//#define _CRT_SECURE_NO_WARNINGS 1 用于禁止不安全函数的警告
#include<iostream>
#include<stdlib.h>
#include<string>
#include<conio.h>
#include<Windows.h>
#include<time.h>
#include <graphics.h>
using namespace std;
char ch;
#define Count 5//敌机数量
#define Col 40//列
#define Row 40//行
//玩家飞机坐标,声明:左上角坐标为(0,0)
int PlayerPlane_y = Row - 2;//39,墙上面最后一行
int PlayerPlane_x = Col / 2;//20,列中央
//子弹坐标
int Bullet_y;
int Bullet_x;
//敌机坐标
int Enemy_y[Count] = { 0 };
int Enemy_x[Count] = { 0 };
//敌机的移动速度
int EnemySleep = 250;
int sleep = 0;//当二者相等时敌机才发生移动,sleep可认为缓冲,该设置用于控制速度与难度梯度
//分数
int score = 0;
//技能充能
int skill1 = 20;
int skill2 = 5;
//容错度
int error = 0;//抵达五时失败
//获取系统时间
char* time()//返回指针
{time_t rawtime;//原始时间struct tm* curtime;//指向结构体的变量time(&rawtime); // 获取系统时间并存储curtime = localtime(&rawtime); //转换为本地时间char* now = asctime(curtime);//更改为指针类型return now;
}
//弄一个结构体保存当前位置的各项数据,但是不保存已使用的子弹,以此来实现简单存档
typedef struct history
{int PlayerPlane_y;int PlayerPlane_x;int Enemy_y[Count];int Enemy_x[Count];int EnemySleep;int sleep;int score;int skill1;int skill2;int error;char* curtime;int flag = 0;//初始化标记
}history, * apple;
void contain(apple& L, int PlayerPlane_y, int PlayerPlane_x, int EnemySleep, int sleep, int score, int skill1, int skill2, int error, int flag, char* curtime)
{L = new history;//赋予空间L->PlayerPlane_y = PlayerPlane_y;L->PlayerPlane_x = PlayerPlane_x;L->EnemySleep = EnemySleep;L->sleep = sleep;L->score = score;L->skill1 = skill1;L->skill2 = skill2;L->error = error;L->flag = flag;L->curtime = curtime;
}
void game();//有关进入游戏后的各项函数
void menu()
{printf(" --------------飞机大作战--------------\n");printf(" | |\n");printf(" | 3.查看历史记录 |\n");printf(" | 2.选择存档开始 |\n");printf(" | 1.开始游戏 |\n");printf(" | 0.退出游戏 |\n");printf(" | W/A/S/D移动 |\n");printf(" | 空格射击 E/R技能 |\n");printf(" | |\n");printf(" |w温馨提示,游戏过程中可以按下\"Esc\"退出游戏 |\n");printf(" ----------------------------------------------\n");
}int main()
{system("color b");int input = 0;menu();printf("请选择:");scanf("%d", &input);switch (input){case 1:game();//大部分函数均包括在内break;case 0:printf("退出游戏\n");break;default:printf("输入有误,请重新输入:\n");break;}return 0;
}
//隐藏光标
void HideCursor()
{CONSOLE_CURSOR_INFO cursor_info = { 1,0 }; //第二个值为0,表示隐藏光标SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}// 光标移到(X, Y)位置
void gotoxy(int x, int y)
{HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);COORD pos;pos.X = x;pos.Y = y;SetConsoleCursorPosition(handle, pos);
}void DisPlay(int arr[Col][Row])//绘制画面
{gotoxy(0, 0);for (int i = 0; i < Col; i++){for (int j = 0; j < Row; j++){if (arr[i][j] == 0)//路{printf(" ");}if (arr[i][j] == 1)//基地区域{printf("█");}if (arr[i][j] == 2)//己方{printf("++");}if (arr[i][j] == 3)//敌机{printf("%%+");}if (arr[i][j] == 4)//子弹{printf("/\\");}}printf("\n");}//各项数值char* curtime = time();printf("得分:%d ", score);printf("EnemySleep=%d ", EnemySleep);printf("skill1(20)=%d ", skill1);printf("skill2(5)=%d ", skill2);printf("时间:%s", curtime);Sleep(20);//刷新频率
