C++三體星戰(zhàn)小游戲源代碼
更新時(shí)間:2023年08月30日 11:39:24 作者:強(qiáng)國(guó)豪,林中霖
這篇文章主要給大家介紹了關(guān)于C++三體星戰(zhàn)小游戲的相關(guān)資料,文中給出了詳細(xì)完整的代碼示例,對(duì)大家的學(xué)習(xí)或者工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下
物理小游戲,懶得 寫注釋。
游戲代碼
#include<bits/stdc++.h>
#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>
using namespace std;
int toint(double a){return ((int)(a*10+5))/10;}
int rand(int a){return rand()%a;}
void SlowDisplay(int x,char *p){while(1){if(*p!=0) printf("%c",*p++);else break;Sleep(x);}}
void Setpos(double x,double y){COORD pos;pos.X=toint(y*2),pos.Y=toint(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
void Color(int a){
if(a==-1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
if(a==-2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
if(a==-3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED);
if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED);
if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN);
if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE);
if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED|BACKGROUND_BLUE);
if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_BLUE);
}
struct node{int what;double x,y,vx,vy,r,m;bool life;int gun,master=-1;}Sun[1000001];
int b,T,m[41][41],n[41][41],m2[41][41],n2[41][41],dif[11],Speed=10,Ba,Hotguntime,Hotguntimemax=10,Blood,Score;
double Speedmax,Speedless,Speedmore=1,Balljump=-0.7,Fire=0.08;
void Push(int a,int b){
if(Sun[a].master==b||Sun[b].master==a) return;
if(Sun[a].life==0||Sun[b].life==0) return;
if(Sun[a].what==3||Sun[b].what==3) return;
if(Sun[a].what==4||Sun[b].what==4) return;
double Ax=Sun[a].x-Sun[b].x,Ay=Sun[a].y-Sun[b].y,Dis=sqrt(Ax*Ax+Ay*Ay)*1.0,fDis=sqrt((Sun[a].vx-Sun[b].vx)*(Sun[a].vx-Sun[b].vx)+(Sun[a].vy-Sun[b].vy)*(Sun[a].vy-Sun[b].vy));
if(Dis==0) return;if(abs(Ay)<=0.0001) Ay=0.0001;
if(Sun[a].what==2||Sun[b].what==2) int c;
else if(Dis<=Sun[a].r+Sun[b].r+fDis){
double Vx=(Sun[a].vx+Sun[b].vx)/2.0,Vy=(Sun[a].vy+Sun[b].vy)/2.0,aX=(Sun[a].x+Sun[b].x+Sun[a].vx+Sun[b].vx)/2.0,aY=(Sun[a].y+Sun[b].y+Sun[a].vy+Sun[b].vy)/2.0;
Sun[a].vx=Sun[b].vx=Vx,Sun[a].vy=Sun[b].vy=Vy;Sun[a].x=aX-(Ax/Dis)/2.0,Sun[b].x=aX+(Ax/Dis)/2.0;Sun[a].y=aY-(Ay/Dis)/2.0,Sun[b].y=aY+(Ay/Dis)/2.0;
return;
}
double ac=Sun[a].m*Sun[b].m/(Dis*Dis)*1.0,afx=0,afy=0,d=abs(Ax/Ay*1.0);
afy=sqrt(ac/(1+d*d))*1.0,afx=sqrt(ac/(1+d*d))*d*1.0;
if(Ax>0) afx*=-1;if(Ay>0) afy*=-1;
#define A Sun[a].vx+=afx/Sun[a].m*Speedless,Sun[a].vx=max(-Speedmax,min(Speedmax,Sun[a].vx)),Sun[a].vy+=afy/Sun[a].m*Speedless,Sun[a].vy=max(-Speedmax,min(Speedmax,Sun[a].vy))
