本文实例为大家分享了C语言实现飞机大战的具体代码,供大家参考,具体内容如下
作业要求:
1.游戏当中出现多类型敌人
2.游戏中能进行存档和读档
3.玩家控制的飞机由多字符组成
4.游戏过程中没有出现BUG
5.游戏显示制作者信息
6.游戏当中带有BGM
7.其他个性化设定
成效:
代码:
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#include<stdio.h> #include<stdlib.h> #include<conio.h> #include<windows.h> #include<mmsystem.h> // 导入声音头文件 #pragma comment(lib,"Winmm.lib") // 导入声音头文件库 #define High 20 // 游戏画面尺寸 #define Width 30 #define EnemyNum 5 // 敌机个数 #define BossNum 2 // Boss机个数 int flag; // 飞机状态 int color( int c); // 更改文字颜色 void explation(); // 游戏提示 void show(); // 显示游戏界面 void endgame(); // 游戏结束 void startup(); // 数据初始化 void FileRead(); // 读档 // 全局变量 int position_x, position_y; // 飞机位置 struct enemy{ int x; int y; int life; }Boss[BossNum], enemy[EnemyNum]; // 敌机位置 int canvas[High][Width] = {0}; // 二维数组存储游戏画布中对应的元素 // 0为空格,1为飞机8,2为子弹o,3为敌机0 , 4为Boss敌机A int score; // 得分 int number; // 销毁敌机数 int BulletWidth; // 子弹宽度 int EnemyMoveSpeed; // 敌机移动速度 // 光标移动到(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); } // 更改文字颜色 int color( int c) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c); return 0; } // 隐藏光标 void HideCursor() { CONSOLE_CURSOR_INFO cursor_info = {1,0}; SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info); } // 开始界面 void welcometogame() { int n, i, j = 1; system ( "cls" ); color(15); gotoxy(33, 1); printf ( "飞机大战 Plane War" ); color(56); for (i = 3; i <= 26; i++) // 输出上下边框 { for (j = 6; j <= 80; j++) // 输出左右边框 { gotoxy(j, i); if (i == 3 || i == 26) printf ( " " ); else if (j == 6 || j == 80) printf ( " " ); } } color(14); gotoxy(38, 6); printf ( "基本操作\n" ); gotoxy(19, 8); printf ( "空格:发射子弹 W:前进 A:左移 D:右移 S:后退\n" ); gotoxy(34, 11); printf ( "1.开始游戏(play)" ); gotoxy(34, 13); printf ( "2.游戏规则(rule)" ); gotoxy(34, 15); printf ( "3.读取存档(read)" ); gotoxy(34, 17); printf ( "4.退出游戏(quit)" ); color(15); gotoxy(22, 24); printf ( "游戏制作人:李歆灵 学号:420240320 联系方式:13530656670" ); color(14); gotoxy(33, 20); printf ( "请选择 1 2 3 4: " ); color(14); scanf ( "%d" , &n); // 输入选项 switch (n) { case 1: flag = 1; system ( "cls" ); break ; case 2: explation(); // 游戏规则 break ; case 3: system ( "cls" ); // 读档 break ; case 4: gotoxy(30, 28); exit (0); // 退出游戏 break ; default : color(9); gotoxy(33, 22); printf ( "请输入1-4之间的数" ); _getch(); // 输入任意键 system ( "cls" ); // 清屏 welcometogame(); } } // 游戏规则 void explation() { int i, j = 1; system ( "cls" ); color(15); gotoxy(30, 1); printf ( "游戏规则 Rules of game" ); color(56); for (i = 3; i <= 26; i++) // 输出上下边框 { for (j = 6; j <= 80; j++) // 输出左右边框 { gotoxy(j, i); if (i == 3 || i == 26) printf ( " " ); else if (j == 6 || j == 80) printf ( " " ); } } color(14); gotoxy(10, 6); printf ( "1. W,A,S,D 分别是控制飞机的移动,空格发射子弹" ); gotoxy(10, 9); printf ( "2. O是普通敌机(需一发子弹),A是Boss敌机(需两发子弹)" ); gotoxy(10, 12); printf ( "3. 击败普通敌机可获得1分,击败Boss敌机可获得2分" ); gotoxy(10, 15); printf ( "4. 敌机进入下边界减1分" ); gotoxy(10, 18); printf ( "5. 飞机碰到敌机会坠落" ); gotoxy(10, 21); printf ( "6. 