这个程序模拟的红白机上的经典游戏超级玛丽。
// 程序名称:精确到微秒的延时类(基于多媒体定时器) #pragma once #include <windows.h> class MyTimer { private: LARGE_INTEGER m_clk; // 保存时钟信息 LONGLONG m_oldclk; // 保存开始时钟和结束时钟 int m_freq; // 时钟频率(时钟时间换算率),时间差 public: MyTimer(); void Sleep(int ms); void Reset(); }; // 构造函数 MyTimer::MyTimer() { QueryPerformanceFrequency(&m_clk); m_freq = (int)m_clk.QuadPart / 1000; // 获得计数器的时钟频率 m_oldclk = 0; } // 延时 void MyTimer::Sleep(int ms) { unsigned int c = ms * m_freq; if (m_oldclk == 0) { // 开始计时 QueryPerformanceCounter(&m_clk); m_oldclk = m_clk.QuadPart;// 获得开始时钟 } m_oldclk += c; QueryPerformanceCounter(&m_clk); if (m_clk.QuadPart > m_oldclk) m_oldclk = m_clk.QuadPart; else do { ::Sleep(1); QueryPerformanceCounter(&m_clk);// 获得终止时钟 } while(m_clk.QuadPart < m_oldclk); } // 重置延时器 void MyTimer::Reset() { m_oldclk = 0; }
/************************************************************ 程序名称:超级蘑菇 注:本游戏的每个算法思想都是由自己独立思考出来的,所以可能会有很 多不完善以及错误的地方,在此也希望大家能指出程序中的bug或错误。 游戏优点:使用了类和结构体,所以结构较为清晰明了。功能比较完全,包含图片和音乐。 游戏缺点:由于没有太多时间,所以只设置了一关游戏,而且游戏地图很小。 ************************************************************************/ #include <graphics.h> #include <conio.h> #include <math.h> #include "MyTimer.h" // 一个保证精确延时的类 #pragma comment(lib, "Winmm.lib") // 给游戏添加音乐要用到它 #define G 9.8 // 重力加速度 #define XSIZE 512 // 屏幕大小 #define YSIZE 384 #define X 64 // 主角起始位置 #define Y 192 #define W 32 // 主角的宽和高 #define H 32 #define STEP 4 // 主角走一步相距的像素个数 #define HIGH (2*role.w+1) // 主角跳跃的最大高度 #define CMD_LEFT 1 // 方向键的宏定义 #define CMD_RIGHT 2 #define CMD_UP 4 #define CMD_DOWN 8 #define CMD_SHOOT 16 #define CMD_ESC 32 int life; // 全局变量,主角共有多少条生命 int score; // 全局变量,主角获得的分数 struct ROLE { int id; int x;// 横坐标 int y;// 纵坐标 int w;// 图片宽度 int h;// 图片高度 int xleft;// 水平运动的左界限 int xright;// 水平运动的右界限 int turn;// 精灵的运动方向 int jump;// 精灵是否跳跃 int iframe;// 加载第几副精灵图,这样就能让精灵看上去动起来了 }; struct MAP // 储存地图的结构体 { int id; int x; int y; }; struct BULLET // 子弹的结构体 { int x; int y; int turn; int iframe; int id; }; struct COINT // 硬币的结构体 { int x; int y; double iframe; }; struct ENEMY // 敌人的结构体 { int id; int x; int y; int turn; int iframe; }; class game // 整个游戏只设置了这一个类 { private: ROLE role; MAP map[350]; BULLET bullet[20]; COINT coint[50]; ENEMY enemy[20]; IMAGE img_mapsky,img_p,img_map,img_ani,img_mapbk,img_home; int xmapsky;// 背景天空的起始横坐标 int xmap;// 地图的起始坐标 double v0;// 精灵跳跃的初速度 double h; // 精灵跳跃的高度 double t; // 精灵跳跃的时间 int ibullet; // 第几颗子弹 int xbullet; // 子弹的x坐标 int ybullet; // 子弹的y坐标 int get_bullet; // 是否获得武器,0表示没有获得,1表示已获得 POINT icoint; // 储存硬币的坐标 POINT bomb[20]; // 储存哪些地方爆炸了的坐标 POINT temp; // 临时坐标。储存哪些地方爆炸了的坐标 double score_frame; // 下面3个double型的变量用于控制各自图片的帧,以实现动画的效果。如画面中的流水 double bomb_frame; double mapbk_frame; int win; // 玩家是否过关 int pause; // 玩家是否按Esc(暂停键) public: game(); ~game(); void start();// 处理游戏开始的界面,和按暂停键后的界面 void init();// 初始化各项变量 void move();// 控制主角移动 void show();// 显示画面 int isdie();// 判断主角是否已死 int GetCommand();// 获取控制命令 void left();// 主角向左运动 void right();// 主角向右运动 void up();// 主角跳跃 void init_shoot();// 初始化发射子弹 void fall();// 主角自由落体或者向上跳跃 int is_l_touch(int id); // 主角的左边是否碰到墙或敌人,以及敌人是否碰到陆地的左边界 int is_r_touch(int id); // 主角的右边是否碰到墙或敌人,以及敌人是否碰到陆地的右边界 int is_t_touch();// 主角的头是否碰到墙 int is_b_touch(int id); // 主角是否踩到敌人。 int is_touch(); // 主角是否吃到金币 int is_land(ENEMY e);// 敌人是否站在陆地上 void getbullet();// 获取子弹 void shoot();// 发射子弹 int eat(BULLET b);// 子弹是否打到敌人或者墙壁 void end();// 处理游戏结束 }; game::game() { initgraph(XSIZE,YSIZE); } game::~game() { closegraph(); } void game::start() { if(pause==1)// 如果按了暂停键 { BeginBatchDraw(); POINT points[4]={ {XSIZE/2-45, YSIZE/3}, {XSIZE/2+45, YSIZE/3}, {XSIZE/2+45, YSIZE/3+90}, {XSIZE/2-45, YSIZE/3+90} }; setfillcolor(GREEN); fillpolygon(points, 4); setbkmode(TRANSPARENT); settextstyle(20,0,"黑体"); RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30); drawtext("回到游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE); RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60); drawtext("重新开始", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE); RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90); drawtext(" 主 菜 单 ", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE); FlushBatchDraw(); MOUSEMSG m; while(true) { BeginBatchDraw(); m=GetMouseMsg(); switch(m.uMsg) { case WM_LBUTTONDOWN: EndBatchDraw(); if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30) return; else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60) { mciSendString("close all", NULL, 0, NULL); pause=0; score=0; return; } else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90) { mciSendString("close all", NULL, 0, NULL); pause=0; score=0; life=0; cleardevice(); break; } else break; case WM_MOUSEMOVE: RECT r; int i; for(i=0;i<3;i++) { if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30) { r.left=XSIZE/2-45; r.top=YSIZE/3+i*30; r.right=XSIZE/2+45; r.bottom=YSIZE/3+30+i*30; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(RED); fillpolygon(points, 4); setbkmode(TRANSPARENT); switch(i) { case 0: drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 1: drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 2: drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } } else { if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED) { r.left=XSIZE/2-45; r.top=YSIZE/3+i*30; r.right=XSIZE/2+45; r.bottom=YSIZE/3+30+i*30; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(GREEN); fillpolygon(points, 4); setbkmode(TRANSPARENT); switch(i) { case 0: drawtext("回到游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 1: drawtext("重新开始", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 2: drawtext(" 主 菜 单 ", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } } FlushBatchDraw(); } } } if(pause==0) break; } } if(life==1||life==2) return; life=3; score=0; settextstyle(40,0,"方正舒体"); RECT r1 = {0, 0, XSIZE, YSIZE/3}; drawtext("超级蘑菇", &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE); settextstyle(20,0,"宋体"); RECT r2={XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30};rectangle(XSIZE/2-45,YSIZE/3,XSIZE/2+45,YSIZE/3+30); drawtext("开始游戏", &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE); RECT r3={XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60};rectangle(XSIZE/2-45,YSIZE/3+30,XSIZE/2+45,YSIZE/3+60); drawtext("游戏介绍", &r3, DT_CENTER | DT_VCENTER | DT_SINGLELINE); RECT r4={XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90};rectangle(XSIZE/2-45,YSIZE/3+60,XSIZE/2+45,YSIZE/3+90); drawtext("操作说明", &r4, DT_CENTER | DT_VCENTER | DT_SINGLELINE); RECT r5={XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120};rectangle(XSIZE/2-45,YSIZE/3+90,XSIZE/2+45,YSIZE/3+120); drawtext("退出游戏", &r5, DT_CENTER | DT_VCENTER | DT_SINGLELINE); int flag1=1,flag2=0,flag3=0; MOUSEMSG m; while(flag1==1) { BeginBatchDraw(); m=GetMouseMsg(); switch(m.uMsg) { case WM_LBUTTONDOWN: EndBatchDraw(); if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3&&m.y<YSIZE/3+30&&flag1==1&&flag2==0&&flag3==0) { flag1=0; break; } else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+30&&m.y<YSIZE/3+60&&flag1==1&&flag3==0) { flag2=1; cleardevice(); rectangle(50,50,213,220); outtextxy(52,52,"游戏介绍:"); outtextxy(52,82,"超级玛丽变"); outtextxy(52,102,"身超级蘑菇。"); outtextxy(52,132,"开发者:"); outtextxy(52,152,"木子念念"); RECT R1={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2); drawtext("返回", &R1, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+60&&m.y<YSIZE/3+90&&flag1==1&&flag2==0) { flag3=1; cleardevice(); rectangle(50,50,213,220); outtextxy(52,52,"操作说明:"); outtextxy(52,72,"左移:A键"); outtextxy(52,92,"右移:D键"); outtextxy(52,112,"发射:J键"); outtextxy(52,132,"跳跃:W键/K键"); outtextxy(52,152,"暂停:Esc键"); RECT R2={XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2};rectangle(XSIZE-46,YSIZE-26,XSIZE-2,YSIZE-2); drawtext("返回", &R2, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } else if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+90&&m.y<YSIZE/3+120&&flag1==1&&flag2==0&&flag3==0) exit(0); else if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3&&(flag2==1||flag3==1)) { cleardevice(); flag1=0,flag2=0,flag3=0; start(); } else break; case WM_MOUSEMOVE: RECT