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Tank.cpp
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1481 lines (1377 loc) · 39.4 KB
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// tank.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "resource.h"
#include <stdio.h>
#include <stdlib.h>
#include <queue>
#include <TIME.H>
#include <mmsystem.h> //导入声音头文件库
#pragma comment(lib,"winmm.lib")//导入声音的链接库
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
HDC hdc, mhdc, mmhdc; //贴图
int pre_Time, now_Time; //消息循环
int blood[10]={1,1,1,2,2,2,3,3,4,4}; //随机从中得到敌人的血并出现敌人
HBITMAP myTank_bmp[2][4][2]; //我的坦克图
HBITMAP enemy_bmp[4][4][2]; //敌人坦克图
HBITMAP background[2]; //背景图
HBITMAP bullet_bmp[2]; //子弹图
HBITMAP wall_bmp[11]; //墙图
HBITMAP gameover_bmp[2]; //gameover图
HBITMAP win_bmp[2]; //win图
HBITMAP number_bmp[10]; //number图
HBITMAP light_bmp[4]; //复活的时候的星光
HBITMAP no_hurt_bmp[2][2]; //无敌状态图
HBITMAP level_bmp[4]; //关卡图
int key_pre_time[2], key_now_time[2]; //按键时间
int start; //页面id
HBITMAP page[10]; //页面图
HBITMAP T[2]; //页面坦克指针图
HBITMAP fire[3][2]; //坦克爆炸,子弹打墙的火焰
HBITMAP prop_bmp[7]; //道具图
int timing; //获得时间静止后敌人停止的时间
int wall_time; //获得铁围墙后铁围墙的时间
int start_time; //进入游戏后一段时间不能活动
int end_time; //当通过这一关后一段时间后才进入下一关
bool lv_up[2]; //是否升级,若升级为true,否则为false
bool win; //是否通关,true为通关,false为没有
bool gameover; //是否输掉,true为输,false为没有输
//0:普通; 1:穿甲; 2:加强子弹; 3:爆炸弹;
//4,铁墙 5:血瓶 6:定时
struct Tank{
int x, y, d; //坦克坐标和方向
int pre_time, now_time;
int tkind; //坦克种类
int bkind; //bkind 子弹种类
int bullet_pre_time, bullet_now_time;//连续发生子弹的时间间隔
int no_hurt_time, no_hurt_num; //无敌时间间隔
int prop_time; //道具持续时间
int light_num, num; //无敌状态
int blood; //血
Tank(){
no_hurt_num=no_hurt_time=light_num=prop_time=0;num=1;
}
}myTank[2], enemy[5];
int life_num[2]; //坦克的命
int lv_num[2]; //等级
int fight_num[2]; //杀敌数
int enemy_num[12]; //剩余敌人数
struct bullet{
int x, y, d; //子弹坐标和方向
int f; //是否存在,1存在,0不存在
int belong; //子弹属于坦克,<=1属于我方坦克,>1为敌人坦克
int kind; //子弹种类
int fire_num; //当撞墙后或者打到坦克时火焰持续时间
bullet(){
f=0;fire_num=0;
}
}bullet[500];
struct Prop{
int show_time; //道具显示持续的时间
int pre_time, now_time; //道具出现时间间隔
int kind; //道具的种类
int x, y; //道具出现的坐标
}prop;
int map[31][50]; //地图,0:空地;1、2:土墙;3:铁墙;4:草地;5:河
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void draw_myTank(); //画我的坦克
void draw_enemy(); //画敌人
//void draw_light(); //画坦克出现时的星光
void draw_no_hurt(int x,int y,int id); //画无敌状态,在(x,y)出现标号为id的坦克
void draw_bullet(); //画子弹
void draw_fire(int x,int y,int kind); //画火焰,x、y为火焰坐标,kind为火焰种类
void draw_prop(); //画道具
void draw_wall(); //画墙
void draw_num(); //画背景右边数字信息
void create_bullet(int d,int id,int kind);//发射炮弹,d为发射炮弹的方向,id为发射炮弹的坦克,kind为发射炮弹的种类
void move_myTank(int d,int id); //移动我的坦克,d为移动的方向,id为移动坦克的标号
void move_enemy(); //敌人移动
BOOL meet(int x,int y,int d,int id); //判断碰撞,x、y为坐标,d为方向,id为坦克标号
