C++控制台编程“坦克大战”

Ula ·
更新时间:2024-11-13
· 743 次阅读

新手C++ 坦克大战

本人新手写的比较杂乱,不喜勿喷,

1、首先,先用图片介绍下代码运行逻辑,

代码逻辑

2、这是控制台的界面,展示一下各个功能的界面

开始界面
菜单
单人模式界面
单人模式
双人模式界面
双人模式
自定义地图
自定义地图

3、以下是代码展示

这是菜单类

#include "Menu.h" #include #include "Game.h" //显示欢迎界面 void Menu::Show_Welcome() { Map::Colors(白色); Map::WriteChar(2,8,"I - 2600 HI - 20000"); Map::Colors(紫色); Map::WriteChar(5, 10, "▓▓▓▓▓ ▓ ▓▓▓▓▓ ▓▓▓▓▓ ▓ ▓▓▓▓▓"); Sleep(100); Map::WriteChar(6, 10, "▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(7, 10, "▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(8, 10, "▓▓▓▓▓ ▓ ▓ ▓ ▓ ▓ ▓▓▓▓▓"); Sleep(100); Map::WriteChar(9, 10, "▓ ▓ ▓▓▓▓▓▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(10, 10, "▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(11, 10, "▓▓▓▓▓ ▓ ▓ ▓ ▓ ▓▓▓▓ ▓▓▓▓▓"); Sleep(100); Map::WriteChar(13, 14, " ▓▓▓▓ ▓▓▓▓▓ ▓▓▓▓▓ ▓ ▓ "); Sleep(100); Map::WriteChar(14, 14, " ▓▓ ▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(15, 14, " ▓▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(16, 14, "▓ ▓ ▓ ▓▓▓ "); Sleep(100); Map::WriteChar(17, 14, " ▓▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(18, 14, " ▓▓ ▓ ▓ ▓ ▓ "); Sleep(100); Map::WriteChar(19, 14, " ▓▓▓▓ ▓▓▓▓▓ ▓ ▓ "); Sleep(200); } //静态菜单信息 void Menu::Show_Menu() { Map::Colors(白色); Map::WriteChar(38,22, "@ 1990 1980 NAMCO LTD."); Map::WriteChar(39,24, "ALL RIGHTS RESERVED"); } //自定义地图赋值及打印 int tool::Init_Map[41][41]; void tool::Init_Info() { int i,j; for (i = 0; i < HIGHT; i++) { for (j = 0; j < WIDTH; j++) { Init_Map[41][41]; //初始化边框 if (Init_Map[i][j] == 边框) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); Map::WriteChar(i, j, "■"); } if (Init_Map[i][j] == 黄土墙)//被击中变成红土墙 { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); Map::WriteChar(i, j, "▓"); } if (Init_Map[i][j] == 红土墙) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); Map::WriteChar(i, j, "▓"); } if (Init_Map[i][j] == 水流) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN); Map::WriteChar(i, j, "~"); } if (Init_Map[i][j] == 钢墙) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); Map::WriteChar(i, j, "■"); } if (Init_Map[i][j] == 老家) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN); Map::Map::WriteChar(37, 19, "◣★◢"); Map::WriteChar(38, 19, "███"); Map::WriteChar(39, 19, "◢█◣"); } Map::Colors(黑色); } } } void tool::menu() { COORD Coord[3]; const char mu[3][16] = { " ", "1 PLAYER", "2 PLAYERS", }; for (int i = 0; i < 3; i++) { Coord[i].Y = 24; } Coord[0].X = 23; Coord[1].X = 25; Coord[2].X = 27; for (int i = 0; i < 3; i++) { Map::WriteChar(Coord[i].X, Coord[i].Y, mu[i]); } Map::Colors(绿色); Map::WriteChar(Coord[1].X, Coord[1].Y, mu[1]); int Select = 1; while (1) { if (GetAsyncKeyState('W') & 0x8001) { Map::Colors(白色); Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]); if (Select == 1) Select = 2; else Select--; Map::Colors(绿色); Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]); } else if (GetAsyncKeyState('S') & 0x8001) { Map::Colors(白色); Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]); if (Select == 2) Select = 1; else Select++; Map::Colors(绿色); Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]); } else if (GetAsyncKeyState(0xD) & 0x8001)//回车键 { switch (Select) { case 1:Game::play = 1; break; case 2:Game::play = 2; break; default: break; } return; } Sleep(200); } }

