上代码
#include
#include
#include
#include
#pragma comment(lib,"winmm.lib")
#define WIDTH 600
#define HEIGHT 850
#define bullet_max 5000 //我方飞机子弹最大量
#define enemy_bul_max 150 //敌方飞机子弹最大量
#define enemy1_hp 30 //敌方飞机生命值
#define enemy2_hp 50
#define enemy3_hp 30
#define enemy4_hp 10000
#define enemy5_hp 12000
IMAGE bgimg; //主界面图片
IMAGE bkimg0;
IMAGE bkimg1;
IMAGE bkimg2;
IMAGE bkimg3;
IMAGE Myplane[2]; //飞机图片个数
IMAGE Enemy1[2]; //小飞机
IMAGE Enemy2[2]; //中飞机
IMAGE Enemy2Bullet[2]; //中飞机子弹
IMAGE Enemy3[2]; //横行飞机
IMAGE Enemy3Bullet[2]; //横行飞机子弹
IMAGE Enemy4[2]; //第二关boss
IMAGE Enemy4Bullet[2]; //第二关boss子弹
IMAGE Enemy5[2]; //第三关boss
IMAGE Enemy5Bullet[2]; //第三关boss子弹
IMAGE Lighter[2]; //飞机大招
//加载图片
void loadimg();
//初始化游戏
void initGame();
//加载主界面
void DrawInterface();
//绘制游戏
void DrawGame();
//更新背景
void UpdateBack();
//更新飞机
void UpdatePlane();
//绘制子弹
void DrawBullet();
//绘制雷霆
void DrawLighter();
//子弹移动
void MoveBullet();
//雷霆移动
void MoveLighter();
//关卡转换
void level_change();
//失败界面
void FailMenu();
//结束界面
void EndMenu();
//进入每一关的初始分数
void Judge();
//敌机移动机制
void EnemyMove();
//判定子弹碰撞敌机
void Bulletcrush();
//判定大招攻击敌机
void LghterCrush();
//创建敌机
void EnemyCreat_L1();
void EnemyCreat_L2();
void EnemyCreat_L3();
//敌机清除
void EnemyClean();
//子弹清除
void BulletClean();
//敌机产生子弹
void Enemy_Bullet_Creat();
//敌机子弹移动
void Enemy_Bullet_Move();
//敌机子弹打击
void Enemy_Bullet_Crush();
//碰撞敌机
void EnemyCrush();
//显示分数血量
void Print();
//定义我方飞机类
struct Myplane
{
int x;
int y;
int hp;
int width = 95;
int height = 90;
bool isExit; //飞机是否存在
}myplane[1];
IMAGE Bullet[2]; //子弹图片个数
//定义我方飞机子弹类
struct Bullet
{
int x1;
int y1;
int x2;
int y2;
bool isExit; //是否存在
} bullet[bullet_max], lighter[1]; //子弹个数
//定义敌方飞机类
struct Enemyplane
{
double x;
double y;
int hp;
int width;
int height;
bool isExit;
}enemy1[10], enemy2[5], enemy3[5], enemy4[1], enemy5[1];
//定义敌方飞机子弹类
struct Enemybullet
{
int x;
int y;
int hp;
int atk; //用于后面判断打击
int width;
int height;
bool isExit;
} enemy2_bullet[enemy_bul_max], enemy3_bullet[enemy_bul_max], enemy4_bullet[enemy_bul_max], enemy5_bullet[enemy_bul_max];
int bky0, bky1,bk1y0,bk1y1,bk2y0,bk2y1;
int score = 0; //5000通过第一关,8000分第二关boss出现,12000分进入第三关
int enemy2_direct0 = 1;//用于下面判断敌机向左向右移动
int enemy2_direct1 = 1;
int enemy2_direct2 = 1;
int enemy3_direct0 = 1;
int enemy3_direct1 = 1;
int enemy3_direct2 = 1;
int enemy4_direct0 = 1;
int level_change_count = 1;
int main();
int level()
{
if (score > 5000 && score < 12000)
{
return 2;//第二关
}
else if (score < 5000)
{
return 1;//返回第一关
}
else if (score > 12000)
{
return 3;//第三关
}
if (score > 17000)
{
return 4;//结束界面
}
}
void loadimg()
{
//主界面图片
loadimage(&bgimg, L"bg.jpg");
//关卡背景图片
if (level() == 1)
{
loadimage(&bkimg0, L"bk.jpg");
}
else if (level() == 2)
{
loadimage(&bkimg1, L"bk1.jpg");
}
else {
loadimage(&bkimg2, L"bk2.jpg");
}
//我方飞机图片
loadimage(&Myplane[0], L"uiPlane0.jpg");
loadimage(&Myplane[1], L"uiPlane1.jpg");
//加载子弹
loadimage(&Bullet[0], L"bullet0.jpg");
loadimage(&Bullet[1], L"bullet1.jpg");
//敌机1
loadimage(&Enemy1[0], L"enemy10.jpg");
loadimage(&Enemy1[1], L"enemy11.jpg");
//敌机2
loadimage(&Enemy2[0], L"enemy20.jpg");
loadimage(&Enemy2[1], L"enemy21.jpg");
loadimage(&Enemy2Bullet[0], L"enemybullet10.jpg");
loadimage(&Enemy2Bullet[1], L"enemybullet11.jpg");
//敌机3
loadimage(&Enemy3[0], L"enemy10.jpg");
loadimage(&Enemy3[1], L"enemy11.jpg");
loadimage(&Enemy3Bullet[0], L"enemybullet20.jpg");
loadimage(&Enemy3Bullet[1], L"enemybullet21.jpg");
//敌机4
loadimage(&Enemy4[0], L"enemy30.jpg");
loadimage(&Enemy4[1], L"enemy31.jpg");
loadimage(&Enemy4Bullet[0], L"enemybullet40.jpg");
loadimage(&Enemy4Bullet[1], L"enemybullet41.jpg");
//敌机5
loadimage(&Enemy5[0], L"enemy50.jpg");
loadimage(&Enemy5[1], L"enemy51.jpg");
loadimage(&Enemy5Bullet[0], L"enemybullet50.jpg");
loadimage(&Enemy5Bullet[1], L"enemybullet51.jpg");
//飞机大招
loadimage(&Lighter[0], L"lighter0.jpg");
