C++編寫簡略單純的飛機年夜戰。本站提示廣大學習愛好者:(C++編寫簡略單純的飛機年夜戰)文章只能為提供參考,不一定能成為您想要的結果。以下是C++編寫簡略單純的飛機年夜戰正文
初學C/C++的小同伴可以用做這個小游戲來熟習一下編程的樂趣。
#include<windows.h>
#include"resource.h"
#include<stdlib.h>
#include<time.h>
#include<stdio.h>
#define TIMER_DIREN 101 //界說准時器
#define TIMER_DIRENMOVE 102
#define TIMER_ZIDAN 103
#define TIMER_DIRENRELEASE 104
typedef struct Node //仇敵,本身,槍彈構造體
{
int x;
int y;
struct Node *pnext;
}DiRen,FeiJi,ZiDan;
void ZaoDiRen(); //造仇敵
void ShowDiRen(DiRen *pHead,HWND hWnd); //顯示仇敵
void ZaoZiDan(); //造槍彈
void ShowZiDan(ZiDan *pHead,HWND hWnd); //顯示槍彈
void DiRenMove(DiRen *pHead); //仇敵挪動
void ZiDanMove(DiRen *pHead); //槍彈挪動
void shoot(HWND hWnd,FeiJi *ziji,DiRen **diren,ZiDan **zidan);//斷定能否射中
void ReleaseDiren(DiRen **pHead); //釋放出去的仇敵
void ReleaseZidan(ZiDan **pHead); //釋放出去的槍彈
void ZaoZiJi(HWND hWnd); //造本身
LRESULT CALLBACK pp(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);//回調函數
int __stdcall WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
WNDCLASSEX wc;
HWND hWnd;
MSG msg;
wc.hInstance=hInstance;
wc.cbClsExtra=0;
wc.cbSize=sizeof(WNDCLASSEX);
wc.cbWndExtra=0;
wc.hIcon=NULL ;
wc.hCursor=NULL ;
wc.hIconSm=NULL;
wc.lpfnWndProc=pp;
wc.lpszClassName="hello";
wc.lpszMenuName=NULL;
wc.style=CS_HREDRAW|CS_VREDRAW | CS_OWNDC ;
wc.hbrBackground=(HBRUSH)5;
RegisterClassEx(&wc);
hWnd=CreateWindow("hello","world", WS_OVERLAPPEDWINDOW,100,100,600,600,NULL,NULL,hInstance,NULL);
ShowWindow(hWnd,nCmdShow);
while(GetMessage(&msg,NULL,0,0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}
DiRen *pDiRen=NULL; //仇敵
ZiDan *pZiDan=NULL; //槍彈
FeiJi *pZiJi=NULL; //本身
static int score=0; //分數
static char sco[20]; //裝分數的字符竄
LRESULT CALLBACK pp(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
int i=1, //位
jscore;
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
switch(msg)
{
case WM_TIMER: //准時器
hdc=GetDC(hWnd); //獲得裝備句柄
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP4));//載入配景位圖
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
BitBlt(hdc,0,0,600,600,memdc,0,0,SRCCOPY);
/*itoa(score,sco,10);*/
sprintf(sco,"%d",score); //將分數裝入字符竄
jscore=score;
while((jscore=jscore/10)>0) //斷定分數有幾位
i++;
TextOut(hdc,0,0,"分數",4);
TextOut(hdc,30,0,sco,i); //顯示分數
DeleteDC(memdc);
ReleaseDC(hWnd,hdc); //釋放句柄
DeleteObject(hbm);
ZaoZiJi(hWnd); //造本身
if(TIMER_ZIDAN==wParam) //准時器101
{
ZiDanMove(pZiDan); //槍彈挪動
ReleaseZidan(&pZiDan); //釋放出屏幕的槍彈
}
else if( TIMER_DIREN==wParam) //准時器102
{
ZaoDiRen(); //造仇敵
}
else if(TIMER_DIRENRELEASE==wParam) //准時器103
{
ReleaseDiren(&pDiRen); //釋放出屏幕的仇敵
}
ShowDiRen(pDiRen,hWnd); //顯示仇敵
DiRenMove(pDiRen); //仇敵挪動
ShowZiDan(pZiDan,hWnd); //顯示槍彈
shoot(hWnd,pZiJi,&pDiRen,&pZiDan); //能否射中
break;
case WM_CLOSE: //封閉
PostQuitMessage(0);
break;
case WM_KEYDOWN: //斷定按鍵
switch(wParam)
{
case VK_LEFT: //左移
if(pZiJi->x>0)
pZiJi->x-=20;
break;
case VK_RIGHT: //右移
if(pZiJi->x<530)
pZiJi->x+=20;
break;
case VK_UP: //上移
if(pZiJi->y>0)
pZiJi->y-=20;
break;