按Z存档,按P暂停游戏" ); color(15); gotoxy(25, 23); printf ( "/*****按任意键返回主页面*****/" ); _getch(); // 按任意键返回主界面 system ( "cls" ); welcometogame(); } // 数据初始化 void startup() { mciSendString( "open D:\\plane\\game.mp3 alias bkmusic " ,NULL,0,NULL); // 打开背景音乐 mciSendString( "play bkmusic" ,NULL,0,NULL); // 循环播放 position_x = High / 2; position_y = Width / 2; canvas[position_x][position_y] = 3; canvas[position_x + 1][position_y - 1] = 3; canvas[position_x + 1][position_y] = 3; canvas[position_x + 1][position_y + 1] = 3; int k; for (k = 0; k < EnemyNum; k++) { enemy[k].x = rand () % 2; enemy[k].y = rand () % Width; canvas[enemy[k].x][enemy[k].y] = 3; } for (k = 0; k < BossNum; k++) { Boss[k].x = rand () % 2; Boss[k].y = rand () % Width; canvas[Boss[k].x][Boss[k].y] = 4; Boss[k].life = 2; } int score = 0; // 成绩 int number = 0; // 销毁敌机数 BulletWidth = 0; EnemyMoveSpeed = 30; HideCursor(); // 光标 } // 存档代码 void FileWrite() { FILE *fp; // 文件指针 fp = fopen ( "D:\\game.data" , "w" ); // 打开文件 "w": write写入文件 int i, j; for (i = 0; i < EnemyNum; i++) { fwrite (&enemy[i], sizeof ( struct enemy), 1, fp); } for (j = 0; j < BossNum; j++) { fwrite (&Boss[j], sizeof ( struct enemy), 1, fp); } fwrite (&position_x, sizeof ( int ), 1, fp); fwrite (&position_y, sizeof ( int ), 1, fp); fwrite (&score, sizeof ( int ), 1, fp); fwrite (&number, sizeof ( int ), 1, fp); fwrite (&BulletWidth, sizeof ( int ), 1, fp); fwrite (&EnemyMoveSpeed, sizeof ( int ), 1, fp); fclose (fp); // 关闭文件 printf ( "\n保存成功\n" ); } // 读档代码 void FileRead() { FILE *fp; // 文件指针 fp = fopen ( "D:\\game.data" , "r" ); // 打开文件 "r": read读取文件 mciSendString( "open D:\\plane\\game.mp3 alias bkmusic " ,NULL,0,NULL); // 打开背景音乐 mciSendString( "play bkmusic" ,NULL,0,NULL); // 循环播放 if (fp == NULL) startup(); else { int i, j; for (i = 0; i < EnemyNum; i++) { fread (&enemy[i], sizeof ( struct enemy), 1, fp); } for (j = 0; j < BossNum; j++) { fread (&Boss[j], sizeof ( struct enemy), 1, fp); } fread (&position_x, sizeof ( int ), 1, fp); fread (&position_y, sizeof ( int ), 1, fp); fread (&score, sizeof ( int ), 1, fp); fread (&number, sizeof ( int ), 1, fp); fread (&BulletWidth, sizeof ( int ), 1, fp); fread (&EnemyMoveSpeed, sizeof ( int ), 1, fp); } fclose (fp); // 关闭文件 canvas[position_x][position_y] = 1; canvas[position_x + 1][position_y - 1] = 1; canvas[position_x + 1][position_y] = 1; canvas[position_x + 1][position_y + 1] = 1; int k; for (k = 0; k < EnemyNum; k++) { canvas[enemy[k].x][enemy[k].y] = 3; } for (k = 0; k < BossNum; k++) { canvas[Boss[k].x][Boss[k].y] = 4; Boss[k].life = 2; } HideCursor(); } // 显示画面 void show() { color(112); gotoxy(0, 0); // 光标移动到原点位置,以下重画清屏 int i, j; for (i = 0; i < High; i++) { for (j = 0; j < Width; j++) { if ((j == Width - 1) || (i == High - 1) || (j == 0) || (i == 0)) printf ( "#" ); // 打印边界# else if (canvas[i][j] == 1) printf ( "8" ); // 输出飞机8 else if (canvas[i][j] == 2) printf ( "o" ); // 输出子弹o else if (canvas[i][j] == 3) printf ( "O" ); // 输出敌机O else if (canvas[i][j] == 4) printf ( "A" ); // 输出Boss敌机A else printf ( " " ); } printf ( "\n" ); } color(14); printf ( "\n" ); printf ( "游戏得分: %d\n" , score); printf ( "销毁敌机: %d\n\n" , number); Sleep(20); } // 