飞机大战游戏设计
首先创建飞机/子弹结构:
struct Plane
{int x;int y;bool live;int width;int height;int type;int hp;
}player,bul[BUL_NUM],enemy[ENE_NUM];
你需要加载图片:
void ImageLoad()
{//背景loadimage(&bg[0], "./image/飞机大战bg.png");loadimage(&bg[1], "./image/Background.png");loadimage(&bg[2], "./image/restart.png");//飞机loadimage(&img_player[0], "./image/Plane1.png");loadimage(&img_player[1], "./image/Plane2.png");//子弹loadimage(&img_bullet[0], "./image/Bullet1.png");loadimage(&img_bullet[1], "./image/Bullet2.png");//敌机loadimage(&img_enemy[0][0], "./image/enemy_small1.png");loadimage(&img_enemy[0][1], "./image/enemy_small2.png");loadimage(&img_enemy[1][0], "./image/enemy_big1.png");loadimage(&img_enemy[1][1], "./image/enemy_big2.png");
}
游戏初始化设置:
void GameInit()
{//创建一个窗口,控制窗口台是自动创建的,图形窗口是需要自己手动创建的(后加 SHOWCONSOLE)initgraph(WIDTH, HEIGHT );//飞机初始状态player.x = WIDTH / 2-53;player.y = HEIGHT - 130;player.live = true;//子弹初始状态for (int i = 0; i < BUL_NUM; i++){bul[i].live = false;}//敌机初始状态for (int i = 0; i < ENE_NUM; i++){enemy[i].live = false;EnemyType(i);}//游戏初始界面ImageLoad();putimage(0, 0, &bg[0]);setbkmode(TRANSPARENT);//设置透明背景settextcolor(YELLOW);settextstyle(60, 0, "黑体");char begin[] = { "打飞机" };outtextxy(WIDTH / 3, HEIGHT / 4, begin);settextstyle(20, 0, "黑体");char b[] = { "按“B”开始游戏" };outtextxy(WIDTH / 3, HEIGHT / 2+50, b);while (!GetAsyncKeyState('B'));
}
游戏界面加载:
游戏界面加载
void GameDraw()
{//双缓冲绘图BeginBatchDraw();//加载图片ImageLoad();//背景putimage(0, 0, &bg[1]);//飞机putimage(player.x, player.y , &img_player[0],NOTSRCERASE);//先贴透明图putimage(player.x, player.y, &img_player[1],SRCINVERT);//子弹for (int i = 0; i < BUL_NUM; i++){if (bul[i].live){putimage(bul[i].x, bul[i].y, &img_bullet[0], NOTSRCERASE);//先贴透明图putimage(bul[i].x, bul[i].y, &img_bullet[1], SRCINVERT);}}//敌机for (int i = 0; i < ENE_NUM; i++){if (enemy[i].live){if (enemy[i].type == BIG){putimage(enemy[i].x, enemy[i].y, &img_enemy[1][0], NOTSRCERASE);//先贴透明图putimage(enemy[i].x, enemy[i].y, &img_enemy[1][1], SRCINVERT);}else //if (enemy[i].type == SMALL){putimage(enemy[i].x, enemy[i].y, &img_enemy[0][0], NOTSRCERASE);//先贴透明图putimage(enemy[i].x, enemy[i].y, &img_enemy[0][1], SRCINVERT);}}}//分数settextstyle(20, 0, "黑体");char str[] = { "当前分数:" };outtextxy(WIDTH-150, 10, str);char t[500];sprintf_s(t, "%d", score);outtextxy(WIDTH - 30, 10, t);EndBatchDraw();
}
随机一定比例地分配敌机类型:
void EnemyType(int i)
{int flag = rand() % 10;if (flag>=0&&flag<2){enemy[i].type = BIG;enemy[i].hp = 3;enemy[i].width = 86;enemy[i].height = 125;}else{enemy[i].type = SMALL;enemy[i].hp = 1;enemy[i].width = 71;enemy[i].height = 52;}
}
子弹发射配置:
void BulletCreate()
{for (int i = 0; i < BUL_NUM; i++){if (!bul[i].live){bul[i].x = player.x + 41;bul[i].y = player.y;bul[i].live = true;break;}}
}
子弹移动设置:
void BulletMove(int speed)
{for (int i = 0; i < BUL_NUM; i++){if (bul[i].live){bul[i].y -= speed;if (bul[i].y < 0){ bul[i].live = false;}}}