loadimage(&Lighter[1], L"lighter1.jpg");
}
bool Timer(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;//申请静态变量,DWORD实质就是一个无符号长整型类型
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer1(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
void DrawGame()
{
//双缓冲绘图,防止闪屏
BeginBatchDraw();
loadimg();
//绘制关卡背景
if (level() == 1)
{
putimage(0, bky0, &bkimg0);
putimage(0, bky1, &bkimg0);
}
else if (level() == 2)
{
putimage(0, bk1y0, &bkimg1);
putimage(0, bk1y1, &bkimg1);
}
else
{
putimage(0, bk2y0, &bkimg2);
putimage(0, bk2y1, &bkimg2);
}
//绘制我方飞机子弹(透明贴图)
int i;
for (i = 0; i < 1; i++)
{
if (myplane[i].isExit) //如果飞机存在,则绘制飞机
{
putimage(myplane[i].x, myplane[i].y, &Myplane[0], SRCPAINT);
putimage(myplane[i].x, myplane[i].y, &Myplane[1], SRCAND);
}
}
for (int i = 0; i < bullet_max; i++)
{ //遍历所有子弹,若子弹存在则贴图
if (bullet[i].isExit)
{ //SRCPAINT三元光栅操作码(用于实现透明贴图)
putimage(bullet[i].x1, bullet[i].y1, &Bullet[0], SRCPAINT);
putimage(bullet[i].x1, bullet[i].y1, &Bullet[1], SRCAND);
putimage(bullet[i].x2, bullet[i].y2, &Bullet[0], SRCPAINT);
putimage(bullet[i].x2, bullet[i].y2, &Bullet[1], SRCAND);
}
}
for (i = 0; i < 10; i++)//敌机1
{
if (enemy1[i].isExit)
{
putimage(enemy1[i].x, enemy1[i].y, &Enemy1[0], SRCPAINT);
putimage(enemy1[i].x, enemy1[i].y, &Enemy1[1], SRCAND);
}
}
for (i = 0; i < 5; i++)//敌机2
{
if (enemy2[i].isExit)
{
putimage(enemy2[i].x, enemy2[i].y, &Enemy2[0], SRCPAINT);
putimage(enemy2[i].x, enemy2[i].y, &Enemy2[1], SRCAND);
}
}
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy2_bullet[i].isExit)
{
putimage(enemy2_bullet[i].x, enemy2_bullet[i].y, &Enemy2Bullet[0], SRCPAINT);
putimage(enemy2_bullet[i].x, enemy2_bullet[i].y, &Enemy2Bullet[1], SRCAND);
}
}
for (i = 0; i < 5; i++)//敌机3
{
if (enemy3[i].isExit)
{
putimage(enemy3[i].x, enemy3[i].y, &Enemy3[0], SRCPAINT);
putimage(enemy3[i].x, enemy3[i].y, &Enemy3[1], SRCAND);
}
}
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy3_bullet[i].isExit)
{
putimage(enemy3_bullet[i].x, enemy3_bullet[i].y, &Enemy3Bullet[0], SRCPAINT);
putimage(enemy3_bullet[i].x, enemy3_bullet[i].y, &Enemy3Bullet[1], SRCAND);
}
}
for (i = 0; i < 1; i++)
{
if (enemy4[i].isExit)
{
putimage(enemy4[i].x, enemy4[i].y, &Enemy4[0], SRCPAINT);
putimage(enemy4[i].x, enemy4[i].y, &Enemy4[1], SRCAND);
}
}
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy4_bullet[i].isExit)
{
putimage(enemy4_bullet[i].x, enemy4_bullet[i].y, &Enemy4Bullet[0], SRCPAINT);
putimage(enemy4_bullet[i].x, enemy4_bullet[i].y, &Enemy4Bullet[1], SRCAND);
}
}
for (i = 0; i < 1; i++)
{
if (enemy5[i].isExit)
{
putimage(enemy5[i].x, enemy5[i].y, &Enemy5[0], SRCPAINT);
putimage(enemy5[i].x, enemy5[i].y, &Enemy5[1], SRCAND);
}
}
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy5_bullet[i].isExit)
{
putimage(enemy5_bullet[i].x, enemy5_bullet[i].y, &Enemy5Bullet[0], SRCPAINT);
putimage(enemy5_bullet[i].x, enemy5_bullet[i].y, &Enemy5Bullet[1], SRCAND);
}
}
for (i = 0; i < 1; i++)
{
if (lighter[i].isExit)
{
putimage(lighter[i].x1, lighter[i].y1, &Lighter[0], SRCPAINT);
putimage(lighter[i].x1, lighter[i].y1, &Lighter[1], SRCAND);
}
}
EndBatchDraw();
}
bool Timer_enemycreat(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer2(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer_enemy2_bullet_creat(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer_enemy3_bullet_creat(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer_enemy4_bullet_creat(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
bool Timer_enemy5_bullet_creat(int ms)//定时器
{
static DWORD t1 = 0, t2 = 0;
if (t2 - t1 > ms)
{
t1 = t2;
return true;
}
t2 = clock();
return false;
}
void EnemyMove()
{
int i;
for (i = 0; i < 10; i++)//最小敌机前进,不发射子弹
{
if (enemy1[i].isExit == true)//如果敌机1存在
{
enemy1[i].y += 0.5;
if (enemy1[i].y > HEIGHT)
{
enemy1[i].isExit = false;//如果敌机1出界则判定为不存在
}
}
}
for (i = 0; i < 5; i++)//中飞机,缓慢前进,并发射子弹
{
if (enemy2[i].isExit == true)
{
enemy2[i].y += 0.7;
if (enemy2[i].y > HEIGHT)
{
enemy2[i].isExit = false;
}
}
}
for (i = 0; i < 5; i++)//横行飞机,左右移动,偶尔前进,并发射子弹
{
if (enemy3[i].isExit == true)
{
if (i == 0)//型号为0的飞机,奇数向左,偶数向右,且先向左
{
if (enemy3[i].y < HEIGHT / 2)
{
enemy3[i].y += 10;
}
else
{
if (enemy3_direct0 % 2 == 1)
{
enemy3[i].x -= 2;
if (enemy3[i].x < 0)
{
enemy3_direct0++;
}
}
if (enemy3_direct0 % 2 == 0)
{
enemy3[i].x += 2;
if (enemy3[i].x + enemy3[i].width > WIDTH)
{
enemy3_direct0++;
}
}
}
}
if (i == 1)//型号为1的飞机,奇数向右,偶数向左,且先向右边
{
if (enemy3[i].y < HEIGHT / 2)//先移动到画面中
{
enemy3[i].y += 10;
}
else
{
if (enemy3_direct1 % 2 == 0)
{
enemy3[i].x -= 2;
if (enemy3[i].x < 0)
{
enemy3_direct1++;
}
}
if (enemy3_direct1 % 2 == 1)
{
enemy3[i].x += 2;
if (enemy3[i].x + enemy3[i].width > WIDTH)
{
enemy3_direct1++;
}
}
}
}
if (i == 2)//型号为2的飞机,奇数向左,偶数向右,且先向左
{
if (enemy3[i].y < HEIGHT / 2)//先移动到画面中
{
enemy3[i].y += 10;
}
else
{
if (enemy3_direct2 % 2 == 1)
{
enemy3[i].x -= 2;
if (enemy3[i].x < 0)
{
enemy3_direct2++;
}
}
if (enemy3_direct2 % 2 == 0)
{
enemy3[i].x += 2;
if (enemy3[i].x + enemy3[i].width > WIDTH)
{
enemy3_direct2++;
}
}
}
}
if (enemy3[i].y < -3)
{
enemy3[i].isExit = false;
}
}
}
for (i = 0; i < 1; i++)
{
if (enemy4[i].isExit)
{
if (enemy4_direct0 % 2 == 1)//奇数向左,偶数向右且先向左
{
enemy4[i].x -= 1;
if (enemy4[i].x < 0)
{
enemy4_direct0++;
}
}
if (enemy4_direct0 % 2 == 0)
{
enemy4[i].x += 1;
if (enemy4[i].x + enemy4[i].width > WIDTH)
{
enemy4_direct0++;
}
}
}
}
}
void EnemyClean()
{
//主要用于产生BOSS前,将其他飞机和子弹清除
int i, j;
for (i = 0; i < 10; i++)//敌机1,遍历所有敌机位,若敌机存在则清除
{
if (enemy1[i].isExit == true)
{
enemy1[i].isExit = false;
}
}
for (j = 0; j < 5; j++)//敌机2
{
if (enemy2[j].isExit == true)
{
enemy2[j].isExit = false;
}
}
for (j = 0; j < 10; j++)//敌机3
{
if (enemy3[j].isExit == true)
{
enemy3[j].isExit = false;
}
}
for (i = 0; i < enemy_bul_max; i++)//遍历所有子弹位,若子弹存在则清除
{
if (enemy2_bullet[i].isExit == true)
{
enemy2_bullet[i].isExit = false;
}
if (enemy3_bullet[i].isExit == true)
{
enemy3_bullet[i].isExit = false;
}
if (enemy4_bullet[i].isExit == true)
{
enemy4_bullet[i].isExit = false;
}
}
for (i = 0; i < 1; i++)
{
if (lighter[i].isExit == true)
lighter[i].isExit = false;
}
}
void BulletClean()
{
for (int i = 0; i < 1; i++)
{
if (!lighter[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if (bullet[j].isExit == true)
bullet[j].isExit = false;
}
}
}
void EnemyCreat_L1()
{
int i, j;
int count1 = 0, count2 = 0;
if (Timer_enemycreat(3000))
{
for (i = 0; i < 10; i++)//敌机1
{
if (enemy1[i].isExit == false)
{
enemy1[i].isExit = true;
enemy1[i].x = rand() % (WIDTH - 60);
enemy1[i].y = 0;
enemy1[i].hp = 30;
count1++;
if (count1 == 2)//每个循环产生3次敌机
{
count1 = 0;
break;
}
}
}
for (j = 0; j < 5; j++)//敌机2
{
if (enemy2[j].isExit == false)
{
enemy2[j].isExit = true;
enemy2[i].hp = 50;
enemy2[j].x = rand() % (WIDTH - 60);
enemy2[j].y = 0;
count2++;
if (count2 == 1)//每个循环产生2次敌机
{
count2 = 0;
break;
}
}
}
if (score > 2500)
{
for (j = 0; j < 10; j++)//敌机3
{
if (enemy3[j].isExit == false)
{
enemy3[j].isExit = true;
enemy3[j].hp = 30;
enemy3[j].x = rand() % (WIDTH - 60);
enemy3[j].y = 0;
break;//每个循环只产生1次敌机
}
}
}
}
}
void EnemyCreat_L2()
{
int i, j;
if (Timer_enemycreat(3000))
{
if (score > 5000 && score <= 8000)
{
for (i = 0; i < 10; i++)//敌机1
{
if (enemy1[i].isExit == false)
{
enemy1[i].isExit = true;
enemy1[i].x = rand() % (WIDTH - 60);
enemy1[i].y = 0;
enemy1[i].hp = 30;
break;
}
}
for (j = 0; j < 5; j++)//敌机2
{
if (enemy2[j].isExit == false)
{
enemy2[j].isExit = true;
enemy2[j].hp = 50;
enemy2[j].x = rand() % (WIDTH - 60);
enemy2[j].y = 0;
break;
}
}
for (j = 0; j < 5; j++)//敌机3
{
if (enemy3[j].isExit == false)
{
enemy3[j].isExit = true;
enemy3[j].hp = 50;
enemy3[j].x = -enemy3[i].width * 1.5;
enemy3[j].y = 0;
break;
}
}
}
if (score > 8000)
{
EnemyClean();//boss出现时清理其他的所有的飞机
for (j = 0; j < 1; j++)
{
if (enemy4[j].isExit == false)
{