坦克类

#include "Tank.h" #include "Map.h" #pragma comment(lib,"winmm.lib") //坦克mode模型的三维数组 const char* tank_figure[6][3][4] = { { {"█┃ █", "█┳ █", "███", "███"}, {"█●█", "█●█", "━ ●┫", "┣ ●━"}, {"█┻ █", "█┃ █", "███", "███"} }, { {"◢┃ ◣", "◢━ ◣", "◢┳ ◣", "◢┳ ◣"}, {"┣ ●┫", "┣ ●┫", "━ ●┃", "┃ ●━"}, {"◥━ ◤", "◥┃ ◤", "◥┻ ◤", "◥┻ ◤"} }, { {"┏ ┃ ┓", "┏ ┳ ┓", "┏ ┳ ┓", "┏ ┳ ┓"}, {"┣ ●┫", "┣ ●┫", "━ ●┫", "┣ ●━"}, {"┗ ┻ ┛", "┗ ┃ ┛", "┗ ┻ ┛", "┗ ┻ ┛"} }, { {"┏ ┃ ┓", "◢━ ◣", "┏ ┳ ◣", "◢┳ ┓"}, {"┣ ●┫", "┣ ●┫", "━ ●┃", "┃ ●━"}, {"◥━ ◤", "┗ ┃ ┛", "┗ ┻ ◤", "◥┻ ┛"} }, { {"╔ ┃ ╗", "╔ ╦ ╗", "╔ ╦ ╗", "╔ ╦ ╗"}, {"╠ █╣", "╠ █╣", "━ █╣", "╠ █━"}, {"╚ ╩ ╝", "╚ ┃ ╝", "╚ ╩ ╝", "╚ ╩ ╝"} }, { {" ■ ", "■ ■", " ■■", "■■ "}, {"■●■", "■●■", "■● ", " ●■"}, {"■ ■", " ▉ ", " ■■", "■■ "} } }; //坦克构造 Tank::Tank(COORD pos, DIR dir,int mode,int team) { //坐标 this->pos = pos; //方向 this->dir = dir; //图案模型 this->mode = mode; //阵营 this->team = team; //时间坦克移动 this->CD = 150; this->end_time = clock(); this->music = clock(); //坦克分数 this->score = 0; //打印坦克 Show_Tank(); } //打印坦克 void Tank::Show_Tank() { const char* (*tankModel)[4] = tank_figure[mode]; for (int i = 0; i < 3; i++) { //敌方坦克需要彩色,来区别 if (team == 3) { Map::Colors(rand()%7+2); } else { Map::Colors(紫色); } Map::WriteChar(pos.X-1+i,pos.Y-1,tankModel[i][dir]); Map::dynamic[pos.X - 1 + i][pos.Y - 1] = 坦克; Map::dynamic[pos.X - 1 + i][pos.Y ] = 坦克; Map::dynamic[pos.X - 1 + i][pos.Y+1] = 坦克; } } //清理坦克 void Tank::Clear_Tank() { for (int i = 0; i dir != dir) { this->dir = dir; Show_Tank(); return; } else { //检查是否可以移动 if (if_Move_Tank()) { switch (dir) { case 上:pos.X--; break; case 下:pos.X++; break; case 左:pos.Y--; break; case 右:pos.Y++; break; default: break; } } } Show_Tank(); } } //坦克移动判断 bool Tank::if_Move_Tank() { if (dir == 上) { return Collide_Check({ pos.X - 2,pos.Y - 1 }) && Collide_Check({ pos.X - 2,pos.Y }) && Collide_Check({pos.X-2,pos.Y+1}); } if (dir == 下) { return Collide_Check({ pos.X + 2,pos.Y - 1 }) && Collide_Check({ pos.X + 2,pos.Y }) && Collide_Check({ pos.X + 2,pos.Y + 1 }); } if (dir == 左) { return Collide_Check({ pos.X -1,pos.Y - 2 }) && Collide_Check({ pos.X ,pos.Y -2}) && Collide_Check({ pos.X + 1,pos.Y - 2 }); } if (dir == 右) { return Collide_Check({ pos.X + 1,pos.Y + 2 }) && Collide_Check({ pos.X,pos.Y + 2}) && Collide_Check({ pos.X - 1,pos.Y + 2 }); } return false; } //辅助坦克移动判断检测 bool Tank::Collide_Check(COORD pos) { if (Map::static_Map[pos.X][pos.Y] == 空地 && Map::dynamic[pos.X][pos.Y] != 坦克) { return true; } return false; } //CD检测 bool Tank::Check_End_Time() { if (clock() - end_time > this->CD) { end_time = clock(); return true; } return false; } //坦克开火 void Tank::Play_Bullet(std::vector& bull) { /*if (pos.X == 2) { return; }*/ Sleep(100); //播放发子弹音乐D:\Project\TEST_ONE\Music Bullet* bullet = new Bullet(this->pos,this-> dir,this->team); bull.push_back(bullet); //PlaySoundA("D:\\Project\\TEST_ONE\\Music\\boom.wav", NULL, SND_ASYNC | SND_FILENAME); }

