坦克胆战

#include<iostream> #include<stdlib.h> #include<tchar.h> #include<Windows.h> #include<time.h> #include<conio.h> using namespace std; HANDLE Mutex = CreateMutex(NULL, FALSE, NULL);//互斥对象 int GameOver = 0; int level = 0; int map[23][23]; //坦克种类,Normal为玩家坦克 #define Normal 0 #define Red 1 #define Blue 2 #define Green 3 //方向的宏定义 #define Up 0 #define Down 1 #define Left 2 #define Right 3 //地图标记的宏定义 #define Empty 0 #define Player 1 #define PlayerBullet 2 #define EnemyBullet 3 #define Enemy 4 int Kill; int KillRed; int KillGreen; int EnemyExist; void SetPos(int i, int j)//设定光标位置 { COORD pos = { i, j }; HANDLE Out = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleCursorPosition(Out, pos); } void HideCurSor(void)//隐藏光标 { CONSOLE_CURSOR_INFO info = { 1, 0 }; HANDLE Out = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleCursorInfo(Out, &info); } int sharp[4][12] = { { 0, 1, 1, 0, 1, 1, 1, 2, 2, 0, 2, 2 }, { 0, 0, 0, 2, 1, 0, 1, 1, 1, 2, 2, 1 }, { 0, 1, 0, 2, 1, 0, 1, 1, 2, 1, 2, 2 }, { 0, 0, 0, 1, 1, 1, 1, 2, 2, 0, 2, 1 }, };//此数组用来保存坦克各个方向的形状信息 DWord WINAPI Bulletfly(LPVOID lpParameter);//子弹函数申明 void Updata();//更新界面信息函数申明 class Tank//坦克类 { PRivate: int Direction;//方向 int hotpoint[2];//活动点 int Speed;//速度 int FirePower;//火力 public: Tank(int dir, int hot1, int hot2, int typ, int spe, int firepow)//构造函数 { Direction = dir; hotpoint[0] = hot1; hotpoint[1] = hot2; Type = typ; Speed = spe; FirePower = firepow; } int Type;//坦克的种类(详见宏定义) int ID;//坦克在MAP中的标记(详见宏定义) int FireEnable;//是否可以开火 int Life;//生命值 void Running();//运行函数 int Judge(int x, int y, int ID);//判断是否可以绘制坦克 void DrawTank();//重绘坦克 void Redraw();//擦除坦克 int GetSpeed()//获取速度 { return Speed; } int GetFire()//获取火力 { return FirePower; } int GetDirection()//获取方向 { return Direction; } int GetHotX()//获取活动点坐标 { return hotpoint[0]; } int GetHotY() { return hotpoint[1]; } void IncreaseFire()//火力+ { FirePower++; } void IncreaseSpeed()//速度+ { Speed++; } void ChangeDirection(int newD)//改变方向 { Direction = newD; } void ChangePos(int x, int y)//改变活动点 { hotpoint[0] = x; hotpoint[1] = y; } }; Tank player(Right, 0, 0, Normal, 1, 1);//玩家 Tank enemy(Left, 20, 0, Red, 1, 1);//敌人 void Tank::DrawTank()//绘制坦克 { int i; int nx, ny; if (Type == Red) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); else if (Type == Blue) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); else if (Type == Green) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); else if (Type == Normal) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); for (i = 0; i<6; i++) { nx = hotpoint[0] + sharp[Direction][i * 2]; ny = hotpoint[1] + sharp[Direction][i * 2 + 1]; SetPos((ny + 1) * 2, nx + 1);//利用sharp数组相对于点x,y绘制形状 map[nx][ny] = ID; cout << "■"; } } void Tank::Redraw()//擦除坦克,原理同上 { int i; int nx, ny; for (i = 0; i<6; i++) { nx = hotpoint[0] + sharp[Direction][i * 2]; ny = hotpoint[1] + sharp[Direction][i * 2 + 1]; map[nx][ny] = Empty; SetPos((ny + 1) * 2, nx + 1); cout << " "; } } int Tank::Judge(int x, int y, int dir)//判断当前是否可以绘制坦克 { int i; int nx, ny; for (i = 0; i<6; i++) { nx = x + sharp[dir][i * 2]; ny = y + sharp[dir][i * 2 + 1]; if (nx<0 || nx >= 23 || ny<0 || ny >= 23 || map[nx][ny] != Empty)//不能绘制,返回1 return 1; } return 0; } void Tank::Running()//坦克运行函数 { int