r; if(flag2==1||flag3==1) { if(m.x>XSIZE-46&&m.x<XSIZE-3&&m.y>YSIZE-26&&m.y<YSIZE-3) { r.left=XSIZE-46; r.top=YSIZE-26; r.right=XSIZE-2; r.bottom=YSIZE-2; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(RED); fillpolygon(points, 4); setbkmode(TRANSPARENT); drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); } else { if(getpixel(XSIZE-46+1,YSIZE-26+1)==RED) { r.left=XSIZE-46; r.top=YSIZE-26; r.right=XSIZE-2; r.bottom=YSIZE-2; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(BLACK); fillpolygon(points, 4); setbkmode(TRANSPARENT); drawtext("返回", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); } } } else { for(int i=0;i<4;i++) { if(m.x>XSIZE/2-45&&m.x<XSIZE/2+45&&m.y>YSIZE/3+i*30&&m.y<YSIZE/3+30+i*30) { r.left=XSIZE/2-45; r.top=YSIZE/3+i*30; r.right=XSIZE/2+45; r.bottom=YSIZE/3+30+i*30; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(RED); fillpolygon(points, 4); setbkmode(TRANSPARENT); switch(i) { case 0: drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 1: drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 2: drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 3: drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } } else { if(getpixel(XSIZE/2-45+1,YSIZE/3+i*30+1)==RED) { r.left=XSIZE/2-45; r.top=YSIZE/3+i*30; r.right=XSIZE/2+45; r.bottom=YSIZE/3+30+i*30; POINT points[4]={ {r.left,r.top}, {r.right,r.top}, {r.right,r.bottom}, {r.left,r.bottom} }; setfillcolor(BLACK); fillpolygon(points, 4); setbkmode(TRANSPARENT); switch(i) { case 0: drawtext("开始游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 1: drawtext("游戏介绍", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 2: drawtext("操作说明", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; case 3: drawtext("退出游戏", &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE); break; } } } } } FlushBatchDraw(); break; default: break; } } } void game::init() { if(pause==1) return; role.id=1; role.x=X; role.y=Y; role.w=W; role.h=H; role.xleft=0; role.xright=role.w*6+STEP; role.iframe=1; role.turn=1; role.jump=0; xmapsky=0; xmap=0; v0=0; h=0; t=0; ibullet=-1; icoint.x=-1; icoint.y=-1; score_frame=0; bomb_frame=1; mapbk_frame=1; temp.x=-1; temp.y=-1; xbullet=41*role.w-10; ybullet=4*role.h-25; get_bullet=0; win=0; pause=0; score=0; int i; for(i=0;i<350;i++) { map[i].id=0; map[i].x=-1; map[i].y=-1; if(i<50) { coint[i].x=-1; coint[i].y=-1; coint[i].iframe=1; } if(i<20) { bullet[i].id=0; bullet[i].x=-1; bullet[i].y=-1; bullet[i].iframe=1; bullet[i].turn=-1; enemy[i].id=0; enemy[i].x=-1; enemy[i].y=-1; enemy[i].turn=1; enemy[i].iframe=1; bomb[i].x=-1; bomb[i].y=-1; } } loadimage(&img_mapsky,"res\\mapsky.jpg",XSIZE,YSIZE*4); loadimage(&img_p,"res\\role.gif"); loadimage(&img_map,"res\\map.gif"); loadimage(&img_ani,"res\\ani.gif"); loadimage(&img_mapbk,"res\\mapbk.gif"); loadimage(&img_home,"res\\home.jpg",XSIZE,YSIZE*5); mciSendString("open res\\背景音乐.mp3 alias mymusic1", NULL, 0, NULL); mciSendString("open res\\子弹.mp3 alias mymusic2", NULL, 0, NULL); mciSendString("open res\\金币.mp3 alias mymusic3", NULL, 0, NULL); mciSendString("open res\\跳.mp3 alias mymusic4", NULL, 0, NULL); mciSendString("open res\\子弹打到敌人.mp3 alias mymusic5", NULL, 0, NULL); mciSendString("open res\\子弹撞墙.mp3 alias mymusic6", NULL, 0, NULL); mciSendString("open res\\踩敌人.mp3 alias mymusic7", NULL, 0, NULL); mciSendString("open res\\吃到武器.mp3 alias mymusic8", NULL, 0, NULL); mciSendString("open res\\胜利.mp3 alias mymusic9", NULL, 0, NULL); mciSendString("open res\\死亡1.mp3 alias mymusic10", NULL, 0, NULL); mciSendString("open res\\死亡2.mp3 alias mymusic11", NULL, 0, NULL); for(i=0;i<300;i++)// 以下都是编辑地图 { map[i].id=1; map[i].x=i%100*role.w; if(i<100) map[i].y=9*role.h; else if(i>=100&&i<200) map[i].y=10*role.h; else