#define B Sun[b].vx-=afx/Sun[b].m*Speedless,Sun[b].vx=max(-Speedmax,min(Speedmax,Sun[b].vx)),Sun[b].vy-=afy/Sun[b].m*Speedless,Sun[b].vy=max(-Speedmax,min(Speedmax,Sun[b].vy))
Speedmax=0.1,Speedless=0.01;
if(Sun[a].what==2&&Sun[b].what==2) Speedmax=3.0;
if(Sun[a].what==0) {Speedless=0.008;Speedmax=1.0; A;}
else if(Sun[a].what==1) {A; if(Sun[b].what==1) B;}
else if(Sun[a].what==2) {Speedless=0.8;B;if(Sun[b].what==2) A;}
else {A;B;}
}
int Painting[41][41]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,0,0,1,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,1,0,0,0,0,0},{0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,0,1,0,0,0,0,0,0},{0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,1,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,0,1,0,0,0,0,0},{0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,2,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,3,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,4,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},};
void Paint(int a);
void Move(int a){
Blood=10000000;
memset(m,0,sizeof(m));
memset(m2,0,sizeof(m2));
#define ix toint(Sun[i].x/1.0)
#define iy toint(Sun[i].y/1.0)
#define jx toint(Sun[j].x/1.0)
#define jy toint(Sun[j].y/1.0)
if(Sun[0].life==1){
Sun[0].x+=Sun[0].vx/Speedmore;Sun[0].y+=Sun[0].vy/Speedmore;
if(Sun[0].x>40) Sun[0].x=40,Sun[0].vx=0;if(Sun[0].x<0) Sun[0].x=0,Sun[0].vx=0;if(Sun[0].y>40) Sun[0].y=40,Sun[0].vy=0;if(Sun[0].y<0) Sun[0].y=0,Sun[0].vy=0;}
for(int i=0;i<=b;i++) for(int j=i+1;j<=b;j++) Push(i,j);
for(int i=0;i<=b;i++) for(int j=0;j<=b;j++)
{
if(i==j||Sun[i].life==0||Sun[j].life==0) continue;
if(Sun[i].what==4&&(Sun[j].what>=100&&Sun[j].what<200)) {if(abs(ix-jx)<1&&abs(iy-jy)<1) Ba--,Sun[i].life=Sun[j].life=0,Score+=10;}
if(Sun[i].what==203&&Sun[i].master!=j&&Sun[j].what<200) if(abs(ix-jx)<2&&abs(iy-jy)<2) Sun[j].vx-=Sun[i].vx/10.0,Sun[j].vy-=Sun[i].vy/10.0,Sun[i].life=0;
if(Sun[i].what==204&&Sun[i].master!=j&&Sun[j].what<200) if(abs(ix-jx)<2&&abs(iy-jy)<2) Sun[j].vx+=Sun[i].vx/10.0,Sun[j].vy+=Sun[i].vy/10.0,Sun[i].life=0;
}
int i=0;
if(m[ix][iy]>0&&m[ix][iy]<100)
{
if(m[ix][iy]<=1) Blood-=1;
else if(m[ix][iy]<=4) Blood-=2;
else if(m[ix][iy]<=10) Blood-=3;
else if(m[ix][iy]>10&&m[ix][iy]<100) Blood-=4;
}
for(int i=1;i<=b;i++){
if(Sun[i].life==0) continue;
Sun[i].x+=Sun[i].vx/Speedmore;Sun[i].y+=Sun[i].vy/Speedmore;
Balljump=-0.7;
if(Sun[i].what==3) Balljump=-1;
if(Sun[i].what==4) Balljump=-1;