}void InSet(int arr[Col][Row])
{srand(time(NULL));//设置随机数种子//路--0//墙--1for (int i = 0; i < Col; i++)//赋值定义{arr[i][0] = 1;arr[i][Row - 1] = 1;}for (int i = 0; i < Row; i++){arr[0][i] = 1;arr[Col - 1][i] = 1;}//玩家飞机--2arr[PlayerPlane_y][PlayerPlane_x] = 2;//一开始在中央//敌机--3for (int i = 0; i < Count; i++)//随机出现敌机{Enemy_y[i] = rand() % 3 + 1;//确保敌机不出现在墙区域,并且不会太接近下方基地Enemy_x[i] = rand() % (Row - 2) + 1;//确保不会出现在墙中arr[Enemy_y[i]][Enemy_x[i]] = 3;//敌机位置}//子弹--4
}
void PlayerPlay(int arr[Col][Row])
{if ((ch == 'w' || ch== 72) && arr[PlayerPlane_y - 1][PlayerPlane_x] == 0)//上飞,且路通{arr[PlayerPlane_y][PlayerPlane_x] = 0;//清除PlayerPlane_y--;//数值小则上arr[PlayerPlane_y][PlayerPlane_x] = 2;//飞机位置}if ((ch == 'a' || ch== 75) && arr[PlayerPlane_y][PlayerPlane_x - 1] == 0)//下述同理{arr[PlayerPlane_y][PlayerPlane_x] = 0;PlayerPlane_x--;arr[PlayerPlane_y][PlayerPlane_x] = 2;}if ((ch == 's' || ch == 80) && arr[PlayerPlane_y + 1][PlayerPlane_x] == 0){arr[PlayerPlane_y][PlayerPlane_x] = 0;PlayerPlane_y++;arr[PlayerPlane_y][PlayerPlane_x] = 2;}if ((ch == 'd' || ch == 77) && arr[PlayerPlane_y][PlayerPlane_x + 1] == 0){arr[PlayerPlane_y][PlayerPlane_x] = 0;PlayerPlane_x++;arr[PlayerPlane_y][PlayerPlane_x] = 2;}if (ch == ' ')//空格射击{Bullet_y = PlayerPlane_y - 1;Bullet_x = PlayerPlane_x;arr[Bullet_y][Bullet_x] = 4;//子弹位置}if (ch == 'r')//技能{if (skill1 == 20)//充能结束{for (int i = 1; i < Row - 1; i++)//火力覆盖{skill1 = 0;//归零Bullet_y = PlayerPlane_y - 1;//上飞,完成后一行子弹上飞到顶Bullet_x = i;//布满横行arr[Bullet_y][Bullet_x] = 4;//位置}}}if (ch == 'e')//技能{int left = PlayerPlane_x - 3;//左线int right = PlayerPlane_x + 3;//右线if (skill2 == 5)//充能{for (int i = left; i < right; i++)//火力覆盖{if (i > 0 && i < Row - 1)//可见r技能火力充足{skill2 = 0;//归零Bullet_y = PlayerPlane_y - 1;//上飞,几颗子弹到顶Bullet_x = i;arr[Bullet_y][Bullet_x] = 4;}}}}}
void BulletEnemy(int arr[Col][Row])//关于子弹与敌机的处理,包括能量与加速的处理
{for (int i = 0; i < Col; i++){for (int j = 0; j < Row; j++){if (arr[i][j] == 4)//有子弹{for (int k = 0; k < Count; k++)//检查各个敌机{//子弹击中敌机的处理if (i == Enemy_y[k] && j == Enemy_x[k]){if (skill1 < 20){skill1++;}if (skill2 < 5){skill2++;}score += 100;//分数arr[Enemy_y[k]][Enemy_x[k]] = 0;//清除Enemy_y[k] = rand() % 3 + 1;Enemy_x[k] = rand() % (Row - 2) + 1;arr[Enemy_y[k]][Enemy_x[k]] = 3;//重构//每500分敌机加速if (score % 500 == 0 && EnemySleep > 4){EnemySleep -= 2;}}}//子弹的移动if (arr[i][j] == 4){arr[i][j] = 0;if (i > 1){arr[i - 1][j] = 4;}}}}//敌机的移动,sleep初始0if (sleep < EnemySleep){sleep++;}else if (sleep > EnemySleep){sleep = 0;}for (int i = 0; i < Count; i++)//遍历敌机{if (PlayerPlane_y == Enemy_y[i] && PlayerPlane_x == Enemy_x[i] || score < 0){printf(" /\\_/\\ \n");//敌机击中玩家飞机的处理printf(" ( o.o ) \n");printf(" > ^ < \n");printf("游戏失败!