newD; //坦克的运行 while (1) { if (Life == 0) { EnemyExist = 0;//敌人不存在 return; } if (GameOver == 1) return; if (FireEnable == 1 && GameOver == 0)//如果可以开火 { WaitForSingleObject(Mutex, INFINITE);//线程拥有互斥对象 FireEnable = 0;//设为不可开火 HANDLE bullet = CreateThread(NULL, 0, Bulletfly, &ID, 0, NULL);//创建子弹线程 CloseHandle(bullet); ReleaseMutex(Mutex);//释放互斥对象 Sleep(100); } WaitForSingleObject(Mutex, INFINITE);//线程拥有互斥对象 srand((int)time(0)); newD = rand() % 4; if (newD == Up)//随机出新的方向并重新绘制坦克 { Redraw(); if (Judge(hotpoint[0] - 1, hotpoint[1], newD) == 0) { hotpoint[0]--; Direction = newD; } else { if (Judge(hotpoint[0], hotpoint[1], newD) == 0) Direction = newD; } } else if (newD == Down) { Redraw(); if (Judge(hotpoint[0] + 1, hotpoint[1], newD) == 0) { hotpoint[0]++; Direction = newD; } else { if (Judge(hotpoint[0], hotpoint[1], newD) == 0) Direction = newD; } } else if (newD == Left) { Redraw(); if (Judge(hotpoint[0], hotpoint[1] - 1, newD) == 0) { hotpoint[1]--; Direction = newD; } else { if (Judge(hotpoint[0], hotpoint[1], newD) == 0) Direction = newD; } } else if (newD == Right) { Redraw(); if (Judge(hotpoint[0], hotpoint[1] + 1, newD) == 0) { hotpoint[1]++; Direction = newD; } else { if (Judge(hotpoint[0], hotpoint[1], newD) == 0) Direction = newD; } } if (GameOver == 0 && Life != 0) DrawTank(); ReleaseMutex(Mutex);//释放互斥对象 Sleep(500 - 80 * Speed); } } /*********************子弹线程函数*******************/ DWORD WINAPI Bulletfly(LPVOID lpParameter) { int *ID = (int *)lpParameter;//ID用来获取发射子弹坦克的ID int Pos[2];//子弹活动点 int direction; int Speed; int type; int hit = 0;//击中标记 int oldx, oldy;//旧活动点 int flag = 0;//子弹是否有移动的标记 if (*ID == Player)//如果是玩家坦克 { type = PlayerBullet; direction = player.GetDirection(); Speed = player.GetFire(); Pos[0] = player.GetHotX(); Pos[1] = player.GetHotY(); } else if (*ID == Enemy)//如果是敌人坦克 { type = EnemyBullet; direction = enemy.GetDirection(); Speed = enemy.GetFire(); Pos[0] = enemy.GetHotX(); Pos[1] = enemy.GetHotY(); } if (direction == Up)//根据坦克的位置和方向确定子弹的初始坐标 { Pos[0]--; Pos[1]++; } else if (direction == Down) { Pos[0] += 3; Pos[1]++; } else if (direction == Left) { Pos[0]++; Pos[1]--; } else if (direction == Right) { Pos[0]++; Pos[1] += 3; } //子弹的运行 while (1) { WaitForSingleObject(Mutex, INFINITE);//这个不再注释了。。。。。 if (flag == 1 && hit != 1)//擦除原位置 { map[oldx][oldy] = Empty; SetPos((oldy + 1) * 2, oldx + 1); cout << " "; } if (GameOver == 1) return 0; if (hit == 1 || Pos[0]<0 || Pos[0]>22 || Pos[1]<0 || Pos[1]>22)//如果击中 { ReleaseMutex(Mutex); Sleep(500); if (type == PlayerBullet) player.FireEnable = 1; else if (type = EnemyBullet) enemy.FireEnable = 1; break; } switch (map[Pos[0]][Pos[1]])//子弹经过的MAP的标记 { case Empty://如果是空位置就绘制子弹 map[Pos[0]][Pos[1]] = type; SetPos((Pos[1] + 1) * 2, Pos[0] + 1); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); cout << "■"; break; case Player://如果是玩家位置 if (type != PlayerBullet) { player.Life--;//生命减少 if (player.Life <= 0) GameOver = 1; } Updata(); hit = 1; break; case Enemy://如果是敌人位置 if (type != PlayerBullet) hit = 1; else { hit = 1; Kill++; if (Kill % 20 == 0 && player.Life<5)//击杀数++ player.Life++; if (enemy.Type == Red)//如果击杀红坦克 { KillRed++; if (KillRed % 10 == 0 && player.GetFire()<5) player.IncreaseFire(); } if (enemy.Type == Green)///如果击杀绿坦克 { KillGreen++; if (KillGreen % 10 == 0 && player.GetSpeed()<5) player.IncreaseSpeed(); } enemy.Redraw();//擦除敌人 enemy.Life = 0;//敌人死亡 } Updata(); break; } oldx = Pos[0]; oldy = Pos[1]; if (direction == Up)//子弹移动 Pos[0]--; else if (direction == Down) Pos[0]++; else if (direction == Left) Pos[1]--; else if (direction == Right) Pos[1]++; ReleaseMutex(Mutex); flag = 1; Sleep(60 - 10 * Speed); } return 0; } /*************************敌人线程函数***************************/ DWORD WINAPI TankRuning(LPVOID lpParameter) { Sleep(400); int Pos; int Start[2];//敌人起始地址 int typ; int fire; int spe; while (1) { if (GameOver == 1) return 0; srand((int)time(0));//随机出敌人起始地址 Pos = rand() % 4; if (Pos == 0) { Start[0] = 2; Start[0] = 2; } else if (Pos == 1) { Start[0] = 2; Start[1] = 18; } else if (Pos == 2) { Start[0] = 18; Start[1] = 2; } else if (Pos == 3) { Start[0] = 18; Start[1] = 18; } if (player.Judge(Start[0], Start[1], Down) == 0) break; } WaitForSingleObject(Mutex, INFINITE); srand((int)time(0)); typ = rand() % 3 + 1;//随机出敌人的种类 if (typ == Blue) { spe = 1 + level; fire = 1 + level; } else if (typ == Red) { spe = 1 + level; fire = 3 + level; } else if (typ == Green) { spe = 3 + level; fire = 1 + level; } enemy = Tank(Down, Start[0], Start[1], typ, spe, fire);//重新生成敌人坦克 enemy.ID = Enemy; enemy.Life = 1; enemy.FireEnable = 1; ReleaseMutex(Mutex); enemy.Running(); return 0; } void Init()//初始化函数 { Kill = 0; KillRed = 0; KillGreen = 0; player = Tank(Left, 0, 0, Normal, 1, 1); enemy = Tank(Left, 0, 0, Red, 1, 1); player.Life = 2; player.FireEnable = 1; enemy.Life = 0; enemy.FireEnable = 1; player.ID = Player; enemy.ID = Enemy; EnemyExist = 0; } void Updata()//更新界面信息 { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); int i; SetPos(53, 0); cout << "生命值:"; SetPos(53, 1); for (i = 0; i<5; i++) { if (i<player.Life) cout << "■"; else cout << " "; } SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); SetPos(53, 3); cout << "移动速度:"; SetPos(53, 4); for (i = 0; i<5; i++) { if (i<player.GetSpeed()) cout << "■"; else cout << " "; } SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); SetPos(53, 5); cout << "火力:"; SetPos(53, 6); for (i = 0; i<5; i++) { if (i<player.GetFire()) cout << "■"; else cout << " "; } SetPos(53, 8); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); cout << "杀敌数:" << Kill; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); SetPos(53, 9); cout << "杀死红坦克:" << KillRed; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); SetPos(53, 10); cout << "杀死绿坦克:" << KillGreen; } void DrawMap()//画界面 { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); system("cls"); int i; for (i = 0; i<25; i++) { SetPos(i * 2, 0); cout << "■"; } for (i = 1; i<25; i++) { SetPos(0, i); cout << "■"; SetPos(24 * 2, i); cout << "■"; } for (i = 0; i<25; i++) { SetPos(i * 2, 24); cout << "■"; } Updata(); } void Welcome()//欢迎界面 { int x; system("cls"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); SetPos(10, 5); cout << "■■■■■■■■■■■■■■■■■■■■■■■■"; SetPos(10, 6); cout << "■ 坦克大战控制台版 ■"; SetPos(10, 7); cout << "■■■■■■■■■■■■■■■■■■■■■■■■"; SetPos(10, 8); cout << "■ 方向键移动,空格键射击 ■"; SetPos(10, 9); cout << "■ 敌人分为3种,蓝色为普通敌人 ■"; SetPos(10, 10); cout << "■ 红色敌人高射速,绿色敌人高机动性 ■"; SetPos(10, 11); cout << "■ 