子弹类

#include "Bullet.h" #include "Game.h" #include #pragma comment(lib,"winmm.lib") //如果子弹遇到水流后loc=1, int loc; //子弹类构造函数 Bullet::Bullet(COORD pos,DIR dir,int team) { //子弹坐标初始化 this->pos = pos; //子弹方向初始化 this->dir = dir; //子弹存活 this->alive = true; //子弹阵营 this->team = team; //检查子弹赋值前的地方是否为边框 if (dir == 上) { if (Map::static_Map[this->pos.X - 2][this->pos.Y] == 边框) { alive = false; } } else if (dir == 下) { if (Map::static_Map[this->pos.X + 2][this->pos.Y] == 边框) { alive = false; } } else if (dir == 左) { if (Map::static_Map[this->pos.X][this->pos.Y - 2] == 边框) { alive = false; } } else if (dir == 右) { if (Map::static_Map[this->pos.X][this->pos.Y + 2] == 边框) { alive = false; } } if (alive == true) { if (Gps_Bullet_1()) { switch (dir) { case 上:this->pos.X -= 2; break; case 下:this->pos.X += 2; break; case 左:this->pos.Y -= 2; break; case 右:this->pos.Y += 2; break; default: break; } //Show_bullet(); } } } //子弹移动 void Bullet::Move() { //清理子弹 Clear_Bullet(); //检测能否移动 if (Gps_Bullet()) {//如果经过水流 if (loc >= 1) { for (int x = 0; x < 41; x++) { for (size_t i = 0; i pos.X -= 1; break; case 下:this->pos.X += 1; break; case 左:this->pos.Y -= 1; break; case 右:this->pos.Y += 1; break; default: break; } Show_bullet(); } else { alive = false; } } //子弹坐标设置 bool Bullet::Gps_Bullet_1() { if (dir == 上) { return check({ this->pos.X - 2,this->pos.Y }); } if (dir == 下) { return check({ this->pos.X + 2,this->pos.Y }); } if (dir == 左) { return check({ this->pos.X ,this->pos.Y - 2 }); } if (dir == 右) { return check({ this->pos.X ,this->pos.Y + 2 }); } return false; } bool Bullet::Gps_Bullet() { if (dir == 上) { return check({ this->pos.X - 1,this->pos.Y }); } if (dir == 下) { return check({ this->pos.X + 1,this->pos.Y }); } if (dir == 左) { return check({ this->pos.X ,this->pos.Y - 1 }); } if (dir == 右) { return check({ this->pos.X ,this->pos.Y + 1 }); } return false; } //碰撞检测 bool Bullet::check(COORD pos) { ////播放发子弹音乐D:\Project\TEST_ONE\Music //PlaySoundA("D:\\Project\\TEST_ONE\\Music\\hit.wav", NULL, SND_ASYNC |SND_NODEFAULT); if (Map::static_Map[pos.X][pos.Y] == 老家) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_INTENSITY); Map::WriteChar(37, 19, "◢ ◣"); Map::WriteChar(38, 19, " █ "); Map::WriteChar(39, 19, "◥ ◤"); Sleep(1000); //清理地图 Map::Clear_Map(); //改变标记 this->Home = false; //将标记传入输赢检测 vin(this->Home); //输出老家被毁 Map::Clear_Map(); Map::Colors(红色); Map::WriteChar(20, 20, "老家被毁"); Sleep(1000); return false; } if (Map::static_Map[pos.X][pos.Y] == 边框) { return false; } if (Map::dynamic[pos.X][pos.Y] == 坦克) { //由于判断体较长,所以封装陈函数 Over_Tank({pos.X,pos.Y}); //检测输入,看哪一方先死全 vin(); return false; } if (Map::dynamic[pos.X][pos.Y] == 子弹) { for (int x = 0; x pos.X == pos.X && Game::bull[x]->pos.Y == pos.Y) { Game::bull[x]->Clear_Bullet(); Game::bull[x]->alive = false; } } return false; } if (Map::static_Map[pos.X][pos.Y] == 空地 && Map::dynamic[pos.X][pos.Y] == 空地) { return true; } else if (Map::static_Map[pos.X][pos.Y] == 黄土墙) { Map::static_Map[pos.X][pos.Y] = 红土墙; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); Map:: WriteChar(pos.X, pos.Y, "▓"); return false; } else if (Map::static_Map[pos.X][pos.Y] == 水流) { loc = 2; return true; } else if (Map::static_Map[pos.X][pos.Y] == 红土墙) { if (dir == 左 || dir == 右) { if (Map::static_Map[pos.X - 1][pos.Y] == 红土墙) { Map::static_Map[pos.X - 1][pos.Y] = 空地; Map::WriteChar(pos.X - 1, pos.Y, " "); } if (Map::static_Map[pos.X + 1][pos.Y] == 红土墙) { Map::static_Map[pos.X + 1][pos.Y] = 空地; Map::WriteChar(pos.X + 1, pos.Y, " "); } Map::static_Map[pos.X][pos.Y] = 空地; Map::WriteChar(pos.X, pos.Y, " "); } if (dir == 上 || dir == 下) { if (Map::static_Map[pos.X][pos.Y - 1] == 红土墙) { Map::static_Map[pos.X][pos.Y - 1] = 空地; Map::WriteChar(pos.X, pos.Y - 1, " "); } if (Map::static_Map[pos.X][pos.Y + 1] == 红土墙) { Map::static_Map[pos.X][pos.Y + 1] = 空地; Map::WriteChar(pos.X, pos.Y + 1, " "); } Map::static_Map[pos.X][pos.Y] = 空地; Map::WriteChar(pos.X, pos.Y, " "); } return false; } return false; } //打印子弹 void Bullet::Show_bullet() { Map::Colors(绿色); Map::WriteChar(pos.X, pos.Y, "⊙"); Map::dynamic[pos.X][pos.Y] = 子弹; } //清理子弹 void Bullet::Clear_Bullet() { Sleep(30); Map::WriteChar(pos.X,pos.Y," "); Map::dynamic[pos.X][pos.Y] = 空地; } //清理坦克(死亡) void Bullet::Clear_Tank(COORD pos) { for (int i = 0; i score += 100; Map::WriteInt(7, 52, Game::user1->score); } if (team == 2) { Game::user2->score += 100; Map::WriteInt(10, 52, Game::user2->score); } } if(n1 != 0||n2 !=0) { system("cls"); if (Game::play == 1) { Map::WriteChar(20, 22, "1P 总得分:"); Map::WriteInt(20, 28, n1); system("pause"); } if (Game::play==2) { Map::WriteChar(20,22,"1P 总得分:"); Map::WriteChar(22, 22, "2P 总得分:"); Map::WriteInt(20, 28, n1); Map::WriteInt(22, 28,n2); system("pause"); } } } //剩余坦克复活次数 void Bullet::Show_Revive() { if (Game::play == 1) { Map::WriteInt(8, 52, Game::Revive_User1); } else if (Game::play == 2) { Map::WriteInt(8, 52, Game::Revive_User1); Map::WriteInt(11, 52, Game::Revive_User2); } } //坦克死亡 bool Bullet::Over_Tank(COORD pos) { //判断子弹碰到的坦克是AI1,AI2,AI3,user1,user2 for (int i = 0; i pos.X - 1 + i && pos.Y == Game::AI1->pos.Y - 1 || pos.X == Game::AI1->pos.X - 1 + i && pos.Y == Game::AI1->pos.Y || pos.X == Game::AI1->pos.X - 1 + i && pos.Y == Game::AI1->pos.Y + 1 ) { //判断击中AI1的子弹是不是同一个阵营 if (team == Game::AI1->team) {//如果是,则直接返回 return false; } else {//如果不是就在屏幕上擦除 Clear_Tank({ Game::AI1->pos.X, Game::AI1->pos.Y }); //让AI1回到起始位置 if (Game::AI_Tank_Num > 0) { Show_Score(); Game::AI1->mode = rand() % 4 + 2; Game::AI1->pos = { 2,2 }; Game::AI_Tank_Num--; Map::WriteChar(5, 51, " "); Map::WriteInt(5, 52, Game::AI_Tank_Num); } else { Show_Score(); delete Game::AI1; Game::AI1 = nullptr; } } } } //判断克能AI剩余数为0,对象是否被销毁 if (Game::AI2 != nullptr) { if ( pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y - 1 || pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y || pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y + 1 ) { if (team == Game::AI2->team) { return false; } else { Clear_Tank({ Game::AI2->pos.X, Game::AI2->pos.Y }); if (Game::AI_Tank_Num > 0) { Show_Score(); Game::AI2->mode = rand() % 4 + 2; Game::AI2->pos.X = 2; Game::AI2->pos.Y = 20; Game::AI_Tank_Num--; Map::WriteChar(5, 52, " "); Map::WriteInt(5, 52, Game::AI_Tank_Num); } else { Show_Score(); delete Game::AI2; Game::AI2 = nullptr; } } } } //判断克能AI剩余数为0,对象是否被销毁 if (Game::AI3 != nullptr) { if ( pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y - 1 || pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y || pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y + 1 ) { if (team == Game::AI3->team) { return false; } else { Clear_Tank({ Game::AI3->pos.X, Game::AI3->pos.Y }); if (Game::AI_Tank_Num > 0) { Show_Score(); Game::AI2->mode = rand() % 4 + 2; Game::AI3->pos.X = 2; Game::AI3->pos.Y = 38; Game::AI_Tank_Num--; Map::WriteChar(5, 52, " "); Map::WriteInt(50, 52, Game::AI_Tank_Num); } else { Show_Score(); delete Game::AI3; Game::AI3 = nullptr; } } } } if (Game::user1 != nullptr) { if (//如果是user1 pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y - 1 || pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y || pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y + 1 ) { //判断击中AI1的子弹是不是同一个阵营 if (team == Game::user1->team) {//如果是,则直接返回 return false; } else {//如果是就在屏幕上擦除 Clear_Tank({ Game::user1->pos.X, Game::user1->pos.Y }); if (Game::Revive_User1 == 0) { //Show_Score(Game::user1->score); delete Game::user1; Game::user1 = nullptr; } else { Show_Revive(); //玩家1复活次数减1 Game::Revive_User1--; Show_Revive(); //让user1回到起始位置 Game::user1->pos = { 38,14 }; for (int i = 0; i pos.X - 1 + i && pos.Y == Game::user2->pos.Y - 1 || pos.X == Game::user2->pos.X - 1 + i && pos.Y == Game::user2->pos.Y || pos.X == Game::user2->pos.X - 1 + i && pos.Y == Game::user2->pos.Y + 1 ) { //判断击中user2的子弹是不是同一个阵营 //由于可能出现玩家死亡,所以不能使用空指针,直接使用值1 if (team == Game::user2->team || team==1) {//如果是,则直接返回 return false; } else { //如果是就在屏幕上擦除 Clear_Tank({ Game::user2->pos.X, Game::user2->pos.Y }); if (Game::Revive_User2 == 0) { delete Game::user2; Game::user2 = nullptr; } else { //玩家2复活次数减1 Game::Revive_User2--; Show_Revive(); //让user2回到起始位置 Game::user2->pos = { 38,26 }; for (int i = 0; i pos.X, Game::user1->pos.Y }); } else { Clear_Tank({ Game::user1->pos.X, Game::user1->pos.Y }); Clear_Tank({ Game::user2->pos.X, Game::user2->pos.Y }); } Sleep(1500); } } if (Game::play == 2) { //如果都等于空,说明玩家死亡,游戏结束 if (Game::user1 == nullptr && Game::user2 == nullptr|| Home==false) { //所有数据清空,并返回主菜单 //需要重新进入欢迎界面标记 Game::Over = true; //如果有AI没死,我们就让他死掉重新初始化 if (Game::AI1 != nullptr) { delete Game::AI1; Game::AI1 = nullptr; } if (Game::AI2 != nullptr) { delete Game::AI2; Game::AI2 = nullptr; } if (Game::AI3 != nullptr) { delete Game::AI3; Game::AI3 = nullptr; } //把动态地图清空 for (int x = 0; x < 41; x++) { for (int i = 0; i < 41; i++) { Map::dynamic[x][i] = 0; } } } } else if (Game::play == 1) { if (Game::user1 == nullptr || Home == false) { //所有数据清空,并返回主菜单 Game::Over = true; if (Game::AI1 != nullptr) { delete Game::AI1; Game::AI1 = nullptr; } if (Game::AI2 != nullptr) { delete Game::AI2; Game::AI2 = nullptr; } if (Game::AI3 != nullptr) { delete Game::AI3; Game::AI3 = nullptr; } for (int x = 0; x < 41; x++) { for (int i = 0; i < 41; i++) { Map::dynamic[x][i] = 0; } } } } }