case VK_DOWN: //下移
if(pZiJi->y<520)
pZiJi->y+=20;
break;
case VK_SPACE: //空格發射槍彈
ZaoZiDan();
break;
}
break;
case WM_CREATE: //創立
srand(time(NULL));
pZiJi=(struct Node*)malloc(sizeof(struct Node));
pZiJi->x=200; //本身的x
pZiJi->y=500; //本身的y
SetTimer(hWnd,TIMER_DIREN,1000,NULL); //設置准時器
SetTimer(hWnd,TIMER_DIRENMOVE,200,NULL);
SetTimer(hWnd,TIMER_ZIDAN,100,NULL);
SetTimer(hWnd,TIMER_DIRENRELEASE,300,NULL);
break;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}
void ZaoDiRen() //造槍彈
{
DiRen *u;
u=(struct Node*)malloc(sizeof(struct Node));
u->x=rand()%550; //槍彈的x隨機湧現
u->y=-10; //湧現的縱坐標固定
u->pnext=NULL;
if(NULL==pDiRen)
{
pDiRen=u;
}
else
{
u->pnext=pDiRen; //將新發生的鏈表放在頭
pDiRen=u;
}
}
void ShowDiRen(struct Node *pHead,HWND hWnd) //顯示仇敵
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP1));//載入仇敵位圖
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
while(pHead!=NULL) //仇敵鏈表不為空,顯示敵機
{
BitBlt(hdc,pHead->x,pHead->y,40,40,memdc,0,0,SRCCOPY);
pHead=pHead->pnext;
}
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
}
void ZaoZiJi(HWND hWnd)
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP3));//載入本身的位圖
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
BitBlt(hdc,pZiJi->x,pZiJi->y,40,40,memdc,0,0,SRCCOPY); //顯示本身
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
}
void ZaoZiDan() //造槍彈
{
ZiDan *u;
u=(ZiDan*)malloc(sizeof(ZiDan));
u->x=pZiJi->x+15;
u->y=pZiJi->y+10;
u->pnext=NULL;
if(pZiDan==NULL)
{
pZiDan=u;
}
else
{
u->pnext=pZiDan; //將槍彈放在鏈表頭
pZiDan=u;
}
}
void ShowZiDan(ZiDan *pHead,HWND hWnd) //顯示槍彈
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP2)); //拔出槍彈位圖
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
while(pHead!=NULL) //槍彈鏈表不為空,顯示槍彈
{
/*Ellipse(hdc,pHead->x,pHead->y,pHead->x+5,pHead->y+5);*/
BitBlt(hdc,pHead->x,pHead->y,10,10,memdc,0,0,SRCCOPY);
pHead=pHead->pnext;
}
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
}
void DiRenMove(DiRen *pHead) //仇敵挪動
{
while(pHead!=NULL) //鏈表不為空,仇敵挪動
{
if(score<500)
{
pHead->y+=10;
pHead=pHead->pnext;
}
else
{
pHead->y+=20;
pHead=pHead->pnext;
}
}
}
void ZiDanMove(DiRen *pHead) //槍彈挪動
{
while(pHead!=NULL) //鏈表不為空槍彈挪動
{
pHead->y-=20;
pHead=pHead->pnext;
}
}
void shoot(HWND hWnd,FeiJi *ziji,DiRen **diren,ZiDan **zidan) //斷定能否中
{
DiRen *js1=*diren;
ZiDan *js2=*zidan;
int n = 1;
while(js1!=NULL) //斷定本身能否撞機
{
//撞擊釋放准時器游戲停止
if((ziji->x-js1->x<30&&ziji->x-js1->x>-38)&&(ziji->y-js1->y<25&&ziji->y-js1->y>-38))
{
KillTimer(hWnd,TIMER_DIREN);
KillTimer(hWnd,TIMER_ZIDAN);
KillTimer(hWnd,TIMER_DIRENMOVE);
KillTimer(hWnd,TIMER_DIRENRELEASE);
MessageBox(hWnd,"You Lose","窗口",MB_OK);
PostQuitMessage(0);
break;
}
else
js1=js1->pnext; //沒有斷定下一個敵機
}
js1=*diren; //敵機回到頭
while((js1=*diren)!=NULL) //斷定仇敵能否為空
{
zidan = &pZiDan;
n = 0;
while((js2=*zidan)!=NULL) //斷定槍彈能否為空
{
//敵機中彈
if((js2->x - js1->x <= 40&&js2->x - js1->x>=-5)&&(js2->y - js1->y <= 40&&js2->y - js1->y>=-8))
{
score+=100;
n = 1;
*zidan = js2->pnext;
