维数组
int B_num; //子弹编号
int Pos; //敌方坦克生成位置,-1为左边,0为中间,1为右边,2为我的坦克位置
int Speed = 7; //游戏速度
int Enemy; //还未出现的敌人
const char* Tank_Model[3][4] ={
{"◢┃ ◣", "◢╦ ◣", "◢╦◣", "◢╦◣"},
{"╠ █╣", "╠ █╣", "━█╣", "╠█━"},
{"◥╩ ◤", "◥┃ ◤", "◥╩◤", "◥╩◤"}
};
//坦克
class Tank{
public:
int x, y; //中心坐标
int Direction; //方向
int Model; //模型
int Revival; //复活次数
int Num; //敌方坦克编号
bool Type; //我方坦克此参数为1
bool Exist; //存活为1,不存活为0
}AI_tank[6], my_tank;
//子弹
class Bullet{
public:
int x, y; //坐标
int Direction; //方向
bool Exist; //1为存在,0不存在
bool Type; //0为敌方子弹,1为我方子弹
}bullet[50] ;
//基本函数
void GoToxy(int x, int y); //光标移动
void HideCursor(); //隐藏光标
void Key(); //键盘输入
void Init(); //初始化
void Pause(); //暂停
void Show(); //打印框架
void Print_Map(); //打印地图
void Cheak_Game(); //检测游戏胜负
void GameOver(); //游戏结束
//坦克
void Creat_AI_T(Tank* AI_tank); //建立坦克
void Creat_My_T(Tank* my_tank);
void Move_AI_T(Tank* AI_tank);//坦克移动
void Move_My_T(int turn);
void Clear_T(int x, int y); //清除坦克
void Print_T(Tank tank); //打印坦克
bool Cheak_T(Tank tank, int direction); //检测障碍,1阻碍
//子弹
void Creat_AI_B(Tank* tank); //敌方坦克发射子弹
void Creat_My_B(Tank tank);//我方坦克发射子弹
void Move_B(Bullet bullet[50]); //子弹移动
void Break_B(Bullet* bullet); //子弹碰撞
void Print_B(int x, int y);//打印子弹
void Clear_B(int x, int y); //清除子弹
int Cheak_B(int x, int y); //子弹前方情况
void Show() { //打印框架
std::cout << " ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁";
std::cout << "▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁\n";
for (int i = 0; i < 48; i++) {
std::cout << "▕ ▏\n";
}
std::cout << " ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔";
std::cout << "▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔\n";
}
void Print_Map() { // 打印地图
int Map[50][40] = {
//map里的值: 0为可通过陆地,1为砖,6为墙,100~105为敌方坦克,200为我的坦克,
{ 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 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,1,1,1,4 },
{ 4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,1,1,1,4 },
{ 4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,6,6,6,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 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 (int i = 0; i < 50; i++)
for (int j = 0; j < 40; j++)
map[i][j] = Map[i][j];
for (int i = 0; i < 50; i++)
for (int j = 0; j < 40; j++)
if (map[i][j] == 1) {
GoToxy(2 * j, i);
std::cout << "▓";
}
else if (map[i][j] == 6) {
GoToxy(2 * j, i);
std::cout << "■";
}
GoToxy(38, 46);
std::cout << " ◣◢";
GoToxy(38, 47);
std::cout << "◣█ ◢";
GoToxy(38, 48);
std::cout << "◢█ ◣";
}
void Cheak_Game() {
//敌人坦克全部不存活
if (Enemy <= 0 && !AI_tank[0].Exist && !AI_tank[1].Exist && !AI_tank[2].Exist
&& !AI_tank[3].Exist && !AI_tank[4].Exist && !AI_tank[5].Exist)
GameOver();
if (my_tank.Revival >= L)//我复活次数用完
GameOver();//游戏结束
}
void GameOver() {
bool home = 1;
while (home) {
GoToxy(37, 21);
std::cout << "游戏结束!";
if (GetAsyncKeyState(0xD) & 0x8000) { //回车键
system("cls"); //清屏
Show();
Init(); //初始化
break;
}
else if (GetAsyncKeyState(0x1B) & 0x8000) //Esc键退出
exit(0);
}
}
void Creat_My_T(Tank* my_tank) {//建立我的坦克
my_tank->x = 15;
my_tank->y = 47;
my_tank->Direction = 1;
// my_tank->Model = 0;
my_tank->Exist = 1;
my_tank->Type = 1;
Print_T(*my_tank); //打印我的坦克
}
void Move_My_T(int turn) {//turn为Key()函数传入的方向值
