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:BANGWAV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:
SHOOTOUTBAS
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 "winmmdll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As Long
' Constant used with sndPlaySound function
Global Const SND_ASYNC = &H1
'----------------------------------------------------------
' SHOOTOUTFRM
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()
Timer1Enabled = True
btnStartVisible = 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
ALeft = imgALeft
ATop = imgATop
BLeft = imgBLeft
BTop = imgBTop
' Calculate the right and bottoms of rectangles needed by the API call
ARight = ALeft + imgAWidth - 1
ABottom = ATop + imgAHeight - 1
BRight = BLeft + imgBWidth - 1
BBottom = BTop + imgBHeight - 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 Timer1Enabled Then Exit Sub
GunFired(1) = True
rc = sndPlaySound(AppPath & "\BANGWAV", 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 Timer1Enabled 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(AppPath & "\BANGWAV", SND_ASYNC)
Case KEY_DOWN
imgPlayer(0)Top = imgPlayer(0)Top + PlayerIncrement
If imgPlayer(0)Top > (picDesertScaleHeight -
imgPlayer(0)Height) Then
imgPlayer(0)Top = picDesertScaleHeight -
imgPlayer(0)Height
End If
End Select
InKeyDown = False
End Sub
Private Sub Form_Load()
Dim i As Integer
Timer1Interval = 22
Timer1Enabled = 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 = picDesertHeight
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 > picDesertScaleWidth Then
imgLBullet(i)Visible = False
ElseIf Collided(imgLBullet(i), imgPlayer(1)) Then
imgLBullet(i)Visible = False
imgPlayer(1)Picture = imgRIPPicture
Timer1Enabled = False
rc = sndPlaySound(AppPath & "\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 = imgRIPPicture
Timer1Enabled = False
rc = sndPlaySound(AppPath & "\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 Timer1Enabled 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 > (picDesertScaleHeight -
imgPlayer(1)Height) Then
imgPlayer(1)Top = picDesertScaleHeight -
imgPlayer(1)Height
End If
End Select
End Sub
我有EXCEL上发射炮d的VBA码,我自主编写,可以看到炮d轨迹,爆炸声和象图(自己先准备文件),复原,再发,适用小孩玩。
Sub d射轨迹时间函数()
'采用时间值循环,语句变得更少。
For t = 01 To 30
SelectionShapeRangeIncrementLeft 20
h = 20 - 98 t t / 200
SelectionShapeRangeIncrementTop -h
ApplicationWait Now() + TimeValue("00:00:1") '系统暂停1秒;
Next t
…… ’在这里插入声象效果。
End sub
'以下可以插入声象效果和状态复原,方便下一次运行。
ActiveSheetShapes("Picture 19")Select
SelectionShapeRangeIncrementTop -280# '爆炸,小图。
ApplicationWait Now() + TimeValue("00:00:1") '系统暂停1秒;
ActiveSheetShapes("Object 9")Select
SelectionVerb Verb:=xlPrimary '出现炮声。
ApplicationWait Now() + TimeValue("00:00:2") '系统暂停2秒;
ActiveSheetShapes("Picture 15")Select
SelectionShapeRangeIncrementTop -280# ''爆炸,依次扩大。
ApplicationWait Now() + TimeValue("00:00:3") '系统暂停1秒;
ActiveSheetShapes("Picture 15")Select
SelectionShapeRangeIncrementTop 280# '撤消爆炸痕迹,图象复位。
ActiveSheetShapes("Picture 19")Select
SelectionShapeRangeIncrementTop 280#
ActiveSheetShapes("Picture 6")Select '炮d复位
SelectionShapeRangeIncrementLeft -60825
SelectionShapeRangeIncrementTop 177#
End Sub
射击类游戏(一)
第二部分开始类的编写:
1、首先打开Flash CS4 (CS3、CS4或CS5没什么大的区别)新建项目,按确定。打开项目面板。图:新建项目
2、点击右边的第一个三角按钮(项目),在下拉菜单中选"新建项目"。在d出新建项目面板项目名称:填入项目名称。在根文件夹:项中点击右边的浏览按钮,浏览到准备存放项目的目录,按确定。在ActionScript版本:选ActionScript 30 。单击"创建项目"按钮,这样项目就建好了。图:项目面板
3、把AirRaidfla文件复制到项目文件夹下(省去制作界面)。点击下面的"创建类"图标,在d出的创建类面板类:的文本框中填入文件名:AirRaid 单击创建类按钮。这样类就创建好了并为我们写好了类的框架,我们可以在框架中添加我们的代码了。图:创建类
图:填入类名
图:类的框架
4、编写AirRaidas类
AirRaidas类:文档类 AirRaid类是游戏的控制器,绑定AirRaidfla 。负责生成界面上的飞机、火炮、子d。显示得分,子d的剩余数量。注册了键盘按下,释放侦听器,接收用户的键盘 *** 作。注册了进入帧事件侦听器,进行碰撞检测。定义一个飞机计时器,随机生成飞机。检测剩余子d的数目,当子d数为零时也就是主角死亡了,移除界面上的飞机,火炮,跳转到重玩按钮。
package {
public class AirRaid extends MovieClip {
private var aagun:AAGun;//火炮
private var airplanes:Array;//飞机数组
private var bullets:Array;//子d数组
public var leftArrow, rightArrow:Boolean;
private var nextPlane:Timer;//不定时生成飞机的计时器