if(Sun[i].x>40) Sun[i].x=40,Sun[i].vx*=Balljump;
if(Sun[i].x<0) Sun[i].x=0,Sun[i].vx*=Balljump;if(Sun[i].y>40) Sun[i].y=40,Sun[i].vy*=Balljump;if(Sun[i].y<0) Sun[i].y=0,Sun[i].vy*=Balljump;
if(Sun[i].what==1) {m[ix][iy]+=2;int R;R=rand(3);if(R==0&&ix<40) m[ix+1][iy]++;R=rand(3);if(R==0&&ix>0) m[ix-1][iy]++;R=rand(3);if(R==0&&iy<40) m[ix][iy+1]++;R=rand(3);if(R==0&&iy>0) m[ix][iy-1]++;}
if(Sun[i].what==2) {m[ix][iy]+=2;if(ix<40) m[ix+1][iy]+=10;if(ix>0) m[ix-1][iy]+=10;if(iy<40) m[ix][iy+1]+=10;if(iy>0) m[ix][iy-1]+=10;if(ix<40&&iy<40) m[ix+1][iy+1]+=4;if(ix<40&&iy>0) m[ix+1][iy-1]+=4;if(ix>0&&iy<40) m[ix-1][iy+1]+=4;if(ix>0&&iy>0) m[ix-1][iy-1]+=4;m[ix][iy]=10086;}
if(Sun[i].what==3) {if(abs(ix-Sun[0].x)<1&&abs(iy-Sun[0].y)<1) Ba--,Sun[i].life=0;else m2[ix][iy]=2;}
if(Sun[i].what==4) {m2[ix][iy]=2;}
if(Sun[i].what>=100&&Sun[i].what<300)
{
if(Sun[i].x==0||Sun[i].y==0||Sun[i].x==40||Sun[i].y==40||(abs(Sun[i].vx)<=0.5&&abs(Sun[i].vy)<=0.5)) Sun[i].life=0;
if(Sun[i].what==203||Sun[i].what==204) {m[ix][iy]=Sun[i].what;if(ix<40) m[ix+1][iy]=Sun[i].what;if(ix>0) m[ix-1][iy]=Sun[i].what;if(iy<40) m[ix][iy+1]=Sun[i].what;if(iy>0) m[ix][iy-1]=Sun[i].what;}
else m2[ix][iy]=Sun[i].what;
}
}
if(Sun[0].life==1) m2[toint(Sun[0].x/1.0)][toint(Sun[0].y/1.0)]=1;
Paint(a);
}
void Paint(int a){
for(int i=0;i<=40;i++) for(int j=0;j<=40;j++){
if(a==0&&Painting[i][j]!=0) continue;
if(m2[i][j]!=n2[i][j]){n2[i][j]=m2[i][j];n[i][j]=0;Setpos(i,j);
if(m2[i][j]==0) Color(0),cout<<" ";
else if(m2[i][j]==1) Color(-1),cout<<"●";
else if(m2[i][j]==2) Color(-3),cout<<"◎";
else if(m2[i][j]==101) Color(-1),cout<<"☉";
else if(m2[i][j]==102) Color(3),cout<<" ";
continue;}
if(m[i][j]!=n[i][j]){n[i][j]=m[i][j];n2[i][j]=0;Setpos(i,j);
if(m[i][j]>=10086) Color(4),cout<<"●";
else if(m[i][j]==203) Color(5),cout<<" ";
else if(m[i][j]==204) Color(6),cout<<" ";
else if(m[i][j]==0) Color(0),cout<<" ";else if(m[i][j]<=1) Color(1),cout<<" ";else if(m[i][j]<=4) Color(2),cout<<" ";else if(m[i][j]<=10) Color(3),cout<<" ";else if(m[i][j]>10&&m[i][j]<100) Color(4),cout<<" ";
else Color(0),cout<<"?!";}Color(0);
}
}
void RandStart(int a) {for(int i=1;i<=a;i++) {b++;Sun[b].x=rand(41),Sun[b].y=rand(41);Sun[b].vx=(rand(41)-20)/10.0,Sun[b].vy=(rand(41)-20)/10.0,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}}
void CornerStart(int a) {for(int i=1;i<=a;i++) {b++;int k=rand(4);if(k==0||k==2) Sun[b].x=rand(41);else Sun[b].y=rand(41);if(k==0) Sun[b].y=0;if(k==1) Sun[b].x=0;if(k==2) Sun[b].y=40;if(k==3) Sun[b].x=40;Sun[b].vx=(rand(41)-20)/10.0,Sun[b].vy=(rand(41)-20)/10.0,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}}