}
飞机移动和子弹发射控制:
void PlayerMove(int speed)
{
#if 0if (_kbhit()) //有按键按下返回真{char key = _getch(); //阻塞函数,不按下停住不执行switch (key){case 'w':case 'W':case 72:player.y -= speed;break;case 's':case 'S':case 80:player.y += speed;break;case 'a':case 'A':case 75:player.x -= speed;break;case 'd':case 'D':case 77:player.x += speed;break;}}
#elif 1//Windows函数, 非阻塞//按键大写可检测到大小写,小写都检测不到if (GetAsyncKeyState(VK_UP)|| GetAsyncKeyState('W')){if (player.y > 0){player.y -= speed;}}if (GetAsyncKeyState(VK_DOWN) | GetAsyncKeyState('S')){if (player.y < HEIGHT - 124){player.y += speed;}}if (GetAsyncKeyState(VK_LEFT) | GetAsyncKeyState('A')){if (player.x > 0){player.x -= speed;}}if (GetAsyncKeyState(VK_RIGHT) | GetAsyncKeyState('D')){if (player.x < WIDTH - 106){player.x += speed;} }
#endif // 0if (GetAsyncKeyState(VK_SPACE)&&Timer(100,0)){BulletCreate();}
}
随机位置产生一个敌机(敌机会重叠,未优化。可以利用坐标判断飞机之间是否重叠,不重叠则可以创建敌机,否则重新生成坐标进行循环):
void EnemyCreate()
{for (int i = 0; i < ENE_NUM; i++){if (!enemy[i].live){enemy[i].x = rand() % (WIDTH - 86);enemy[i].y = rand()%20;enemy[i].live = true;EnemyType(i);//printf("pos(%d,%d) %d %d\n", enemy[i].x, enemy[i].y, enemy[i].live, enemy[i].hp); //检测敌机状态,用于调试break;}}
}
敌机移动设置:
void EnemyMove(int speed)
{for (int i = 0; i < ENE_NUM; i++){if (enemy[i].live){enemy[i].y +=speed;if(enemy[i].y>HEIGHT){ enemy[i].live = false;}}}
}
敌机与子弹碰撞检测设置:
bool Bump()
{for (int i = 0; i < ENE_NUM; i++){if (!enemy[i].live)continue;for (int j = 0; j < BUL_NUM; j++){if (!bul[j].live)continue;if (bul[j].x + 12 > enemy[i].x && bul[j].x + 12 < enemy[i].x + enemy[i].width/2&& bul[j].y > enemy[i].y && bul[j].y < enemy[i].y + enemy[i].height/2){bul[j].live = false;enemy[i].hp--;}}if (enemy[i].hp <= 0){enemy[i].live = false;if (enemy[i].type == BIG){score += 3;}else if (enemy[i].type == SMALL){score++;} }if (player.x + 106/2 > enemy[i].x && player.x < enemy[i].x + enemy[i].width/2&& player.y > enemy[i].y && player.y < enemy[i].y + enemy[i].height/2){return false;}}return true; // 默认true,可不写
}
由于文件执行速度较快,需要加一定的延时,以便肉眼可见。
再着需要一个定时器,定时发射敌机:
bool Timer(int ms, int id)
{static DWORD t[TimerNum];if (clock() - t[id] > ms){t[id] = clock();return true;}return false;
}
执行主函数:
int main()
{srand((unsigned int)time(NULL)); //让随机数每次进入时都不同,只调用一次!!!GameInit();while (1){while (1){//Sleep(1); //可以让速度更慢GameDraw();PlayerMove(3);BulletMove(5);if (Timer(300, 1)){EnemyCreate();}if (Timer(10, 2)){EnemyMove(2);}FlushBatchDraw();if (!Bump())break;//printf("无人能挡,所向披靡"); //用于阻塞测试}settextcolor(RED);settextstyle(70, 0, "黑体");char end[] = { "GAME OVER!" };outtextxy(WIDTH / 6, HEIGHT / 3, end);settextstyle(40, 0, "黑体");char b[] = { "按“V”重新开始游戏" };outtextxy(WIDTH / 6, HEIGHT / 2, b);while (!GetAsyncKeyState('V'));GameInit();}return 0;
}
示例视频:
由视频可见,一个基本的飞机大战游戏已经成功设计了,不过在画面上可以进行进一步的优化,玩法上可以自己增加机制提高游戏的趣味性。