今天下午赶出来的,还有很多东西要不要加进去我自己还没决定,因为有些东西以前练过了,而有些东西没练过,还有很多不足之处.
#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#include <conio.h>
#include <bios.h>
#define KEY_ESC 0x01
#define KEY_SPACE 0x39
#define KEY_UP 0x48
#define KEY_LEFT 0x4b
#define KEY_RIGHT 0x4d
#define KEY_DOWN 0x50
/*1石头,2砖块,3水,5老家,8玩家,9敌人*/
int map[20][20]={1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,2,2,2,2,0,0,2,2,2,2,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,2,0,0,2,0,1,1,1,1,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,2,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,
1,0,1,1,1,1,3,3,3,3,0,0,0,0,0,0,0,2,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,3,3,3,0,1,
1,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,3,3,3,1,1,1,1,1,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,2,2,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,1,
1,0,2,2,0,0,0,0,2,2,2,0,0,0,2,2,0,0,0,1,
1,0,0,0,0,0,0,8,2,5,2,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1};
struct f
{
int x;
int y;
int direction;
};
struct play
{
int x;/*行坐标*/
int y;/*列坐标*/
int direction;/*方向*/
struct f fire[5];/*5颗子弹*/
int score;/*分数*/
}Playone;
struct a
{
int x;
int y;
int color;
int direction;
int directiontwo;/*用来判定走的路是否往返*/
int fireplay;/*是否攻击的变量,随机生成*/
struct f fire;
}amy[5];/*敌人的结构体,其实可以添加不同的颜色来表示不同种类的坦克*/
char key_state[128],key_pressed[128];
void Init();/*图象驱动开始*/
void End();/*图象驱动结束*/
void DrawMap();/*画地图*/
void DrawWater(int x,int y);/*画水*/
void DrawBrick(int x,int y);/*画砖*/
void DrawTone(int x,int y);/*画石头*/
void DrawHome(int x,int y);/*画老家*/
void DrawBlack(int x,int y);/*去除内容*/
void DrawPlay(int x,int y);/*画玩家*/
void DrawAmy(int x,int y,int i);/*画敌人*/
void Score();/*输出分数*/
void GamePlay();/*玩游戏过程*/
void GameOver();/*游戏失败*/
void TimeDelay(unsigned long microsec); /*延时函数 传入微秒数*/
int GetKey(int ScanCode);/*这里开始都是按键函数*/
void interrupt far (*OldInt9Handler)();
void far interrupt NewInt9();
void InstallKeyboard();
void ShutDownKeyboard();
void main(void)
{
Init();
DrawMap();
GamePlay();
End();
}
void TimeDelay(unsigned long microsec) /*延时函数 传入微秒数*/
{
union REGS r;
r.h.ah=0x86;
r.x.cx=microsec>>16;
r.x.dx=microsec;
int86(0x15,&r,&r);
}
void Init()/*图象驱动开始*/
{int gd=DETECT,gm;
initgraph(&gd,&gm,"d:\\tc\\tc");
cleardevice();
InstallKeyboard();
}
void End()/*图象驱动结束*/
{
ShutDownKeyboard();
closegraph();
}
void DrawTone(int x,int y)/*画石头*/
{
setfillstyle(SOLID_FILL,7);
bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);
}
void DrawWater(int x,int y)/*画水*/
{
setfillstyle(SOLID_FILL,BLUE);
bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);
}
void DrawBrick(int x,int y)/*画砖*/
{
setfillstyle(SOLID_FILL,6);
bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);
setcolor(15);
line(100+x*20-9,50+y*20-4,100+x*20+9,50+y*20-4);
line(100+x*20-9,50+y*20+4,100+x*20+9,50+y*20+4);
line(100+x*20-4,50+y*20-9,100+x*20-4,50+y*20+9);
line(100+x*20+4,50+y*20-9,100+x*20+4,50+y*20+9);
}
void DrawHome(int x,int y)/*画老家*/
{
setcolor(0);
setfillstyle(SOLID_FILL,GREEN);
fillellipse(100+x*20,50+y*20,9,9);
}
void DrawBlack(int x,int y)/*去除内容*/
{
setcolor(0);
setfillstyle(SOLID_FILL,0);
bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);
}
void DrawPlay(int x,int y)/*画玩家*/
{
setcolor(4);/*玩家为红色*/
circle(100+x*20,50+y*20,7);
switch(Playone.direction)/*判定玩家方向*/
{
case 1:line(100+x*20,50+y*20,100+x*20,50+y*20-9);break;/*上*/
case 2:line(100+x*20,50+y*20,100+x*20+9,50+y*20);break;/*右*/
case 3:line(100+x*20,50+y*20,100+x*20,50+y*20+9);break;/*下*/
case 4:line(100+x*20,50+y*20,100+x*20-9,50+y*20);break;/*左*/
}
}
void DrawAmy(int x,int y,int i)/*画敌人*/
{
if(amy[i].color==12)
setcolor(12);
else if(amy[i].color==13)
setcolor(13);
else/*这里是判定三种颜色的坦克*/
setcolor(14);
circle(100+x*20,50+y*20,7);
switch(amy[i].direction)/*判定玩家方向*/
{
case 1:line(100+x*20,50+y*20,100+x*20,50+y*20-9);break;/*上*/
case 2:line(100+x*20,50+y*20,100+x*20+9,50+y*20);break;/*右*/
case 3:line(100+x*20,50+y*20,100+x*20,50+y*20+9);break;/*下*/
case 4:line(100+x*20,50+y*20,100+x*20-9,50+y*20);break;/*左*/
}
}
void Score()/*输出分数*/
{
char s[10];
Playone.score+=10;
sprintf(s,"%d",Playone.score);
setfillstyle(SOLID_FILL,0);
bar(550,100,640,130);
settextstyle(0,0,2);
setcolor(YELLOW);
outtextxy(550,115,s);
}
void DrawMap()/*画地图*/
{int i,j,k;
for(i=0;i<20;i++)
{
for(j=0;j<20;j++)
if(map[i][j]==1)
DrawTone(j,i);
else if(map[i][j]==2)
DrawBrick(j,i);
else if(map[i][j]==3)
DrawWater(j,i);
else if(map[i][j]==5)
DrawHome(j,i);
else if(map[i][j]==8)
{
Playone.x=i;
Playone.y=j;
Playone.direction=1;
DrawPlay(j,i);
for(k=0;k<5;k++)
Playone.fire[k].direction=-1;/*5颗子弹的方向都为-1,表示不存在*/
}
else if(map[i][j]==9)
{
amy[0].x=1;amy[0].y=1;amy[0].direction=amy[0].directiontwo=3;/*第一个敌人*/
amy[0].color=12;
DrawAmy(j,i,0);
}
}
for(i
=1;i<5;i++)/*敌人都没出现*/
amy[i].direction=amy[i].fire.direction=-1;
outtextxy(210,450,"2003.10.1 milo_zy");
settextstyle(0,0,2);/*首次输出得分*/
setcolor(9);
outtextxy(525,80,"Score");
setcolor(YELLOW);
outtextxy(550,115,"0");
}
void far interrupt NewInt9(void)
{
unsigned char ScanCode,temp;
ScanCode=inportb(0x60);
temp=inportb(0x61);
outportb(0x61,temp | 0x80);
outportb(0x61,temp & 0x7f);