private var shotsLeft:int;//得分文本
private var shotsHit:int;//子d数文本
// 初始化得分数和子d数
// 生成炮加入到舞台上
// 生成飞机、子d数组
// 键盘按下、释放事件侦听器
stageaddEventListener(KeyboardEventKEY_DOWN,keyDownFunction);
// 进入帧事件侦听器,检测子d击中飞机的碰撞检测。
addEventListener(EventENTER_FRAME,checkForHits);
// 生成下一架飞机
setNextPlane();
}
//不定时生成飞机
public function setNextPlane() {
//1000毫秒至2000毫秒之间生成一架飞机
nextPlanestart();
}
public function newPlane(event:TimerEvent) {
// 随机的边、速度和高度
// 生成飞机
var p:Airplane = new Airplane(side,speed,altitude);
// 碰撞检测
}
}
if ((shotsLeft == 0) && (bulletslength == 0)) {
endGame();
}
}
// 按下键盘
public function keyDownFunction(event:KeyboardEvent) {
if (eventkeyCode == 37) {
leftArrow = true;
} else if (eventkeyCode == 39) {
rightArrow = true;
} else if (eventkeyCode == 32) {
fireBullet();
}
}
// 释放键盘
public function keyUpFunction(event:KeyboardEvent) {
if (eventkeyCode == 37) {
leftArrow = false;
} else if (eventkeyCode == 39) {
rightArrow = false;
}
}
// 生成新的子d
public function fireBullet() {
if (shotsLeft <= 0) return;
var b:Bullet = new Bullet(aagunx,aaguny,-300);
addChild(b);
bulletspush(b);
shotsLeft--;
showGameScore();
}
public function showGameScore() {
showScoretext = String("得分: "+shotsHit);
showShotstext = String("剩余子d: "+shotsLeft);
}
// 从数组获取飞机
public function removePlane(plane:Airplane) {
for(var i in airplanes) {
if (airplanes[i] == plane) {
airplanessplice(i,1);
break;
}
}
}
// 获取数组的一个子d
public function removeBullet(bullet:Bullet) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bulletssplice(i,1);
break;
}
}
}
// 游戏结束,移除界面上的东西。
public function endGame() {
// 移除飞机
for(var i:int=airplaneslength-1;i>=0;i--) {
airplanes[i]deletePlane();
}
airplanes = null;
aagundeleteGun();
aagun = null;
// 移除侦听器
stageremoveEventListener(KeyboardEventKEY_DOWN,keyDownFunction);
stageremoveEventListener(KeyboardEventKEY_UP,keyUpFunction);
removeEventListener(EventENTER_FRAME,checkForHits);
nextPlanestop();
nextPlane = null;
gotoAndStop("gameover");
}
}
}
5、编写AAGunas类
创建类的方法同第3步。首先选中库中的AAGun元件,打开项目面板创建类。在"将类邦定到库元件"前面打勾,点下"使用所选库元件"的单选按钮。图:邦定库元件
AAGun类:邦定库中的炮元件,向左移动向右移动,检测边界,自动消毁。
package {
import flashdisplay;
import flashevents;
import flashutilsgetTimer;
public class AAGun extends MovieClip {
static const speed:Number = 1500;
private var lastTime:int; // 控制移动的Timer
public function AAGun() {
// q的初始位置
thisx = 275;
thisy = 340;
//运动
addEventListener(EventENTER_FRAME,moveGun);
}
public function moveGun(event:Event) {
// 得到时差
var timePassed:int = getTimer() - lastTime;
lastTime += timePassed;
// 现在的位置
var newx = thisx;
// 移动到左边
if (MovieClip(parent)leftArrow) {
newx -= speedtimePassed / 1000;
}
// 移动到右边
if (MovieClip(parent)rightArrow) {
newx += speedtimePassed / 1000;
}
// 检测边界
if (newx < 10) newx = 10;
if (newx > 540) newx = 540;
// 更新位置
thisx = newx;
}
// 移除屏幕上的炮和事件
public function deleteGun() {
parentremoveChild(this);
removeEventListener(EventENTER_FRAME,moveGun);
}
}
}
新建文件Airplaneas
Airplane类:邦定库中的飞机元件。随机产生飞机,随机的速度,产生5种飞机样式,检测是否飞出边界,检测被子d击中。自动毁灭和爆炸效果。
// 飞机的速度、方向
// 控制移动的Timer
//左右移动
//检测边界
// 检测碰撞,子d击中飞机跳转到帧标签"explode"演示爆炸动画。
// 移除舞台上的飞机和事件
新建文件Bulletas
Bullet类:邦定库中的子d元件。控制子d的飞行方向,检测子d是否飞出屏幕。
package {
import flashdisplayMovieClip;
import flasheventsEvent;
import flashutilsgetTimer;
import flashutilsTimer;
import flasheventsTimerEvent;
public class Bullet extends MovieClip {
private var dy:Number; // 子d的速度、方向。
private var lastTime:int;
public function Bullet(x,y:Number, speed: Number) {
// 初始位置
thisx = x;
thisy = y;
// 得到速度
dy = speed;
// 动画
lastTime = getTimer();
addEventListener(EventENTER_FRAME,moveBullet);
public function moveBullet(event:Event) {
// 得到时差
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// 子d运动
thisy += dytimePassed/1000;
// 子d越过屏幕的顶端
if (thisy < 0) {
deleteBullet();
// 移除舞台的子d和事件
public function deleteBullet() {
MovieClip(parent)removeBullet(this);
parentremoveChild(this);
removeEventListener(EventENTER_FRAME,moveBullet);
所有的类文件完成保存后,回到AirRaidfla场景,按Ctrl+Enter组合键测试,看看你的成果吧!