void bullet_hit(); //子弹打到物体
void remove_wall(int x,int y); //当子弹为爆炸弹时把x,y坐标附近的墙破坏掉
void key_down(int id); //模拟按键操作,id为我的坦克标号
void get_prop(int id,int x,int y); //获得道具,id为获得道具坦克的标号,在(x,y)处获得
void init(); //每关初始化
void open_map(int id); //加载地图,id为关卡标号
void myPaint(); //把贴图函数放在此函数中
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg;
memset(&msg, 0, sizeof(MSG));
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDC_TANK, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_TANK);
// Main message loop:
while (msg.message!=WM_QUIT)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else{
if(start>5&&start_time<0){ //判断是否进入游戏页面和静止时间是否结束
key_now_time[0]=key_now_time[1]=GetTickCount();
if(key_now_time[0]-key_pre_time[0]>=30&&myTank[0].blood&&life_num[0]>0){//坦克1的按键
key_down(0);
}
if(start>=9&&key_now_time[1]-key_pre_time[1]>=30&&myTank[1].blood&&life_num[1]>0){//坦克2的按键
key_down(1);
}
if(life_num[0]<=0&&life_num[1]<=0) gameover=true;//若两个坦克的血都小于等于0则gameover
}
now_Time=GetTickCount();
if(now_Time-pre_Time>=30){
myPaint(); //贴图
}
}
}
return msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_TANK);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCSTR)IDC_TANK;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindow(szWindowClass, "坦克大战", WS_OVERLAPPEDWINDOW,
100, 40, 1150, 680, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc=GetDC(hWnd);
mhdc=CreateCompatibleDC(hdc);
mmhdc=CreateCompatibleDC(hdc);
HBITMAP bmp=CreateCompatibleBitmap(hdc,1300,680);//1015 680
SelectObject(mhdc,bmp);
/**********************************************************************************************/
/***********************************以下为加载位图*********************************************/
/**********************************************************************************************/
char str[100];
int i, j, k;
for(i=0;i<2;i++){ //加载我的坦克位图
for(j=0;j<4;j++){
for(k=0;k<2;k++){
sprintf(str,"Image\\MyTank\\myTank%d%d%d.bmp",i,j,k);
myTank_bmp[i][j][k]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);
}
}
}
for(i=0;i<4;i++){ //加载敌人位图
for(j=0;j<4;j++){
for(k=0;k<2;k++){
sprintf(str,"Image\\Enemy\\enemy%d%d%d.bmp",i,j,k);
enemy_bmp[i][j][k]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);
}
}
}
for(i=0;i<2;i++){ //加载子弹位图
sprintf(str,"Image\\Bullet\\bullet%d.bmp",i);
bullet_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,10,10,LR_LOADFROMFILE);
}
for(i=1;i<=10;i++){
sprintf(str,"Image\\Wall\\wall%d.bmp",i);
wall_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,20,20,LR_LOADFROMFILE);//加载墙的位图
}
for(i=0;i<=5;i++){
if(i<=3)
sprintf(str,"Image\\page%d.bmp",0);
else sprintf(str,"Image\\page%d.bmp",i);
page[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,1150,680,LR_LOADFROMFILE);//加载页面
}
int x, y;
for(i=0;i<3;i++){