if(ScanCode&0x80)
{
ScanCode&=0x7f;
key_state[ScanCode]=0;
}
else
{
key_state[ScanCode]=1;
key_pressed[ScanCode]=1;
}
outportb(0x20,0x20);
}
void InstallKeyboard(void)
{
int i;
for(i=0;i<128;i++)
key_state[i]=key_pressed[i]=0;
OldInt9Handler=getvect(9); /*中断向量值*/
setvect(9,NewInt9); /*中断程序NewInt9地址存入指定的中断向量表中INT 09H*/
}
void ShutDownKeyboard(void)
{
setvect(9,OldInt9Handler);
}
int GetKey(int ScanCode)
{
int res;
res=key_state[ScanCode]|key_pressed[ScanCode];
key_pressed[ScanCode]=0;
return res;
}
void GameOver()/*游戏失败*/
{
setcolor(0);
setfillstyle(SOLID_FILL,0);/*把老家给去除*/
fillellipse(100+9*20,50+18*20,9,9);
nosound();
setcolor(RED);
settextstyle(0,0,4);
outtextxy(150,5,"GAME OVER");
while(1)
{
if(GetKey(KEY_ESC))
break;
}
}
void GamePlay()/*玩游戏的过程*/
{
int i,j,lose=0;/*lose是1的时候表示失败*/
int t=0;
randomize();
while(1)
{
for(i=0;i<5;i++)/*画敌人的子弹*/
{
if(amy[i].fire.direction>0)
putpixel(100+amy[i].fire.y*20,50+amy[i].fire.x*20,11);
}
for(i=0;i<=4;i++)/*画玩家子弹*/
{
if(Playone.fire[i].direction>0)/*大于0表示玩家子弹存在*/
putpixel(100+Playone.fire[i].y*20,50+Playone.fire[i].x*20,11);
}
TimeDelay(500000);/*要害的时间改动*/
for(i=0;i<5;i++)/*去敌人的子弹*/
{
if(amy[i].fire.direction>0)
putpixel(100+amy[i].fire.y*20,50+amy[i].fire.x*20,0);
}
for(i=0;i<=4;i++)/*去玩家除子弹*/
{
if(Playone.fire[i].direction>0)
putpixel(100+Playone.fire[i].y*20,50+Playone.fire[i].x*20,0);
}
for(i=0;i<=4;i++)/*玩家子弹位置的变化*/
{
if(Playone.fire[i].direction<0)
continue;
if(Playone.fire[i].direction==1)
{Playone.fire[i].x--;Playone.fire[i].y=Playone.fire[i].y;}
else if(Playone.fire[i].direction==2)
{Playone.fire[i].y++;Playone.fire[i].y=Playone.fire[i].y;}
else if(Playone.fire[i].direction==3)
{Playone.fire[i].x++;Playone.fire[i].y=Playone.fire[i].y;}
else if(Playone.fire[i].direction==4)
{Playone.fire[i].y--;Playone.fire[i].y=Playone.fire[i].y;}
/*打到石头或者砖头的情况下减少子弹*/
if(map[Playone.fire[i].x][Playone.fire[i].y]==1)/*打到石头*/
Playone.fire[i].direction=-1;/*子弹消失*/
if(map[Playone.fire[i].x][Playone.fire[i].y]==2)/*打到砖头*/
{
Playone.fire[i].direction=-1;
DrawBlack(Playone.fire[i].y,Playone.fire[i].x);/*砖头打掉*/
map[Playone.fire[i].x][Playone.fire[i].y]=0;/*被打掉的地方变成可走的地方*/
}
if(map[Playone.fire[i].x][Playone.fire[i].y]==5)/*自己打到老家*/
{lose=1;break;}
for(j=0;j<5;j++)
{
if(amy[j].direction<0)/*不存在的不判定*/
continue;
if(amy[j].x==Playone.fire[i].x&&amy[j].y==Playone.fire[i].y)/*打中敌人*/
{
Playone.fire[i].direction=-1;
DrawBlack(Playone.fire[i].y,Playone.fire[i].x);
map[Playone.fire[i].x][Playone.fire[i].y]=0;/*被打掉的地方变成可走的地方*/
amy[j].fire.direction=amy[j].direction=-1;/*这个敌人消失*/
