1. 程式人生 > 程式設計 >C++實現坦克大戰小遊戲EGE圖形介面

C++實現坦克大戰小遊戲EGE圖形介面

C++ EGE 實現坦克大戰小遊戲,供大家參考,具體內容如下

因為有過一次用EGE寫小遊戲的經驗,所以這一次寫坦克大戰快了很多。並且使用物件程式設計也簡化了很多程式設計時繁瑣的步驟。
寫出坦克大戰使我在學習程式設計的道路上又邁出了一大步。

如果您需要圖片素材的,我可以單獨發給您。

技術環節:

編譯環境:Windows VS2019

需求:

控制坦克移動發射炮彈,炮彈可以消滅敵軍坦克,且可以消滅磚塊。坦克遇到方塊會被擋住。敵軍消滅我軍三次或基地被毀則遊戲失敗,共摧毀十次敵方坦克遊戲勝利。

思路:

先寫出坦克的父類,我方坦克類和敵方坦克類繼承坦克父類,例項化我方坦克和敵方坦克。地圖使用list容器儲存。

在程式碼註釋中標註了每一步是怎麼實現的。

注意:

因為我在程式中用了一些不規範的寫法,所以要在VS中正常編譯執行,需要右鍵原始檔->屬性->C/C+±>符合模式,改為否。

包含<graphics.h>圖形庫需要提前配置EGE圖形庫。
如要在其他graphics圖形庫下編譯,可能需要修改某些地方。

執行效果:

C++實現坦克大戰小遊戲EGE圖形介面

C++實現坦克大戰小遊戲EGE圖形介面

C++實現坦克大戰小遊戲EGE圖形介面

程式碼:

#include <graphics.h> //圖形庫
#include <ctime> //time();
#include <list> //list容器

using namespace std; //標準名稱空間 list等

//設定圖片物件中圖片的寬高 全域性函式
//引數:寬、高、物件名
void setimage(int pwidth,int pheight,PIMAGE img_1);

//地圖全域性結構
struct mapstr
{
 int m_x; //xy座標
 int m_y;
 int prop; //屬性
};

//地圖類
class Mymap
{
private:
 list<mapstr> listmap; //地圖容器,儲存全地圖資訊,全地圖1350個20*20的格子

public:
 //設定地圖
 Mymap()
 {
 mapstr temp;

 //建構函式為連結串列容器中的地圖賦值

 //全地圖橫向45個格子 豎向30個格子

 //基地部分
 {
 temp.prop = 0;
 for (int i = 0; i < 4; i++) { temp.m_x = 380 + i * 20; temp.m_y = 540; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 380 + i * 20; temp.m_y = 520; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 380; temp.m_y = 560 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 360; temp.m_y = 520 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 440; temp.m_y = 560 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 460; temp.m_y = 520 + i * 20; listmap.push_back(temp); }
 temp.prop = 4,temp.m_x = 400,temp.m_y = 560; listmap.push_back(temp);
 }

 //左上角部分
 {
 temp.prop = 0;
 //左上角單獨磚塊
 for (int i = 0; i < 2; i++) { temp.m_x = 40 + i * 20; temp.m_y = 80; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 40 + i * 20; temp.m_y = 100; listmap.push_back(temp); }
 //豎鐵塊
 for (int i = 0; i < 4; i++) { temp.m_x = 160; temp.m_y = i * 20; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 180; temp.m_y = i * 20; listmap.push_back(temp); }
 //磚塊
 for (int i = 0; i < 4; i++) { temp.m_x = 160; temp.m_y = 160 + i * 20; temp.prop = 0; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 180; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 //草塊
 for (int i = 0; i < 4; i++) { temp.m_x = 0; temp.m_y = 200 + i * 20; temp.prop = 2; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 20; temp.m_y = 200 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 40 + i * 20; temp.m_y = 240; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 40 + i * 20; temp.m_y = 260; listmap.push_back(temp); }
 }

 //中上部分
 {
 //鐵塊
 for (int i = 0; i < 2; i++) { temp.m_x = 320; temp.m_y = i * 20; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 340; temp.m_y = i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 280 + i * 20; temp.m_y = 160; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 280 + i * 20; temp.m_y = 180; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 400 + i * 20; temp.m_y = 200; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 400 + i * 20; temp.m_y = 220; listmap.push_back(temp); }
 //磚塊
 for (int i = 0; i < 4; i++) { temp.m_x = 320; temp.m_y = 40 + i * 20; temp.prop = 0; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 340; temp.m_y = 40 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 240; temp.m_y = 200 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 260; temp.m_y = 200 + i * 20; listmap.push_back(temp); }
 }