void SunStart(int x,int y,int r,int vx,int vy) {
b++;Sun[b].x=x,Sun[b].y=y;Sun[b].vx=vx,Sun[b].vy=vy,Sun[b].m=1000,Sun[b].r=1,Sun[b].life=1,Sun[b].what=2;
for(int i=x-r;i<=x+r;i++) for(int j=y-r;j<=y+r;j++){b++;Sun[b].x=i,Sun[b].y=j;Sun[b].vx=(rand(41)-20)/100.0+vx,Sun[b].vy=(rand(41)-20)/100.0+vy,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}
for(float i=(int)(x-r/2)-0.5;i<=(int)(x+r/2)+0.5;i++) for(float j=(int)(y-r/2)-0.5;j<=(int)(y+r/2)+0.5;j++){b++;Sun[b].x=i,Sun[b].y=j;Sun[b].vx=(rand(41)-20)/100.0+vx,Sun[b].vy=(rand(41)-20)/100.0+vy,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}
}
void Shoot(int a,bool q)
{
double Sunavx=Sun[a].vx,Sunavy=Sun[a].vy;
if(Sun[a].vx==0&&Sun[a].vy==0) Sunavx=-1;if(Sun[a].vy==0) Sunavy=0.001;
if(Sun[a].gun>=1&&Sun[a].gun<=4)
{
b++;Sun[b].x=Sun[a].x,Sun[b].y=Sun[a].y;double ac;
if(Sun[a].gun==1) ac=3.0;
if(Sun[a].gun>=2&&Sun[a].gun<=4) ac=7.0;
double d=abs(Sunavx/Sunavy*1.0);Sun[b].vy=sqrt(ac/(1+d*d))*1.0,Sun[b].vx=sqrt(ac/(1+d*d))*d*1.0;
if(Sunavx>0) Sun[b].vx*=-1;if(Sunavy>0) Sun[b].vy*=-1;if(q==1) Sun[b].vx*=-1,Sun[b].vy*=-1;Sun[b].life=1;
Sun[b].master=a;
int bb=b;
if(Sun[a].gun==1||Sun[a].gun==2) Sun[b].what=100+Sun[a].gun,Sun[b].m=1;
if(Sun[a].gun==3||Sun[a].gun==4) Sun[b].what=200+Sun[a].gun,Sun[b].m=1;
if(Sun[a].gun>=2&&Sun[a].gun<=4){
double kx=Sun[bb].x,ky=Sun[bb].y;
for(int j=1;j<=7;j++)
{
kx-=Sun[bb].vx/3.5,ky-=Sun[bb].vy/3.5;
if(kx<0||ky<0||kx>40||ky>40) continue;
b++,Sun[b].x=kx,Sun[b].y=ky,Sun[b].vx=Sun[bb].vx,Sun[b].vy=Sun[bb].vy,Sun[b].what=Sun[bb].what,Sun[b].master=a,Sun[b].life=1;
}
}
}
}
void Start(){
for(int i=0;i<=40;i++) for(int j=0;j<=40;j++){if(Painting[i][j]==1) Setpos(i,j),Color(-2),cout<<"■";if(Painting[i][j]==2) Setpos(i,j),Color(-2),cout<<"作者:蒟蒻一枚";if(Painting[i][j]==3) Setpos(i,j),Color(-2),cout<<"按 y 開(kāi)始游戲!";if(Painting[i][j]==4) Setpos(i,j),Color(-2),cout<<"不要搞錯(cuò)成拼音輸入法!";if(Painting[i][j]==5) Setpos(i,j),Color(-2),cout<<"Three-Body STAR WARs!";}
for(int i=1;i<=3;i++) SunStart(rand(31)+5,rand(31)+5,5,(rand(101)-50)/10.0,(rand(101)-50)/10.0);
T=0;
while(1){
T++;
if(T%50==0) CornerStart(1);
if(kbhit()){char g=_getch();if(g=='y') break; }
Move(0);
Sleep(Speed);
}
Color(0);system("cls");
Setpos(10,10);SlowDisplay(30,"你想要教程嗎?(y/n)");
char g=_getch();if(g!='y') return;Setpos(10,10);SlowDisplay(30,"那我們開(kāi)始。。。 ");Sleep(500);
system("cls");
Setpos(30,10);system("cls");
memset(Sun,0,sizeof(Sun));memset(m,0,sizeof(m));memset(m2,0,sizeof(m2));