if(js1->pnext!=NULL) //鏈表下節不為空,指向下一個釋放中彈的飛機槍彈
{
*diren = js1->pnext;
diren = &pDiRen;
free(js1);
free(js2);
}
else
*diren = NULL;
break;
}
else
{
zidan = &js2->pnext; //沒中看下一個
}
}
if(n != 1) //斷定能否是中彈出來的
{
diren = &js1->pnext;
}
}
}
void ReleaseDiren(DiRen **pHead) //釋放飛出屏幕的仇敵
{
DiRen *js=*pHead;
while((js=*pHead)!=NULL)
{
if(js->y>600) //飛出屏幕釋放
{
*pHead=js->pnext;
free(js);
}
else
{
pHead = &js->pnext; //看下一個
}
}
}
void ReleaseZidan(ZiDan **pHead) //釋放槍彈
{
ZiDan *js=*pHead;
while((js=*pHead)!=NULL)
{
if(js->y<0) //飛出的槍彈釋放
{
*pHead=js->pnext;
free(js);
}
else
pHead=&js->pnext; //沒飛出看下一個
}
}
同時分享一個網友的辦法
//mytestView.cpp:Cmytest;
//;
#include"stdafx.h;
#include"mytest.h;
#include"mytestDoc;
#include"mytestView;
#ifdef_DEBUG;
#definenewDEBUG_NEW;
#endif;//CmytestVie
// mytestView.cpp : CmytestView 類的完成
//
#include "stdafx.h"
#include "mytest.h"
#include "mytestDoc.h"
#include "mytestView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
// CmytestView
IMPLEMENT_DYNCREATE(CmytestView, CView)
BEGIN_MESSAGE_MAP(CmytestView, CView)
ON_WM_CREATE()
ON_WM_TIMER()
ON_WM_KEYDOWN()
END_MESSAGE_MAP()
// CmytestView 結構/析構
CmytestView::CmytestView()
{
// TODO: 在此處添加結構代碼
m_x_me=0;
m_x_enemy=0;
m_y_enemyone=0;
m_y_enemytwo=0;
m_y_bomb=0;
m_x_bomb=0;
m_x_ball=0;
m_y_ball=0;
m_x_explsion=0;
}
CmytestView::~CmytestView()
{
}
BOOL CmytestView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: 在此處經由過程修正
// CREATESTRUCT cs 來修正窗口類或款式
return CView::PreCreateWindow(cs);
}
// CmytestView 繪制
void CmytestView::OnDraw(CDC* pDC)
{
CmytestDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
if (!pDoc)
return;
// TODO: 在此處為本機數據添加繪制代碼
/*CBitmap bitmap;
bitmap.LoadBitmapW(IDB_ME);
*/
//繪圖
/*pDC->BitBlt(100,50,50,60,&MemDC,0,0,SRCCOPY);*/
/*POINT pt;
pt.x=200;
pt.y=200;
CImageList imageList;
imageList.Create(50,60,ILC_COLOR24|ILC_MASK,1,0);
imageList.Add(&bitmap,RGB(0,0,0));
imageList.Draw(pDC,0,pt,ILD_TRANSPARENT);
CDC MemDC;
MemDC.CreateCompatibleDC(NULL);
MemDC.SelectObject(&bitmap);*/
//RECT rc;
//GetClientRect(&rc);
//CBrush brush;
//brush.CreateSolidBrush(RGB(3,108,254));
//pDC->SelectObject(&brush);
//CBrush *oldbrush=pDC->SelectObject(&brush);
//pDC->Rectangle(&rc);
//pDC->SelectObject(oldbrush);
//CBitmap bitmap;
//bitmap.LoadBitmapW(IDB_ME);
//POINT pt;
//pt.x=200;
//pt.y=200;
//CImageList imageList;
//imageList.Create(60,50,ILC_COLOR24|ILC_MASK,1,0);
//imageList.Add(&bitmap,RGB(0,0,0));
//imageList.Draw(pDC,0,pt,ILD_TRANSPARENT);
// CDC MemDC;
//MemDC.CreateCompatibleDC(NULL);
//MemDC.SelectObject(&bitmap);
//刷新
RECT rc;
GetClientRect(&rc);
CBrush brush;
brush.CreateSolidBrush(RGB(3,108,254));
pDC->SelectObject(&brush);
CBrush *oldbrush=pDC->SelectObject(&brush);
pDC->Rectangle(&rc);
pDC->SelectObject(oldbrush);
//敵機
CBitmap bitmap1;
bitmap1.LoadBitmapW(IDB_enemy);
POINT pt1;
pt1.x=200;
pt1.y=m_y_enemyone;
POINT pt1_2;
pt1_2.x=300;
pt1_2.y=m_y_enemytwo;
CImageList imageList1;
