C++飞机大战

时间:2023-03-09 16:01:22
C++飞机大战
 #include<windows.h>
#include"resource.h"
#include<stdlib.h>
#include<time.h>
#include<stdio.h> #define TIMER_DIREN 101 //定义定时器
#define TIMER_DIRENMOVE 102
#define TIMER_ZIDAN 103
#define TIMER_DIRENRELEASE 104 typedef struct Node //敌人,自己,子弹结构体
{
int x;
int y;
struct Node *pnext;
}DiRen,FeiJi,ZiDan;
void ZaoDiRen(); //造敌人
void ShowDiRen(DiRen *pHead,HWND hWnd); //显示敌人
void ZaoZiDan(); //造子弹
void ShowZiDan(ZiDan *pHead,HWND hWnd); //显示子弹
void DiRenMove(DiRen *pHead); //敌人移动
void ZiDanMove(DiRen *pHead); //子弹移动
void shoot(HWND hWnd,FeiJi *ziji,DiRen **diren,ZiDan **zidan);//判断是否射中
void ReleaseDiren(DiRen **pHead); //释放出去的敌人
void ReleaseZidan(ZiDan **pHead); //释放出去的子弹
void ZaoZiJi(HWND hWnd); //造自己
LRESULT CALLBACK pp(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam);//回调函数
int __stdcall WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
WNDCLASSEX wc;
HWND hWnd;
MSG msg;
wc.hInstance=hInstance;
wc.cbClsExtra=;
wc.cbSize=sizeof(WNDCLASSEX);
wc.cbWndExtra=;
wc.hIcon=NULL ;
wc.hCursor=NULL ;
wc.hIconSm=NULL;
wc.lpfnWndProc=pp;
wc.lpszClassName="hello";
wc.lpszMenuName=NULL;
wc.style=CS_HREDRAW|CS_VREDRAW | CS_OWNDC ;
wc.hbrBackground=(HBRUSH);
RegisterClassEx(&wc);
hWnd=CreateWindow("hello","world", WS_OVERLAPPEDWINDOW,,,,,NULL,NULL,hInstance,NULL);
ShowWindow(hWnd,nCmdShow);
while(GetMessage(&msg,NULL,,))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return ;
}
DiRen *pDiRen=NULL; //敌人
ZiDan *pZiDan=NULL; //子弹
FeiJi *pZiJi=NULL; //自己
static int score=; //分数
static char sco[]; //装分数的字符窜
LRESULT CALLBACK pp(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
int i=, //位
jscore;
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
switch(msg)
{
case WM_TIMER: //定时器
hdc=GetDC(hWnd); //得到设备句柄
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP4));//载入背景位图
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
BitBlt(hdc,,,,,memdc,,,SRCCOPY);
/*itoa(score,sco,10);*/
sprintf(sco,"%d",score); //将分数装入字符窜
jscore=score;
while((jscore=jscore/)>) //判断分数有几位
i++;
TextOut(hdc,,,"分数",);
TextOut(hdc,,,sco,i); //显示分数
DeleteDC(memdc);
ReleaseDC(hWnd,hdc); //释放句柄
DeleteObject(hbm);
ZaoZiJi(hWnd); //造自己
if(TIMER_ZIDAN==wParam) //定时器101
{
ZiDanMove(pZiDan); //子弹移动
ReleaseZidan(&pZiDan); //释放出屏幕的子弹
}
else if( TIMER_DIREN==wParam) //定时器102
{
ZaoDiRen(); //造敌人
}
else if(TIMER_DIRENRELEASE==wParam) //定时器103
{
ReleaseDiren(&pDiRen); //释放出屏幕的敌人
}
ShowDiRen(pDiRen,hWnd); //显示敌人
DiRenMove(pDiRen); //敌人移动
ShowZiDan(pZiDan,hWnd); //显示子弹
shoot(hWnd,pZiJi,&pDiRen,&pZiDan); //是否射中
break;
case WM_CLOSE: //关闭
PostQuitMessage();
break;
case WM_KEYDOWN: //判断按键
switch(wParam)
{
case VK_LEFT: //左移
if(pZiJi->x>)
pZiJi->x-=;
break;
case VK_RIGHT: //右移
if(pZiJi->x<)
pZiJi->x+=;
break;
case VK_UP: //上移
if(pZiJi->y>)
pZiJi->y-=;
break;
case VK_DOWN: //下移
if(pZiJi->y<)
pZiJi->y+=;
break;
case VK_SPACE: //空格发射子弹
ZaoZiDan();
break;
}
break;
case WM_CREATE: //创建
srand(time(NULL));
pZiJi=(struct Node*)malloc(sizeof(struct Node));
pZiJi->x=; //自己的x
pZiJi->y=; //自己的y
SetTimer(hWnd,TIMER_DIREN,,NULL); //设置定时器
SetTimer(hWnd,TIMER_DIRENMOVE,,NULL);
SetTimer(hWnd,TIMER_ZIDAN,,NULL);
SetTimer(hWnd,TIMER_DIRENRELEASE,,NULL);
break;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
} void ZaoDiRen() //造子弹
{
DiRen *u;
u=(struct Node*)malloc(sizeof(struct Node));
u->x=rand()%; //子弹的x随机出现
u->y=-; //出现的纵坐标固定