enemy4[j].isExit = true;
enemy4[j].hp = 10000;
enemy4[j].x = WIDTH / 2 - enemy4[j].width / 2;
enemy4[j].y = 0;
break;
}
}
}
}
}
void EnemyCreat_L3()
{
EnemyClean();
int j;
if (score < 17000);
{
for (j = 0; j < 1; j++)
{
if (enemy5[j].isExit == false)
{
enemy5[j].isExit = true;
enemy5[j].hp = 12000;
enemy5[j].x = WIDTH / 2 - enemy5[j].width / 2;
enemy5[j].y = 0;
break;
}
}
}
}
void Enemy_Bullet_Creat()
{
int i, j;
if (Timer_enemy2_bullet_creat(3000))//子弹发射频率
{
for (j = 0; j < 5; j++)
{
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy2_bullet[i].isExit == false && enemy2[j].isExit == true)
{
enemy2_bullet[i].isExit = true;
enemy2_bullet[i].x = enemy2[j].x + enemy2[j].width / 2 ;
enemy2_bullet[i].y = enemy2[j].y;
break;
}
}
}
}
if (Timer_enemy3_bullet_creat(2000))
{
for (j = 0; j < 3; j++)
{
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy3_bullet[i].isExit == false && enemy3[j].isExit == true)
{
enemy3_bullet[i].isExit = true;
enemy3_bullet[i].x = enemy3[j].x + enemy3[j].width / 2;
enemy3_bullet[i].y = enemy3[j].y;
break;
}
}
}
}
int count4 = 1;//boss两侧发射子弹
if (Timer_enemy4_bullet_creat(100))
{
for (j = 0; j < 1; j++)
{
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy4_bullet[i].isExit == false && enemy4[j].isExit == true)
{
enemy4_bullet[i].isExit = true;
if (count4 == 1)//每次循环先左侧发射一次
{
enemy4_bullet[i].x = enemy4[j].x + 38;
enemy4_bullet[i].y = enemy4[j].y + 37;
count4 += 1;
continue;
}
if (count4 == 2)//再右侧发射一次
{
count4 = 1;
enemy4_bullet[i].x = enemy4[j].x + enemy4[j].width - 73;
enemy4_bullet[i].y = enemy4[j].y + 37;
break;
}
}
}
}
}
int count5 = 1;
if (Timer_enemy5_bullet_creat(100))
{
for (j = 0; j < 1; j++)
{
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy5_bullet[i].isExit == false && enemy5[j].isExit == true)
{
enemy5_bullet[i].isExit = true;
if (count5 == 1)
{
enemy5_bullet[i].x = enemy5[j].x + 155;
enemy5_bullet[i].y = enemy5[j].y + 360;
count5 += 1;
continue;
}
if (count5 == 2)
{
count5 = 1;
enemy5_bullet[i].x = enemy5[j].x + enemy5[j].width - 175;
enemy5_bullet[i].y = enemy5[j].y + 360;
break;
}
}
}
}
}
}
void Enemy_Bullet_Move()
{
int i;
//敌机2
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy2_bullet[i].isExit == true)
{
enemy2_bullet[i].y += rand() % 2 + 2;
if (enemy2_bullet[i].y < 0)
{
enemy2_bullet[i].isExit = false;
}
}
}
//敌机3
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy3_bullet[i].isExit == true)
{
enemy3_bullet[i].y += rand() % 3 + 3;
if (enemy3_bullet[i].y < 0)
{
enemy3_bullet[i].isExit = false;
}
}
}
//敌机4
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy4_bullet[i].isExit == true)
{
enemy4_bullet[i].y += 8;
if (enemy4_bullet[i].y < 0)
{
enemy4_bullet[i].isExit = false;
}
}
}
//敌机5
for (i = 0; i < enemy_bul_max; i++)
{
if (enemy5_bullet[i].isExit == true)
{
enemy5_bullet[i].y += 8;
if (enemy5_bullet[i].y < 0)
{
enemy5_bullet[i].isExit = false;
}
}
}
}
void Enemy_Bullet_Crush()
{
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)//如果我方飞机不存在,则跳出本次循环
continue;
for (int j = 0; j < enemy_bul_max; j++)
{
if (!enemy2_bullet[j].isExit)
continue;
if (enemy2_bullet[j].x > myplane[i].x && enemy2_bullet[j].x < myplane[i].x + myplane[i].width && enemy2_bullet[j].y < myplane[i].y + myplane[i].height && enemy2_bullet[j].y > myplane[i].y)
{
myplane[i].hp -= 10;
setbkmode(TRANSPARENT);//如果飞机扣血,则输出扣血量
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(myplane[i].x, myplane[i].y + rand() % (myplane[i].height), _T("-10"));
}
}
if (myplane[i].hp <= 0)
{
Judge();
}
}
}
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < enemy_bul_max; j++)
{
if (!enemy3_bullet[j].isExit)
continue;
if (enemy3_bullet[j].x > myplane[i].x && enemy3_bullet[j].x < myplane[i].x + myplane[i].width && enemy3_bullet[j].y < myplane[i].y + myplane[i].height && enemy3_bullet[j].y > myplane[i].y)
{
