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 程式師世界 >> 編程語言 >> C語言 >> C++ >> 關於C++ >> C++編寫簡略單純的飛機年夜戰

C++編寫簡略單純的飛機年夜戰

編輯:關於C++

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

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