 //右上部分
 {
 //磚塊
 for (int i = 0; i < 4; i++) { temp.m_x = 480; temp.m_y = 40 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 500; temp.m_y = 40 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 480; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 500; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 600; temp.m_y = 40 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 620; temp.m_y = 40 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 600; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 620; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 680 + i * 20; temp.m_y = 200; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 680 + i * 20; temp.m_y = 220; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 760; temp.m_y = 0 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 780; temp.m_y = 0 + i * 20; listmap.push_back(temp); }
 //草塊
 for (int i = 0; i < 6; i++) { temp.m_x = 560; temp.m_y = 160 + i * 20; temp.prop = 2; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 580; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 520; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 540; temp.m_y = 160 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 860; temp.m_y = 80 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 880; temp.m_y = 80 + i * 20; listmap.push_back(temp); }
 //鐵塊
 for (int i = 0; i < 4; i++) { temp.m_x = 520 + i * 20; temp.m_y = 80; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 520 + i * 20; temp.m_y = 100; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 640 + i * 20; temp.m_y = 160; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 640 + i * 20; temp.m_y = 180; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 800 + i * 20; temp.m_y = 200; listmap.push_back(temp); }
 for (int i = 0; i < 6; i++) { temp.m_x = 800 + i * 20; temp.m_y = 220; listmap.push_back(temp); }
 }

 //左下部分
 {
 //鐵塊
 for (int i = 0; i < 2; i++) { temp.m_x = i * 20; temp.m_y = 360; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = i * 20; temp.m_y = 380; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 160; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 180; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 //磚塊
 for (int i = 0; i < 12; i++) { temp.m_x = 40; temp.m_y = 360 + i * 20; temp.prop = 0; listmap.push_back(temp); }
 for (int i = 0; i < 12; i++) { temp.m_x = 60; temp.m_y = 360 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 40 + i * 20; temp.m_y = 280; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 40 + i * 20; temp.m_y = 300; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 160; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 180; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 160; temp.m_y = 560 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 180; temp.m_y = 560 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 240 + i * 20; temp.m_y = 240; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 240 + i * 20; temp.m_y = 260; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 280; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 300; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 320; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 340; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 360; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 380; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 400; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 420; temp.m_y = 400 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 440; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 460; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 480; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 500; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 520; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 540; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 //草塊
 for (int i = 0; i < 10; i++) { temp.m_x = 200 + i * 20; temp.m_y = 280; temp.prop = 2; listmap.push_back(temp); }
 for (int i = 0; i < 10; i++) { temp.m_x = 200 + i * 20; temp.m_y = 300; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 200 + i * 20; temp.m_y = 320; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 200 + i * 20; temp.m_y = 340; listmap.push_back(temp); }
 }

 //右下部分
 {
 //磚塊
 for (int i = 0; i < 8; i++) { temp.m_x = 600; temp.m_y = 320 + i * 20; temp.prop = 0; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 620; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 560; temp.m_y = 520 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 580; temp.m_y = 520 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 600 + i * 20; temp.m_y = 560; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 600 + i * 20; temp.m_y = 580; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 680 + i * 20; temp.m_y = 520; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 680 + i * 20; temp.m_y = 540; listmap.push_back(temp); }
 for (int i = 0; i < 7; i++) { temp.m_x = 760 + i * 20; temp.m_y = 320; listmap.push_back(temp); }
 for (int i = 0; i < 7; i++) { temp.m_x = 760 + i * 20; temp.m_y = 340; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 800; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 8; i++) { temp.m_x = 820; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 //鐵塊
 for (int i = 0; i < 4; i++) { temp.m_x = 640; temp.m_y = 320 + i * 20; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 660; temp.m_y = 320 + i * 20; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 680; temp.m_y = 320 + i * 20; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 2; i++) { temp.m_x = 700; temp.m_y = 320 + i * 20; temp.prop = 1; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 820 + i * 20; temp.m_y = 480; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 820 + i * 20; temp.m_y = 500; listmap.push_back(temp); }
 //草塊
 for (int i = 0; i < 4; i++) { temp.m_x = 560; temp.m_y = 360 + i * 20; temp.prop = 2; listmap.push_back(temp); }
 for (int i = 0; i < 4; i++) { temp.m_x = 580; temp.m_y = 360 + i * 20; listmap.push_back(temp); }
 }
 }

 //顯示地圖
 void printmap(list<mapstr>& listmap)
 {
 PIMAGE mapprop_0 = newimage();
 getimage(mapprop_0,"坦克大戰完整素材\\磚塊.png");
 setimage(20,20,mapprop_0);
 PIMAGE mapprop_1 = newimage();
 getimage(mapprop_1,"坦克大戰完整素材\\鐵塊.png");
 setimage(20,mapprop_1);
 PIMAGE mapprop_2 = newimage();
 getimage(mapprop_2,"坦克大戰完整素材\\草塊.png");
 setimage(20,mapprop_2);
 PIMAGE mapprop_4 = newimage();
 getimage(mapprop_4,"坦克大戰完整素材\\老鷹_1.png");
 setimage(40,40,mapprop_4);
 PIMAGE mapprop_5 = newimage();
 getimage(mapprop_5,"坦克大戰完整素材\\老鷹_2.png");
 setimage(40,mapprop_5);

 for (list<mapstr>::iterator it = listmap.begin(); it != listmap.end(); it++)
 {
 switch (it->prop)
 {
 case 0:
 putimage(it->m_x,it->m_y,mapprop_0);
 break;
 case 1:
 putimage(it->m_x,mapprop_1);
 break;
 case 2:
 putimage(it->m_x,mapprop_2);
 break;
 case 4:
 putimage(it->m_x,mapprop_4);
 break;
 case 5:
 putimage(it->m_x,mapprop_5);
 break;
 }
 }

 delimage(mapprop_0);
 delimage(mapprop_1);
 delimage(mapprop_2);
 delimage(mapprop_4);
 delimage(mapprop_5);