Score();/*输出得分*/
}
}
}
for(i=0;i<5;i++)/*敌人子弹位置的变化*/
{
if(amy[i].direction<0||amy[i].fire.direction<0)
continue;
if(amy[i].fire.direction==1)
{amy[i].fire.x--;amy[i].fire.y=amy[i].fire.y;}
else if(amy[i].fire.direction==2)
{amy[i].fire.y++;amy[i].fire.x=amy[i].fire.x;}
else if(amy[i].fire.direction==3)
{amy[i].fire.x++;amy[i].fire.y=amy[i].fire.y;}
else if(amy[i].fire.direction==4)
{amy[i].fire.y--;amy[i].fire.x=amy[i].fire.x;}
/*打到石头或者砖头的情况下减少子弹*/
if(map[amy[i].fire.x][amy[i].fire.y]==1)/*打到石头*/
amy[i].fire.direction=-1;/*子弹消失*/
if(map[amy[i].fire.x][amy[i].fire.y]==2)/*打到砖头*/
{
amy[i].fire.direction=-1;
DrawBlack(amy[i].fire.y,amy[i].fire.x);/*砖头打掉*/
map[amy[i].fire.x][amy[i].fire.y]=0;/*被打掉的地方变成可走的地方*/
}
if(map[amy[i].fire.x][amy[i].fire.y]==5)/*敌人打到老家*/
{lose=1;break;}
if(amy[i].fire.x==Playone.x&&amy[i].fire.y==Playone.y)/*打中玩家*/
{
for(j=0;j<5;j++)
Playone.fire[j].direction=-1;/*玩家子弹都消失*/
amy[i].fire.direction=-1;
DrawBlack(amy[i].fire.y,amy[i].fire.x);
map[amy[i].fire.x][amy[i].fire.y]=0;/*被打掉的地方变成可走的地方*/
lose=1;break;/*好人被打掉后就失败*/
}
}
nosound();
for(i=0;i<5;i++)/*敌人方向随机的改变*/
{
if(amy[i].direction<0)
continue;
while(1)
{
amy[i].directiontwo=random(4)+1;
if(amy[i].direction==1&&amy[i].directiontwo==3)
continue;
if(amy[i].direction==3&&amy[i].directiontwo==1)
continue;
if(amy[i].direction==2&&amy[i].directiontwo==4)
continue;
if(amy[i].direction==4&&amy[i].directiontwo==2)/*这里4个if是判定有没有往返走*/
continue;
if(amy[i].directiontwo==3&&(map[amy[i].x+1][amy[i].y]==3||map[amy[i].x+1][amy[i].y]==1||map[amy[i].x+1][amy[i].y]==2))
continue;
if(amy[i].directiontwo==1&&(map[amy[i].x-1][amy[i].y]==3||map[amy[i].x-1][amy[i].y]==1||map[amy[i].x-1][amy[i].y]==2))
continue;
if(amy[i].directiontwo==2&&(map[amy[i].x][amy[i].y+1]==3||map[amy[i].x][amy[i].y+1]==1||map[amy[i].x][amy[i].y+1]==2))
continue;
if(amy[i].directiontwo==4&&(
map[amy[i].x][amy[i].y-1]==3||map[amy[i].x][amy[i].y-1]==1||map[amy[i].x][amy[i].y-1]==2))
continue;/*以上4个是是否碰到了墙壁或者水什么的*/
DrawBlack(amy[i].y,amy[i].x);/*把原来的地方擦掉*/
amy[i].direction=amy[i].directiontwo;
if(amy[i].direction==1)
{amy[i].x--;amy[i].y=amy[i].y;}
if(amy[i].direction==3)
{amy[i].x++;amy[i].y=amy[i].y;}
if(amy[i].direction==2)
{amy[i].y++;amy[i].x=amy[i].x;}
if(amy[i].direction==4)
{amy[i].y--;amy[i].x=amy[i].x;}
if(amy[i].x==Playone.x&&amy[i].y==Playone.y)/*相撞*/
lose=1;
if(map[amy[i].x][amy[i].y]==5)/*敌人撞到老家*/
lose=1;
DrawAmy(amy[i].y,amy[i].x,i);/*画敌人*/
if(amy[i].fire.direction<0)
amy[i].fireplay=random(4);
if(amy[i].fireplay==1&&amy[i].fire.direction<0)/*发射*/
{