Clear_T(my_tank.x, my_tank.y);
my_tank.Direction = turn;
if (Cheak_T(my_tank, my_tank.Direction)) //我方坦克当前方向上无障碍
switch (turn) {
case W: my_tank.y--; break; //上
case S: my_tank.y++; break; //下
case A: my_tank.x--; break; //左
case D: my_tank.x++; break; //右
}
Print_T(my_tank);
}
void Print_T(Tank tank) {//打印
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
std::cout << Tank_Model[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.Type)//若为我的坦克
map[tank.y + j - 1][tank.x + i - 1] = 200;
//在map上敌方值为100~105,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
}
}
void Creat_AI_T(Tank* AI_tank) {
AI_tank->x = 19 + 17 * (Pos); //pos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
AI_tank->y = 2;
AI_tank->Direction = 2; //方向朝下
AI_tank->Revival++; //复活次数+1
AI_tank->Exist = 1;//存在
Pos++;
Enemy--;
if (Pos == 2) //循环重置(pos只能为-1,0,1)
Pos = -1;
Print_T(*AI_tank);
return;
}
void Move_AI_T(Tank* AI_tank) {
if (AI_tank->Exist) { //存在
Clear_T(AI_tank->x, AI_tank->y);
if (Cheak_T(*AI_tank, AI_tank->Direction))//前方无障碍
switch (AI_tank->Direction) {
case W: AI_tank->y--; break; //上
case S: AI_tank->y++; break; //下
case A: AI_tank->x--; break; //左
case D: AI_tank->x++; break; //右
}
else {//前方有障碍
for (int i = rand() % 4 + 1; i <= 4; i++)
if (Cheak_T(*AI_tank, i)){ //循环判断,返1可通过
AI_tank->Direction = i;
break;
}
}
Print_T(*AI_tank); //打印敌方坦克
}
}
bool Cheak_T(Tank tank, int direction) { //检测坦克前方障碍,返1为可通过
switch (direction) {
case W:
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 S:
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 A:
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 D:
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: return 0;
}
}
void Clear_T(int x, int y) { //清除坦克
for (int i = 0; i <= 2; i++)
for (int j = 0; j <= 2; j++) {//将坦克占用的地图清零
map[y + j - 1][x + i - 1] = 0;
GoToxy(2 * x + 2 * j - 2, y + i - 1);
std::cout << " ";
}
}
//键盘输入
void Key() {
//上下左右键
if (GetAsyncKeyState('W') & 0x8000)
Move_My_T(W);
else if (GetAsyncKeyState('S') & 0x8000)
Move_My_T(S);
else if (GetAsyncKeyState('A') & 0x8000)
Move_My_T(A);
else if (GetAsyncKeyState('D') & 0x8000)
Move_My_T(D);
//子弹发射
else if (GetAsyncKeyState('P') & 0x8000) {
Creat_My_B(my_tank);
}
else if (GetAsyncKeyState(0x1B) & 0x8000)// Esc键退出
exit(0);
else if (GetAsyncKeyState(0x20) & 0x8000)//空格暂停
Pause();
}
void Pause() { //暂停
while (1) {
if (GetAsyncKeyState(0xD) & 0x8000) { //回车键继续
break;
}
else if (GetAsyncKeyState(0x1B) & 0x8000) //Esc键退出
exit(0);
}
}
void Creat_AI_B(Tank* tank){ //敌方发射子弹
if (!(rand() % 10)) { //在随后的每个游戏周期中有10分之一的可能发射子弹
Creat_My_B(*tank);
}
}
void Creat_My_B(Tank tank) {
switch (tank.Direction)
{
case W:
bullet[B_num].x = tank.x;
bullet[B_num].y = tank.y - 2;
bullet[B_num].Direction = 1;//1表示向上
break;
case S:
bullet[B_num].x = tank.x;
bullet[B_num].y = tank.y + 2;
bullet[B_num].Direction = 2;//2表示向下
break;
case A:
bullet[B_num].x = tank.x - 2;
bullet[B_num].y = tank.y;
bullet[B_num].Direction = 3;//3表示向左
break;
case D:
bullet[B_num].x = tank.x + 2;
bullet[B_num].y = tank.y;
bullet[B_num].Direction = 4;//4表示向右
break;
}
bullet[B_num].Exist = 1; //子弹存在
bullet[B_num].Type = tank.Type; //我方坦克发射的子弹bullet.Type=1
B_num++;
if (B_num == 50) //如果子弹编号增长到50号,那么重头开始编号
B_num = 0; //考虑到地图上不可能同时存在50颗子弹,所以数组元素设置50个
}
void Move_B(Bullet bullet[50]) { //子弹移动
for (int i = 0; i < 50; i++) {
if (bullet[i].Exist) {//如果子弹存在
if (map[bullet[i].y][bullet[i].x] == 0) {
Clear_B(bullet[i].x, bullet[i].y);//子弹当前位置无障碍,抹除子弹图形
switch (bullet[i].Direction) {//子弹变到下一个坐标
case W:(bullet[i].y)--; break;
case S:(bullet[i].y)++; break;
case A:(bullet[i].x)--; break;
case D:(bullet[i].x)++; break;
}
}
//判断子弹当前位置情况
if (map[bullet[i].y][bullet[i].x] == 0) //子弹坐标无障碍
Print_B(bullet[i].x, bullet[i].y);//打印
else Break_B(&bullet[i]); //子弹碰撞
for (int j = 0; j < 50; 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].Type || bullet[j].Type)
&& 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;
Clear_B(bullet[j].x, bullet[j].y);
break;
}
}
}
}
void Break_B(Bullet* bullet) {
int x = bullet->x;
int y = bullet->y; //子弹坐标
int i;
if (map[y][x] == 1) { //子弹碰到砖块
if (bullet->Direction == A || bullet->Direction == D)
//若子弹是横向的
for (i = -1; i <= 1; i++)
if (map[y + i][x] == 1) {
map[y + i][x] = 0;
GoToxy(2 * x, y + i);
std::cout << " ";
}
if (bullet->Direction == W || bullet->Direction == S) //子弹是向上或是向下移动的
for (i = -1; i <= 1; i++)
if (map[y][x + i] == 1) { //如果子弹打中砖块两旁为砖块,则删除砖,若不是则忽略
map[y][x + i] = 0; //砖块碎
GoToxy(2 * (x + i), y);
std::cout << " ";
}
bullet->Exist = 0; //子弹不存在
}
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->Type ==1 && map[y][x] >= 100 && map[y][x] <= 105) { //我方子弹碰到了敌方坦克
AI_tank[(int)map[y][x] % 100].Exist = 0;
bullet->Exist = 0;
Clear_T(AI_tank[(int)map[y][x] % 100].x, AI_tank[(int)map[y][x] % 100].y); //清除坦克
}
else if (bullet->Type == 0 && map[y][x] == 200) { //若敌方子弹击中我的坦克
my_tank.Exist = 0;
bullet->Exist = 0;
Clear_T(my_tank.x, my_tank.y);
my_tank.Revival++; //我方坦克复活次数加1
}
else if (map[y][x] == 9) { //子弹碰到巢
bullet->Exist = 0;
GoToxy(38, 46); std::cout << " ";
GoToxy(38, 47); std::cout << " ";
GoToxy(38, 48); std::cout << "◢◣ ";
GameOver();
}
}
int Cheak_B(int x, int y) {//子弹当前位置情况
if (map[y][x] == 0)
return 1;
else
return 0;
}
void Print_B(int x, int y){
GoToxy(2 * x, y);
std::cout << "o";
}
void Clear_B(int x, int y){
GoToxy(2 * x, y);
if (Cheak_B(x, y) == 1) {//子弹当前坐标在空地上
std::cout << " ";
}
}
void Init() { //初始化
Enemy = 24;
my_tank.Revival = 0; //我的坦克复活次数为0
Pos = 0;
B_num = 0;
Print_Map();
Creat_My_T(&my_tank);
for (int i = 0; i < 50; i++) {//子弹
bullet[i].Exist = 0;
}
for (int i = 0; i <= 5; i++) {//敌方坦克
AI_tank[i].Revival = 0;
AI_tank[i].Exist = 0; //初始化坦克全是不存活的,用Creat_AI_T()建立不存活的坦克
AI_tank[i].Num = i;
AI_tank[i].Type = 0;
}
}
int main() {
int i;
int gap[16] = { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }; //间隔数组,用于控制速度
HideCursor(); //隐藏光标
Show(); //打印框架
Init(); //初始化
while(1) {
if (gap[0]++ % Speed == 0) {
//速度调整,
Cheak_Game(); //游戏胜负检测
for (i = 0; i <= 5; i++) {//敌方坦克移动循环
if (gap[i + 7]++ % 3 == 0)
Move_AI_T(&AI_tank[i]);
}
for (i = 0; i <= 5; i++)//建立敌方坦克
if (AI_tank[i].Exist == 0 && AI_tank[i].Revival < 4 && gap[i+1]++ % 50 == 0) { //一个敌方坦克每局只有4条命
//坦克死掉后间隔一段时间建立
Creat_AI_T(&AI_tank[i]);
break;
}
for (i = 0; i <= 5; i++)
if (AI_tank[i].Exist)
Creat_AI_B(&AI_tank[i]);
if (my_tank.Exist && gap[14]++ % 2 == 0)
Key();
if (my_tank.Exist == 0 && my_tank.Revival < L && gap[15]++ % 15 == 0)//我方坦克复活
Creat_My_T(&my_tank);
Move_B(bullet);
}
Sleep(5);
}
return 0;
}