for(j=0;j<2;j++){
sprintf(str,"Image\\Fire\\fire%d%d.bmp",i,j);
if(i==0) x=30,y=30;
else x=100,y=100;
fire[i][j]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,x,y,LR_LOADFROMFILE);//加载火焰
}
}
for(i=1;i<=6;i++){
sprintf(str,"Image\\Prop\\prop_bmp%d.bmp",i);
prop_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);//加载道具
}
for(i=0;i<2;i++){
sprintf(str,"Image\\gameover%d.bmp",i);
gameover_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,600,300,LR_LOADFROMFILE);//加载gameover
}
for(i=0;i<2;i++){
sprintf(str,"Image\\win%d.bmp",i);
win_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,600,300,LR_LOADFROMFILE);//加载win
}
for(i=0;i<10;i++){
sprintf(str,"Image\\Number\\num%d.bmp",i);
number_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,30,30,LR_LOADFROMFILE);//加载数字
}
for(i=1;i<=3;i++){
sprintf(str,"Image\\level%d.bmp",i);
level_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,50,20,LR_LOADFROMFILE);//加载关卡信息
}
for(i=0;i<4;i++){
sprintf(str,"Image\\Light\\light%d.bmp",i);
light_bmp[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);//加载星光
}
for(i=0;i<2;i++){
for(j=0;j<2;j++){
sprintf(str,"Image\\No_hurt\\no_hurt%d%d.bmp",i,j);
no_hurt_bmp[i][j]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);//加载无敌光环
}
}
for(i=0;i<2;i++){ //加载页面1的坦克指针
sprintf(str,"Image\\T%d.bmp",i);
T[i]=(HBITMAP)LoadImage(NULL,str,IMAGE_BITMAP,40,40,LR_LOADFROMFILE);
}
start=0;
background[0]=(HBITMAP)LoadImage(NULL,"Image\\bj0.bmp",IMAGE_BITMAP,1015,680,LR_LOADFROMFILE);//加载背景
background[1]=(HBITMAP)LoadImage(NULL,"Image\\bj1.bmp",IMAGE_BITMAP,130,680,LR_LOADFROMFILE);
srand(time(NULL));
for(i=0;i<2;i++){
lv_num[i]=1;
life_num[i]=3;
}
return TRUE;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
TCHAR szHello[MAX_LOADSTRING];
LoadString(hInst, IDS_HELLO, szHello, MAX_LOADSTRING);
switch (message)
{
case WM_KEYDOWN:
switch(wParam){
case VK_ESCAPE:
if(start<=3)
PostQuitMessage(0);
else start=0;
break;
case VK_UP:
if(start<=3){
start--;
if(start<0) start=3;
}
break;
case VK_DOWN:
if(start<=3){
start++;
if(start>3) start=0;
}
break;
case VK_RETURN:
if(start==0) start=6;
else if(start==1) start=9;
else if(start==2) start=4;
else if(start==3) start=5;
if(start==6||start==9){
int i;
for(i=0;i<2;i++){
lv_num[i]=1;
life_num[i]=3;
}
}
init();
break;
case VK_PRIOR:
if(!gameover&&!win){
if(start>=6&&start<=8){
start--;
if(start<6) start=8;
}
else if(start>=9&&start<=11){
start--;
if(start<9) start=11;
}
init();
}
break;
case VK_NEXT:
if(!gameover&&!win){
if(start>=6&&start<=8){
start++;
if(start>8) start=6;
}
else if(start>=9&&start<=11){
start++;
if(start>11) start=9;
}
init();
}
break;
}
break;
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
//myPaint();
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Mesage handler for about box.
