#include<iostream>
#include<stdlib.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<<"■ 陕西科技大学1B433 ■";
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 main()
{
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;
}
坦克大战
最新推荐文章于 2023-06-14 13:11:16 发布