myplane[i].hp -= 10;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(myplane[i].x, myplane[i].y + rand() % (myplane[i].height), _T("-10"));
}
}
if (myplane[i].hp <= 0)
{
Judge();
}
}
}
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < enemy_bul_max; j++)
{
if (!enemy4_bullet[j].isExit)
continue;
if (enemy4_bullet[j].x > myplane[i].x && enemy4_bullet[j].x < myplane[i].x + myplane[i].width && enemy4_bullet[j].y < myplane[i].y + myplane[i].height && enemy4_bullet[j].y > myplane[i].y)
{
myplane[i].hp -= 10;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(myplane[i].x, myplane[i].y + rand() % (myplane[i].height), _T("-10"));
}
}
if (myplane[i].hp <= 0)
{
Judge();
}
}
}
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < enemy_bul_max; j++)
{
if (!enemy5_bullet[j].isExit)
continue;
if (enemy5_bullet[j].x > myplane[i].x && enemy5_bullet[j].x < myplane[i].x + myplane[i].width && enemy5_bullet[j].y < myplane[i].y + myplane[i].height && enemy5_bullet[j].y > myplane[i].y)
{
myplane[i].hp -= 10;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(myplane[i].x, myplane[i].y + rand() % (myplane[i].height), _T("-10"));
}
}
if (myplane[i].hp <= 0)
{
Judge();
}
}
}
}
void EnemyCrush()
{
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < 10; j++)
{
if (!enemy1[j].isExit)
continue;
if (enemy1[j].x > myplane[i].x && enemy1[j].x < myplane[i].x + myplane[i].width && enemy1[j].y > myplane[i].y && enemy1[j].y < myplane[i].y + myplane[i].height)
{
myplane[i].hp -= 100;
enemy1[j].isExit = false;
}
if (myplane[i].hp <= 0)
Judge();
}
}
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < 5; j++)
{
if (!enemy2[j].isExit)
continue;
if (enemy2[j].x > myplane[i].x && enemy2[j].xmyplane[i].y && enemy2[j].y < myplane[i].y + myplane[i].height)
{
myplane[i].hp -= 100;
enemy2[j].isExit = false;
}
if (myplane[i].hp <= 0)
Judge();
}
}
for (int i = 0; i < 1; i++)
{
if (!myplane[i].isExit)
continue;
for (int j = 0; j < 5; j++)
{
if (!enemy3[j].isExit)
continue;
if (enemy3[j].x > myplane[i].x && enemy3[j].xmyplane[i].y && enemy3[j].y < myplane[i].y + myplane[i].height)
{
myplane[i].hp -= 100;
enemy3[j].isExit = false;
}
if (myplane[i].hp <= 0)
Judge();
}
}
}
void UpdatePlane()
{
//GetAsyncKeyState非阻塞获取键盘信息函数
//飞机移动
if (GetAsyncKeyState(VK_UP)) //按UP键
{
for (int i = 0; i < 1; i++)
{
if (myplane[i].y > 0)//如果没有超过边界再执行
myplane[i].y -= 8;
}
}
if (GetAsyncKeyState(VK_DOWN)) //按DOWN键
{
for (int i = 0; i < 1; i++)
{
if (myplane[i].y < HEIGHT - myplane[i].height)
myplane[i].y += 8;
}
}
if (GetAsyncKeyState(VK_LEFT)) //按LEFT键
{
for (int i = 0; i < 1; i++)
{
if (myplane[i].x > -(myplane[i].width) / 2)
{
myplane[i].x -= 8;
}
}
}
if (GetAsyncKeyState(VK_RIGHT)) //按RIGHT键
{
for (int i = 0; i < 1; i++)
{
if (myplane[i].x < WIDTH - (myplane[i].width) / 2)
{
myplane[i].x += 8;
}
}
}
if (GetAsyncKeyState('J') || GetAsyncKeyState('j'))
{
DrawBullet();
}
if (GetAsyncKeyState('L') || GetAsyncKeyState('l'))
{
if (Timer1(30000))
{
for (int i = 0; i < 1; i++)
{
DrawLighter();
BulletClean();
}
}
}
}
void initGame()
{
int i;
//初始化背景地图Y轴坐标(为了后续移动背景地图)
bky0 = -HEIGHT;
bky1 = 0;
bk1y0 = -HEIGHT;
bk1y1 = 0;
bk2y0 = -HEIGHT;
bk2y1 = 0;
//初始化我方飞机
for (i = 0; i < 1; i++)
{
myplane[i].x = (WIDTH - myplane[i].width) / 2;
myplane[i].y = (HEIGHT - myplane[i].height);
myplane[i].hp = 500;
myplane[i].isExit = true;
}
//初始化敌机
for (i = 0; i < 10; i++)
{
enemy1[i].isExit = false;
enemy1[i].hp = 30;
enemy1[i].width = 70;
enemy1[i].height = 70;
}
for (i = 0; i < 5; i++)
{
enemy2[i].isExit = false;
enemy2[i].hp = 50;
enemy2[i].width = 85;
enemy2[i].height = 90;
}
for (i = 0; i < 5; i++)
{
enemy3[i].isExit = false;
enemy3[i].hp = 30;
enemy3[i].width = 70;
enemy3[i].height = 70;
}
for (i = 0; i < 1; i++)
{
enemy4[i].isExit = false;
enemy4[i].hp = 10000;
enemy4[i].width = 450;
enemy4[i].height = 300;
}
for (i = 0; i < 1; i++)
{
enemy5[i].isExit = false;
enemy5[i].hp = 12000;
enemy5[i].width = 500;
enemy5[i].height = 375;
}
