C语言/C++实战项目雷霆飞机(代码改进)

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;
}

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