map[i].y=11*role.h; } map[15].id=1,map[15].x=18*role.w,map[15].y=8*role.h; map[115].id=1,map[115].x=19*role.w,map[115].y=8*role.h; map[215].id=1,map[215].x=20*role.w,map[215].y=8*role.h; map[16].id=1,map[16].x=21*role.w,map[16].y=8*role.h; map[116].id=1,map[116].x=22*role.w,map[116].y=8*role.h; map[216].id=1,map[216].x=23*role.w,map[216].y=8*role.h; map[17].id=1,map[17].x=24*role.w,map[17].y=8*role.h; map[117].id=1,map[117].x=25*role.w,map[117].y=8*role.h; map[217].id=1,map[217].x=26*role.w,map[217].y=8*role.h; map[300].id=2,map[300].x=10*role.w,map[300].y=6*role.h; map[301].id=2,map[301].x=11*role.w,map[301].y=6*role.h; map[302].id=2,map[302].x=12*role.w,map[302].y=6*role.h; map[303].id=3,map[303].x=36*role.w,map[303].y=7*role.h; map[304].id=3,map[304].x=44*role.w,map[304].y=7*role.h; map[305].id=2,map[305].x=40*role.w,map[305].y=4*role.h; map[306].id=2,map[306].x=41*role.w,map[306].y=4*role.h; map[307].id=2,map[307].x=42*role.w,map[307].y=4*role.h; map[308].id=2,map[308].x=13*role.w,map[308].y=6*role.h; map[309].id=4,map[309].x=15*role.w,map[309].y=10*role.h; map[310].id=5,map[310].x=19*role.w,map[310].y=6*role.h; map[311].id=5,map[311].x=23*role.w,map[311].y=6*role.h; map[312].id=5,map[312].x=32*role.w,map[312].y=7*role.h; map[313].id=5,map[313].x=48*role.w,map[313].y=7*role.h; map[314].id=5,map[314].x=52*role.w,map[314].y=7*role.h; map[315].id=5,map[315].x=56*role.w,map[315].y=7*role.h; map[316].id=3,map[316].x=80*role.w,map[316].y=7*role.h; map[317].id=3,map[317].x=90*role.w,map[317].y=7*role.h; map[318].id=2,map[318].x=62*role.w,map[318].y=6*role.h; map[319].id=2,map[319].x=65*role.w,map[319].y=3*role.h; map[320].id=2,map[320].x=66*role.w,map[320].y=3*role.h; map[321].id=2,map[321].x=67*role.w,map[321].y=3*role.h; map[322].id=2,map[322].x=68*role.w,map[322].y=3*role.h; map[323].id=2,map[323].x=69*role.w,map[323].y=3*role.h; map[349].id=6,map[349].x=97*role.w,map[349].y=7*role.h; for(i=64;i<300;i+=100) { map[i].id=0;map[i].x=-1;map[i].y=-1; map[i+1].id=0;map[i+1].x=-1;map[i+1].y=-1; map[i+2].id=0;map[i+2].x=-1;map[i+2].y=-1; map[i+7].id=0;map[i].x=-1;map[i].y=-1; map[i+8].id=0;map[i+1].x=-1;map[i+1].y=-1; map[i+9].id=0;map[i+1].x=-1;map[i+1].y=-1; map[i+11].id=0;map[i].x=-1;map[i].y=-1; map[i+12].id=0;map[i+1].x=-1;map[i+1].y=-1; map[i+13].id=0;map[i+1].x=-1;map[i+1].y=-1; } map[64].id=4,map[64].x=64*role.w,map[64].y=10*role.h; map[71].id=4,map[71].x=71*role.w,map[71].y=10*role.h; map[75].id=4,map[75].x=75*role.w,map[75].y=10*role.h; enemy[0].id=1;enemy[0].x=6*role.w;enemy[0].y=8*role.h;enemy[0].turn=1;enemy[0].iframe=1; enemy[1].id=1;enemy[1].x=8*role.w;enemy[1].y=8*role.h;enemy[1].turn=1;enemy[1].iframe=1; enemy[2].id=1;enemy[2].x=27*role.w;enemy[2].y=8*role.h;enemy[2].turn=1;enemy[2].iframe=1; enemy[3].id=1;enemy[3].x=29*role.w;enemy[3].y=8*role.h;enemy[3].turn=1;enemy[3].iframe=1; enemy[4].id=1;enemy[4].x=31*role.w;enemy[4].y=8*role.h;enemy[4].turn=1;enemy[4].iframe=1; enemy[5].id=1;enemy[5].x=33*role.w;enemy[5].y=8*role.h;enemy[5].turn=1;enemy[5].iframe=1; enemy[6].id=1;enemy[6].x=35*role.w;enemy[6].y=8*role.h;enemy[6].turn=1;enemy[6].iframe=1; enemy[7].id=1;enemy[7].x=40*role.w;enemy[7].y=8*role.h;enemy[7].turn=1;enemy[7].iframe=1; enemy[8].id=1;enemy[8].x=82*role.w;enemy[8].y=8*role.h;enemy[8].turn=1;enemy[8].iframe=1; enemy[9].id=1;enemy[9].x=65*role.w;enemy[9].y=2*role.h;enemy[9].turn=1;enemy[9].iframe=1; enemy[10].id=1;enemy[10].x=69*role.w;enemy[10].y=2*role.h;enemy[10].turn=1;enemy[10].iframe=1; enemy[11].id=1;enemy[11].x=85*role.w;enemy[11].y=8*role.h;enemy[11].turn=1;enemy[11].iframe=1; for(i=0;i<4;i++) { coint[i].x=(10+i)*role.w; coint[i].y=5*role.h; coint[i+4].x=(67+i)*role.w; coint[i+4].y=8*role.w; coint[i+8].x=74*role.w; coint[i+8].y=(4+i)*role.w; } for(i=12;i<18;i++) { coint[i].x=(83-12+i)*role.w; coint[i].y=6*role.h; coint[i+6].x=(83-12+i)*role.w; coint[i+6].y=7*role.w; } } void game::move() { MyTimer tt; int c; int k=0;// 控制发射子弹的频率和敌人的移动速度 int n=0;// 控制发射子弹的频率 while(true) { tt.Sleep(25); t=sqrt(2*HIGH/G)/14; k++; if(k==1000) k=0; if(_kbhit()&&win==0) { c=GetCommand(); if(c&CMD_LEFT) left(); if(c&CMD_RIGHT) right(); if((c&CMD_UP)&&role.jump==0) up(); if(c&CMD_ESC) { pause=1; break; } if(c&CMD_SHOOT&&get_bullet==1) { if(n==0) { init_shoot(); n=1; } n++; if(k%10==0&&n>10) { init_shoot(); } } else n=0; } if(-xmap+role.x==97*role.w) { mciSendString("stop mymusic1", NULL, 0, NULL); mciSendString("play mymusic9", NULL, 