//初始化子弹
bullet[i].x1; bullet[i].y1; bullet[i].x2; bullet[i].y2;
for (int i = 0; i < bullet_max; i++)
{
bullet[i].isExit = false;
}
//初始化敌机子弹
for (i = 0; i < enemy_bul_max; i++)
{
enemy2_bullet[i].isExit = false;
}
for (i = 0; i < enemy_bul_max; i++)
{
enemy3_bullet[i].isExit = false;
}
for (i = 0; i < enemy_bul_max; i++)
{
enemy4_bullet[i].isExit = false;
}
for (i = 0; i < enemy_bul_max; i++)
{
enemy5_bullet[i].isExit = false;
}
for (i = 0; i < 1; i++)
{
lighter[i].isExit = false;
}
//加载背景音乐
mciSendString(L"open level.mp3", 0, 0, 0);
mciSendString(L"play level.mp3", 0, 0, 0);
}
void level_change()
{
int ret = level(),i=0;
if (level_change_count == 1 && score > 5000)
{
level_change_count += 1;
myplane[i].hp = 500;
EnemyClean();//切换关卡时清除所有飞机
}
if (level_change_count == 2 && score > 12000)
{
score = 12001;
level_change_count += 1;
myplane[i].hp = 500;
EnemyClean();
}
}
void FailMenu()
{
initgraph(800, 240);
setbkmode(TRANSPARENT);
settextstyle(30, 0, L"宋体");
outtextxy(10, 20, _T("游戏失败"));
outtextxy(10, 70, _T("按Delete键退出"));
outtextxy(10, 120, _T("按Space(空格键)复活并继续游戏"));
while (1)
{
if (GetAsyncKeyState(VK_DELETE)) exit(0);//如果按下DELETE键则直接结束程序
if (GetAsyncKeyState(VK_SPACE)) break;//如果按下空格键则继续游戏
}
main();
}
void Judge()
{
if (myplane->hp <= 0)
{
if (level() == 1)
{
score = 0;//第一关初始分数为0
}
if (level() == 2 && score < 8000)
{
score = 5001;//进入第二关,且第二关boss出现前,初始分数为5001
}
if (level() == 2 && score > 8000)
{
score = 8001;//第二关boss出现后,初始分数
}
if (level() == 3)
{
score = 12001;//进入第三关,初始分数
}
FailMenu();
}
if (score > 17000)
{
EndMenu();
}
}
void DrawInterface()
{
int bgy=0; //主界面图片坐标
while (1)
{
putimage(0, bgy, &bgimg); //绘制主界面
ExMessage msg;
if (peekmessage(&msg))
{
if (msg.message == WM_LBUTTONDOWN) //按左键退出主界面循环
break;
}
}
}
void UpdateBack()
{
//背景移动
bky0++;
bky1++;
if (bky0 > HEIGHT)
(bky0 = -HEIGHT); //如果背景移出初始界面,则放到下面
if (bky1 > HEIGHT)
(bky1 = -HEIGHT);
bk1y0++;
bk1y1++;
if (bk1y0 > HEIGHT)
(bk1y0 = -HEIGHT); //如果背景移出初始界面,则放到下面
if (bk1y1 > HEIGHT)
(bk1y1 = -HEIGHT);
bk2y0++;
bk2y1++;
if (bk2y0 > HEIGHT)
(bk2y0 = -HEIGHT); //如果背景移出初始界面,则放到下面
if (bk2y1 > HEIGHT)
(bk2y1 = -HEIGHT);
}
void DrawBullet()
{
if (Timer(140))
{
//绘制子弹
for (int i = 0; i < bullet_max; i++)
{
if (!bullet[i].isExit) //遍历所有子弹位,找到一个空位存放子弹
{
bullet[i].x1 = myplane->x + 18; //若子弹存在初始化子弹坐标
bullet[i].y1 = myplane->y + 25;
bullet[i].x2 = myplane->x + 65;
bullet[i].y2 = myplane->y + 25;
bullet[i].isExit = true;
break; //发射一次子弹
}
}
}
}
void DrawLighter()
{
for (int i = 0; i < 1; i++)
{
if (!lighter[i].isExit)
{
lighter[i].x1 = myplane->x - (305 - myplane->width) / 2;
lighter[i].y1 = myplane->y - 200;
lighter[i].isExit = true;
break;
}
}
}
void MoveBullet()
{
//子弹移动
for (int i = 0; i < bullet_max; i++)
{
if (bullet[i].isExit)
{
bullet[i].y1 -= 10;
bullet[i].y2 -= 10;
if (bullet[i].y1 > HEIGHT , bullet[i].y2 > HEIGHT )
bullet[i].isExit = false; //若子弹飞出则腾出一个子弹位
}
}
}
void MoveLighter()
{
for (int i = 0; i < 1; i++)
{
if (lighter[i].isExit)
{
lighter[i].y1 -= 5;
if (lighter[i].y1 < -200)
lighter[i].isExit = false;
}
}
}
void Bulletcrush()
{
for (int i = 0; i < 10; i++)
{
if (!enemy1[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if (!bullet[j].isExit)
continue;
if ((bullet[j].x1 > enemy1[i].x && bullet[j].x1enemy1[i].y && bullet[j].y1 < enemy1[i].y + enemy1[i].height) || (bullet[j].x2>enemy1[i].x && bullet[j].x2enemy1[i].y && bullet[j].y2 < enemy1[i].y + enemy1[i].height))
{
enemy1[i].hp -= 1;
if (Timer2(1))
{
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
outtextxy(enemy1[i].x, enemy1[i].y + rand() % (enemy1[i].height), _T("-1"));
}
}
}
if (enemy1[i].hp <= 0)
{
enemy1[i].isExit = false;
score += rand() % 10 + 20;
enemy1[i].hp = 30;
}
}//小飞机
for (int i = 0; i < 5; i++)
{
if (!enemy2[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if (!bullet[j].isExit)
continue;