地图类(略长)

#include "Map.h" #include "Game.h" int Map::static_Map[HIGHT][HIGHT] = {}; int Map::dynamic[HIGHT][WIDTH] = {}; char Map::Type; //关卡地图初始化 int Map::Level = 1; //用于副屏幕模型显示 const char* Map::tank_user1[3] = { { "█┃ █"}, { "█●█"}, { "█┻ █"} }; const char* Map::tank_user2[3]{ {"◢┃ ◣" }, {"┣ ●┫"}, {"◥━ ◤" } }; void Map::Init_Map() { int i, j; int Map[9][41][41] = { {//钢墙白色■值为6,,土墙黄色▓值为2 ,土墙红▓值为1,海蓝色~值为5 ,普通白(老家)值为9 {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4} }, {//钢墙白色■值为6,,土墙黄色▓值为2 ,土墙红▓值为1,海蓝色~值为5 ,普通白(老家)值为9 {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4} }, { {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}, 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{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4}, {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4}, {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4} }, { {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4}, {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4}, {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4}, {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4}, {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4}, {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4}, {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4} }, }; for (i = 0; i < HIGHT; i++) { for (j = 0; j < WIDTH; j++) { static_Map[i][j] = Map[Level][i][j]; //初始化边框 if (static_Map[i][j] == 边框) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); WriteChar(i, j, "■"); } Colors(绿色); if (static_Map[i][j] == 黄土墙)//被击中变成红土墙 { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); WriteChar(i, j, "▓"); } if (static_Map[i][j] == 红土墙) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); WriteChar(i, j, "▓"); } if (static_Map[i][j] == 水流) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN); WriteChar(i, j, "~"); } if (static_Map[i][j] == 钢墙) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); WriteChar(i, j, "■"); } if (static_Map[i][j] == 老家) { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN); WriteChar(37,19,"◣★◢"); WriteChar(38, 19, "███"); WriteChar(39, 19, "◢█◣"); } Colors(黑色); } } } //在屏幕输出字符 void Map::WriteChar(short x, short y, const char* chr) { //获取屏幕输出句柄 HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE); //获取输出坐标 SetConsoleCursorPosition(hOut, { y * 2 , x } ); //输出相应的字符 printf(chr); } //在屏幕输出变量 void Map::WriteInt(short x, short y, int i) { //获取屏幕输出句柄 HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE); //获取输出坐标 SetConsoleCursorPosition(hOut, { y * 2 , x }); //输出相应的字符 printf("%d",i); } //颜色选择函数 void Map::Colors(int color) { switch (color) { case 1: //天蓝色(我的坦克颜色) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE); break; case 2: //绿色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN); break; case 3: //黄色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN); break; case 4: //红色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED); break; case 5: //紫色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE); break; case 6: //白色 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_GREEN); break; case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_BLUE); break; } } //副屏幕显示信息 void Map::Init_Info() { Colors(白色); //关卡 WriteChar(2, 46, " ◣"); WriteChar(3,44,"关卡 |"); if(Level !=0) WriteInt(3,50,Level); else{WriteChar(3, 50, "自定义地图 "); } WriteChar(5, 44, "剩余敌方坦克: "); WriteInt(5,52,Game::AI_Tank_Num); if (Game::play == 1) { WriteChar(7,44,"1P PLAY 得分: 0"); WriteChar(8,44,"生命数: "); WriteInt(8, 52, Game::Revive_User1); WriteChar(26, 44, "模式:单人模式"); WriteChar(28, 44, "1P PLAY"); WriteChar(30, 44, "游戏键位"); WriteChar(33, 46, "W"); WriteChar(34, 44, "A S D J"); } else { WriteChar(7, 44, "1P PLAY 得分: 0"); WriteChar(10, 44, "2P PLAY 得分: 0"); WriteChar(8, 44, "生命数:"); WriteInt(8, 52, Game::Revive_User1); WriteChar(11, 44, "生命数:"); WriteInt(11, 52, Game::Revive_User2); WriteChar(25, 44, "游戏键位"); WriteChar(23, 44, "模式:双人模式"); WriteChar(27, 44, "1P PLAY"); WriteChar(30, 46, "W"); WriteChar(31, 44, "A S D J"); WriteChar(33, 44, "2P PLAY"); WriteChar(36, 45, " ↑"); WriteChar(37, 43, "← ↓ → Insert"); } for (int i = 0; i < 3; i++) { Colors(紫色); if (Game::play == 1) WriteChar(28 + i, 50, tank_user1[i]); else if (Game::play == 2) { WriteChar( 27+ i, 50, tank_user1[i]); WriteChar(33 + i, 50, tank_user2[i]); } } WriteChar(17, 44, "正在游戏中。。。"); WriteChar(19, 44, "SPACE空格暂停"); } //选择坦克模型与颜色 void Map::print_Tank_Mode() { for (int i = 0; i < 3; i++) { Colors(紫色); if (Game::play == 1) WriteChar(37 + i, 13, tank_user1[i]); else if (Game::play == 2) { WriteChar(37 + i, 13, tank_user1[i]); WriteChar(37 + i, 25, tank_user2[i]); } } } //自己写一个清理主地图函数 void Map::Clear_Map() { for (int x=1;x<41;x++) { for (int i = 0; i < 41; i++) { WriteChar(x,i," "); } } } //打印副屏幕框架 void Map::fu_map() { SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE); WriteChar(0,42,"■■■■■■■■■■■■■"); WriteChar(13, 42, "■■■■■■■■■■■■■"); WriteChar(21, 42, "■■■■■■■■■■■■■"); WriteChar(40, 42, "■■■■■■■■■■■■■"); for (int x=0;x<41;x++) { WriteChar( x,41, "■"); WriteChar( x,55, "■"); } } //自定义地图信息显示 void Map::Show_Diy_Info() { Colors(白色); WriteChar(2, 47, "红土墙"); WriteChar(8, 47, "黄土墙"); WriteChar(14, 47, "钢墙"); WriteChar(20, 47, "水流"); WriteChar(26, 46, "空地/删除"); WriteChar(34, 44, "保存地图并开始游戏"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); WriteChar(3,44,"▓▓▓▓▓▓▓▓▓"); WriteChar(4, 44, "▓▓▓▓▓▓▓▓▓"); WriteChar(5, 44, "▓▓▓▓▓▓▓▓▓"); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED); WriteChar(9, 44, "▓▓▓▓▓▓▓▓▓"); WriteChar(10, 44, "▓▓



坦克大战 C++ 控制台 c+

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