 }

 //獲取地圖容器
 list<mapstr> getmapves()
 {
 return listmap;
 }
};


//坦克父類
class Tank
{
public:
 virtual void move(const list<mapstr>& tempves) = 0; //坦克移動函式

 int getlauch_x() //獲取子彈x座標
 {
 return b_m_x;
 }
 int getlauch_y() //獲取子彈y座標
 {
 return b_m_y;
 }
 void setlauch_xy() //設定子彈座標
 {
 b_m_x = m_x + 18; //重置位置為坦克中間
 b_m_y = m_y + 18;
 key1 = key2; //key1 = key2避免炮彈一直髮射
 }
 int getTank_x() //獲取坦克x座標
 {
 return m_x;
 }
 int getTank_y() //獲取坦克y座標
 {
 return m_y;
 }
 char getkey2() //返回發射時的坦克方向資訊
 {
 return key2;
 }

 //坦克攻擊子彈位置爆炸
 void exploed()
 {
 PIMAGE explimg_1 = newimage();
 getimage(explimg_1,"坦克大戰完整素材\\爆炸效果1.png");
 setimage(10,10,explimg_1);
 PIMAGE explimg_2 = newimage();
 getimage(explimg_2,"坦克大戰完整素材\\爆炸效果2.png");
 setimage(20,explimg_2);
 PIMAGE explimg_3 = newimage();
 getimage(explimg_3,"坦克大戰完整素材\\爆炸效果3.png");
 setimage(40,explimg_3);

 PIMAGE explimgarr[3] = { explimg_1,explimg_2,explimg_3 };

 for (int i = 0; i < 3; i++)
 {
 if (key2 == 'd' || key2 == 'a')//根據坦克的攻擊朝向確定爆炸的位置
 putimage(b_m_x,b_m_y - 6 * i,explimgarr[i]);
 else
 putimage(b_m_x - 6 * i,b_m_y,explimgarr[i]);

 delay_fps(42);
 }

 delimage(explimg_1);
 delimage(explimg_2);
 delimage(explimg_3);
 }

 //建構函式
 Tank() 
 {
 m_x = 0; m_y = 0;
 m_health = 0; m_damage = 0;
 path_1 = NULL; path_2 = NULL;
 path_3 = NULL; path_4 = NULL;
 b_m_x = 0; b_m_y = 0;
 key1 = '0'; key2 = '0';
 }

protected:
 //從檔案中獲取坦克圖片
 void gettank(const char *path) 
 {
 PIMAGE tankimg = newimage(); //建立圖片物件
 getimage(tankimg,path); //在檔案中獲取圖片到圖片物件
 setimage(40,tankimg); //設定圖片物件大小
 putimage(this->m_x,this->m_y,tankimg);//在座標處輸出圖片
 delimage(tankimg); //釋放圖片物件
 }
 //輸出顯示坦克
 void printtank(const char key2)
 {
 //根據當前的鍵值,輸出坦克
 switch (key2)
 {
 case 'w':
 gettank(path_1); break; //輸出坦克
 case 's':
 gettank(path_2); break;
 case 'a':
 gettank(path_3); break;
 case 'd':
 gettank(path_4); break;
 }
 }

 //發射子彈
 void launch()
 {
 printtank(key2);
 setfillcolor(WHITE);

 switch (key2)
 {
 case 'w':
 b_m_y -= 10;
 bar(b_m_x,b_m_x + 4,b_m_y + 8);
 break;
 case 'a':
 b_m_x -= 10;
 bar(b_m_x,b_m_x + 8,b_m_y + 4);
 break;
 case 's':
 b_m_y += 10;
 bar(b_m_x,b_m_y + 8);
 break;
 case 'd':
 b_m_x += 10;
 bar(b_m_x,b_m_y + 4);
 break;
 }

 //子彈越界目標則子彈座標重新整理
 if (b_m_x >= 900 || b_m_x <= 0 || b_m_y >= 600 || b_m_y <= 0)
 setlauch_xy(); //重置子彈位置
 }

 int m_x; //坦克xy座標
 int m_y;
 int m_health; //坦克血量
 int m_damage; //子彈傷害量
 char* path_1; //四張不同方向的坦克圖片,由派生類決定圖片路徑
 char* path_2;
 char* path_3;
 char* path_4;
 int b_m_x; //子彈座標xy
 int b_m_y;
 char key1; //用於接收鍵盤資訊
 char key2; //用於儲存上一條鍵值,也是發射時的坦克的朝向

};

//遊戲失敗結束全域性函式 在生命為0 和 基地被攻擊時呼叫
void gameoverfalse()
{
 cleardevice();

 PIMAGE gameoverbackimg = newimage(); 
 getimage(gameoverbackimg,"坦克大戰完整素材\\遊戲結束背景.jpg");
 setimage(900,600,gameoverbackimg);
 putimage(0,gameoverbackimg); //輸出背景圖片

 PIMAGE gameoverimg = newimage();
 getimage(gameoverimg,"坦克大戰完整素材\\遊戲結束.png");
 setimage(200,200,gameoverimg);
 putimage_withalpha(NULL,gameoverimg,350,200); //透明格式輸出遊戲結束圖片

 delimage(gameoverbackimg);
 delimage(gameoverimg); //釋放記憶體

 getch();
 getch();
}

//我方坦克,可被操控移動
class TankFriend :public Tank
{
private:
 int Fridienum = 0;
public:
 //建構函式初始化坦克座標
 TankFriend()
 {
 m_x = 300; //我方坦克的初始座標為螢幕中下方
 m_y = 560;
 m_health = 100; //坦克血量
 m_damage = 90; //坦克傷害
 b_m_x = m_x + 18;
 b_m_x = m_x + 18;
 path_1 = "坦克大戰完整素材\\己方坦克上.png"; //賦值需要將原始檔屬性語言中符合模式改為否
 path_2 = "坦克大戰完整素材\\己方坦克下.png";
 path_3 = "坦克大戰完整素材\\己方坦克左.png";
 path_4 = "坦克大戰完整素材\\己方坦克右.png";
 key1 = 'w'; //初始化key1用於輸出初始的坦克
 }

 int getTankdamage() //獲取坦克傷害
 {
 return m_damage;
 }
 int getTankhealth() //獲取坦克血量
 {
 return m_health;
 }
 void setTankhealth(const int health) //設定坦克血量
 {
 m_health = health;
 }
 int getFridienumfun() //獲取我方坦克被消滅次數
 {
 return Fridienum;
 }
 
 //坦克被操控移動
 virtual void move(const list<mapstr>& tempves)
 {
 if (key1 != 'j')
 key2 = key1; //key2記錄上一個key1的值

 if (kbhit())
 {
 //用臨時變數接收鍵值,如果鍵值為wasdj中的一個則賦給使用的變數
 char tempkey = getch();

 switch (tempkey)
 {
 case 'w': case 'a':
 case 's': case 'd':
 case 'j':
 key1 = tempkey;
 break;
 //接收的鍵盤值不是wasdj直接return
 default:
 return;
 }

 //判斷坦克撞牆情況,坦克撞牆可以改變方向,但不會移動座標
 for (list<mapstr>::const_iterator it = tempves.begin(); it != tempves.end(); it++)
 {
 switch (tempkey)
 {
 //這裡的大於小於號一個都不能錯
 case 'w':
 if (
 (
 //判斷坦克原xy點
 (m_x >= it->m_x && m_x < it->m_x + 20) && (m_y - 20 == it->m_y) ||

 //判斷坦克右xy點
 (m_x + 40 > it->m_x&& m_x + 40 <= it->m_x + 20) && (m_y - 20 == it->m_y)
 )
 //判斷方塊屬性
 && (it->prop == 0 || it->prop == 1)
 
 //判斷地圖邊界範圍
 || (m_y - 20 < 0)
 )
 return;
 break;
 case 'a':
 if (
 (
 //判斷坦克原xy點
 (m_y >= it->m_y && m_y < it->m_y + 20) && (m_x - 20 == it->m_x) ||

 //判斷坦克右xy點
 (m_y + 40 > it->m_y && m_y + 40 <= it->m_y + 20) && (m_x - 20 == it->m_x)
 )
 //方塊屬性
 && (it->prop == 0 || it->prop == 1)

 //判斷地圖邊界範圍
 || (m_x - 20 < 0)
 )
 return;
 break;
 case 's':
 if (
 (
 //判斷坦克原xy點
 (m_x >= it->m_x && m_x < it->m_x + 20) && (m_y + 40 == it->m_y) ||

 //判斷坦克右xy點
 (m_x + 40 > it->m_x&& m_x + 40 <= it->m_x + 20) && (m_y + 40 == it->m_y)
 )
 //判斷方塊屬性
 && (it->prop == 0 || it->prop == 1)

 //判斷地圖邊界範圍
 || (m_y + 60 > 600)
 )
 return;
 break;
 case 'd':
 if (
 (
 //判斷坦克原xy點
 (m_y >= it->m_y && m_y < it->m_y + 20) && (m_x + 40 == it->m_x) ||

 //判斷坦克右xy點
 (m_y + 40 > it->m_y&& m_y + 40 <= it->m_y + 20) && (m_x + 40 == it->m_x)
 )
 //方塊屬性
 && (it->prop == 0 || it->prop == 1)

 //判斷地圖邊界範圍
 || (m_x + 60 > 900)
 )
 return;
 break;
 }
 }

 //根據key1值修改坦克座標
 switch (key1)
 {
 case 'w':
 m_y -= 20; break;
 case 'a':
 m_x -= 20; break;
 case 's':
 m_y += 20; break;
 case 'd':
 m_x += 20; break;
 }
 }

 //如果鍵值為j則發射炮彈,如果鍵值為wasd則移動坦克
 if (key1 == 'j')
 launch();
 else
 {
 printtank(key1); //根據鍵值輸出顯示坦克
 b_m_x = m_x + 18; //移動時也重置子彈座標
 b_m_y = m_y + 18; //這裡key1值不能重置為key2值
 }

 //如果我軍坦克被消滅,則被消滅次數+1,並重置坦克
 if (m_health <= 0) 
 {
 Fridienum++;
 m_x = 300; //座標
 m_y = 560;
 m_health = 100; //血量
 }
 }
};

//統計所有敵軍坦克次數全域性變數
int Endienum;

//敵軍坦克
class TankEnemy :public Tank 
{
private:
 int pathsch; //路線方案
 int contdir;
 bool Entankdie = true; //標記敵軍坦克的死亡狀態

public:
 //建構函式接收初始坦克座標
 TankEnemy(const int x,const int y,const int pathsch) //建構函式初始化坦克座標
 {
 m_x = x; //敵方坦克初始座標
 m_y = y;
 b_m_x = m_x + 18; //坦克子彈座標
 b_m_x = m_x + 18;
 m_health = 300; //坦克血量
 m_damage = 90; //坦克傷害
 contdir = 0;
 this->pathsch = pathsch; //路線
 path_1 = "坦克大戰完整素材\\敵方坦克上.png"; //賦值需要將原始檔屬性語言中符合模式改為否
 path_2 = "坦克大戰完整素材\\敵方坦克下.png";
 path_3 = "坦克大戰完整素材\\敵方坦克左.png";
 path_4 = "坦克大戰完整素材\\敵方坦克右.png";

 gettank(path_1);//輸出一個坦克圖片
 }

 int getTankdamage() //獲取坦克傷害
 {
 return m_damage;
 }
 int getTankhealth() //獲取坦克血量
 {
 return m_health;
 }
 void setTankhealth(const int health) //設定坦克血量
 {
 m_health = health;
 }
 bool getEntadist() //獲取坦克的死亡狀態
 {
 return Entankdie;
 }
 void setpathsch(const int tanknum) //修改坦克行動路線
 {
 switch (tanknum) //判斷坦克編號
 {
 case 1:
 pathsch = 5; //坦克1路線切換為路線2
 break;
 case 2:
 pathsch = 6;
 break;
 case 3:
 pathsch = 7;
 break;
 case 4:
 pathsch = 8;
 break;
 }
 }

 //重置坦克
 void setEntank(const int tanknum)
 {
 if (Entankdie == false && (pathsch == 5 || pathsch == 6 || pathsch == 7 || pathsch == 8))
 return; //如果這個坦克的路線已經被修改過,且再次死亡,則不再重置

 switch (tanknum)
 {
 case 1:
 m_x = 200,m_y = 40;
 contdir = 2;
 break;
 case 2:
 m_x = 720,m_y = 120;
 contdir = 3;
 break;
 case 3:
 m_x = 560,m_y = 120;
 contdir = 2;
 break;
 case 4:
 m_x = 80,m_y = 360;
 contdir = 2;
 }
 m_health = 300;
 Entankdie = true;
 }

 //坦克1第二路線
 //直接攻擊基地
 void pathschfun5_1_2()
 {
 static bool temp = true; //臨時變數用作標記

 if(temp == true)
 contdir = 2;

 if (m_y == 560 && temp == true) //往右
 contdir = 4;

 if (m_y == 560 && m_x == 240)
 {
 m_y = 560,m_x = 240;
 contdir = 0;
 temp = false;
 }
 }

 //坦克2路線2
 void pathschfun6_2_2()
 {
 //720,120
 //需要改變兩次方向
 static bool temp = true;
 static bool temp2 = true;

 if (temp == true && temp2 == true)
 contdir = 3; //往左

 if (m_x == 200 && temp == true && temp2 == true) //往下
 contdir = 2;

 if (m_x == 200 && m_y == 560 && temp == true)
 {
 contdir = 4; //往右
 temp2 = false;
 }

 if (m_y == 560 && m_x == 280)
 {
 m_y = 560,m_x = 280;
 contdir = 0;
 temp = false;
 }
 }

 //坦克3路線2
 void pathschfun7_3_2()
 {
 static bool temp = true;
 if (temp == true)
 contdir = 2; //往下

 if (m_y == 560 && temp == true) //往左
 contdir = 3;

 if (m_y == 560 && m_x == 480)
 {
 m_y = 560,m_x = 480;
 contdir = 0;
 temp = false;
 }
 }

 //坦克4路線2
 void pathschfun8_4_2()
 {
 static bool temp = true;
 if(temp == true)
 contdir = 2;

 if (m_y == 560 && temp == true)
 contdir = 4;

 if (m_x == 200 && m_y == 560)
 {
 m_x = 200,m_y = 560;
 contdir = 0;
 temp = false;
 }
 }
 
 //正常路線1
 void pathschfun_1()
 {
 static bool temp = false; //臨時變數輔助控制坦克行走路線

 if (m_y == 480 && m_x == 200 && temp == true) //上
 {
 b_m_x = m_x + 18; //重置子彈位置為坦克中間
 b_m_y = m_y + 18;
 contdir = 1;
 return;
 }
 else if (m_y == 40 && m_x == 200) //下
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 2;
 temp = false;
 return;
 }
 else if (m_y == 480 && m_x == 200 && temp == false) //右
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 4;
 temp = true;
 return;
 }
 else if (m_x == 700 && m_y == 480) //左
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 3;
 return;
 }
 }

 //正常路線2
 void pathschfun_2()
 {
 if (m_x == 720)
 {
 b_m_x = m_x + 18; 
 b_m_y = m_y + 18;
 contdir = 3;
 return;
 }
 if (m_x <= 140)
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 4;
 return;
 }
 }

 //正常路線3
 void pathschfun_3()
 {
 if (m_y == 120)
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 2;
 return;
 }
 if (m_y >= 480)
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 1;
 return;
 }
 }

 //正常路線4
 void pathschfun_4()
 {
 if (m_y == 360)
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 2;
 return;
 }
 if (m_y >= 560)
 {
 b_m_x = m_x + 18;
 b_m_y = m_y + 18;
 contdir = 1;
 return;
 }
 }
 
 //敵軍坦克自動移動
 virtual void move(const list<mapstr>& tempves)
 {
 //根據contdir值,向不同方向移動
 switch (contdir)
 {
 case 1:
 key2 = 'w'; //方向
 gettank(path_1); //坦克圖片
 m_y -= 4;
 break;
 case 2:
 key2 = 's';
 gettank(path_2);
 m_y += 4;
 break;
 case 3:
 key2 = 'a';
 gettank(path_3);
 m_x -= 4;
 break;
 case 4:
 key2 = 'd';
 gettank(path_4);
 m_x += 4;
 break;
 }

 launch(); //發射子彈

 //不同pathsch不同路線 一個坦克兩條路線
 switch (pathsch)
 {
 case 1: pathschfun_1(); break;
 case 2: pathschfun_2(); break;
 case 3: pathschfun_3(); break;
 case 4: pathschfun_4(); break;
 case 5: pathschfun5_1_2(); break;
 case 6: pathschfun6_2_2(); break;
 case 7: pathschfun7_3_2(); break;
 case 8: pathschfun8_4_2();
 }


 //敵軍坦克被消滅
 //如果坦克血量小於等於0,則將坦克從介面內移除
 if (m_health <= 0)
 {
 Endienum++; //敵軍坦克被消滅次數自增
 Entankdie = false; //死亡狀態為false
 m_x = -40,m_y = -40;//坦克被移除至頁面外
 b_m_x = m_x,b_m_y = m_y;//子彈跟隨坦克
 }

 
 }
};

//敵軍坦克數量
const int N = 4;

//子彈命中檢測
bool hittest(TankFriend& tank_f,TankEnemy* Etankarr,list<mapstr>& listmap) //引數:我方坦克物件,敵軍坦克物件陣列,地圖list容器
{
 const int tanfirlau_x = tank_f.getlauch_x(); //友軍坦克子彈x座標
 const int tanfirlau_y = tank_f.getlauch_y(); //友軍坦克子彈y座標
 const int firtank_x = tank_f.getTank_x(); //友軍坦克x座標
 const int firtank_y = tank_f.getTank_y(); //友軍坦克y座標
 const int tankfirdam = tank_f.getTankdamage(); //友軍坦克傷害
 const int tankfirhea = tank_f.getTankhealth(); //友軍坦克血量

