基本信息
源码名称:c++ 飞机大战 游戏源码
源码大小:15.91M
文件格式:.zip
开发语言:C/C++
更新时间:2018-11-29
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源码介绍
传统的飞机大战小游戏
// 渲染背景
SelectObject(g_bufdc, hBackground);
iBackgroundOffset = 2;
if (iBackgroundOffset > WINDOW_HEIGHT) {
iBackgroundOffset -= WINDOW_HEIGHT;
}
BitBlt(g_mdc, 0, iBackgroundOffset, WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY);
BitBlt(g_mdc, 0, -(WINDOW_HEIGHT-iBackgroundOffset), WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY);
//渲染主角
iHeroTimer ;
if (iHeroTimer >= 10) {
iHeroIndex ;
iHeroIndex %= 2;
}
SelectObject(g_bufdc, hHeroArray[iHeroIndex]);
TransparentBlt(g_mdc, iPlayerPositionX, iPlayerPositionY, 100, 124, g_bufdc, 0, 0, 100, 124, RGB(255, 255, 255));
//控制子弹的生成
iBulletTimer ;
if (iBulletTimer % 10 == 0) {
//得到一个数组中isEixst=false的子弹
for (int i = 0; i < 30;i )
{
if (bulletArray[i].isExist == false) {
//生成子弹
int x = iPlayerPositionX 50 - 4;
bulletArray[i].x = x;
bulletArray[i].y = iPlayerPositionY;
bulletArray[i].isExist = true;
break;
}
}
}
//绘制子弹 和控制子弹的运动 控制子弹的死亡
SelectObject(g_bufdc, hBullet);
for (int i = 0; i < 30;i )
{
if (bulletArray[i].isExist) {
bulletArray[i].y -= 20;
if (bulletArray[i].y < -21) {
bulletArray[i].isExist = false;
continue;
}
TransparentBlt(g_mdc, bulletArray[i].x, bulletArray[i].y, 9, 21, g_bufdc, 0, 0, 9, 21, RGB(255, 255, 255));
}
}
//控制主角的移动
if (bIsMouseDown) {
POINT pNowMousePoint;
GetCursorPos(&pNowMousePoint);
int xOffset = pNowMousePoint.x - pPreMousePoint.x;
int yOffset = pNowMousePoint.y - pPreMousePoint.y;
iPlayerPositionX = xOffset;
iPlayerPositionY = yOffset;
pPreMousePoint = pNowMousePoint;
if (iPlayerPositionX < 0) {
iPlayerPositionX = 0;
}
if (iPlayerPositionX > WINDOW_WIDTH - 100)
iPlayerPositionX = WINDOW_WIDTH - 100;
if (iPlayerPositionY < 0)
iPlayerPositionY = 0;
if (iPlayerPositionY>WINDOW_HEIGHT-124)
{
iPlayerPositionY = WINDOW_HEIGHT - 124;
}
}
//控制敌人的产生
iEnemySpawnTimer ;
if (iEnemySpawnTimer % 10 == 0) {
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist == false) {
int y = -39;
int x = rand() % (WINDOW_WIDTH - 51);//rand()随机生成一个大于0的数字
enemyArray[i].x = x;
enemyArray[i].y = y;
enemyArray[i].isExist = true;
enemyArray[i].isDie = false;
enemyArray[i].iDieAnimationTimer = 0;
enemyArray[i].iDieAnimationIndex = 0;
break;
}
}
}
//控制敌人运动
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
enemyArray[i].y = 6;
if (enemyArray[i].y > WINDOW_HEIGHT) {
enemyArray[i].isExist = false;
}
}
}
//渲染敌人
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist) {
if (enemyArray[i].isDie) {
//渲染死亡动画 (爆炸动画 )
enemyArray[i].iDieAnimationTimer ;
enemyArray[i].iDieAnimationIndex = enemyArray[i].iDieAnimationTimer / 5;
if (enemyArray[i].iDieAnimationIndex > 4) {