每杀死10个红坦克,玩家射速提高(最高五级) ■"; SetPos(10, 12); cout << "■ 每杀死10个绿坦克,玩家移动性提高(最高五级)■"; SetPos(10, 13); cout << "■ 每杀死20个坦克,玩家生命+1(最高五格) ■"; SetPos(10, 14); cout << "■■■■■■■■■■■■■■■■■■■■■■■■"; SetPos(10, 15); cout << "■ (想学习加我QQ752632564) ■"; SetPos(10, 16); cout << "■ 按1-3选择难度 ■"; SetPos(10, 17); cout << "■■■■■■■■■■■■■■■■■■■■■■■■"; while (1) { x = _getch(); if (x <= '3'&&x >= '1') break; } level = x - '0' - 1; } int _tmain(int argc, TCHAR* argv[]) { Init(); HideCurSor(); Welcome(); DrawMap(); HANDLE temp; int newD; player.DrawTank(); while (GameOver == 0) { if (GetAsyncKeyState(VK_UP))//按键上 { WaitForSingleObject(Mutex, INFINITE); newD = Up; player.Redraw(); if (player.Judge(player.GetHotX() - 1, player.GetHotY(), newD) == 0)//移动玩家坦克,原理和敌人函数一样 { player.ChangePos(player.GetHotX() - 1, player.GetHotY()); player.ChangeDirection(newD); } else { if (player.Judge(player.GetHotX(), player.GetHotY(), newD) == 0) player.ChangeDirection(newD); } if (GameOver == 0) player.DrawTank(); ReleaseMutex(Mutex); Sleep(200 - player.GetSpeed() * 20);//按键延迟,决定玩家坦克的速度 } else if (GetAsyncKeyState(VK_DOWN))//按键下,同上 { WaitForSingleObject(Mutex, INFINITE); newD = Down; player.Redraw(); if (player.Judge(player.GetHotX() + 1, player.GetHotY(), newD) == 0) { player.ChangePos(player.GetHotX() + 1, player.GetHotY()); player.ChangeDirection(newD); } else { if (player.Judge(player.GetHotX(), player.GetHotY(), newD) == 0) player.ChangeDirection(newD); } if (GameOver == 0) player.DrawTank(); ReleaseMutex(Mutex); Sleep(200 - player.GetSpeed() * 20); } else if (GetAsyncKeyState(VK_RIGHT))//按键右,同上 { WaitForSingleObject(Mutex, INFINITE); newD = Right; player.Redraw(); if (player.Judge(player.GetHotX(), player.GetHotY() + 1, newD) == 0) { player.ChangePos(player.GetHotX(), player.GetHotY() + 1); player.ChangeDirection(newD); } else { if (player.Judge(player.GetHotX(), player.GetHotY(), newD) == 0) player.ChangeDirection(newD); } if (GameOver == 0) player.DrawTank(); ReleaseMutex(Mutex); Sleep(200 - player.GetSpeed() * 20); } else if (GetAsyncKeyState(VK_LEFT))//按键左,同上 { WaitForSingleObject(Mutex, INFINITE); newD = Left; player.Redraw(); if (player.Judge(player.GetHotX(), player.GetHotY() - 1, newD) == 0) { player.ChangePos(player.GetHotX(), player.GetHotY() - 1); player.ChangeDirection(newD); } else { if (player.Judge(player.GetHotX(), player.GetHotY(), newD) == 0) player.ChangeDirection(newD); } if (GameOver == 0) player.DrawTank(); ReleaseMutex(Mutex); Sleep(110 - player.GetSpeed() * 10); } else if (GetAsyncKeyState(VK_SPACE))//按键空格,发射子弹 { WaitForSingleObject(Mutex, INFINITE); if (player.FireEnable == 1)//如果可以发射 { HANDLE bullet = CreateThread(NULL, 0, Bulletfly, &(player.ID), 0, NULL);//创建玩家子弹进程 CloseHandle(bullet); player.FireEnable = 0; } ReleaseMutex(Mutex); } if (EnemyExist == 0 && GameOver == 0)//如果敌人不存在生成新敌人 { WaitForSingleObject(Mutex, INFINITE); EnemyExist = 1; temp = CreateThread(NULL, 0, TankRuning, NULL, 0, NULL);//创建敌人线程 CloseHandle(temp); ReleaseMutex(Mutex); } } system("cls"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); SetPos(20, 10); cout << "游戏结束" << endl; SetPos(20, 11); cout << "杀敌数:" << Kill; SetPos(20, 12); cout << "杀死红坦克" << KillRed; SetPos(20, 13); cout << "杀死绿坦克" << KillGreen << endl; return 0; }