#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);//互斥對象
int GameOver = 0;
int level = 0;
int map[23][23];
//坦克種類,Normal爲玩家坦克
#define Normal 0
#define Red 1
#define Blue 2
#define Green 3
//方向的宏定義
#define Up 0
#define Down 1
#define Left 2
#define Right 3
//地圖標記的宏定義
#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)//設定光標位置
{
COORD pos = { i, j };
HANDLE Out = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(Out, pos);
}
void HideCurSor(void)//隱藏光標
{
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 },
};//此數組用來保存坦克各個方向的形狀信息
DWORD WINAPI Bulletfly(LPVOID lpParameter);//子彈函數申明
void Updata();//更新界面信息函數申明
class Tank//坦克類
{
private:
int Direction;//方向
int hotpoint[2];//活動點
int Speed;//速度
int FirePower;//火力
public:
Tank(int dir, int hot1, int hot2, int typ, int spe, int firepow)//構造函數
{
Direction = dir;
hotpoint[0] = hot1;
hotpoint[1] = hot2;
Type = typ;
Speed = spe;
FirePower = firepow;
}
int Type;//坦克的種類(詳見宏定義)
int ID;//坦克在MAP中的標記(詳見宏定義)
int FireEnable;//是否可以開火
int Life;//生命值
void Running();//運行函數
int Judge(int x, int y, int ID);//判斷是否可以繪製坦克
void DrawTank();//重繪坦克
void Redraw();//擦除坦克
int GetSpeed()//獲取速度
{
return Speed;
}
int GetFire()//獲取火力
{
return FirePower;
}
int GetDirection()//獲取方向
{
return Direction;
}
int GetHotX()//獲取活動點座標
{
return hotpoint[0];
}
int GetHotY()
{
return hotpoint[1];
}
void IncreaseFire()//火力+
{
FirePower++;
}
void IncreaseSpeed()//速度+
{
Speed++;
}
void ChangeDirection(int newD)//改變方向
{
Direction = newD;
}
void ChangePos(int x, int y)//改變活動點
{
hotpoint[0] = x;
hotpoint[1] = y;
}
};
Tank player(Right, 0, 0, Normal, 1, 1);//玩家
Tank enemy(Left, 20, 0, Red, 1, 1);//敵人
void Tank::DrawTank()//繪製坦克
{
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數組相對於點x,y繪製形狀
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)//判斷當前是否可以繪製坦克
{
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)//不能繪製,返回1
return 1;
}
return 0;
}
void Tank::Running()//坦克運行函數
{
int newD;
//坦克的運行
while (1)
{
if (Life == 0)
{
EnemyExist = 0;//敵人不存在
return;
}
if (GameOver == 1)
return;
if (FireEnable == 1 && GameOver == 0)//如果可以開火
{
WaitForSingleObject(Mutex, INFINITE);//線程擁有互斥對象
FireEnable = 0;//設爲不可開火
HANDLE bullet = CreateThread(NULL, 0, Bulletfly, &ID, 0, NULL);//創建子彈線程
CloseHandle(bullet);
ReleaseMutex(Mutex);//釋放互斥對象
Sleep(100);
}
WaitForSingleObject(Mutex, INFINITE);//線程擁有互斥對象
srand((int)time(0));
newD = rand() % 4;
if (newD == Up)//隨機出新的方向並重新繪製坦克
{
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);//釋放互斥對象
Sleep(500 - 80 * Speed);
}
}
/*********************子彈線程函數*******************/
DWORD WINAPI Bulletfly(LPVOID lpParameter)
{
int *ID = (int *)lpParameter;//ID用來獲取發射子彈坦克的ID
int Pos[2];//子彈活動點
int direction;
int Speed;
int type;
int hit = 0;//擊中標記
int oldx, oldy;//舊活動點
int flag = 0;//子彈是否有移動的標記
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)//如果是敵人坦克
{
type = EnemyBullet;
direction = enemy.GetDirection();
Speed = enemy.GetFire();
Pos[0] = enemy.GetHotX();
Pos[1] = enemy.GetHotY();
}
if (direction == Up)//根據坦克的位置和方向確定子彈的初始座標
{
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;
}
//子彈的運行
while (1)
{
WaitForSingleObject(Mutex, INFINITE);//這個不再註釋了。。。。。
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)//如果擊中
{
ReleaseMutex(Mutex);
Sleep(500);
if (type == PlayerBullet)
player.FireEnable = 1;
else if (type = EnemyBullet)
enemy.FireEnable = 1;
break;
}
switch (map[Pos[0]][Pos[1]])//子彈經過的MAP的標記
{
case Empty://如果是空位置就繪製子彈