与用户输入无关的更新 void updateWithoutInput() { int i, j, k; for (i = 0; i < High; i++) { for (j = 0; j < Width; j++) { if (canvas[i][j] == 2) { for (k = 0; k < EnemyNum; k++) { if ((i == enemy[k].x) && (j == enemy[k].y)) // 子弹击中敌机 { mciSendString( "close gemusic" ,NULL,0,NULL); // 先把前面一次的音乐关闭 mciSendString( "open D:\\plane\\gotEnemy.mp3 alias gemusic " ,NULL,0,NULL); // 打开音乐 mciSendString( "play gemusic" ,NULL,0,NULL); // 仅播放一次 score++; // 分数加1 number++; // 销毁敌机数加1 if (number % 6 == 0 && EnemyMoveSpeed > 3) // 达到一定积分后,敌机变快 EnemyMoveSpeed--; if (number % 12 == 0) // 达到一定积分后,子弹变厉害 BulletWidth++; canvas[enemy[k].x][enemy[k].y] = 0; // 残影问题 enemy[k].x = rand () % 2; // 产生新的敌机 enemy[k].y = rand () % Width; canvas[enemy[k].x][enemy[k].y] = 3; canvas[i][j] = 0; // 子弹消失 } } for (k = 0; k < BossNum; k++) { if ((i == Boss[k].x) && (j == Boss[k].y)) // 子弹击中Boss敌机 { mciSendString( "close gemusic" ,NULL,0,NULL); // 先把前面一次的音乐关闭 mciSendString( "open D:\\plane\\gotEnemy.mp3 alias gemusic " ,NULL,0,NULL); // 打开音乐 mciSendString( "play gemusic" ,NULL,0,NULL); // 仅播放一次 Boss[k].life--; // Boss敌机生命值减1 if (Boss[k].life == 0) { canvas[Boss[k].x][Boss[k].y] = 0; // 残影问题 Boss[k].x = rand () % 2; // 产生新Boss敌机 Boss[k].y = rand () % Width; canvas[Boss[k].x][Boss[k].y] = 4; canvas[i][j] = 0; // 子弹消失 Boss[k].life = 2; score++;score++; // 分数加2 number++; // 销毁敌机数加1 } } } // 子弹向上移动 canvas[i][j] = 0; if (i > 0) canvas[i - 1][j] = 2; } } } static int speed = 0; if (speed < EnemyMoveSpeed) speed++; for (k = 0; k < EnemyNum; k++) { // 敌机撞到我机 if ((position_x == enemy[k].x) && (position_y == enemy[k].y) || (position_x + 1 == enemy[k].x) && (position_y - 1 == enemy[k].y) || (position_x + 1 == enemy[k].x) && (position_y + 1 == enemy[k].y) || (position_x + 2 == enemy[k].x) && (position_y + 1 == enemy[k].y) || (position_x + 2 == enemy[k].x) && (position_y - 1 == enemy[k].y)) { mciSendString( "close bkmusic" ,NULL,0,NULL); // 先把前面一次的音乐关闭 mciSendString( "open D:\\plane\\explode.mp3 alias exmusic" ,NULL,0,NULL); // 打开音乐 mciSendString( "play exmusic" ,NULL,0,NULL); // 仅播放一次 color(11); printf ( "\n游戏结束!\n" ); Sleep(3000); system ( "pause" ); exit (0); } // 敌机跑出显示屏幕 if (enemy[k].x > High) { canvas[enemy[k].x][enemy[k].y] = 0; enemy[k].x = rand () % 2; // 产生新的敌机 enemy[k].y = rand () % Width; canvas[enemy[k].x][enemy[k].y] = 3; score--; // 减分 } if (speed == EnemyMoveSpeed) { // 敌机下落 for (k = 0; k < EnemyNum; k++) { canvas[enemy[k].x][enemy[k].y] = 0; enemy[k].x++; speed = 0; canvas[enemy[k].x][enemy[k].y] = 3; } // Boss敌机下落 for (k = 0; k < BossNum; k++) { canvas[Boss[k].x][Boss[k].y] = 0; Boss[k].x++; speed = 0; canvas[Boss[k].x][Boss[k].y] = 4; } } } for (k = 0; k < BossNum; k++) { // Boss敌机撞到我机 if ((position_x == Boss[k].x) && (position_y == Boss[k].y) || (position_x + 1 == Boss[k].x) && (position_y - 1 == Boss[k].y) || (position_x + 1 == Boss[k].x) && (position_y + 1 == Boss[k].y) || (position_x + 2 == Boss[k].x) && (position_y + 1 == Boss[k].y) || (position_x + 2 == Boss[k].x) && (position_y - 1 == Boss[k].y)) { mciSendString( "close exmusic" ,NULL,0,NULL); // 先把前面一次的音乐关闭 mciSendString( "open D:\\plane\\explode.mp3 alias exmusic" ,NULL,0,NULL); // 打开音乐 mciSendString( "play exmusic" ,NULL,0,NULL); // 仅播放一次 color(11); printf ( "\n游戏结束!