简单的学个Flash,很好学,还可以做动画,很有用。大型游戏要学VB或者C++,编得游戏画质不行。3DMAX是做特效的,你想做个游戏,不是一两年搞得了的,有专门教这个的班。
我是玩CF的~高手说不上~但如果你单挑对q我还是有信心的~基本你如果玩的是M4的就两颗子d
点射~AK就不要了~AK只能以抢一q的打~因为后座力很大~
打的时候人体左右移动~q头对准的头~点他就可以了~最好就是压下q~这样的准确度会高点~
我自己做的
Dim x11 As Double
Dim x22 As Double
Dim y11 As Double
Dim y22 As Double
Dim m As Boolean
Dim j As Integer
Dim l As Integer
Private Sub Command1_Click()
Timer1Interval = 100
Command1Visible = False
End Sub
Private Sub Form_Load()
MsgBox "在窗体里点击左键不放来改变射击方向,释放左键后射击"
End Sub
Private Sub Form_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single)
Dim temp As Double
If Line1X1 < Line1X2 Then
Line1Y1 = Line1Y2 - Line1X2 (Line1Y2 - Line1Y1) / (Line1X2 - Line1X1)
Line1X1 = 0
For i = 0 To 6
temp = Line1X2 - (Line1X2 - Line1X1) (Line1Y2 - Shape1(i)Top) / (Line1Y2 - Line1Y1)
If temp >= Shape1(i)Left And temp <= Shape1(i)Left + Shape1(i)Width Then
m = True
j = i
l = Shape1(i)Left
MeCaption = Split(MeCaption, "分")(0) + 1 & "分"
Exit For
End If
Next
Timer2Interval = 500
Else
Line1Y1 = Line1Y2 - (Form1Width - Line1X2) (Line1Y2 - Line1Y1) / (Line1X1 - Line1X2)
Line1X1 = Form1Width
For i = 0 To 6
temp = Line1X2 + (Line1X1 - Line1X2) (Line1Y2 - Shape1(i)Top) / (Line1Y2 - Line1Y1)
If temp >= Shape1(i)Left And temp <= Shape1(i)Left + Shape1(i)Width Then
m = True
j = i
l = Shape1(i)Left
MeCaption = Split(MeCaption, "分")(0) + 1 & "分"
Exit For
End If
Next
Timer2Interval = 500
End If
End Sub
Private Sub Form_MouseMove(Button As Integer, Shift As Integer, X As Single, Y As Single)
If Button = 1 Then
Line1X1 = X
x11 = Line1X1
x22 = Line1X2
y11 = Line1Y1
y22 = Line1Y2
End If
End Sub
Private Sub Timer1_Timer()
Shape1(0)Left = IIf(Shape1(0)Left >= Form1Width, 0, Shape1(0)Left + 100)
Shape1(1)Left = IIf(Shape1(1)Left >= Form1Width, 0, Shape1(1)Left + 150)
Shape1(2)Left = IIf(Shape1(2)Left >= Form1Width, 0, Shape1(2)Left + 200)
Shape1(3)Left = IIf(Shape1(3)Left >= Form1Width, 0, Shape1(3)Left + 160)
Shape1(4)Left = IIf(Shape1(4)Left >= Form1Width, 0, Shape1(4)Left + 90)
Shape1(5)Left = IIf(Shape1(5)Left >= Form1Width, 0, Shape1(5)Left + 210)
Shape1(6)Left = IIf(Shape1(6)Left >= Form1Width, 0, Shape1(6)Left + 260)
End Sub
Private Sub Timer2_Timer()
Line1X1 = 4080
Line1X2 = 4080
Line1Y1 = 3960
Line1Y2 = 4680
Timer2Interval = 0
End Sub
Private Sub Timer3_Timer()
If m = True Then Shape1(j)Top = Shape1(j)Top + 100: Shape1(j)Left = l
If Shape1(j)Top > Form1Height + 200 Then m = False
End Sub
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