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--;//生命減少
if (player.Life <= 0)
GameOver = 1;
}
Updata();
hit = 1;
break;
case Enemy://如果是敵人位置
if (type != PlayerBullet)
hit = 1;
else
{
hit = 1;
Kill++;
if (Kill % 20 == 0 && player.Life<5)//擊殺數++
player.Life++;
if (enemy.Type == Red)//如果擊殺紅坦克
{
KillRed++;
if (KillRed % 10 == 0 && player.GetFire()<5)
player.IncreaseFire();
}
if (enemy.Type == Green)///如果擊殺綠坦克
{
KillGreen++;
if (KillGreen % 10 == 0 && player.GetSpeed()<5)
player.IncreaseSpeed();
}
enemy.Redraw();//擦除敵人
enemy.Life = 0;//敵人死亡
}
Updata();
break;
}
oldx = Pos[0];
oldy = Pos[1];
if (direction == Up)//子彈移動
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;
}
/*************************敵人線程函數***************************/
DWORD WINAPI TankRuning(LPVOID lpParameter)
{
Sleep(400);
int Pos;
int Start[2];//敵人起始地址
int typ;
int fire;
int spe;
while (1)
{
if (GameOver == 1)
return 0;
srand((int)time(0));//隨機出敵人起始地址
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;//隨機出敵人的種類
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);//重新生成敵人坦克
enemy.ID = Enemy;
enemy.Life = 1;
enemy.FireEnable = 1;
ReleaseMutex(Mutex);
enemy.Running();
return 0;
}
void Init()//初始化函數
{
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 << "移動速度:";
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 << "殺敵數:" << Kill;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
SetPos(53, 9);
cout << "殺死紅坦克:" << KillRed;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN);
SetPos(53, 10);
cout << "殺死綠坦克:" << KillGreen;
}
void DrawMap()//畫界面
{
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()//歡迎界面
{
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 << "■ 坦克大戰控制檯版 ■";
SetPos(10, 7);
cout << "■■■■■■■■■■■■■■■■■■■■■■■■";
SetPos(10, 8);
cout << "■ 方向鍵移動,空格鍵射擊 ■";
SetPos(10, 9);
cout << "■ 敵人分爲3種,藍色爲普通敵人 ■";
SetPos(10, 10);
cout << "■ 紅色敵人高射速,綠色敵人高機動性 ■";
SetPos(10, 11);
cout << "■ 每殺死10個紅坦克,玩家射速提高(最高五級) ■";
SetPos(10, 12);
cout << "■ 每殺死10個綠坦克,玩家移動性提高(最高五級)■";
SetPos(10, 13);
cout << "■ 每殺死20個坦克,玩家生命+1(最高五格) ■";
SetPos(10, 14);
cout << "■■■■■■■■■■■■■■■■■■■■■■■■";
SetPos(10, 15);
cout << "■ (想學習加我qq752632564) ■";
SetPos(10, 16);
cout << "■ 按1-3選擇難度 ■";
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))//按鍵上
{
WaitForSingleObject(Mutex, INFINITE);
newD = Up;
player.Redraw();
if (player.Judge(player.GetHotX() - 1, player.GetHotY(), newD) == 0)//移動玩家坦克,原理和敵人函數一樣
{
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);//按鍵延遲,決定玩家坦克的速度
}
else if (GetAsyncKeyState(VK_DOWN))//按鍵下,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))//按鍵右,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))//按鍵左,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))//按鍵空格,發射子彈
{
WaitForSingleObject(Mutex, INFINITE);
if (player.FireEnable == 1)//如果可以發射
{
HANDLE bullet = CreateThread(NULL, 0, Bulletfly, &(player.ID), 0, NULL);//創建玩家子彈進程
CloseHandle(bullet);
player.FireEnable = 0;
}
ReleaseMutex(Mutex);
}
if (EnemyExist == 0 && GameOver == 0)//如果敵人不存在生成新敵人
{
WaitForSingleObject(Mutex, INFINITE);
EnemyExist = 1;
temp = CreateThread(NULL, 0, TankRuning, NULL, 0, NULL);//創建敵人線程
CloseHandle(temp);
ReleaseMutex(Mutex);
}
}
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE);
SetPos(20, 10);
cout << "遊戲結束" << endl;
SetPos(20, 11);
cout << "殺敵數:" << Kill;
SetPos(20, 12);
cout << "殺死紅坦克" << KillRed;
SetPos(20, 13);
cout << "殺死綠坦克" << KillGreen << endl;
return 0;
}
坦克膽戰
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