Sun[0].x=Sun[0].y=20;Sun[0].life=1;Sun[0].m=10;
T=0;
int step=0;
while(1){
T++;
if(T==2)
{
Setpos(10,10),SlowDisplay(30,"這是你的飛船,你可以用↑↓←→鍵來(lái)操縱它。");Sleep(500);
Setpos(12,10),SlowDisplay(30,"在宇宙航行沒(méi)有阻力,也就是說(shuō)你的慣性會(huì)主導(dǎo)一切。");Sleep(500);
Setpos(14,10),SlowDisplay(30,"當(dāng)你撞到邊界時(shí),你的速度會(huì)減為零。");Sleep(1000);
Setpos(16,10),SlowDisplay(30,"試試看。");
}
if(T==200)
{
Setpos(10,10),SlowDisplay(30,"在宇宙航行時(shí)有兩個(gè)小技巧: ");
Setpos(12,10),SlowDisplay(30,"1、不要太快。 ");
Setpos(14,10),SlowDisplay(30,"2、有時(shí)轉(zhuǎn)向比調(diào)頭更有用。 ");Sleep(1000);
Setpos(16,10),SlowDisplay(30,"接下來(lái)我們稍稍提高點(diǎn)難度!請(qǐng)到達(dá)所有靶位點(diǎn)!");Sleep(500);
b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=3;Ba++;
Move(1);Sleep(1000);
}
if(Ba>0) Setpos(1,1),cout<<"剩余靶位點(diǎn):"<<Ba<<' ';
if(step>=1) Setpos(5,1),cout<<"Cooling time: "<<Hotguntime<<" ";
if(T>200&&Ba==0&&step==0) T=201,step=1,Setpos(1,1),cout<<" ";
if(T>300&&Ba==0&&step==1) T=201,step=2,Setpos(1,1),cout<<" ";
if(T==202&&step==1)
{
Setpos(10,10),SlowDisplay(30,"做的好!看來(lái)是時(shí)候給你裝備初始武器了。");
Setpos(12,10),SlowDisplay(50,"。。。 星際電磁軌道炮 已裝備。");
Setpos(14,10),SlowDisplay(30,"按下w/s發(fā)射子彈! ");
Sun[0].gun=1;Hotguntime=0;
}
if(T==300&&step==1)
{
Setpos(16,10),SlowDisplay(30,"來(lái)吧!請(qǐng)擊毀所有靶位點(diǎn)!");Sleep(500);
b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;
Move(1);Sleep(1000); Ba=1;
}
if(T==202&&step==2)
{
Setpos(10,10),SlowDisplay(30,"太陽(yáng)什么的你也看到過(guò)了。 ");
Setpos(12,10),SlowDisplay(30,"其旁纏繞著的火會(huì)扣你的血。 ");
Setpos(14,10),SlowDisplay(30,"打靶位點(diǎn)可以積10分,發(fā)射子彈-1分,分?jǐn)?shù)達(dá)到20通關(guān),簡(jiǎn)單吧!");Sleep(1000);
Setpos(16,10),SlowDisplay(60,"讓 我 們 開(kāi) 始 吧?。?!");Sleep(1000);
system("cls");return;
}
double v=sqrt(Sun[0].vx*Sun[0].vx+Sun[0].vy*Sun[0].vy);
if(GetAsyncKeyState(VK_UP)&0x8000) {if(Sun[0].vx>=0) Sun[0].vx-=2*Fire;else if(v<4) Sun[0].vx-=Fire;}
else if(GetAsyncKeyState(VK_DOWN)&0x8000) {if(Sun[0].vx<=0) Sun[0].vx+=2*Fire;else if(v<4) Sun[0].vx+=Fire;}
if(GetAsyncKeyState(VK_LEFT)&0x8000) {if(Sun[0].vy>=0) Sun[0].vy-=2*Fire;else if(v<4) Sun[0].vy-=Fire;}
else if(GetAsyncKeyState(VK_RIGHT)&0x8000) {if(Sun[0].vy<=0) Sun[0].vy+=2*Fire;else if(v<4) Sun[0].vy+=Fire;}
if(Hotguntime>0) Hotguntime--;
if(kbhit()){
char g=_getch();
if(Hotguntime==0&&g=='s')
{
if(abs(Sun[0].vx)>=0.01) Sun[0].vx*=0.7;
if(abs(Sun[0].vy)>=0.01) Sun[0].vy*=0.7;
Shoot(0,0);
Hotguntime=Hotguntimemax;
}
if(Hotguntime==0&&g=='w')
{
if(abs(Sun[0].vx)<=2) Sun[0].vx*=1.2;
if(abs(Sun[0].vy)<=2) Sun[0].vy*=1.2;