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}
void open_map(int id){
FILE *fp;
char str[20];
sprintf(str,"Map\\map%d.txt",id);
char *filename = str;
fp = fopen(filename,"rt");
int i, j;
for(i = 0;i < 31;i++) {
for(j = 0;j < 50;j++)
fscanf(fp,"%d",&map[i][j]);
}
fclose(fp);
}
void init(){
int i;
if(start==0) //加载地图
open_map(1);
else if(start>=6&&start<=8) open_map(start-5);
else if(start>=9) open_map(start-8);
for(i=0;i<2;i++) { //以下都为初始信息
fight_num[i]=0;
lv_up[i]=true;
if(start<9&&i==1){
lv_num[i]=0;
life_num[i]=0;
}
myTank[i].no_hurt_time=100;
}
for(i=6;i<=11;i++) enemy_num[i]=20;
myTank[0].x=360;myTank[0].y=580;
myTank[0].d=0;myTank[0].blood=lv_num[0];
if(start>=9){
myTank[1].x=600;myTank[1].y=580;
myTank[1].d=0;myTank[1].blood=lv_num[1];
}
for(i=0;i<2;i++)
myTank[i].bullet_pre_time=GetTickCount(),myTank[i].bkind=0;
for(i=0;i<5;i++){
if(i==0) enemy[i].x=0;
else if(i==1) enemy[i].x=300;
else if(i==2) enemy[i].x=500;
else if(i==3) enemy[i].x=700;
else enemy[i].x=960;
enemy[i].y=5;
enemy[i].d=2;
enemy[i].blood=1;
enemy[i].bkind=0;
enemy[i].tkind=0;
enemy[i].no_hurt_time=100;
enemy[i].bullet_pre_time=GetTickCount();
}
key_pre_time[0]=key_pre_time[1]=GetTickCount();
wall_time=timing=0;
start_time=100;
for(i=0;i<500;i++) bullet[i].f=0;
gameover=false;
win=false;
end_time=-1;
}
void key_down(int belong){
if(gameover||win) return;
if(belong==0){
if(::GetKeyState(87)<0){
myTank[0].d=0;
if(meet(myTank[0].x,myTank[0].y,0,0))
move_myTank(0,0);
}
else if(::GetKeyState(68)<0){
myTank[0].d=1;
if(meet(myTank[0].x,myTank[0].y,1,0))
move_myTank(1,0);
}
else if(::GetKeyState(83)<0){
myTank[0].d=2;
if(meet(myTank[0].x,myTank[0].y,2,0))
move_myTank(2,0);
}
else if(::GetKeyState(65)<0){
myTank[0].d=3;
if(meet(myTank[0].x,myTank[0].y,3,0))
move_myTank(3,0);
}
if(::GetKeyState(74)<0){
myTank[0].bullet_now_time=GetTickCount();
if(myTank[0].bullet_now_time-myTank[0].bullet_pre_time>=400){
create_bullet(myTank[0].d,0,myTank[0].bkind);
mciSendString("play Sound\\Gunfire.wav", NULL, 0, 0);
}
}
key_pre_time[0]=GetTickCount();
}
else{
if(::GetKeyState(VK_UP)<0){
myTank[1].d=0;
if(meet(myTank[1].x,myTank[1].y,0,0))
move_myTank(0,1);
}
else if(::GetKeyState(VK_RIGHT)<0){
myTank[1].d=1;
if(meet(myTank[1].x,myTank[1].y,1,0))
move_myTank(1,1);
}
else if(::GetKeyState(VK_DOWN)<0){
myTank[1].d=2;
if(meet(myTank[1].x,myTank[1].y,2,0))
move_myTank(2,1);
}
else if(::GetKeyState(VK_LEFT)<0){
myTank[1].d=3;
if(meet(myTank[1].x,myTank[1].y,3,0))
move_myTank(3,1);
}
if(::GetKeyState(96)<0||::GetKeyState(48)<0){
myTank[1].bullet_now_time=GetTickCount();
if(myTank[1].bullet_now_time-myTank[1].bullet_pre_time>=400){
create_bullet(myTank[1].d,1,myTank[1].bkind);
mciSendString("play Sound\\Gunfire.wav", NULL, 0, 0);
}
}
key_pre_time[1]=GetTickCount();
}
}
void create_bullet(int d,int id,int kind){
int i;
for(i=0;i<500;i++){
if(!bullet[i].f){
bullet[i].f=1;
bullet[i].belong=id;
bullet[i].kind=kind;
if(id<=1){ //我的坦克