0, NULL); } if(-xmap+role.x>95*role.w) { win=1; role.x+=STEP; if(role.x-STEP>XSIZE) break; } if(is_b_touch(1)==0) role.jump=1; if(role.jump==1) fall(); if(isdie()==1) { mciSendString("stop mymusic1", NULL, 0, NULL); mciSendString("play mymusic11", NULL, 0, NULL); life--; return; } if(k%2==0) // 敌人的运动 { for(int i=0;i<20;i++) { if(enemy[i].id==1) { if(is_land(enemy[i])==1) { if(enemy[i].turn==1) enemy[i].x+=STEP; else enemy[i].x-=STEP; } if(is_land(enemy[i])==0||is_l_touch(3)==1||is_r_touch(3)==1) { if(enemy[i].turn==1) enemy[i].x-=STEP; else enemy[i].x+=STEP; enemy[i].turn*=-1; } enemy[i].iframe*=-1; } } } int boom=0; if(is_b_touch(2)==1) // 如果主角“踩到”敌人 boom=1; getbullet();// 获取子弹 if(get_bullet==1) shoot(); BeginBatchDraw(); show(); FlushBatchDraw(); if((is_l_touch(2)==1||is_r_touch(2)==1)) { mciSendString("stop mymusic1", NULL, 0, NULL); mciSendString("play mymusic10", NULL, 0, NULL); life--; pause=0; putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,role.h,SRCAND); putimage(role.x,role.y,role.w,role.h,&img_p,2*role.w,0,SRCPAINT); return; } } } void game::show() { if(xmapsky==-XSIZE) xmapsky=0; putimage(xmapsky,0,&img_mapsky); // 显示背景 putimage(XSIZE+xmapsky,0,&img_mapsky); if(is_touch()==1) score_frame=1; if(score_frame!=0) // 碰到硬币,显示得分 { switch((int)score_frame) { case 1: putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,11*role.h,SRCAND); putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,0,10*role.h,SRCPAINT); break; case 2: putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,11*role.h,SRCAND); putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,role.w,10*role.h,SRCPAINT); break; case 3: putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,11*role.h,SRCAND); putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,2*role.w,10*role.h,SRCPAINT); break; case 4: putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,11*role.h,SRCAND); putimage(xmap+icoint.x,icoint.y,role.w,role.h,&img_ani,3*role.w,10*role.h,SRCPAINT); break; default: break; } score_frame+=0.2; if(score_frame==5) score_frame=0; } int i; for(i=0;i<350;i++) // 显示地图,天空上的地图和硬币 { if(map[i].id==1) { putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,0); } else if(map[i].id==2) { putimage(xmap+map[i].x,map[i].y,role.w,role.h,&img_map,0,role.h); } else if(map[i].id==3) { putimage(xmap+map[i].x,map[i].y,2*role.w,2*role.h,&img_map,0,9*role.h); } else { if(map[i].id==4) { switch((int)mapbk_frame) { case 1: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,10*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,8*role.h,SRCPAINT); break; case 2: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,10*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,8*role.h,SRCPAINT); break; default: break; } } else if(map[i].id==5) { switch((int)mapbk_frame) { case 1: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,2*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,0,SRCPAINT); break; case 2: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,2*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,0,SRCPAINT); break; default: break; } } else if(map[i].id==6) { switch((int)mapbk_frame) { case 1: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,6*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,0,4*role.h,SRCPAINT); break; case 2: putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,6*role.h,SRCAND); putimage(xmap+map[i].x,map[i].y,3*role.w,2*role.h,&img_mapbk,3*role.w,4*role.h,SRCPAINT); break; default: break; } } mapbk_frame+=0.003; if(mapbk_frame>2.9) { mapbk_frame=1; } } if(i<50) { if(coint[i].x!=-1||coint[i].y!