用C++编写的小游戏源代码

用C++编写的小游戏源代码,第1张

五子棋的代码:

#include<iostream>

#include<stdio.h>

#include<stdlib.h>

#include <time.h>

using namespace std

const int N=15                 //15*15的棋盘

const char ChessBoardflag = ' '          //棋盘标志

const char flag1='o'              //玩家1或电脑的棋子标志

const char flag2='X'              //玩家2的棋子标志

typedef struct Coordinate          //坐标类

int x                         //代表行

int y                         //代表列

}Coordinate

class GoBang                    //五子棋类

{

public:

GoBang()                //初始化

{

InitChessBoard()

}

void Play()               //下棋

{

Coordinate Pos1      // 玩家1或电脑

Coordinate Pos2      //玩家2

int n = 0

while (1)

{

int mode = ChoiceMode()

while (1)

{

if (mode == 1)       //电脑vs玩家

{

ComputerChess(Pos1,flag1)     // 电脑下棋

if (GetVictory(Pos1, 0, flag1) == 1)     //0表示电脑,真表示获胜

break

PlayChess(Pos2, 2, flag2)     //玩家2下棋

if (GetVictory(Pos2, 2, flag2))     //2表示玩家2

break

}

else            //玩家1vs玩家2

{

PlayChess(Pos1, 1, flag1)     // 玩家1下棋

if (GetVictory(Pos1, 1, flag1))      //1表示玩家1

break

PlayChess(Pos2, 2, flag2)     //玩家2下棋

if (GetVictory(Pos2, 2, flag2))  //2表示玩家2

break

}

}

cout <<"***再来一局***" <<endl

cout <<"y or n :"

char c = 'y'

cin >>c

if (c == 'n')

break

}     

}

protected:

int ChoiceMode()           //选择模式

{

int i = 0

system("cls")        //系统调用,清屏

InitChessBoard()       //重新初始化棋盘

cout <<"***0、退出  1、电脑vs玩家  2、玩家vs玩家***" <<endl

while (1)

{

cout <<"请选择:"

cin >>i

if (i == 0)         //选择0退出

exit(1)

if (i == 1 || i == 2)

return i

cout <<"输入不合法" <<endl

}

}

void InitChessBoard()      //初始化棋盘

{

for (int i = 0i <N + 1++i)   

{

for (int j = 0j <N + 1++j)

{

_ChessBoard[i][j] = ChessBoardflag

}

}

}

void PrintChessBoard()    //打印棋盘,这个函数可以自己调整

{

system("cls")                //系统调用,清空屏幕

for (int i = 0i <N+1++i)

{

for (int j = 0j <N+1++j)

{

if (i == 0)                               //打印列数字

{

if (j!=0)

printf("%d  ", j)

else

printf("   ")

}

else if (j == 0)                //打印行数字

printf("%2d ", i)

else

{

if (i <N+1)

{

printf("%c |",_ChessBoard[i][j])

}

}

}

cout <<endl

cout <<"   "

for (int m = 0m <Nm++)

{

printf("--|")

}

cout <<endl

}

}

void PlayChess(Coordinate&pos, int player, int flag)       //玩家下棋

{

PrintChessBoard()         //打印棋盘

while (1)

{

printf("玩家%d输入坐标:", player)

cin >>pos.x >>pos.y

if (JudgeValue(pos) == 1)          //坐标合法

break

cout <<"坐标不合法,重新输入" <<endl

}

_ChessBoard[pos.x][pos.y] = flag

}

void ComputerChess(Coordinate&pos, char flag)       //电脑下棋

{

PrintChessBoard()         //打印棋盘

int x = 0

int y = 0

while (1)

{

x = (rand() % N) + 1      //产生1~N的随机数

srand((unsigned int) time(NULL))

y = (rand() % N) + 1     //产生1~N的随机数

srand((unsigned int) time(NULL))

if (_ChessBoard[x][y] == ChessBoardflag)      //如果这个位置是空的,也就是没有棋子

break

}

pos.x = x

pos.y = y

_ChessBoard[pos.x][pos.y] = flag

}

int JudgeValue(const Coordinate&pos)       //判断输入坐标是不是合法

{

if (pos.x >0 &&pos.x <= N&&pos.y >0 &&pos.y <= N)

{

if (_ChessBoard[pos.x][pos.y] == ChessBoardflag)