 for (int i = 0; i < N; i++)
 {
 //發射子彈需要判斷兩個點
 //如果友軍子彈和敵軍坦克重合,敵軍坦克血量減少,且友軍坦克子彈座標重置
 if ((tanfirlau_x >= Etankarr[i].getTank_x() && tanfirlau_x <= Etankarr[i].getTank_x() + 40 && 
 tanfirlau_y >= Etankarr[i].getTank_y() && tanfirlau_y <= Etankarr[i].getTank_y() + 40) ||
 (tanfirlau_x + 4 >= Etankarr[i].getTank_x() && tanfirlau_x <= Etankarr[i].getTank_x() + 4 + 40 && 
 tanfirlau_y >= Etankarr[i].getTank_y() + 4 && tanfirlau_y + 4 <= Etankarr[i].getTank_y() + 40))
 {
 Etankarr[i].setTankhealth(Etankarr[i].getTankhealth() - tankfirdam); //血量減少
 tank_f.exploed(); //友方坦克攻擊導致子彈遇到對方的位置爆炸
 tank_f.setlauch_xy(); //友軍的炮彈座標重置
 }
 //如果敵軍子彈和友軍坦克重合,友軍坦克血量減少,且敵軍坦克子彈座標重置
 if ((Etankarr[i].getlauch_x() >= firtank_x && Etankarr[i].getlauch_x() <= firtank_x + 40 && 
 Etankarr[i].getlauch_y() >= firtank_y && Etankarr[i].getlauch_y() <= firtank_y + 40) ||
 (Etankarr[i].getlauch_x() + 4 >= firtank_x && Etankarr[i].getlauch_x() + 4 <= firtank_x + 40 && 
 Etankarr[i].getlauch_y() + 4 >= firtank_y && Etankarr[i].getlauch_y() + 4 <= firtank_y + 40))
 {
 tank_f.setTankhealth(tankfirhea - Etankarr[i].getTankdamage()); //友軍坦克本身血量 - 敵軍坦克傷害
 Etankarr[i].exploed();
 Etankarr[i].setlauch_xy(); //敵軍的炮彈座標重置
 }
 

 //判斷牆的狀態
 //包括我軍坦克和敵軍坦克子彈和牆的狀態
 for (list<mapstr>::iterator it = listmap.begin(); it != listmap.end(); it++)
 {
 //子彈碰到牆壁需要判斷兩個點
 if ((tank_f.getlauch_x() >= it->m_x && tank_f.getlauch_x() <= it->m_x + 20 &&
 tank_f.getlauch_y() >= it->m_y && tank_f.getlauch_y() <= it->m_y + 20) ||
 (tank_f.getlauch_x() + 4 >= it->m_x && tank_f.getlauch_x() + 4 <= it->m_x + 20 &&
 tank_f.getlauch_y() + 4 >= it->m_y && tank_f.getlauch_y() + 4 <= it->m_y + 20))
 {
 switch (it->prop)
 {
 case 0: //磚塊可以被刪除
 tank_f.exploed(); //子彈處發生爆炸
 tank_f.setlauch_xy(); //子彈重置
 listmap.erase(it); //刪除被子彈擊中的牆壁資料
 break;
 case 1: //鐵塊會爆炸不會被刪除
 tank_f.exploed(); //子彈處發生爆炸
 tank_f.setlauch_xy(); //子彈重置
 break;
 case 2: //草塊不會有作用
 break;
 case 4:
 mapstr temp;
 temp.m_x = it->m_x;
 temp.m_y = it->m_y;
 temp.prop = 5;
 listmap.insert(it,temp);
 listmap.erase(it); //老鷹被攻擊遊戲結束
 return true;
 }
 //最後break
 break;
 }

 if ((Etankarr[i].getlauch_x() >= it->m_x && Etankarr[i].getlauch_x() <= it->m_x + 20 &&
 Etankarr[i].getlauch_y() >= it->m_y && Etankarr[i].getlauch_y() <= it->m_y + 20) ||
 (Etankarr[i].getlauch_x() + 4 >= it->m_x && Etankarr[i].getlauch_x() + 4 <= it->m_x + 20 &&
 Etankarr[i].getlauch_y() + 4 >= it->m_y && Etankarr[i].getlauch_y() + 4 <= it->m_y + 20))
 {
 switch (it->prop)
 {
 case 0: //磚塊可以被刪除
 Etankarr[i].exploed(); //子彈處發生爆炸
 Etankarr[i].setlauch_xy(); //子彈重置
 listmap.erase(it); //刪除被子彈擊中的牆壁資料
 break;
 case 1: //鐵塊會爆炸不會被刪除
 Etankarr[i].exploed(); //子彈處發生爆炸
 Etankarr[i].setlauch_xy(); //子彈重置
 break;
 case 2: //草塊不會有作用
 break;
 case 4:
 mapstr temp;
 temp.m_x = it->m_x;
 temp.m_y = it->m_y;
 temp.prop = 5;
 listmap.insert(it,temp);
 listmap.erase(it);
 return true;
 }
 //最後break
 break;
 }
 }
 }
 return false;
}

//遊戲開始介面
void initgamebegin()
{
 //開始背景
 PIMAGE gabegbaimg = newimage();
 getimage(gabegbaimg,"坦克大戰完整素材\\開始遊戲背景.jpg");
 setimage(1000,gabegbaimg);
 putimage(0,gabegbaimg);
 //開始按鈕
 PIMAGE gabegimg = newimage();
 getimage(gabegimg,"坦克大戰完整素材\\開始遊戲.png");
 setimage(290,210,gabegimg);
 putimage_withalpha (NULL,gabegimg,305,440);

 setfont(120,"楷體"); //設定字號,字型
 setcolor(YELLOW); //設定文字顏色
 setbkmode(1); //文字背景色透明
 outtextxy(210,100,"坦克大戰"); //輸出文字
 
 mouse_msg msg; //接收開始遊戲的滑鼠資訊

 while (true)
 {
 msg = getmouse();

 if (msg.is_left())
 if (msg.x >= 305 && msg.y >= 440 && msg.x <= 305 + 290 && msg.y <= 440 + 210)
 break;

 delay_fps(50);
 }

}

//遊戲勝利結束,全域性函式
void gameovertrue()
{
 cleardevice();