if(d==0){ //向上
bullet[i].x=myTank[id].x+15;bullet[i].y=myTank[id].y;
}
else if(d==1){ //向右
bullet[i].x=myTank[id].x+20;bullet[i].y=myTank[id].y+15;
}
else if(d==2){ //向下
bullet[i].x=myTank[id].x+15;bullet[i].y=myTank[id].y+20;
}
else{ //向左
bullet[i].x=myTank[id].x;bullet[i].y=myTank[id].y+15;
}
bullet[i].d=myTank[id].d;
myTank[id].bullet_pre_time=GetTickCount();
}
else{ //敌人
if(d==0){
bullet[i].x=enemy[id-2].x+15;bullet[i].y=enemy[id-2].y;
}
else if(d==1){
bullet[i].x=enemy[id-2].x+20;bullet[i].y=enemy[id-2].y+15;
}
else if(d==2){
bullet[i].x=enemy[id-2].x+15;bullet[i].y=enemy[id-2].y+20;
}
else{
bullet[i].x=enemy[id-2].x;bullet[i].y=enemy[id-2].y+15;
}
bullet[i].d=enemy[id-2].d;
enemy[id-2].bullet_pre_time=GetTickCount();
}
break;
}
}
};
void draw_bullet(){
int i;
for(i=0;i<500;i++){
if(bullet[i].f){
if(bullet[i].d==0){
if(bullet[i].y-10<=0) bullet[i].f=0;
else bullet[i].y-=10;
}
else if(bullet[i].d==1){
if(bullet[i].x+10>=1000) bullet[i].f=0;
else bullet[i].x+=10;
}
else if(bullet[i].d==2){
if(bullet[i].y+10>=620) bullet[i].f=0;
else bullet[i].y+=10;
}
else if(bullet[i].d==3){
if(bullet[i].x-10<=0) bullet[i].f=0;
else bullet[i].x-=10;
}
if(bullet[i].f){
//SelectObject(mmhdc,bullet_bmp[0]);
//BitBlt(mhdc,bullet[i].x,bullet[i].y,10,10,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,bullet_bmp[1]);
BitBlt(mhdc,bullet[i].x,bullet[i].y,10,10,mmhdc,0,0,SRCPAINT);
}
}
}
}
void move_enemy(){
int i;
for(i=0;i<5;i++){
if(enemy[i].blood<=0) continue;
int r=rand()%200; //敌人随机移动
int r1=rand()%40; //敌人随机发出子弹
enemy[i].bullet_now_time=GetTickCount();
if(r1<5&&enemy[i].bullet_now_time-enemy[i].bullet_pre_time>=400){//敌人可以发射子弹
create_bullet(enemy[i].d,i+2,enemy[i].bkind);
}
//拐弯
if(r==0) { //向上
if(meet(enemy[i].x,enemy[i].y,0,i+2)){
enemy[i].y-=5;
enemy[i].d=0;
}
}
else if(r==1){ //向右
if(meet(enemy[i].x,enemy[i].y,1,i+2)){
enemy[i].x+=5;
enemy[i].d=1;
}
}
else if(r==2){ //向下
if(meet(enemy[i].x,enemy[i].y,2,i+2)){
enemy[i].y+=5;
enemy[i].d=2;
}
}
else if(r==3){ //向左
if(meet(enemy[i].x,enemy[i].y,3,i+2)){
enemy[i].x-=5;
enemy[i].d=3;
}
}
else { //向前走不拐弯
if(meet(enemy[i].x,enemy[i].y,enemy[i].d,i+2)){//若可以走
if(enemy[i].d==0)
enemy[i].y-=5;
else if(enemy[i].d==1)
enemy[i].x+=5;
else if(enemy[i].d==2)
enemy[i].y+=5;
else if(enemy[i].d==3)
enemy[i].x-=5;
}
else{ //若不可以走要么拐弯,要么发射子弹破坏墙继续走
enemy[i].bullet_now_time=GetTickCount();
if(enemy[i].bullet_now_time-enemy[i].bullet_pre_time>=400){
create_bullet(enemy[i].d,i+2,enemy[i].bkind);
}
else{
r1=rand()%4;
enemy[i].d=r1;
}
}
}
get_prop(i+2,enemy[i].x,enemy[i].y);//获得道具
}
}
void move_myTank(int d,int belong){
if(d==0){ //UP
myTank[belong].y-=5;
myTank[belong].d=0;
}
else if(d==1){ //RIGHT
myTank[belong].x+=5;
myTank[belong].d=1;
}
else if(d==2){ //DOWN
myTank[belong].y+=5;
myTank[belong].d=2;
}
else if(d==3){ //LEFT
myTank[belong].x-=5;
myTank[belong].d=3;
}
get_prop(belong,myTank[belong].x,myTank[belong].y);//获得道具
}
void draw_light(int x,int y,int id){