=-1) { switch((int)coint[i].iframe) { case 1: putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,9*role.h,SRCAND); putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,0,8*role.h,SRCPAINT); break; case 2: putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,9*role.h,SRCAND); putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,role.w,8*role.h,SRCPAINT); break; case 3: putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,9*role.h,SRCAND); putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,2*role.w,8*role.h,SRCPAINT); break; case 4: putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,9*role.h,SRCAND); putimage(xmap+coint[i].x,coint[i].y,role.w,role.h,&img_ani,3*role.w,8*role.h,SRCPAINT); break; default: break; } coint[i].iframe+=0.125; if(coint[i].iframe==5) coint[i].iframe=1; } } } if(get_bullet==0) { switch((int)mapbk_frame) { case 1: putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h+25,SRCAND); putimage(xmap+xbullet,ybullet,52,25,&img_ani,0,12*role.h,SRCPAINT); break; case 2: putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h+25,SRCAND); putimage(xmap+xbullet,ybullet,52,25,&img_ani,52,12*role.h,SRCPAINT); break; default: break; } } for(i=0;i<20;i++)// 显示子弹 { if(get_bullet==1) { if(bullet[i].id==1) { if(bullet[i].iframe==1) { putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,3*role.h,SRCAND); putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,0,2*role.h,SRCPAINT); } else { putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,3*role.h,SRCAND); putimage(bullet[i].x,bullet[i].y,role.w,role.h,&img_ani,role.w,2*role.h,SRCPAINT); } } } if(enemy[i].id==1) { if(enemy[i].iframe==1) // 显示敌人 { putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,role.h,SRCAND); putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,0,0,SRCPAINT); } else { putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,role.h,SRCAND); putimage(xmap+enemy[i].x,enemy[i].y,role.w,role.h,&img_ani,role.w,0,SRCPAINT); } } if(bomb[i].x!=-1||bomb[i].y!=-1) { switch((int)bomb_frame) { case 1: putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,6*role.h,SRCAND); putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,0,4*role.h,SRCPAINT); break; case 2: putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,6*role.h,SRCAND); putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,2*role.w,4*role.h,SRCPAINT); break; case 3: putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,6*role.h,SRCAND); putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,4*role.w,4*role.h,SRCPAINT); break; case 4: putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,6*role.h,SRCAND); putimage(xmap+bomb[i].x-role.w/2,bomb[i].y-role.h/2,2*role.w,2*role.h,&img_ani,6*role.w,4*role.h,SRCPAINT); break; default: break; } bomb_frame+=0.25; if(bomb_frame==5) { bomb[i].x=-1; bomb[i].y=-1; bomb_frame=1; } } } int n=score; char s1[20]="当前得分:"; char s2[10]; _itoa(n,s2,10); RECT r1={10,10,110,40}; RECT r2={110,10,150,40}; settextstyle(20, 0,"宋体"); drawtext(s1, &r1, DT_CENTER | DT_VCENTER | DT_SINGLELINE); drawtext(s2, &r2, DT_CENTER | DT_VCENTER | DT_SINGLELINE); if(role.iframe==1) // 显示主角 { if(role.turn==1) { putimage(role.x,role.y,role.w,role.h,&img_p,0,role.h,SRCAND); putimage(role.x,role.y,role.w,role.h,&img_p,0,0,SRCPAINT); } else { putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,role.h,SRCAND); putimage(role.x,role.y,role.w,role.h,&img_p,4*role.w,0,SRCPAINT); } } else { if(role.turn==1) { putimage(role.x,role.y,role.w,role.h,&img_p,role.w,role.h,SRCAND); putimage(role.x,role.y,role.w,role.h,&img_p,role.w,0,SRCPAINT); } else { putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,role.h,SRCAND); putimage(role.x,role.y,role.w,role.h,&img_p,3*role.w,0,SRCPAINT); } } } int game::isdie() { if(role.y>=YSIZE) return 1; else return 0; } int game::GetCommand() { int c = 0; if (GetAsyncKeyState('A') & 0x8000) c |= CMD_LEFT; if (GetAsyncKeyState('D') & 0x8000) c |= CMD_RIGHT; if ((GetAsyncKeyState('W') & 0x8000)||(GetAsyncKeyState('K') & 0x8000)) c |= CMD_UP; if (GetAsyncKeyState('S') & 0x8000) c |= CMD_DOWN; if (GetAsyncKeyState('J') & 0x8000) c |= CMD_SHOOT; if (GetAsyncKeyState(VK_ESCAPE) & 0x8000) c |= CMD_ESC; return c; } void game::left() { role.iframe*=-1; role.turn=-1; role.x-=STEP; if(is_l_touch(1)==1) role.x+=STEP; if(role.x<role.xleft) role.x+=STEP; } void game::right() { role.iframe*=-1; role.turn=1; role.x+=STEP; if(is_r_touch(1)==1) role.x-=STEP; if(role.x>role.xright&&(-xmap+role.x<90*role.w)) { role.x-=STEP; xmapsky-=1; xmap-=STEP; } } void game::up() { mciSendString("play mymusic4 