\n");printf("\a");//发出失败警告system("pause");//等待exit(0);}//敌机到达最底面的处理if (Enemy_y[i] >= Col - 2)//提前处理,不破坏墙面,当然不提前处理也没问题,可以设1{score -= 100;arr[Enemy_y[i]][Enemy_x[i]] = 0;Enemy_y[i] = rand() % 3 + 1;Enemy_x[i] = rand() % (Row - 2) + 1;arr[Enemy_y[i]][Enemy_x[i]] = 3;}//敌机下移的处理if (sleep == EnemySleep){for (int j = 0; j < Count; j++){arr[Enemy_y[j]][Enemy_x[j]] = 0;sleep = 0;Enemy_y[j]++;arr[Enemy_y[j]][Enemy_x[j]] = 3;}}}}
}
void write(apple& L, FILE* fp)//传引用,避免指针的使用
{L->curtime = time();fprintf(fp, "%d %d %d %d %d %d %d %d %d %s ",L->PlayerPlane_y,L->PlayerPlane_x,L->EnemySleep,L->sleep,L->score,L->skill1,L->skill2,L->error,L->flag,*(L->curtime));for (int i = 0; i < Count; i++)fprintf(fp, "%d %d", L->Enemy_y[i], L->Enemy_x[i]);
}
void creathistory(apple& L)//创建存档
{FILE* fp;if ((fp = fopen("history.txt", "a+")) == NULL) { cout << "打开失败,没有存档,请建立新的存档"; system("pause"); exit(0); }else{write(L, fp);}
}
void read(apple& L)
{FILE* fp;if ((fp = fopen("history.txt", "a+")) == NULL) { cout << "打开失败,没有存档,请建立新的存档"; system("pause"); exit(0); }else{int PlayerPlane_y;int PlayerPlane_x;int Enemy_y[Count];int Enemy_x[Count];int EnemySleep;int sleep;int score;int skill1;int skill2;int error;char* curtime;int flag;while (fscanf(fp, "%d %d %d %d %d %d %d %d %d %s\n",&L->PlayerPlane_y,&L->PlayerPlane_x,&L->EnemySleep,&L->sleep,&L->score,&L->skill1,&L->skill2,&L->error,&L->flag,L->curtime)){for (int i = 0; i < Count; i++)fscanf(fp, "%d %d", L->Enemy_y[i], L->Enemy_x[i]);}rewind(fp);//指针归位}
}
void again(apple& L)
{int arr[Col][Row] = { 0 };for (int i = 0; i < Count; i++){arr[L->Enemy_y[i]][L->Enemy_x[i]] = 3;}arr[L->PlayerPlane_y][L->PlayerPlane_x] = 2;for (int i = 0; i < Col; i++)//赋值定义{arr[i][0] = 1;arr[i][Row - 1] = 1;}for (int i = 0; i < Row; i++){arr[0][i] = 1;arr[Col - 1][i] = 1;}//打印游戏界面DisPlay(arr);//玩家移动while (1){//时间time();//玩家操作PlayerPlay(arr);//打印棋盘DisPlay(arr);//子弹与敌机的操作BulletEnemy(arr);}
}
void findhistory(apple& L)//查找存档
{for (int i = 0; i < L->flag; i++){read(L);printf("请输入你选择的存档编号flag:");int a = getch();cout << a << endl;if (_kbhit() && i == L->flag - 1)//判断是否有键盘输入{system("cls");again(L);}}
}void game()
{system("cls");//设置一个存放信息的数组int arr[Col][Row] = { 0 };apple L;//隐藏光标//HideCursor();//放置信息InSet(arr);//打印游戏界面DisPlay(arr);//玩家移动while (1){if (_kbhit()) {ch = getch();if (ch == 27) {cout << "是否退出并保存存档" << endl;system("pause");if (getch() == 27){creathistory(L);cout << "存档成功,继续按键将退出" << endl;system("pause");exit(0);}}else{time();//玩家操作PlayerPlay(arr);}}//打印棋盘DisPlay(arr);//子弹与敌机的操作BulletEnemy(arr);}
}