u->pnext=NULL;
if(NULL==pDiRen)
{
pDiRen=u;
}
else
{
u->pnext=pDiRen; //将新产生的链表放在头
pDiRen=u; }
}
void ShowDiRen(struct Node *pHead,HWND hWnd) //显示敌人
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP1));//载入敌人位图
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
while(pHead!=NULL) //敌人链表不为空,显示敌机
{
BitBlt(hdc,pHead->x,pHead->y,,,memdc,,,SRCCOPY);
pHead=pHead->pnext;
}
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
}
void ZaoZiJi(HWND hWnd)
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP3));//载入自己的位图
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
BitBlt(hdc,pZiJi->x,pZiJi->y,,,memdc,,,SRCCOPY); //显示自己
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
}
void ZaoZiDan() //造子弹
{
ZiDan *u;
u=(ZiDan*)malloc(sizeof(ZiDan));
u->x=pZiJi->x+;
u->y=pZiJi->y+;
u->pnext=NULL;
if(pZiDan==NULL)
{
pZiDan=u;
}
else
{
u->pnext=pZiDan; //将子弹放在链表头
pZiDan=u;
}
}
void ShowZiDan(ZiDan *pHead,HWND hWnd) //显示子弹
{
HDC hdc;
HDC memdc;
HBITMAP hbm;
BITMAP bminfo;
hdc=GetDC(hWnd);
hbm=LoadBitmap(GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_BITMAP2)); //插入子弹位图
GetObject(hbm, sizeof(bminfo), &bminfo);
memdc=CreateCompatibleDC(hdc);
SelectObject(memdc,hbm);
while(pHead!=NULL) //子弹链表不为空,显示子弹
{
/*Ellipse(hdc,pHead->x,pHead->y,pHead->x+5,pHead->y+5);*/
BitBlt(hdc,pHead->x,pHead->y,,,memdc,,,SRCCOPY);
pHead=pHead->pnext;
}
DeleteDC(memdc);
ReleaseDC(hWnd,hdc);
DeleteObject(hbm);
} void DiRenMove(DiRen *pHead) //敌人移动
{
while(pHead!=NULL) //链表不为空,敌人移动
{
if(score<)
{
pHead->y+=;
pHead=pHead->pnext;
}
else
{
pHead->y+=;
pHead=pHead->pnext;
}
}
}
void ZiDanMove(DiRen *pHead) //子弹移动
{
while(pHead!=NULL) //链表不为空子弹移动
{
pHead->y-=;
pHead=pHead->pnext;
}
} void shoot(HWND hWnd,FeiJi *ziji,DiRen **diren,ZiDan **zidan) //判断是否中
{
DiRen *js1=*diren;
ZiDan *js2=*zidan;
int n = ;
while(js1!=NULL) //判断自己是否撞机
{
//撞击释放定时器游戏结束
if((ziji->x-js1->x<&&ziji->x-js1->x>-)&&(ziji->y-js1->y<&&ziji->y-js1->y>-))
{
KillTimer(hWnd,TIMER_DIREN);
KillTimer(hWnd,TIMER_ZIDAN);
KillTimer(hWnd,TIMER_DIRENMOVE);
KillTimer(hWnd,TIMER_DIRENRELEASE);
MessageBox(hWnd,"You Lose","窗口",MB_OK);
PostQuitMessage();
break;
}
else
js1=js1->pnext; //没有判断下一个敌机
}
js1=*diren; //敌机回到头
while((js1=*diren)!=NULL) //判断敌人是否为空
{
zidan = &pZiDan;
n = ;
while((js2=*zidan)!=NULL) //判断子弹是否为空
{
//敌机中弹
if((js2->x - js1->x <= &&js2->x - js1->x>=-)&&(js2->y - js1->y <= &&js2->y - js1->y>=-))
{
score+=;
n = ;
*zidan = js2->pnext;
if(js1->pnext!=NULL) //链表下节不为空,指向下一个释放中弹的飞机子弹
{
*diren = js1->pnext;
diren = &pDiRen;
free(js1);
free(js2);
}
else
*diren = NULL;
break;
}
else
{
zidan = &js2->pnext; //没中看下一个
}
}
if(n != ) //判断是否是中弹出来的
{
diren = &js1->pnext;
}
}
}
void ReleaseDiren(DiRen **pHead) //释放飞出屏幕的敌人
{
DiRen *js=*pHead;
while((js=*pHead)!=NULL)
{
if(js->y>) //飞出屏幕释放
{
*pHead=js->pnext;
free(js);
}
else
{
pHead = &js->pnext; //看下一个
}
}
}
void ReleaseZidan(ZiDan **pHead) //释放子弹
{
ZiDan *js=*pHead;
while((js=*pHead)!=NULL)
{
if(js->y<) //飞出的子弹释放
{
*pHead=js->pnext;
free(js);
}
else
pHead=&js->pnext; //没飞出看下一个
}
}

rs:

//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by 打飞机.rc
//
#define IDB_BITMAP1 101
#define IDB_BITMAP2 102
#define IDB_BITMAP3 103
#define IDB_BITMAP4 104
#define IDB_BITMAP5 105
#define IDB_BITMAP6 108
#define IDB_BITMAP7 109 // Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 110
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif