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c坦克大战源代码(c++飞机大战源代码)

admin 发布:2022-12-19 11:03 148


今天给各位分享c坦克大战源代码的知识,其中也会对c++飞机大战源代码进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!

本文目录一览:

急求坦克大战C++原程序编码!!!

只是部分代码,太多了,请加分后联系我

// Game.cpp: implementation of the CGame class.

//

//////////////////////////////////////////////////////////////////////

#include stdio.h

#include "Game.h"

#include "resource.h"

#define SCREEN_W 640

#define SCREEN_H 480

#define OFFSETX 100

#define OFFSETY 48

#define PLAYER1_STARTX 130

#define PLAYER1_STARTY 386

#define PLAYER2_STARTX 258

#define PLAYER2_STARTY 386

#define SAFE_RELEASE(x) if(x){ x-Release(); x = NULL; }

CGame* g_pGame;

inline int random( int min, int max )

{

return (min + rand() % (max - min + 1));

}

void TRACE( LPCTSTR format, ... )

{

char buf[128];

va_list vl;

va_start(vl, format);

sprintf(buf, format, vl);

OutputDebugString( buf );

va_end(vl);

}

void CGame::OutputText( int x, int y, LPCTSTR string )

{

HDC hdc;

if( m_pddsBackBuffer

m_pddsBackBuffer-GetDC(hdc) == DD_OK )

{

SetBkMode( hdc, TRANSPARENT );

SetTextColor( hdc, RGB(255,255,0) );

TextOut( hdc, x, y, string, lstrlen(string) );

m_pddsBackBuffer-ReleaseDC( hdc );

}

}

//////////////////////////////////////////////////////////////////////

// Construction/Destruction

//////////////////////////////////////////////////////////////////////

CGame::CGame()

{

m_hInst = NULL;

m_hWnd = NULL;

m_bActive = FALSE;

m_bShowStats = FALSE;

m_bFullScreen = TRUE;

m_bSingle = TRUE;

m_pDD = NULL;

m_pddsFrontBuffer = NULL;

m_pddsBackBuffer = NULL;

g_pGame = this;

}

CGame::~CGame()

{

}

LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )

{

if( g_pGame )

return g_pGame-MsgProc( hWnd, uMsg, wParam, lParam );

return DefWindowProc( hWnd, uMsg, wParam, lParam );

}

LRESULT CGame::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )

{

switch( uMsg )

{

case WM_ACTIVATEAPP:

if( m_bActive = (BOOL)wParam )

m_DirectInput.Acquire();

return 0;

case WM_SETCURSOR:

if( m_bFullScreen )

{

SetCursor( NULL );

return TRUE;

}

break;

case WM_CLOSE:

PostQuitMessage(0);

return 0;

case WM_MOVE:

m_bActive = TRUE;

GetClientRect( hWnd, m_rcWindow );

ClientToScreen( hWnd, (LPPOINT)m_rcWindow );

ClientToScreen( hWnd, (LPPOINT)m_rcWindow + 1 );

return 0;

case WM_MOVING:

m_bActive = FALSE;

break;

case WM_KEYDOWN:

switch( wParam )

{

case VK_ESCAPE:

if( m_gameState == GS_ACTIVE )

m_gameState = GS_SPLASH;

else if( m_gameState == GS_SPLASH )

PostQuitMessage(0);

else if( m_gameState == GS_OVER )

m_gameState = GS_SPLASH;

break;

case VK_F4:

DDTerm();

m_bFullScreen = !m_bFullScreen;

DDInit();

return 0;

case VK_F5:

m_bShowStats = !m_bShowStats;

return 0;

case VK_DOWN:

case VK_UP:

if( m_gameState == GS_SPLASH )

{

m_bSingle = !m_bSingle;

return 0;

}

break;

case VK_PRIOR:

if( m_gameState == GS_ACTIVE m_nLevel 1 )

{

m_nLevel --;

InitLevel();

}

break;

case VK_NEXT:

if( m_gameState == GS_ACTIVE )

{

m_nLevel ++;

InitLevel();

}

break;

case VK_RETURN:

if( m_gameState == GS_SPLASH )

{

ResetGame();

return 0;

}

else if( m_gameState == GS_ACTIVE !m_bSingle )

{

if( m_player[0].m_nLife 1

m_player[1].m_nLife = 0 )

{

m_player[0].m_nLife --;

m_player[1].m_nLife = 1;

ResetPlayer( m_player[1] );

}

else if( m_player[1].m_nLife 1

m_player[0].m_nLife = 0 )

{

m_player[1].m_nLife --;

m_player[0].m_nLife = 1;

ResetPlayer( m_player[0] );

}

}

break;

}

break;

}

return DefWindowProc( hWnd, uMsg, wParam, lParam );

}

BOOL CGame::Initialize( HINSTANCE hInst )

{

m_hInst = hInst;

if( !InitApplication() ||

!DDInit() ||

!InitGame() )

{

DDTerm();

return FALSE;

}

return TRUE;

}

BOOL CGame::InitApplication()

{

char szClassName[] = "BATTLECITY";

char szTitle[] = "Battle City";

WNDCLASS wc;

wc.hInstance = m_hInst;

wc.lpszClassName = szClassName;

wc.lpfnWndProc = WndProc;

wc.style = CS_DBLCLKS;

wc.hIcon = LoadIcon( m_hInst, MAKEINTRESOURCE(IDI_TANK) );

wc.hCursor = LoadCursor( NULL, IDC_ARROW );

wc.lpszMenuName = NULL;

wc.cbClsExtra = 0;

wc.cbWndExtra = 0;

wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );

if( !RegisterClass( wc ) )

{

TRACE( "Error In RegisterClassEx\n" );

return FALSE;

}

m_hWnd = CreateWindow( szClassName,

szTitle,

WS_OVERLAPPED | WS_MINIMIZEBOX | WS_SYSMENU,

CW_USEDEFAULT,

CW_USEDEFAULT,

646, 505,

NULL,

NULL,

m_hInst,

NULL );

if( !m_hWnd )

{

TRACE( "Error In CreateWindow\n" );

return FALSE;

}

UpdateWindow( m_hWnd );

ShowWindow( m_hWnd, SW_NORMAL );

return TRUE;

}

int CGame::Run()

{

MSG msg;

while( TRUE )

{

if (PeekMessage( msg, NULL, 0, 0, PM_NOREMOVE))

{

if (!GetMessage( msg, NULL, 0, 0))

break;

TranslateMessage(msg);

DispatchMessage(msg);

}

else if( m_bActive )

{

UpdateFrame();

}

else

WaitMessage();

}

DDTerm();

return msg.wParam;

}

BOOL CGame::DDInit()

{

HRESULT hr;

hr = DirectDrawCreate( NULL, m_pDD, NULL );

if( FAILED(hr) )

{

TRACE( "Error Create DirectDraw\n" );

return FALSE;

}

if( m_bFullScreen )

m_pDD-SetCooperativeLevel( m_hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );

else

m_pDD-SetCooperativeLevel( m_hWnd, DDSCL_NORMAL );

用c++做出坦克大战的代码,谁有?麻烦各位大神回答!

坦克大战是一款经典的射击游戏,在这里给出一个使用 C++ 实现的坦克大战游戏的示例。这个示例代码使用了 C++ 的图形库 SDL2 来实现图形界面和游戏动画。

首先,我们需要安装 SDL2 库。在 Windows 下,你可以下载安装包并安装;在 Linux 下,你可以使用包管理器安装,例如在 Ubuntu 下使用 apt-get 命令:

sudo apt-get install libsdl2-dev

然后,我们可以开始编写代码了。首先是包含头文件和定义常量:

#include SDL2/SDL.h

#include cstdio

const int SCREEN_WIDTH = 640;

const int SCREEN_HEIGHT = 480;

接下来是游戏主函数:

int main(int argc, char* argv[]) {

// 初始化 SDL

if (SDL_Init(SDL_INIT_VIDEO) 0) {

printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());

return 1;

}

// 创建窗口

SDL_Window* window = SDL_CreateWindow(

"Tank Battle", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,

SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);

if (window == NULL) {

printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());

return 1;

}

// 创建渲染器

SDL_Renderer* renderer = SDL_CreateRenderer(

window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

if (renderer == NULL) {

printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());

return 1;

}

// 游戏主循环

bool quit = false

接下来是游戏主循环,在这里处理用户输入、更新游戏状态和渲染游戏画面。

while (!quit) {

// 处理用户输入

SDL_Event e;

while (SDL_PollEvent(e) != 0) {

if (e.type == SDL_QUIT) {

quit = true;

}

}

// 更新游戏状态

// 渲染游戏画面

SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);

SDL_RenderClear(renderer);

SDL_RenderPresent(renderer);

}

最后,我们需要清理资源并退出程序:

// 清理资源

SDL_DestroyRenderer(renderer);

SDL_DestroyWindow(window);

SDL_Quit();

return 0;

}

这就是一个简单的坦克大战游戏的代码示例。当然,这只是一个框架,你还需要继续编写代码来实现具体的游戏逻辑和细节。例如,你需要绘制坦克、障碍、炮弹等游戏元素,并处理碰撞、射击等事件。如果你还不熟悉 C++ 或者 SDL2 的使用,建议先学习相关知识再尝试编写这个游戏。

C语言坦克大战

你这题目网上没有现成的题目,我学计算机的,我保证帮你做个好的,大概得花一天半时间,我做好发给你。不过得收费,你愿意出多少啊?

c坦克大战源代码的介绍就聊到这里吧,感谢你花时间阅读本站内容,更多关于c++飞机大战源代码、c坦克大战源代码的信息别忘了在本站进行查找喔。

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