Shoot(0,1);
Hotguntime=Hotguntimemax;
}
}
Move(1);
Sleep(Speed);
}
}
int main()
{
system("mode con cols=82 lines=43");
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
srand((unsigned)time(NULL));
Y:
Start();
memset(Sun,0,sizeof(Sun));memset(m,0,sizeof(m));memset(m2,0,sizeof(m2));
YY:system("cls");
Setpos(10,10),SlowDisplay(30,"選難度吧,幾個(gè)太陽(yáng)?(0~10,回車確定)");
int i=10;while(dif[i]!=1&&i>=0){i--;}
Setpos(12,10);
if(i==-1) printf("推薦難度:0個(gè)太陽(yáng)。");
else if(i<10) printf("加油,推薦難度:%d個(gè)太陽(yáng)。",i+1);
else if(i==10) printf("你通關(guān)了!隨便選吧!",i);
Setpos(15,10);
int p;cin>>p;
if(p<0||p>10) {SlowDisplay(150,"輸入錯(cuò)誤!"),Sleep(1000);goto YY;}
for(int i=1;i<=p;i++) SunStart(rand(31)+5,rand(31)+5,5,(rand(101)-50)/10.0,(rand(101)-50)/10.0);
Sun[0].x=Sun[0].y=5;Sun[0].vx=0.1;Sun[0].life=1;Sun[0].m=10;
T=0;
Sun[0].gun=1;
Blood=100;
Score=0;Ba=0;
for(int i=1;i<=10;i++) {b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;}
while(Blood>0&&Score<100){
Setpos(1,1),cout<<"Blood: "<<Blood<<" ";
Setpos(3,1),cout<<"Score: "<<Score<<" ";
Setpos(5,1),cout<<"Cooling time: "<<Hotguntime<<" ";
T++;
if(T==1) Sleep(1000);
if(T%50==0) CornerStart(1);
if(T%30==0&&Ba<5) {b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;}
if(T%40==0&&Blood<100) Blood++;
double v=sqrt(Sun[0].vx*Sun[0].vx+Sun[0].vy*Sun[0].vy);
if(GetAsyncKeyState(VK_UP)&0x8000) {if(Sun[0].vx>=0) Sun[0].vx-=2*Fire;else if(v<4) Sun[0].vx-=Fire;}
else if(GetAsyncKeyState(VK_DOWN)&0x8000) {if(Sun[0].vx<=0) Sun[0].vx+=2*Fire;else if(v<4) Sun[0].vx+=Fire;}
if(GetAsyncKeyState(VK_LEFT)&0x8000) {if(Sun[0].vy>=0) Sun[0].vy-=2*Fire;else if(v<4) Sun[0].vy-=Fire;}
else if(GetAsyncKeyState(VK_RIGHT)&0x8000) {if(Sun[0].vy<=0) Sun[0].vy+=2*Fire;else if(v<4) Sun[0].vy+=Fire;}
if(Hotguntime>0) Hotguntime--;
if(kbhit()){
char g=_getch();
if(Hotguntime==0&&g=='s')
{
if(abs(Sun[0].vx)>=0.01) Sun[0].vx*=0.7;
if(abs(Sun[0].vy)>=0.01) Sun[0].vy*=0.7;
Shoot(0,0);
Score=max(Score-1,0);
Hotguntime=Hotguntimemax;
}
if(Hotguntime==0&&g=='w')
{
if(abs(Sun[0].vx)<=2) Sun[0].vx*=1.2;
if(abs(Sun[0].vy)<=2) Sun[0].vy*=1.2;
Shoot(0,1);
Score=max(Score-1,0);
Hotguntime=Hotguntimemax;
}
}Move(1);
Sleep(Speed);
}
system("cls");
if(Score<20) Setpos(10,10),SlowDisplay(150,"Sorry,你死了。");
else Setpos(10,10),SlowDisplay(10,"贏了!快去挑戰(zhàn)下一個(gè)難度吧!"),dif[p]=1;
Sleep(1000);
goto Y;
return 0;
}總結(jié)
到此這篇關(guān)于C++三體星戰(zhàn)小游戲的文章就介紹到這了,更多相關(guān)C++三體星戰(zhàn)游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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