enemyArray[i].isExist = false;
enemyArray[i].isDie = false;
continue;
}
SelectObject(g_bufdc, hEnemyArray[enemyArray[i].iDieAnimationIndex]);
TransparentBlt(g_mdc, enemyArray[i].x, enemyArray[i].y, 51, 39, g_bufdc, 0, 0, 51, 39, RGB(255, 255, 255));
}
else {
SelectObject(g_bufdc, hEnemyArray[0]);
TransparentBlt(g_mdc, enemyArray[i].x, enemyArray[i].y, 51, 39, g_bufdc, 0, 0, 51, 39, RGB(255, 255, 255));
}
}
}
//子弹和敌人的碰撞检测
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
for (int j = 0; j < 30;j )
{
if (bulletArray[j].isExist) {
if ( IsInclude( enemyArray[i], bulletArray[j].x 4, bulletArray[j].y 10)) {
//发生了碰撞
bulletArray[j].isExist = false;
enemyArray[i].isDie = true;
iScore ;
PlaySound(L"sound/enemy0_down.wav", NULL, SND_FILENAME | SND_ASYNC);
break;
}
}
}
}
}
//主角和敌人的碰撞检测
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
bool isInclude1 = IsInclude(enemyArray[i], iPlayerPositionX 50, iPlayerPositionY);
bool isInclude2 = IsInclude(enemyArray[i], iPlayerPositionX, iPlayerPositionY 84);
bool isInclude3 = IsInclude(enemyArray[i], iPlayerPositionX 100, iPlayerPositionY 84);
if (isInclude1 || isInclude2 || isInclude3) {
// 发生了碰撞
mciSendString(L"stop sound/game_music.wav", NULL, 0, 0);
PlaySound(L"sound/game_over.wav", NULL, SND_FILENAME | SND_ASYNC);
ChangeToState(GS_Result,hwnd);
break;
}
}
}
BitBlt(g_hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_mdc, 0, 0, SRCCOPY);
}
传统的飞机大战小游戏
// 渲染背景
SelectObject(g_bufdc, hBackground);
iBackgroundOffset = 2;
if (iBackgroundOffset > WINDOW_HEIGHT) {
iBackgroundOffset -= WINDOW_HEIGHT;
}
BitBlt(g_mdc, 0, iBackgroundOffset, WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY);
BitBlt(g_mdc, 0, -(WINDOW_HEIGHT-iBackgroundOffset), WINDOW_WIDTH, WINDOW_HEIGHT, g_bufdc, 0, 0, SRCCOPY);
//渲染主角
iHeroTimer ;
if (iHeroTimer >= 10) {
iHeroIndex ;
iHeroIndex %= 2;
}
SelectObject(g_bufdc, hHeroArray[iHeroIndex]);
TransparentBlt(g_mdc, iPlayerPositionX, iPlayerPositionY, 100, 124, g_bufdc, 0, 0, 100, 124, RGB(255, 255, 255));
//控制子弹的生成
iBulletTimer ;
if (iBulletTimer % 10 == 0) {
//得到一个数组中isEixst=false的子弹
for (int i = 0; i < 30;i )
{
if (bulletArray[i].isExist == false) {
//生成子弹
int x = iPlayerPositionX 50 - 4;
bulletArray[i].x = x;
bulletArray[i].y = iPlayerPositionY;
bulletArray[i].isExist = true;
break;
}
}
}
//绘制子弹 和控制子弹的运动 控制子弹的死亡
SelectObject(g_bufdc, hBullet);
for (int i = 0; i < 30;i )
{
if (bulletArray[i].isExist) {
bulletArray[i].y -= 20;
if (bulletArray[i].y < -21) {
bulletArray[i].isExist = false;
continue;
}
TransparentBlt(g_mdc, bulletArray[i].x, bulletArray[i].y, 9, 21, g_bufdc, 0, 0, 9, 21, RGB(255, 255, 255));
}
}
//控制主角的移动
if (bIsMouseDown) {
POINT pNowMousePoint;
GetCursorPos(&pNowMousePoint);
int xOffset = pNowMousePoint.x - pPreMousePoint.x;
int yOffset = pNowMousePoint.y - pPreMousePoint.y;
iPlayerPositionX = xOffset;
iPlayerPositionY = yOffset;
pPreMousePoint = pNowMousePoint;
if (iPlayerPositionX < 0) {
iPlayerPositionX = 0;
}
if (iPlayerPositionX > WINDOW_WIDTH - 100)
iPlayerPositionX = WINDOW_WIDTH - 100;
if (iPlayerPositionY < 0)
iPlayerPositionY = 0;
if (iPlayerPositionY>WINDOW_HEIGHT-124)
{
iPlayerPositionY = WINDOW_HEIGHT - 124;
}
}
//控制敌人的产生
iEnemySpawnTimer ;
if (iEnemySpawnTimer % 10 == 0) {
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist == false) {
int y = -39;
int x = rand() % (WINDOW_WIDTH - 51);//rand()随机生成一个大于0的数字
enemyArray[i].x = x;
enemyArray[i].y = y;
enemyArray[i].isExist = true;
enemyArray[i].isDie = false;
enemyArray[i].iDieAnimationTimer = 0;
enemyArray[i].iDieAnimationIndex = 0;
break;
}
}
}
//控制敌人运动
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
enemyArray[i].y = 6;
if (enemyArray[i].y > WINDOW_HEIGHT) {
enemyArray[i].isExist = false;
}
}
}
//渲染敌人
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist) {
if (enemyArray[i].isDie) {
//渲染死亡动画 (爆炸动画 )
enemyArray[i].iDieAnimationTimer ;
enemyArray[i].iDieAnimationIndex = enemyArray[i].iDieAnimationTimer / 5;
if (enemyArray[i].iDieAnimationIndex > 4) {
enemyArray[i].isExist = false;
enemyArray[i].isDie = false;
continue;
}
SelectObject(g_bufdc, hEnemyArray[enemyArray[i].iDieAnimationIndex]);
TransparentBlt(g_mdc, enemyArray[i].x, enemyArray[i].y, 51, 39, g_bufdc, 0, 0, 51, 39, RGB(255, 255, 255));
}
else {
SelectObject(g_bufdc, hEnemyArray[0]);
TransparentBlt(g_mdc, enemyArray[i].x, enemyArray[i].y, 51, 39, g_bufdc, 0, 0, 51, 39, RGB(255, 255, 255));
}
}
}
//子弹和敌人的碰撞检测
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
for (int j = 0; j < 30;j )
{
if (bulletArray[j].isExist) {
if ( IsInclude( enemyArray[i], bulletArray[j].x 4, bulletArray[j].y 10)) {
//发生了碰撞
bulletArray[j].isExist = false;
enemyArray[i].isDie = true;
iScore ;
PlaySound(L"sound/enemy0_down.wav", NULL, SND_FILENAME | SND_ASYNC);
break;
}
}
}
}
}
//主角和敌人的碰撞检测
for (int i = 0; i < 30;i )
{
if (enemyArray[i].isExist&&enemyArray[i].isDie == false) {
bool isInclude1 = IsInclude(enemyArray[i], iPlayerPositionX 50, iPlayerPositionY);
bool isInclude2 = IsInclude(enemyArray[i], iPlayerPositionX, iPlayerPositionY 84);
bool isInclude3 = IsInclude(enemyArray[i], iPlayerPositionX 100, iPlayerPositionY 84);
if (isInclude1 || isInclude2 || isInclude3) {
// 发生了碰撞
mciSendString(L"stop sound/game_music.wav", NULL, 0, 0);
PlaySound(L"sound/game_over.wav", NULL, SND_FILENAME | SND_ASYNC);
ChangeToState(GS_Result,hwnd);
break;
}
}
}
BitBlt(g_hdc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, g_mdc, 0, 0, SRCCOPY);
}