{

return 1    //合法

}

}

return 0        //非法

}

int JudgeVictory(Coordinate pos, char flag)           //判断有没有人胜负(底层判断)

{

int begin = 0

int end = 0

int begin1 = 0

int end1 = 0

//判断行是否满足条件

(pos.y - 4) >0 ? begin = (pos.y - 4) : begin = 1

(pos.y + 4) >N ? end = N : end = (pos.y + 4)

for (int i = pos.x, j = beginj + 4 <= endj++)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i][j + 1] == flag&&

_ChessBoard[i][j + 2] == flag&&_ChessBoard[i][j + 3] == flag&&

_ChessBoard[i][j + 4] == flag)

return 1

}

//判断列是否满足条件

(pos.x - 4) >0 ? begin = (pos.x - 4) : begin = 1

(pos.x + 4) >N ? end = N : end = (pos.x + 4)

for (int j = pos.y, i = begini + 4 <= endi++)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j] == flag&&

_ChessBoard[i + 2][j] == flag&&_ChessBoard[i + 3][j] == flag&&

_ChessBoard[i + 4][j] == flag)

return 1

}

int len = 0

//判断主对角线是否满足条件

pos.x >pos.y ? len = pos.y - 1 : len = pos.x - 1

if (len >4)

len = 4

begin = pos.x - len       //横坐标的起始位置

begin1 = pos.y - len      //纵坐标的起始位置

pos.x >pos.y ? len = (N - pos.x) : len = (N - pos.y)

if (len>4)

len = 4

end = pos.x + len       //横坐标的结束位置

end1 = pos.y + len      //纵坐标的结束位置

for (int i = begin, j = begin1(i + 4 <= end) &&(j + 4 <= end1)++i, ++j)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j + 1] == flag&&

_ChessBoard[i + 2][j + 2] == flag&&_ChessBoard[i + 3][j + 3] == flag&&

_ChessBoard[i + 4][j + 4] == flag)

return 1

}

//判断副对角线是否满足条件

(pos.x - 1) >(N - pos.y) ? len = (N - pos.y) : len = pos.x - 1

if (len >4)

len = 4

begin = pos.x - len       //横坐标的起始位置

begin1 = pos.y + len      //纵坐标的起始位置

(N - pos.x) >(pos.y - 1) ? len = (pos.y - 1) : len = (N - pos.x)

if (len>4)

len = 4

end = pos.x + len       //横坐标的结束位置

end1 = pos.y - len      //纵坐标的结束位置

for (int i = begin, j = begin1(i + 4 <= end) &&(j - 4 >= end1)++i, --j)

{

if (_ChessBoard[i][j] == flag&&_ChessBoard[i + 1][j - 1] == flag&&

_ChessBoard[i + 2][j - 2] == flag&&_ChessBoard[i + 3][j - 3] == flag&&

_ChessBoard[i + 4][j - 4] == flag)

return 1

}

for (int i = 1i <N + 1++i)           //棋盘有没有下满

{

for (int j =1j <N + 1++j)

{

if (_ChessBoard[i][j] == ChessBoardflag)

return 0                      //0表示棋盘没满

}

}

return -1      //和棋

}

bool GetVictory(Coordinate&pos, int player, int flag)   //对JudgeVictory的一层封装,得到具体那个玩家获胜

{

int n = JudgeVictory(pos, flag)   //判断有没有人获胜

if (n != 0)                    //有人获胜,0表示没有人获胜

{

PrintChessBoard()

if (n == 1)                //有玩家赢棋

{

if (player == 0)     //0表示电脑获胜,1表示玩家1,2表示玩家2

printf("***电脑获胜***\n")

else

printf("***恭喜玩家%d获胜***\n", player)

}

else

printf("***双方和棋***\n")

return true      //已经有人获胜

}

return false   //没有人获胜

}

private:

char _ChessBoard[N+1][N+1]   

}

扩展资料:

设计思路

1、进行问题分析与设计,计划实现的功能为,开局选择人机或双人对战,确定之后比赛开始。

2、比赛结束后初始化棋盘,询问是否继续比赛或退出,后续可加入复盘、悔棋等功能。

3、整个过程中,涉及到了棋子和棋盘两种对象,同时要加上人机对弈时的AI对象,即涉及到三个对象。

像素射击:int anim abc_fade_in 0x7f010001

int anim abc_fade_out 0x7f010002

int anim abc_grow_fade_in_from_bottom 0x7f010003

int anim abc_popup_enter 0x7f010004

int anim abc_popup_exit 0x7f010005

int anim abc_shrink_fade_out_from_bottom 0x7f010006

int anim abc_slide_in_bottom 0x7f010007

int anim abc_slide_in_top 0x7f010008

int anim abc_slide_out_bottom 0x7f010009

int anim abc_slide_out_top 0x7f01000a

int anim abc_tooltip_enter 0x7f01000b

int anim abc_tooltip_exit 0x7f01000c

int attr actionBarDivider 0x7f040001

int attr actionBarItemBackground 0x7f040002

int attr actionBarPopupTheme 0x7f040003

int attr actionBarSize 0x7f040004

int attr actionBarSplitStyle 0x7f040005

int attr actionBarStyle 0x7f040006

int attr actionBarTabBarStyle 0x7f040007

int attr actionBarTabStyle 0x7f040008

int attr actionBarTabTextStyle 0x7f040009

int attr actionBarTheme 0x7f04000a

int attr actionBarWidgetTheme 0x7f04000b

int attr actionButtonStyle 0x7f04000c

int attr actionDropDownStyle 0x7f04000d

int attr actionLayout 0x7f04000e

int attr actionMenuTextAppearance 0x7f04000f

int attr actionMenuTextColor 0x7f040010

int attr actionModeBackground 0x7f040011

int attr actionModeCloseButtonStyle 0x7f040012

int attr actionModeCloseDrawable 0x7f040013

int attr actionModeCopyDrawable 0x7f040014

int attr actionModeCutDrawable 0x7f040015

int attr actionModeFindDrawable 0x7f040016

int attr actionModePasteDrawable 0x7f040017

int attr actionModePopupWindowStyle 0x7f040018

int attr actionModeSelectAllDrawable 0x7f040019

int attr actionModeShareDrawable 0x7f04001a

int attr actionModeSplitBackground 0x7f04001b

int attr actionModeStyle 0x7f04001c

int attr actionModeWebSearchDrawable 0x7f04001d

int attr actionOverflowButtonStyle 0x7f04001e

int attr actionOverflowMenuStyle 0x7f04001f

int attr actionProviderClass 0x7f040020

int attr actionViewClass 0x7f040021

int attr activityChooserViewStyle 0x7f040022

int attr alertDialogButtonGroupStyle 0x7f040023

int attr alertDialogCenterButtons 0x7f040024

int attr alertDialogStyle 0x7f040025

int attr alertDialogTheme 0x7f040026

int attr allowStacking 0x7f040027

int attr alpha 0x7f040028

int attr alphabeticModifiers 0x7f040029

int attr arrowHeadLength 0x7f04002a

int attr arrowShaftLength 0x7f04002b

int attr autoCompleteTextViewStyle 0x7f04002c

int attr autoSizeMaxTextSize 0x7f04002d

int attr autoSizeMinTextSize 0x7f04002e

int attr autoSizePresetSizes 0x7f04002f

int attr autoSizeStepGranularity 0x7f040030

int attr autoSizeTextType 0x7f040031

int attr background 0x7f040032

int attr backgroundSplit 0x7f040033

int attr backgroundStacked 0x7f040034

int attr backgroundTint 0x7f040035

int attr backgroundTintMode 0x7f040036

int attr barLength 0x7f040037

int attr borderlessButtonStyle 0x7f040038

int attr buttonBarButtonStyle 0x7f040039

int attr buttonBarNegativeButtonStyle 0x7f04003a

int attr buttonBarNeutralButtonStyle 0x7f04003b

int attr buttonBarPositiveButtonStyle 0x7f04003c

int attr buttonBarStyle 0x7f04003d

int attr buttonGravity 0x7f04003e

int attr buttonIconDimen 0x7f04003f

int attr buttonPanelSideLayout 0x7f040040

int attr buttonStyle 0x7f040041

int attr buttonStyleSmall 0x7f040042

int attr buttonTint 0x7f040043

int attr buttonTintMode 0x7f040044

int attr checkboxStyle 0x7f040045

int attr checkedTextViewStyle 0x7f040046

int attr closeIcon 0x7f040047

int attr closeItemLayout 0x7f040048

int attr collapseContentDescription 0x7f040049

int attr collapseIcon 0x7f04004a

int attr color 0x7f04004b

int attr colorAccent 0x7f04004c

int attr colorBackgroundFloating 0x7f04004d

int attr colorButtonNormal 0x7f04004e

int attr colorControlActivated 0x7f04004f

int attr colorControlHighlight 0x7f040050

int attr colorControlNormal 0x7f040051

int attr colorError 0x7f040052

int attr colorPrimary 0x7f040053

int attr colorPrimaryDark 0x7f040054

int attr colorSwitchThumbNormal 0x7f040055

int attr commitIcon 0x7f040056

int attr contentDescription 0x7f040057

int attr contentInsetEnd 0x7f040058

int attr contentInsetEndWithActions 0x7f040059

int attr contentInsetLeft 0x7f04005a

int attr contentInsetRight 0x7f04005b

int attr contentInsetStart 0x7f04005c

int attr contentInsetStartWithNavigation 0x7f04005d

int attr controlBackground 0x7f04005e

int attr coordinatorLayoutStyle 0x7f04005f

int attr customNavigationLayout 0x7f040060

int attr defaultQueryHint 0x7f040061

int attr dialogCornerRadius 0x7f040062

int attr dialogPreferredPadding 0x7f040063

int attr dialogTheme 0x7f040064

int attr displayOptions 0x7f040065

int attr divider 0x7f040066

int attr dividerHorizontal 0x7f040067

int attr dividerPadding 0x7f040068

int attr dividerVertical 0x7f040069

int attr drawableSize 0x7f04006a

int attr drawerArrowStyle 0x7f04006b

int attr dropDownListViewStyle 0x7f04006c

int attr dropdownListPreferredItemHeight 0x7f04006d

int attr editTextBackground 0x7f04006e

int attr editTextColor 0x7f04006f

int attr editTextStyle 0x7f040070

int attr elevation 0x7f040071

int attr expandActivityOverflowButtonDrawable 0x7f040072

int attr firstBaselineToTopHeight 0x7f040073

int attr font 0x7f040074

int attr fontFamily 0x7f040075

int attr fontProviderAuthority 0x7f040076

int attr fontProviderCerts 0x7f040077

int attr fontProviderFetchStrategy 0x7f040078

int attr fontProviderFetchTimeout 0x7f040079

int attr fontProviderPackage 0x7f04007a

int attr fontProviderQuery 0x7f04007b

int attr fontStyle 0x7f04007c

int attr fontVariationSettings 0x7f04007d

int attr fontWeight 0x7f04007e

int attr gapBetweenBars 0x7f04007f

int attr goIcon 0x7f040080

int attr height 0x7f040081

int attr hideOnContentScroll 0x7f040082

int attr homeAsUpIndicator 0x7f040083

int attr homeLayout 0x7f040084

int attr icon 0x7f040085

int attr iconTint 0x7f040086

int attr iconTintMode 0x7f040087

int attr iconifiedByDefault 0x7f040088

int attr imageButtonStyle 0x7f040089

int attr indeterminateProgressStyle 0x7f04008a

int attr initialActivityCount 0x7f04008b

int attr isLightTheme 0x7f04008c

int attr itemPadding 0x7f04008d

int attr keylines 0x7f04008e

int attr lastBaselineToBottomHeight 0x7f04008f

int attr layout 0x7f040090

int attr layout_anchor 0x7f040091

int attr layout_anchorGravity 0x7f040092

int attr layout_behavior 0x7f040093

int attr layout_dodgeInsetEdges 0x7f040094

int attr layout_insetEdge 0x7f040095

int attr layout_keyline 0x7f040096

int attr lineHeight 0x7f040097

int attr listChoiceBackgroundIndicator 0x7f040098

int attr listDividerAlertDialog 0x7f040099

int attr listItemLayout 0x7f04009a

int attr listLayout 0x7f04009b

int attr listMenuViewStyle 0x7f04009c

int attr listPopupWindowStyle 0x7f04009d

int attr listPreferredItemHeight 0x7f04009e

int attr listPreferredItemHeightLarge 0x7f04009f

int attr listPreferredItemHeightSmall 0x7f0400a0

int attr listPreferredItemPaddingLeft 0x7f0400a1

int attr listPreferredItemPaddingRight 0x7f0400a2

int attr logo 0x7f0400a3

int attr logoDescription 0x7f0400a4

int attr maxButtonHeight 0x7f0400a5

int attr measureWithLargestChild 0x7f0400a6

int attr multiChoiceItemLayout 0x7f0400a7

int attr navigationContentDescription 0x7f0400a8

int attr navigationIcon 0x7f0400a9

int attr navigationMode 0x7f0400aa

int attr numericModifiers 0x7f0400ab

int attr overlapAnchor 0x7f0400ac

int attr paddingBottomNoButtons 0x7f0400ad

int attr paddingEnd 0x7f0400ae

int attr paddingStart 0x7f0400af

int attr paddingTopNoTitle 0x7f0400b0

int attr panelBackground 0x7f0400b1

int attr panelMenuListTheme 0x7f0400b2

int attr panelMenuListWidth 0x7f0400b3

int attr popupMenuStyle 0x7f0400b4

int attr popupTheme 0x7f0400b5

int attr popupWindowStyle 0x7f0400b6

int attr preserveIconSpacing 0x7f0400b7

int attr progressBarPadding 0x7f0400b8

int attr progressBarStyle 0x7f0400b9

int attr queryBackground 0x7f0400ba

int attr queryHint 0x7f0400bb

int attr radioButtonStyle 0x7f0400bc

int attr ratingBarStyle 0x7f0400bd

int attr ratingBarStyleIndicator 0x7f0400be

int attr ratingBarStyleSmall 0x7f0400bf

int attr searchHintIcon 0x7f0400c0

int attr searchIcon 0x7f0400c1

int attr searchViewStyle 0x7f0400c2

int attr seekBarStyle 0x7f0400c3

int attr selectableItemBackground 0x7f0400c4

int attr selectableItemBackgroundBorderless 0x7f0400c5

int attr showAsAction 0x7f0400c6

int attr showDividers 0x7f0400c7

int attr showText 0x7f0400c8

int attr showTitle 0x7f0400c9

int attr singleChoiceItemLayout 0x7f0400ca

int attr spinBars 0x7f0400cb

int attr spinnerDropDownItemStyle 0x7f0400cc

int attr spinnerStyle 0x7f0400cd

int attr splitTrack 0x7f0400ce

int attr srcCompat 0x7f0400cf

int attr state_above_anchor 0x7f0400d0

int attr statusBarBackground 0x7f0400d1

int attr subMenuArrow 0x7f0400d2

int attr submitBackground 0x7f0400d3

int attr subtitle 0x7f0400d4

int attr subtitleTextAppearance 0x7f0400d5

int attr subtitleTextColor 0x7f0400d6

int attr subtitleTextStyle 0x7f0400d7

int attr suggestionRowLayout 0x7f0400d8

int attr switchMinWidth 0x7f0400d9

int attr switchPadding 0x7f0400da

int attr switchStyle 0x7f0400db

int attr switchTextAppearance 0x7f0400dc

int attr textAllCaps 0x7f0400dd

int attr textAppearanceLargePopupMenu 0x7f0400de

int attr textAppearanceListItem 0x7f0400df

int attr textAppearanceListItemSecondary 0x7f0400e0

int attr textAppearanceListItemSmall 0x7f0400e1

int attr textAppearancePopupMenuHeader 0x7f0400e2

int attr textAppearanceSearchResultSubtitle 0x7f0400e3

int attr textAppearanceSearchResultTitle 0x7f0400e4

int attr textAppearanceSmallPopupMenu 0x7f0400e5

int attr textColorAlertDialogListItem 0x7f0400e6

int attr textColorSearchUrl 0x7f0400e7

int attr theme 0x7f0400e8

int attr thickness 0x7f0400e9

int attr thumbTextPadding 0x7f0400ea

int attr thumbTint 0x7f0400eb

int attr thumbTintMode 0x7f0400ec

int attr tickMark 0x7f0400ed

int attr tickMarkTint 0x7f0400ee

int attr tickMarkTintMode 0x7f0400ef

int attr tint 0x7f0400f0

int attr tintMode 0x7f0400f1

int attr title 0x7f0400f2

int attr titleMargin 0x7f0400f3

int attr titleMarginBottom 0x7f0400f4

int attr titleMarginEnd 0x7f0400f5

int attr titleMarginStart 0x7f0400f6

int attr titleMarginTop 0x7f0400f7

int attr titleMargins 0x7f0400f8

int attr titleTextAppearance 0x7f0400f9

int attr titleTextColor 0x7f

你是要源程序,还是要安装软件?????

角色击中标志

为了使程序中的仙人掌、游戏角色和射击时发射的子d可以移动,需要向项目中添加定时器tmrMouseCnt和Timer1,在这两个定时响应函数中完成不同对象的移动功能。在游戏运行后,为了使用户可以通过键盘和鼠标来 *** 作游戏的角色,实现射击的功能,需要添加鼠标消息和键盘消息处理函数。例如,对于角色1来说,可以通过上下键来移动,空格键来射击,对于角色2来说,鼠标左右键控制移动,双击实现射击。在射击过程中,要处理两个细节,一个细节是子d与仙人掌及角色的区域重叠问题,当子d与仙人掌重叠时让子d隐藏起来,与角色重叠时表示击中目标,游戏结束。这里需要判断何时两个区域有重叠,解决这个问题的方法是使用API函数IntersectRect,用它来判断两个区域是否有重叠。另一个细节是子d射击过程中需要添加"呼啸"的声音和击中目标时添加人物惨叫的声音,来达到逼真的效果,为了实现这个功能,需要向程序中添加语音文件(程序中的语音文件分别为:BANG.WAV和OH!!.WAV),然后通过API函数sndPlaySound来实现。另外,在对象移动的过程中,需要注意移动到边缘位置的情况处理。

程序的具体实现代码如下:

SHOOTOUT.BAS

Option Explicit

' Data type required by the IntersectRect function

Type tRect

Left As Long

Top As Long

Right As Long

Bottom As Long

End Type

' Windows API rectangle functions

Declare Function IntersectRect Lib "user32" (lpDestRect As tRect, lpSrc1Rect As tRect, lpSrc2Rect As tRect) As Long

' Functions and constants used to play sounds.

Declare Function sndPlaySound Lib "winmm.dll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As Long

' Constant used with sndPlaySound function

Global Const SND_ASYNC = &H1

'----------------------------------------------------------

' SHOOTOUT.FRM

Option Explicit

' KeyCodes for keyboard action.

Const KEY_SPACE = &H20

Const KEY_UP = &H26

Const KEY_DOWN = &H28

' Number of Twips to move player on each key or mouse event.

Const PlayerIncrement = 45

' Constants for mouse action.

Const NO_BUTTON = 0

Const LBUTTON = 1

Const RBUTTON = 2

' Boolean that indicates if mouse button has been pressed down.

Dim MouseButtonDown As Integer

' Number of bullets either player can have in use at one time.

Const NUM_BULLETS = 6

' Booleans indicating if player 0 or player 1 have just fired.

Dim GunFired(0 To 1) As Integer

' Start the game by enabling the main timer and hiding the start button.

Private Sub btnStart_Click()

Timer1.Enabled = True

btnStart.Visible = False

End Sub

' Check if the two Images intersect, using the IntersectRect API call.

Private Function Collided(imgA As Image, imgB As Image) As Integer

Dim A As tRect

Dim B As tRect

Dim ResultRect As tRect

' Copy information into tRect structure

A.Left = imgA.Left

A.Top = imgA.Top

B.Left = imgB.Left

B.Top = imgB.Top

' Calculate the right and bottoms of rectangles needed by the API call.

A.Right = A.Left + imgA.Width - 1

A.Bottom = A.Top + imgA.Height - 1

B.Right = B.Left + imgB.Width - 1

B.Bottom = B.Top + imgB.Height - 1

' IntersectRect will only return 0 (false) if the

' two rectangles do NOT intersect.

Collided = IntersectRect(ResultRect, A, B)

End Function

' Double-clicking the mouse fires Player 1's gun.

Private Sub Form_DblClick()

Dim rc As Integer

If Not Timer1.Enabled Then Exit Sub

GunFired(1) = True

rc = sndPlaySound(App.Path &"\BANG.WAV", SND_ASYNC)

End Sub

' This event handles Player 0's game action via the keyboard.

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)

Dim rc As Integer

Static InKeyDown As Integer

If Not Timer1.Enabled Then Exit Sub

If InKeyDown Then Exit Sub

InKeyDown = True

DoEvents

Select Case KeyCode

Case KEY_UP

imgPlayer(0).Top = imgPlayer(0).Top - PlayerIncrement

If imgPlayer(0).Top <0 Then imgPlayer(0).Top = 0

Case KEY_SPACE

GunFired(0) = True

rc = sndPlaySound(App.Path &"\BANG.WAV", SND_ASYNC)

Case KEY_DOWN

imgPlayer(0).Top = imgPlayer(0).Top + PlayerIncrement

If imgPlayer(0).Top >(picDesert.ScaleHeight -

imgPlayer(0).Height) Then

imgPlayer(0).Top = picDesert.ScaleHeight -

imgPlayer(0).Height

End If

End Select

InKeyDown = False

End Sub

Private Sub Form_Load()

Dim i As Integer

Timer1.Interval = 22

Timer1.Enabled = False

MouseButtonDown = NO_BUTTON

For i = 1 To NUM_BULLETS - 1

Load imgLBullet(i)

Load imgRBullet(i)

Next

End Sub

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)

MouseButtonDown = Button

End Sub

Private Sub Form_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single)

MouseButtonDown = NO_BUTTON

End Sub

' The main game timer.