 PIMAGE gameoverbackimg = newimage();
 getimage(gameoverbackimg,"坦克大戰完整素材\\遊戲勝利結束背景.jpg");
 setimage(1000,"坦克大戰完整素材\\勝利文字.png");
 setimage(206,107,347,220); //透明格式輸出遊戲結束圖片

 delimage(gameoverbackimg);
 delimage(gameoverimg); //釋放記憶體

 getch();
 getch();
}


//主函式
int main()
{
 initgraph(900,INIT_RENDERMANUAL); //初始化圖形介面
 setcaption("C++ EGE坦克大戰"); //設定視窗標題

 initgamebegin(); //遊戲開始介面

 TankFriend tank_f; //我方坦克
 TankEnemy tank_e_1(200,1); //敵方坦克 1
 TankEnemy tank_e_2(720,120,2); //敵方坦克 2
 TankEnemy tank_e_3(560,3); //敵方坦克 3
 TankEnemy tank_e_4(80,360,4); //敵方坦克 4

 //敵軍坦克陣列
 TankEnemy Etankarr[N] = { tank_e_1,tank_e_2,tank_e_3,tank_e_4 };

 Mymap map_1; //地圖

 //獲取地圖資訊
 list<mapstr> listmap = map_1.getmapves();

 bool gameoverstat = false; //判斷遊戲結束狀態變數,預設失敗
 bool basestat = false; //判斷基地老鷹的狀態,為真則遊戲失敗

 //遊戲迴圈
 while (true)
 {
 cleardevice(); //清屏

 //三條生命 被消滅三次時結束遊戲
 if (tank_f.getFridienumfun() < 3) 
 tank_f.move(listmap);
 else break;

 //敵軍坦克陣列迴圈
 for (int i = 0; i < N; i++)
 {
 if(Etankarr[i].getEntadist() == true) //坦克必須存活時才會呼叫移動函式
 Etankarr[i].move(listmap); //敵方坦克
 else
 {
 switch (Endienum)
 {
 case 3: //坦克死亡時,且敵軍總被消滅次數為3時,已被消滅坦克復活
 Etankarr[i].setEntank(i + 1); //重置已坦克被消滅
 break;
 case 4:
 case 6:
 case 8:
 case 10:
 Etankarr[i].setEntank(i + 1); //重置坦克
 Etankarr[i].setpathsch(i + 1); //修改坦克路線
 }
 }
 }

 map_1.printmap(listmap); //輸出地圖

 basestat = hittest(tank_f,Etankarr,listmap); //子彈命中坦克檢測

 if (basestat) break; //如果basestat為true則遊戲按失敗break

 if (Endienum > 10) //消滅敵軍達10則遊戲勝利
 {
 gameoverstat = true;
 break;
 }

 delay_fps(62);
 }

 //根據遊戲結束狀態,呼叫結束函式
 gameoverstat ? gameovertrue(): gameoverfalse(); //遊戲結束

 return 0;
}

//設定圖片寬高全域性函式
void setimage(int pwidth,PIMAGE img_1)
{
 int whidth = getwidth(img_1),height = getheight(img_1);//獲取當前img影象物件的寬高

 PIMAGE img_2 = newimage(pwidth,pheight); //建立一個新的影象物件,這個新的影象物件的寬高為
 //要重新設定的影象的寬高

 putimage(img_2,pwidth,pheight,img_1,whidth,height); //將原本img中的影象拉伸繪製到img_2中

 getimage(img_1,img_2,pheight); //img再獲取img_2中的影象

 delimage(img_2); //使用完畢將釋放掉
}

不足之處:

參照標準的坦克大戰,子彈在攻擊磚塊時,如果子彈正好打中兩個磚塊,則兩個磚塊同時被消滅,這個效果我在程式中做不出來。只能是用一個一個地消滅代替了。
在按下鍵鍵值不是wasdj時和坦克碰到牆壁時坦克會閃的問題,也暫時沒有找到解決辦法。
因為初學C++,所以我在類和物件的使用上面還有著很多很多的缺陷和不規範的地方。
還有關於地圖的問題,因為我沒有經驗,所以不知道該怎麼簡便地創造一個遊戲地圖,在剛開始的時候還在為用什麼實現地圖而猶豫過,最後還是選擇了list容器逐個將地圖元素塞進去,因為考慮到list容器插入和刪除資料很快。
我知道在程式中很多地方我都寫的極為地不合理,以至於程式執行效率非常低(從我的CPU佔用看出來的),但是我會繼續努力,繼續學習,爭取早日解決這些問題。

歡迎大家提出批評和建議。

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