if ((bullet[j].x1 > enemy2[i].x && bullet[j].x1enemy2[i].y && bullet[j].y1 < enemy2[i].y + enemy2[i].height) || (bullet[j].x2>enemy2[i].x && bullet[j].x2enemy2[i].y && bullet[j].y2 < enemy2[i].y + enemy2[i].height))
{
enemy2[i].hp -= 1;
if (Timer2(1))
{
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
outtextxy(enemy2[i].x, enemy2[i].y + rand() % (enemy2[i].height), _T("-1"));
}
}
}
if (enemy2[i].hp <= 0)
{
enemy2[i].isExit = false;
score += rand() % 50 + 100;
enemy2[i].hp = 50;
}
}//中飞机
for (int i = 0; i < 5; i++)
{
if (!enemy3[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if (!bullet[j].isExit)
continue;
if ((bullet[j].x1 > enemy3[i].x && bullet[j].x1enemy3[i].y && bullet[j].y1 < enemy3[i].y + enemy3[i].height) || (bullet[j].x2>enemy3[i].x && bullet[j].x2enemy3[i].y && bullet[j].y2 < enemy3[i].y + enemy3[i].height))
{
enemy3[i].hp -= 1;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(enemy3[i].x, enemy3[i].y + rand() % (enemy3[i].height), _T("-1"));
}
}
}
if (enemy3[i].hp <= 0)
{
enemy3[i].isExit = false;
score += rand() % 50 + 100;
enemy3[i].hp = 30;
}
}//横行飞机
for (int i = 0; i < 1; i++)
{
if (!enemy4[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if(!bullet[j].isExit)
continue;
if ((bullet[j].x1 > enemy4[i].x && bullet[j].x1enemy4[i].y && bullet[j].y1 < enemy4[i].y + enemy4[i].height) || (bullet[j].x2 > enemy4[i].x && bullet[j].x2enemy4[i].y && bullet[j].y2 < enemy4[i].y + enemy4[i].height))
{
enemy4[i].hp -= rand() % 4 + 1;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
if (enemy4[i].hp -= 1)
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("-1"));
}
if (enemy4[i].hp -= 2)
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("-2"));
}
if (enemy4[i].hp -= 3)
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("-3"));
}
if (enemy4[i].hp -= 4)
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("暴击 -4"));
}
if (enemy4[i].hp -= 5)
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("暴击 -5"));
}
}
}
if (enemy4[i].hp <= 0)
{
enemy4[i].isExit = false;
score += 4000;
}
}
}
//第二关BOSS
for (int i = 0; i < 1; i++)
{
if (!enemy5[i].isExit)
continue;
for (int j = 0; j < bullet_max; j++)
{
if (!bullet[j].isExit)
continue;
if ((bullet[j].x1 > enemy5[i].x && bullet[j].x1enemy5[i].y && bullet[j].y1 < enemy5[i].y + enemy5[i].height && bullet[j].x2>enemy5[i].x) || (bullet[j].x2enemy5[i].y && bullet[j].y2 < enemy5[i].y + enemy5[i].height))
{
enemy5[i].hp -= rand() % 5 + 1;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
if (enemy5[i].hp -= 1)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("-1"));
}
if (enemy5[i].hp -= 2)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("-2"));
}
if (enemy5[i].hp -= 3)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("-3"));
}
if (enemy5[i].hp -= 4)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("暴击 -4"));
}
if (enemy5[i].hp -= 5)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("暴击 -5"));
}
if (enemy5[i].hp -= 6)
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("暴击 -6"));
}
}
}
if (enemy5[i].hp <= 0)
{
enemy5[i].isExit = false;
score += 5000;
Judge();
}
}
}
//第三关BOSS
}
void LghterCrush()
{
for (int j = 0; j < 1; j++)
{
if (!lighter[j].isExit)
continue;
for (int i = 0; i < 10; i++)
{
if (!enemy1[i].isExit)
continue;
if (enemy1[i].x > lighter[j].x1 - 20 && enemy1[i].x < lighter[j].x1 + 305 && enemy1[i].y > lighter[j].y1 && enemy1[i].y < lighter[j].y1 + 200)
{
enemy1[i].hp -= 100;
if (Timer2(1))
{
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
outtextxy(enemy1[i].x, enemy1[i].y + rand() % (enemy1[i].height), _T("-100"));
}
}
}
if (enemy1[j].hp <= 0)
{
enemy1[j].isExit = false;
score += rand() % 10 + 20;
enemy1[j].hp = 30;
}
}//小飞机
for (int j = 0; j < 1; j++)
{
if (!lighter[j].isExit)
continue;
for (int i = 0; i < 5; i++)
{
if (!enemy2[i].isExit)
continue;
if (enemy2[i].x > lighter[j].x1 - 20 && enemy2[i].x < lighter[j].x1 + 305 && enemy2[i].y > lighter[j].y1 && enemy2[i].y < lighter[j].y1 + 200)
{
enemy2[i].hp -= 100;
if (Timer2(1))
{
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
outtextxy(enemy2[i].x, enemy2[i].y + rand() % (enemy2[i].height), _T("-100"));
}
}
}
if (enemy2[j].hp <= 0)
{
enemy2[j].isExit = false;
score += rand() % 50 + 100;
enemy2[j].hp = 50;
}
}//大飞机
for (int j = 0; j < 1; j++)
{
if (!lighter[j].isExit)
continue;
for (int i = 0; i < 5; i++)
{
if (!enemy3[i].isExit)
continue;
if (enemy3[i].x > lighter[j].x1 - 20 && enemy3[i].x < lighter[j].x1 + 305 && enemy3[i].y > lighter[j].y1 && enemy3[i].y < lighter[j].y1 + 200)
{
enemy3[i].hp -= 100;
if (Timer2(1))
{
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
outtextxy(enemy3[i].x, enemy3[i].y + rand() % (enemy3[i].height), _T("-100"));
}
}
}
if (enemy1[j].hp <= 0)
{
enemy1[j].isExit = false;
score += rand() % 50 + 100;
enemy1[j].hp = 30;
}
}//横行飞机
for (int i = 0; i < 1; i++)
{
if (!enemy4[i].isExit)
continue;
for (int j = 0; j < 1; j++)
{
if (!lighter[j].isExit)
continue;
if (lighter[j].x1 + 20 > enemy4[i].x && lighter[j].x1 - 20 < enemy4[i].x + enemy4[i].width && lighter[j].y1 > enemy4[i].y && lighter[j].y1 < enemy4[i].y + enemy4[i].height)
{
enemy4[i].hp -= 100;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(enemy4[i].x + rand() % (enemy4[i].width), enemy4[i].y + rand() % (enemy4[i].height), _T("-100"));
}
}
if (enemy4[i].hp <= 0)
{
enemy4[i].isExit = false;
score += 4000;
}
}
}
//第二关BOSS
for (int i = 0; i < 1; i++)
{
if (!enemy5[i].isExit)
continue;
for (int j = 0; j < 1; j++)
{
if (!lighter[j].isExit)
continue;
if (lighter[j].x1 + 20 > enemy5[i].x && lighter[j].x1 - 20 < enemy5[i].x + enemy5[i].width && lighter[j].y1 > enemy5[i].y && lighter[j].y1 < enemy5[i].y + enemy5[i].height)
{
enemy5[i].hp -= 100;
setbkmode(TRANSPARENT);
settextstyle(60, 0, L"华文行楷");
if (Timer2(1))
{
outtextxy(enemy5[i].x + rand() % (enemy5[i].width), enemy5[i].y + rand() % (enemy5[i].height), _T("-100"));
}
}
if (enemy5[i].hp <= 0)
{
enemy5[i].isExit = false;
score += 5000;
Judge();
}
}
}
}
void Print()
{
setbkmode(TRANSPARENT);
settextstyle(40, 0, L"华文行楷");
TCHAR ScorePrint[100];
_stprintf(ScorePrint, L"当前分数:%d", score);
outtextxy(0, 750, ScorePrint);
setbkmode(TRANSPARENT);
settextstyle(40, 0, L"华文行楷");
TCHAR HPPrint[100];
_stprintf(HPPrint, L"当前血量:%d", myplane->hp);
outtextxy(0, 800,HPPrint);
setbkmode(TRANSPARENT);
settextstyle(30, 0, L"华文行楷");
outtextxy(0, 0, L"按J / j键攻击");
outtextxy(0, 30, L"按L / l键释放雷霆千钧");
outtextxy(0, 60, L"CD时间30秒");
}
void EndMenu()
{
EnemyClean();
enemy5[0].isExit = false;
loadimage(&bkimg3, L"bk3.jpg");
int x = 10;
int y = 20;
Sleep(1000);
initgraph(WIDTH, HEIGHT);
putimage(0, 0, &bkimg3);
TCHAR time_test1[50];
TCHAR time_test2[50];
TCHAR time_test3[50];
_stprintf(time_test1, _T("许多年以后,"));
_stprintf(time_test2, _T("当我再次仰望那片星空"));
_stprintf(time_test3, _T("战机的轰鸣声依旧回荡在耳畔..."));
setbkmode(TRANSPARENT);
settextstyle(40, 0, L"华文行楷");
Sleep(1000);
outtextxy(x, y, time_test1);
Sleep(2000);
outtextxy(x, y + 50, time_test2);
Sleep(3000);
outtextxy(x, y + 100, time_test3);
Sleep(4000);
exit(0);
}
#include "雷霆飞机.h"
#include
#include
#include
#include
#include
#include
#pragma comment(lib,"Winmm.lib")
#define WIDTH 600
#define HEIGHT 850
#define bullet_max 5000//屏幕上同时出现的子弹上限、
#define enemy_bul_max 150 //敌方飞机子弹最大量
//将所有封装函数放入主函数进行调用
int main()
{
HWND hwnd = initgraph(WIDTH, HEIGHT);
SetWindowText(hwnd, L"雷霆战机");
initGame();
loadimg();
DrawInterface();
BeginBatchDraw();//双缓冲绘图
while (1)
{
UpdateBack();
level_change();
if (level() == 1)
{
EnemyCreat_L1();
}
if (level() == 2)
{
EnemyCreat_L2();
}
if (level() == 3)
{
EnemyCreat_L3();
}
EnemyMove();
Enemy_Bullet_Creat();
Enemy_Bullet_Move();
DrawGame();
UpdatePlane();
MoveBullet();
MoveLighter();
Bulletcrush();
LghterCrush();
Enemy_Bullet_Crush();
EnemyCrush();
Print();
FlushBatchDraw();
Sleep(1);
}
EndBatchDraw();
return 0;
}