from 0", NULL, 0, NULL); role.iframe*=-1; v0=-sqrt(2*G*HIGH); role.jump=1; } void game::init_shoot() { mciSendString("play mymusic2 from 0", NULL, 0, NULL); ibullet++; if(ibullet==20) ibullet=0; bullet[ibullet].id=1; bullet[ibullet].y=role.y+8; bullet[ibullet].turn=role.turn; if(bullet[ibullet].turn==1) bullet[ibullet].x=role.x+10; else bullet[ibullet].x=role.x-26; } int game::is_l_touch(int id) { int x,y; int i; if(id==1) // id==1表示主角是否碰到id为1的地图,及游戏中黄色的地图 { x=-xmap+role.x; y=role.y; for(i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x+role.w; m[1].y=map[i].y; if(map[i].id==3) { if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w) return 1; } else { if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } } return 0; } else if(id==2) // id==2表示主角是否碰到敌人的左边 { x=-xmap+role.x; y=role.y; for(i=0;i<20;i++) { if(enemy[i].id!=0) { POINT m[2]; m[0].x=enemy[i].x; m[0].y=enemy[i].y; m[1].x=enemy[i].x+role.w; m[1].y=enemy[i].y; if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } return 0; } else // id==3表示敌人是否碰到地图的左边 { int j; for(j=0;j<20;j++) { if(enemy[j].id!=0) { x=enemy[j].x; y=enemy[j].y; for(i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x+role.w; m[1].y=map[i].y; if(map[i].id==3) { if(((y-m[1].y)/role.h==0||(y-m[1].y-role.h)/role.h==0)&&x>m[1].x&&x<m[1].x+role.w) return 1; } else { if((y-m[1].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } } } } return 0; } } int game::is_r_touch(int id) { int x,y; int i; if(id==1) { x=-xmap+role.x+role.w; y=role.y; for(i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x+role.w; m[1].y=map[i].y; if(map[i].id==3) { if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x) return 1; } else { if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } } return 0; } else if(id==2) { x=-xmap+role.x+role.w; y=role.y; for(i=0;i<20;i++) { if(enemy[i].id!=0) { POINT m[2]; m[0].x=enemy[i].x; m[0].y=enemy[i].y; m[1].x=enemy[i].x+role.w; m[1].y=enemy[i].y; if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } return 0; } else { int j; for(j=0;j<20;j++) { if(enemy[j].id!=0) { x=enemy[j].x+role.w; y=enemy[j].y; for(i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x+role.w; m[1].y=map[i].y; if(map[i].id==3) { if(((y-m[0].y)/role.h==0||(y-m[0].y-role.h)/role.h==0)&&x>m[0].x&&x<m[1].x) return 1; } else { if((y-m[0].y)/role.h==0&&x>m[0].x&&x<m[1].x) return 1; } } } } } return 0; } } int game::is_t_touch() { int x,y; x=-xmap+role.x; y=role.y; for(int i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x; m[1].y=map[i].y+role.h; if((x-m[1].x)/role.w==0&&y>m[0].y&&y<m[1].y) return 1; } } return 0; } int game::is_b_touch(int id) { if(id==1) { int x,y; x=-xmap+role.x; y=role.y+role.h; for(int i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x; m[1].y=map[i].y+role.h; if(map[i].id==3) { if(((x-m[0].x)/role.w==0||(x+role.w-m[0].x-2*role.w)/role.w==0)&&y>=m[0].y&&y<m[1].y) return 1; } else { if((x-m[0].x)/role.w==0&&y>=m[0].y&&y<m[1].y) return 1; } } } return 0; } else if(id==2) { int x,y; x=-xmap+role.x; y=role.y+role.h; for(int i=0;i<20;i++) { if(enemy[i].id!=0) { POINT m[2]; m[0].x=enemy[i].x; m[0].y=enemy[i].y; m[1].x=enemy[i].x; m[1].y=enemy[i].y+role.h; if((x-m[0].x)/role.w==0&&y>m[0].y&&y<m[1].y) { mciSendString("play mymusic7 from 0", NULL, 0, NULL); score+=10; bomb[i].x=enemy[i].x; bomb[i].y=enemy[i].y; enemy[i].id=0; enemy[i].iframe=-1; enemy[i].turn=1; enemy[i].x=-1; enemy[i].y=-1; return 1; } } } return 0; } return 0; } int game::is_touch() { int i,j; POINT r[2]; r[0].x=-xmap+role.x; r[0].y=role.y; r[1].x=-xmap+role.x+role.w; r[1].y=role.y+role.h; for(i=0;i<50;i++) { if(coint[i].x!=-1||coint[i].y!