if(id<=1){ //画我的坦克复活的星光
if(myTank[id].light_num+myTank[id].num>3){
myTank[id].num=-1;
}
else if(myTank[id].light_num+myTank[id].num<0){
myTank[id].num=1;
}
myTank[id].light_num=myTank[id].light_num+myTank[id].num;
SelectObject(mmhdc,light_bmp[myTank[id].light_num]);
BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCCOPY);
}
else { //画敌人复活的星光
id-=2;
if(enemy[id].light_num+enemy[id].num>3){
enemy[id].num=-1;
}
else if(enemy[id].light_num+enemy[id].num<0){
enemy[id].num=1;
}
enemy[id].light_num=enemy[id].light_num+enemy[id].num;
SelectObject(mmhdc,light_bmp[enemy[id].light_num]);
BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCCOPY);
}
}
void draw_no_hurt(int x,int y,int id){
if(id<=1){ //画我的坦克无敌光环
if(!myTank[id].no_hurt_num){
myTank[id].no_hurt_num=1;
}
else myTank[id].no_hurt_num=0;
//SelectObject(mmhdc,no_hurt_bmp[myTank[id].no_hurt_num][0]);
//BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,no_hurt_bmp[myTank[id].no_hurt_num][1]);
BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCPAINT);
}
else { //画敌人无敌光环
id-=2;
if(!enemy[id].no_hurt_num){
enemy[id].no_hurt_num=1;
}
else enemy[id].no_hurt_num=0;
//SelectObject(mmhdc,no_hurt_bmp[enemy[id].no_hurt_num][0]);
//BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,no_hurt_bmp[enemy[id].no_hurt_num][1]);
BitBlt(mhdc,x,y,40,40,mmhdc,0,0,SRCPAINT);
}
}
void draw_num(){
int x=-1, y=-1;
x=enemy_num[start]/10;
y=enemy_num[start]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,45,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,45,30,30,mmhdc,0,0,SRCCOPY);
x=life_num[0]/10;
y=life_num[0]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,145,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,145,30,30,mmhdc,0,0,SRCCOPY);
x=lv_num[0]/10;
y=lv_num[0]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,215,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,215,30,30,mmhdc,0,0,SRCCOPY);
x=fight_num[0]/10;
y=fight_num[0]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,285,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,285,30,30,mmhdc,0,0,SRCCOPY);
x=life_num[1]/10;
y=life_num[1]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,405,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,405,30,30,mmhdc,0,0,SRCCOPY);
x=lv_num[1]/10;
y=lv_num[1]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,485,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,485,30,30,mmhdc,0,0,SRCCOPY);
x=fight_num[1]/10;
y=fight_num[1]%10;
if(x!=0){
SelectObject(mmhdc,number_bmp[x]);
BitBlt(mhdc,1035,555,30,30,mmhdc,0,0,SRCCOPY);
}
SelectObject(mmhdc,number_bmp[y]);
BitBlt(mhdc,1065,555,30,30,mmhdc,0,0,SRCCOPY);
if(start>=6&&start<=8) x=start-5;
else if(start>=9&&start<=11) x=start-8;
SelectObject(mmhdc,level_bmp[x]);
BitBlt(mhdc,1040,595,50,20,mmhdc,0,0,SRCCOPY);
}
void draw_enemy(){
int i, r;
if(start_time>0) { //进入一关后的星光
for(i=0;i<5;i++) draw_light(enemy[i].x,enemy[i].y,i+2); return;