Private Sub Timer1_Timer()

Const CactusIncrement = 30

Const BulletIncrement = 300

Const NumCacti = 2

Dim i As Integer

Dim rc As Integer

' Move the roving cacti.

For i = 0 To NumCacti - 1

imgCactus(i).Top = imgCactus(i).Top - CactusIncrement

If imgCactus(i).Top <-imgCactus(i).Height Then

imgCactus(i).Top = picDesert.Height

End If

Next

' Did player 0 fire a bullet?

If GunFired(0) Then

GunFired(0) = False

' Find a spare (invisible) bullet.

For i = 0 To NUM_BULLETS - 1

If Not imgLBullet(i).Visible Then

imgLBullet(i).Top = imgPlayer(0).Top

imgLBullet(i).Left = imgPlayer(0).Left +

(imgPlayer(0).Width / 2)

imgLBullet(i).Visible = True

Exit For

End If

Next

End If

' Did player 1 fire a bullet?

If GunFired(1) Then

GunFired(1) = False

' Find a spare (invisible) bullet.

For i = 0 To NUM_BULLETS - 1

If Not imgRBullet(i).Visible Then

imgRBullet(i).Top = imgPlayer(1).Top

imgRBullet(i).Left = imgPlayer(1).Left -

(imgPlayer(1).Width / 2)

imgRBullet(i).Visible = True

Exit For

End If

Next

End If

' Move Visible Bullets

For i = 0 To NUM_BULLETS - 1

' Move player 0's bullets.

If imgLBullet(i).Visible Then

imgLBullet(i).Left = imgLBullet(i).Left + BulletIncrement

If Collided(imgLBullet(i), imgCactus(0)) Then

imgLBullet(i).Visible = False

ElseIf Collided(imgLBullet(i), imgCactus(1)) Then

imgLBullet(i).Visible = False

ElseIf imgLBullet(i).Left >picDesert.ScaleWidth Then

imgLBullet(i).Visible = False

ElseIf Collided(imgLBullet(i), imgPlayer(1)) Then

imgLBullet(i).Visible = False

imgPlayer(1).Picture = imgRIP.Picture

Timer1.Enabled = False

rc = sndPlaySound(App.Path &"\OH!!.WAV", SND_ASYNC)

End If

End If

' Move player 1's bullets.

If imgRBullet(i).Visible Then

imgRBullet(i).Left = imgRBullet(i).Left - BulletIncrement

If Collided(imgRBullet(i), imgCactus(0)) Then

imgRBullet(i).Visible = False

ElseIf Collided(imgRBullet(i), imgCactus(1)) Then

imgRBullet(i).Visible = False

ElseIf imgRBullet(i).Left <-imgRBullet(i).Width Then

imgRBullet(i).Visible = False

ElseIf Collided(imgRBullet(i), imgPlayer(0)) Then

imgRBullet(i).Visible = False

imgPlayer(0).Picture = imgRIP.Picture

Timer1.Enabled = False

rc = sndPlaySound(App.Path &"\OH!!.WAV", SND_ASYNC)

End If

End If

Next

End Sub

' Handle Player 1's movement (up and down).

Private Sub tmrMouseCntl_Timer()

If Not Timer1.Enabled Then Exit Sub

Select Case MouseButtonDown

Case RBUTTON

imgPlayer(1).Top = imgPlayer(1).Top - PlayerIncrement

If imgPlayer(1).Top <0 Then imgPlayer(1).Top = 0

Case LBUTTON

imgPlayer(1).Top = imgPlayer(1).Top + PlayerIncrement

If imgPlayer(1).Top >(picDesert.ScaleHeight -

imgPlayer(1).Height) Then

imgPlayer(1).Top = picDesert.ScaleHeight -

imgPlayer(1).Height

End If

End Select

End Sub


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原文地址: http://outofmemory.cn/yw/11999581.html

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