imageList1.Create(35,35,ILC_COLOR24|ILC_MASK,1,0);
imageList1.Add(&bitmap1,RGB(0,0,0));
imageList1.Draw(pDC,0,pt1,ILD_TRANSPARENT);
imageList1.Draw(pDC,1,pt1_2,ILD_TRANSPARENT);
//戰機
CBitmap bitmap2;
bitmap2.LoadBitmapW(IDB_ME);
POINT pt2;
pt2.x=m_x_me;
pt2.y=100;
CImageList imageList2;
imageList2.Create(50,60,ILC_COLOR24|ILC_MASK,1,0);
imageList2.Add(&bitmap2,RGB(0,0,0));
imageList2.Draw(pDC,0,pt2,ILD_TRANSPARENT);
//槍彈
CBitmap bitmap3;
bitmap3.LoadBitmapW(IDB_ball);
POINT pt3;
pt3.x=150;
pt3.y=m_y_ball;
CImageList imageList3;
imageList3.Create(8,8,ILC_COLOR24|ILC_MASK,1,0);
imageList3.Add(&bitmap3,RGB(0,0,0));
imageList3.Draw(pDC,0,pt3,ILD_TRANSPARENT);
//炸彈
CBitmap bitmap4;
bitmap4.LoadBitmapW(IDB_bomb);
POINT pt4;
pt4.x=m_x_bomb;
pt4.y=250;
CImageList imageList4;
imageList4.Create(10,20,ILC_COLOR24|ILC_MASK,1,0);
imageList4.Add(&bitmap4,RGB(0,0,0));
imageList4.Draw(pDC,0,pt4,ILD_TRANSPARENT);
//爆炸
CBitmap bitmap5;
bitmap5.LoadBitmapW(IDB_explsion);
POINT pt5_1;
pt5_1.x=310;
pt5_1.y=310;
POINT pt5_2;
pt5_2.x=330;
pt5_2.y=330;
POINT pt5_3;
pt5_3.x=350;
pt5_3.y=450;
POINT pt5_4;
pt5_4.x=470;
pt5_4.y=470;
POINT pt5_5;
pt5_5.x=510;
pt5_5.y=510;
POINT pt5_6;
pt5_6.x=530;
pt5_6.y=530;
POINT pt5_7;
pt5_7.x=540;
pt5_7.y=540;
POINT pt5_8;
pt5_8.x=450;
pt5_8.y=250;
CImageList imageList5;
imageList5.Create(66,66,ILC_COLOR24|ILC_MASK,1,0);
imageList5.Add(&bitmap5,RGB(0,0,0));
imageList5.Draw(pDC,0,pt5_1,ILD_TRANSPARENT);
imageList5.Draw(pDC,1,pt5_2,ILD_TRANSPARENT);
imageList5.Draw(pDC,2,pt5_3,ILD_TRANSPARENT);
imageList5.Draw(pDC,3,pt5_4,ILD_TRANSPARENT);
imageList5.Draw(pDC,4,pt5_5,ILD_TRANSPARENT);
imageList5.Draw(pDC,5,pt5_6,ILD_TRANSPARENT);
imageList5.Draw(pDC,6,pt5_7,ILD_TRANSPARENT);
imageList5.Draw(pDC,7,pt5_8,ILD_TRANSPARENT);
/*CDC MemDC;
MemDC.CreateCompatibleDC(NULL);
MemDC.SelectObject(&bitmap2);*/
}
// CmytestView 診斷
#ifdef _DEBUG
void CmytestView::AssertValid() const
{
CView::AssertValid();
}
void CmytestView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CmytestDoc* CmytestView::GetDocument() const // 非調試版本是內聯的 {
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CmytestDoc))); return (CmytestDoc*)m_pDocument;
}
#endif //_DEBUG
// CmytestView 新聞處置法式
int CmytestView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: 在此添加您公用的創立代碼
SetTimer(1,30,NULL);
return 0;
}
void CmytestView::OnTimer(UINT_PTR nIDEvent)
{
// TODO: 在此添加新聞處置法式代碼和/或挪用默許值
CView::OnTimer(nIDEvent);
CDC *pDC=GetDC();
//刷新配景
RECT rc;
GetClientRect(&rc);
CBrush brush;
brush.CreateSolidBrush(RGB(3,108,254));
pDC->SelectObject(&brush);
CBrush *oldbrush=pDC->SelectObject(&brush);
pDC->Rectangle(&rc);
pDC->SelectObject(oldbrush);
//戰機
CBitmap bitmap2;
bitmap2.LoadBitmapW(IDB_ME);
POINT pt2;
pt2.x=m_x_me;
pt2.y=100;
CImageList imageList2;
imageList2.Create(50,60,ILC_COLOR24|ILC_MASK,1,0);
imageList2.Add(&bitmap2,RGB(0,0,0));
imageList2.Draw(pDC,0,pt2,ILD_TRANSPARENT);
//槍彈
迎接試玩一下流戲 偏向鍵:w,a,s,d 掌握鍵:J,K