}
int num=0;
for(i=0;i<5;i++) //获得当前地图敌人数目
if(enemy[i].blood>0)
num++;
if(end_time==-1&&enemy_num[start]==0&&num==0){//当前地图敌人数目为0且剩余敌人数目为0则可以进入下一关
for(i=0;i<2;i++){ //当我的坦克这一关没受到伤害就可以升级
if(start<9&&i==1) continue;
if(lv_up[i]) lv_num[i]++;
}
end_time=100;return;
}
for(i=0;i<5;i++){
if(enemy[i].prop_time>0){ //敌人道具时间
enemy[i].prop_time--;
}
else enemy[i].bkind=0; //若敌人道具时间已过,则子弹变为初始状态
if(enemy[i].no_hurt_time>0){//敌人无敌时间
enemy[i].no_hurt_time--;
draw_no_hurt(enemy[i].x,enemy[i].y,i+2);
}
if(enemy[i].blood<=0&&enemy_num[start]-num>0){//敌人已死
enemy[i].now_time=GetTickCount();
if(enemy[i].now_time-enemy[i].pre_time>=1000&&enemy[i].now_time-enemy[i].pre_time<2000){//敌人复活星光
if(i==0) enemy[i].x=0;
else if(i==1) enemy[i].x=300;
else if(i==2) enemy[i].x=500;
else if(i==3) enemy[i].x=700;
else enemy[i].x=960;
enemy[i].y=5,enemy[i].d=2;
draw_light(enemy[i].x,enemy[i].y,i+2);
}
if(enemy[i].now_time-enemy[i].pre_time>=2000){//敌人可以复活
if(start==6||start==9) r=rand()%8;
else if(start==7||start==10){
r=rand()%10;
if(r<=2) r=3;
else if(r<=5) r=6;
else r=9;
}
else if(start==8||start==11){
r=9;
}
enemy[i].blood=blood[r];
enemy[i].tkind=blood[r]-1;
enemy[i].no_hurt_time=100;
}
}
if(enemy[i].blood>0){
SelectObject(mmhdc,enemy_bmp[enemy[i].tkind][enemy[i].d][0]);
BitBlt(mhdc,enemy[i].x,enemy[i].y,40,40,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,enemy_bmp[enemy[i].tkind][enemy[i].d][1]);
BitBlt(mhdc,enemy[i].x,enemy[i].y,40,40,mmhdc,0,0,SRCPAINT);
}
}
}
void draw_myTank(){
int i;
if(start_time>0) { //关卡开始的星光
for(i=0;i<2;i++){
if(start<9&&i==1) continue;
draw_light(myTank[i].x,myTank[i].y,i);
}
return;
}
for(i=0;i<2;i++){
if(i==1&&start<9) continue;
if(life_num[i]<=0) continue;
if(myTank[i].prop_time>0){ //道具时间
myTank[i].prop_time--;
}
else myTank[i].bkind=0; //若道具时间已过,则子弹变为初始形态
if(myTank[i].no_hurt_time>0){//无敌时间
myTank[i].no_hurt_time--;
draw_no_hurt(myTank[i].x,myTank[i].y,i);
}
if(myTank[i].blood<=0){
myTank[i].now_time=GetTickCount();
if(myTank[i].now_time-myTank[i].pre_time>=1000&&myTank[i].now_time-myTank[i].pre_time<2000){//我的坦克复活星光
if(i==0) myTank[i].x=360;
else myTank[i].x=600;
myTank[i].y=580;
draw_light(myTank[i].x,myTank[i].y,i);
}
if(myTank[i].now_time-myTank[i].pre_time>=2000){//可以复活
myTank[i].d=0,myTank[i].blood=lv_num[i];
myTank[i].no_hurt_time=100;
}
}
if(myTank[i].blood){
SelectObject(mmhdc,myTank_bmp[i][myTank[i].d][0]);
BitBlt(mhdc,myTank[i].x,myTank[i].y,40,40,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,myTank_bmp[i][myTank[i].d][1]);
BitBlt(mhdc,myTank[i].x,myTank[i].y,40,40,mmhdc,0,0,SRCPAINT);
}
}
}
void draw_wall(){
int i, j;
for(i=0;i<31;i++){
for(j=0;j<50;j++){
if(map[i][j]){
if(map[i][j]==4){
SelectObject(mmhdc,wall_bmp[6]);
BitBlt(mhdc,j*20,i*20,20,20,mmhdc,0,0,SRCAND);
SelectObject(mmhdc,wall_bmp[4]);
BitBlt(mhdc,j*20,i*20,20,20,mmhdc,0,0,SRCPAINT);
}
else{
SelectObject(mmhdc,wall_bmp[map[i][j]]);
BitBlt(mhdc,j*20,i*20,20,20,mmhdc,0,0,SRCCOPY);
}
}