\n" ); Sleep(3000); system ( "pause" ); exit (0); } // Boss敌机跑出显示屏幕 if (Boss[k].x > High) { canvas[Boss[k].x][Boss[k].y] = 0; Boss[k].x = rand () % 2; // 产生新的Boss敌机 Boss[k].y = rand () % Width; canvas[Boss[k].x][Boss[k].y] = 4; score--; // 减分 } } } // 与用户输入有关的更新 void updateWithInput() { char input; if (_kbhit()) // 判断是否有输入 { input = _getch(); // 根据用户的不同输入来移动,不必输入回车 if (input == 'a' && position_y > 1 || input == 'A' ) { canvas[position_x][position_y] = 0; canvas[position_x + 1][position_y - 1] = 0; canvas[position_x + 1][position_y] = 0; canvas[position_x + 1][position_y + 1] = 0; position_y--; // 位置左移 canvas[position_x][position_y] = 1; canvas[position_x + 1][position_y - 1] = 1; canvas[position_x + 1][position_y] = 1; canvas[position_x + 1][position_y + 1] = 1; } else if (input == 'd' && position_y < Width - 2 || input == 'D' ) { canvas[position_x][position_y] = 0; canvas[position_x + 1][position_y - 1] = 0; canvas[position_x + 1][position_y] = 0; canvas[position_x + 1][position_y + 1] = 0; position_y++; // 位置右移 canvas[position_x][position_y] = 1; canvas[position_x + 1][position_y - 1] = 1; canvas[position_x + 1][position_y] = 1; canvas[position_x + 1][position_y + 1] = 1; } else if (input == 'w' && position_x > 1 || input == 'W' ) { canvas[position_x][position_y] = 0; canvas[position_x + 1][position_y - 1] = 0; canvas[position_x + 1][position_y] = 0; canvas[position_x + 1][position_y + 1] = 0; position_x--; // 位置上移 canvas[position_x][position_y] = 1; canvas[position_x + 1][position_y - 1] = 1; canvas[position_x + 1][position_y] = 1; canvas[position_x + 1][position_y + 1] = 1; } else if (input == 's' && position_x < High - 3 || input == 'S' ) { canvas[position_x][position_y] = 0; canvas[position_x + 1][position_y - 1] = 0; canvas[position_x + 1][position_y] = 0; canvas[position_x + 1][position_y + 1] = 0; position_x++; // 位置下移 canvas[position_x][position_y] = 1; canvas[position_x + 1][position_y - 1] = 1; canvas[position_x + 1][position_y] = 1; canvas[position_x + 1][position_y + 1] = 1; } else if (input == ' ' ) // 发射子弹 { int left = position_y - BulletWidth; int right = position_y + BulletWidth; if (left < 0) left = 0; if (right > Width - 1) right = Width - 1; int k; for (k = left; k <= right; k++) // 发射闪弹 canvas[position_x - 1][k] = 2; // 发射子弹的初始位置在飞机的正上方 } else if (input == 'P' || input == 'p' ) // 按P暂停游戏 system ( "pause" ); else if (input == 'Z' || input == 'z' ) // 按Z存档 { FileWrite(); system ( "pause" ); exit (0); } } } int main() { welcometogame(); if (flag == 1) startup(); // 数据初始化 else FileRead(); // 数据初始化 while (1) // 游戏循环执行 { show(); // 显示画面 updateWithoutInput(); // 与用户输入无关的更新 updateWithInput(); // 与用户输入有关的更新 } return 0; } |
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原文链接:https://blog.csdn.net/m0_57521082/article/details/122998065