=-1) { POINT c[4]; c[0].x=coint[i].x; c[0].y=coint[i].y; c[1].x=coint[i].x+role.w; c[1].y=coint[i].y; c[2].x=coint[i].x; c[2].y=coint[i].y+role.h; c[3].x=coint[i].x+role.w; c[3].y=coint[i].y+role.h; for(j=0;j<4;j++) { if(c[j].x>=r[0].x&&c[j].y>=r[0].y&&c[j].x<=r[1].x&&c[j].y<=r[1].y) { mciSendString("play mymusic3 from 0", NULL, 0, NULL); score+=20; icoint.x=coint[i].x; icoint.y=coint[i].y; coint[i].x=-1; coint[i].y=-1; coint[i].iframe=1; return 1; } } } } return 0; } int game::is_land(ENEMY e) { POINT r[2]; r[0].x=e.x; r[0].y=e.y+role.h; r[1].x=e.x+role.h; r[1].y=e.y+role.h; for(int i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[3]; m[0].x=map[i].x; m[0].y=map[i].y; m[1].x=map[i].x+role.w; m[1].y=map[i].y; m[2].x=map[i].x; m[2].y=map[i].y+role.h; if(e.turn==1) { if((r[1].x-m[0].x)/role.w==0&&r[1].y>=m[0].y&&r[1].y<m[2].y) return 1; } else { if((r[0].x-m[1].x)/role.w==0&&r[0].y>=m[0].y&&r[0].y<m[2].y) return 1; } } } return 0; } void game::getbullet() { int i; POINT r[2]; r[0].x=-xmap+role.x; r[0].y=role.y; r[1].x=-xmap+role.x+role.w; r[1].y=role.y+role.h; POINT b[4]; b[0].x=xbullet; b[0].y=ybullet; b[1].x=xbullet+52; b[1].y=ybullet; b[2].x=xbullet; b[2].y=ybullet+25; b[3].x=xbullet+52; b[3].y=ybullet+25; for(i=0;i<4;i++) { if(b[i].x>=r[0].x&&b[i].y>=r[0].y&&b[i].x<=r[1].x&&b[i].y<=r[1].y) { mciSendString("play mymusic8 from 0", NULL, 0, NULL); get_bullet=1; xbullet=0; ybullet=0; } } } void game::fall() { h=v0*t+G*pow(t,2)/2; role.y+=(int)(h+0.5); if(v0>=0) // 自由落体 { if(isdie()==1) return; if(is_b_touch(1)==1) { v0=0; role.y=role.y/role.h*role.h; role.jump=0; } } else // 向上跳跃 { if(v0>=0) h=0; else role.y+=(int)(h+0.5); if(is_t_touch()==1) { v0=0; h=0; role.y=role.y/role.h*role.h+role.h; } } v0=v0+G*t; } void game::shoot() { int i; for(i=0;i<20;i++) { if(bullet[i].id==1) { if(bullet[i].turn==1) { bullet[i].x+=2*STEP; } else { bullet[i].x-=2*STEP; } if((bullet[i].x<(-3*role.w))||(bullet[i].x>XSIZE)) { bullet[i].id=0; bullet[i].x=-1; bullet[i].y=-1; bullet[i].iframe=1; bullet[i].turn=1; } if(eat(bullet[i])==1) { bullet[i].id=0; bullet[i].x=-1; bullet[i].y=-1; bullet[i].iframe=1; bullet[i].turn=1; bomb[i].x=temp.x; bomb[i].y=temp.y; } bullet[i].iframe*=-1; } } } int game::eat(BULLET b) { POINT r[4]; r[0].x=-xmap+b.x+role.w/2; r[0].y=b.y; r[1].x=-xmap+b.x+role.w; r[1].y=b.y; r[2].x=-xmap+b.x+role.w/2; r[2].y=b.y+role.h/2; r[3].x=-xmap+b.x+role.w; r[3].y=b.y+role.h/2; int i; for(i=0;i<350;i++) { if(map[i].id!=0&&map[i].id<4) { POINT m[2]; m[0].x=map[i].x; m[0].y=map[i].y; if(map[i].id==3) { m[1].x=map[i].x+2*role.w; m[1].y=map[i].y+2*role.h; } else { m[1].x=map[i].x+role.w; m[1].y=map[i].y+role.h; } for(int j=0;j<4;j++) { if(r[j].x>m[0].x&&r[j].x<m[1].x&&r[j].y>m[0].y&&r[j].y<m[1].y) { mciSendString("play mymusic6 from 0", NULL, 0, NULL); temp.x=r[0].x-role.w/4; temp.y=r[0].y-role.w/4; return 1; } } } if(i<20) { if(enemy[i].id==1) { POINT e[2]; e[0].x=enemy[i].x; e[0].y=enemy[i].y; e[1].x=enemy[i].x+role.w; e[1].y=enemy[i].y+role.h; for(int j=0;j<4;j++) { if(r[j].x>e[0].x&&r[j].x<e[1].x&&r[j].y>e[0].y&&r[j].y<e[1].y) { mciSendString("play mymusic5 from 0", NULL, 0, NULL); score+=10; temp.x=enemy[i].x; temp.y=enemy[i].y; enemy[i].id=0; enemy[i].iframe=-1; enemy[i].turn=1; enemy[i].x=-1; enemy[i].y=-1; return 1; } } } } } return 0; } void game::end() { MyTimer tt; EndBatchDraw(); if(isdie()==1||win==1) pause=0; if(pause==1) return; if(win==1) tt.Sleep(5000); else tt.Sleep(2700); mciSendString("close all", NULL, 0, NULL); tt.Sleep(1000); if(win==1) { pause=0; score=0; life=0; mciSendString("open res\\通关.mp3 alias mymusic13", NULL, 0, NULL); mciSendString("play mymusic13", NULL, 0, NULL); putimage(0,-3*YSIZE,&img_home); tt.Sleep(7000); mciSendString("close mymusic13", NULL, 0, NULL); } else { score=0; if(life==0) { mciSendString("open res\\游戏结束.mp3 alias mymusic12", NULL, 0, NULL); mciSendString("play mymusic12", NULL, 0, NULL); putimage(0,-YSIZE,&img_home); tt.Sleep(5500); mciSendString("close mymusic12", NULL, 0, NULL); } else { cleardevice(); outtextxy(XSIZE/2-43,YSIZE/3,"生命还剩下:"); if(life==1) outtextxy(XSIZE/2,YSIZE/2-20,"1"); else if(life==2) outtextxy(XSIZE/2,YSIZE/2-20,"2"); tt.Sleep(2000); } } cleardevice(); } void main() { game g; while(true) { g.start(); g.init(); mciSendString("play mymusic1 repeat", NULL, 0, NULL); g.show(); g.move(); g.end(); } }======================================================= 转载请注明出处:http://blog.csdn.net/utimes/article/details/8977555 =======================================================