amy[i].fire.direction=amy[i].direction;/*子弹方向与敌人方向一致*/
amy[i].fire.x=amy[i].x;
amy[i].fire.y=amy[i].y;
}
break;
}
}
if(lose)/*因为失败而跳出循环显示失败*/
{GameOver();break;}
if(GetKey(KEY_ESC))
break;
if(GetKey(KEY_UP))/*往上*/
{
if(Playone.direction==1&&map[Playone.x-1][Playone.y]!=1&&map[Playone.x-1][Playone.y]!=2)
{
if(map[Playone.x-1][Playone.y]==3)
continue;
DrawBlack(Playone.y,Playone.x);/*这个if是移动,前提是方向与按下的到向一致*/
Playone.x--;
Playone.direction=1;
DrawPlay(Playone.y,Playone.x);
}
else/*只调整炮头方向*/
{
DrawBlack(Playone.y,Playone.x);
Playone.direction=1;
DrawPlay(Playone.y,Playone.x);
}
}
else if(GetKey(KEY_DOWN))/*往下*/
{
if(Playone.direction==3&&map[Playone.x+1][Playone.y]!=1&&map[Playone.x+1][Playone.y]!=2)
{
if(map[Playone.x+1][Playone.y]==3)
continue;
DrawBlack(Playone.y,Playone.x);
Playone.x++;
Playone.direction=3;
DrawPlay(Playone.y,Playone.x);
}
else
{
DrawBlack(Playone.y,Playone.x);
Playone.direction=3;
DrawPlay(Playone.y,Playone.x);
}
}
if(GetKey(KEY_RIGHT))/*往右*/
{
if(Playone.direction==2&&map[Playone.x][Playone.y+1]!=1&&map[Playone.x][Playone.y+1]!=2)
{
if(map[Playone.x][Playone.y+1]==3)
continue;
DrawBlack(Playone.y,Playone.x);
Playone.y++;
Playone.direction=2;
DrawPlay(Playone.y,Playone.x);
}
else
{
DrawBlack(Playone.y,Playone.x);
Playone.direction=2;
DrawPlay(Playone.y,Playone.x);
}
}
if(GetKey(KEY_LEFT))/*往左*/
{
if(Playone.direction==4&&map[Playone.x][Playone.y-1]!=1&&map[Playone.x][Playone.y-1]!=2)
{
if(map[Playone.x][Playone.y-1]==3)
continue;
DrawBlack(Playone.y,Playone.x);
Playone.y--;
Playone.direction=4;
DrawPlay(Playone.y,Playone.x);
}
else
{
DrawBlack(Playone.y,Playone.x);
Playone.direction=4;
DrawPlay(Playone.y,Playone.x);
}
}
if(GetKey(KEY_SPACE))/*发射子弹*/
{
for(i=0;i<5;i++)/*用循环来找是否有子弹可以用*/
if(Playone.fire[i].direction<0)
{
sound(300);
Playone.fire[i].direction=Playone.direction;/*子弹方向与坦克方向一致*/
Playone.fire[i].x=Playone.x;
Playone.fire[i].y=Playone.y;
break;/*找到后就跳出循环*/
}
}
if(map[Playone.x][Playone.y]==5)/*玩家自己撞到老家*/
lose=1;
for(i=0;i<5;i++)/*判定是否因自己控制撞到敌人*/
{
if(amy[i].direction<0)
continue;
if(amy[i].x==Playone.x&&amy[i].y==Playone.y)/*相撞*/
lose=1;
}
if(lose)/*因为失败而跳出循环显示失败*/
{GameOver();break;}
t++;/*加到一定的程序就出现新的敌人*/
if(t==30) /*到了增加敌人的时候*/
{t=0;
for(i=0;i<5;i++)
if(amy[i].direction<0)
{
amy[i].direction=amy[i].directiontwo=3;
amy[i].x=1;
amy[i].y=random(3);/*方向随机*/
if(amy[i].y==0)
amy[i].y=1;
else if(amy[i].y==1)
amy[i].y=9;
else/*这里和上面的两个判定是判定敌人的初始位置*/
amy[i].y=18;
amy[i].color=random(3)+12;/*颜色随机*/
DrawAmy(amy[i].y,amy[i].x,i);
break;/*找到一个后就出循环*/
}
}
}
}
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