c++坦克大战 代码免费复制(附源码)
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c++坦克大战 代码免费复制(附源码)
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#include <stdio.h>
#include <windows.h>
#include <time.h>
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4//程序中未寫入函數參數表中且未說明的變量只有map二維數組,level_info數組和level/*此程序中涉及的x,y類的坐標值,分為以下兩種:假坐標:這里的坐標指的是以一個■長度為單位的坐標,而不是真正的coord坐標 (用于map數組的坐標)真坐標:頭文件自帶的坐標結構coord中的坐標(也可以說是控制臺里的真正坐標值)區別:縱坐標y兩值一致,假橫坐標x值與真正coord橫坐標(真坐標)關系是 x * 2 = coord 橫坐標coord橫坐標既指GoTo函數中的x參數,因為本程序游戲界面以一個■長度為基本單位,可以說涉及的coord橫坐標全是偶數。既假坐標要變真坐標(變真坐標才能發揮真正作用),橫坐標須乘以2*/
typedef struct //這里的出現次序指的是一個AI_tank變量中的次序,游戲共有四個AI_tank變量
{ //∵設定每個AI_tank每種特殊坦克只出現一次 ∴fast_tank & firm_tank 最多出現次數不超過1int fast_tank_order; //fast_tank出現的次序(在第fast_tank_order次復活出現,從第0次開始),且每個AI_tank只出現一次int firm_tank_order; //firm_tank出現的次序,同上
} LevInfo; //關卡信息(準確說是該關出現的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表沒有該類型坦克typedef struct //子彈結構體
{int x,y; //子彈坐標,假坐標int direction; //子彈方向變量bool exist; //子彈存在與否的變量,1為存在,0不存在bool initial; //子彈是否處于建立初狀態的值,1為處于建立初狀態,0為處于非建立初狀態bool my; //區分AI子彈與玩家子彈的標記,0為AI子彈,1為玩家(我的)子彈
} Bullet;
Bullet bullet [BULLET_NUM]; //考慮到地圖上不太可能同時存在20顆子彈,所以數組元素設置20個typedef struct //坦克結構體
{int x,y; //坦克中心坐標int direction; //坦克方向int color; //顏色參方向數,1到6分別代表不同顏色,具體在PrintTank函數定義有說明int model; //坦克圖案模型,值為1,2,3,分別代表不同的坦克圖案,0為我的坦克圖案,AI不能使用int stop; //只能是AI坦克使用的參數,非0代表坦克停止走動,0為可以走動int revive; //坦克復活次數int num; //AI坦克編號(固定值,為常量,初始化函數中定下)0~3int CD; //發射子彈冷卻計時bool my; //是否敵方坦克參數,我的坦克此參數為1,為常量bool alive; //存活為1,不存活為0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank為我的坦克,Ai_tank 代表AI坦克//∵所有的函數都有可能對全局變量map進行讀寫(改變),
//∴函數中不另說明是否會對全局變量map讀寫
//基本操作與游戲輔助函數
void GoToxy(int x,int y); //光標移動
void HideCursor(); //隱藏光標
void keyboard (); //接受鍵盤輸入
void Initialize(); //初始化(含有對多個數據的讀寫)
void Stop(); //暫停
void Getmap(); //地圖數據存放與獲取
void Frame (); //打印游戲主體框架
void PrintMap(); //打印地圖(地圖既地圖障礙物)(含對level的讀取)
void SideScreen (); //副屏幕打印
void GameCheak(); //檢測游戲輸贏
void GameOver( bool home ); //游戲結束
void ClearMainScreen(); //主屏幕清屏函數∵system("cls")后打印框架有一定幾率造成框架上移一行的錯誤∴單獨編寫清屏函數
void ColorChoose(int color); //顏色選擇函數
void NextLevel(); //下一關(含有對level全局變量的讀寫)//子彈部分
void BuildAIBullet(Tank *tank); //AI坦克發射子彈(含有對my_tank的讀取,只讀取了my_tank坐標)
void BuildBullet (Tank tank); //子彈發射(建立)(人機共用)(含全局變量bullet的修改)我的坦克發射子彈直接調用該函數,AI通過AIshoot間接調用
void BulletFly (Bullet bullet[BULLET_NUM]); //子彈移動和打擊(人機共用),
void BulletHit (Bullet* bullet); //子彈碰撞(人機共用)(含Tank全局變量的修改),只通過BulletFly調用,子彈間的碰撞不在本函數,子彈間碰撞已在BulletShoot中檢測并處理
void PrintBullet (int x,int y,int T); //打印子彈(人機共用)
void ClearBullet (int x,int y,int T); //清除子彈(人機共用)
int BulletCheak (int x,int y); //判斷子彈前方情況(人機共用)//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank); //建立我的坦克
void MoveAITank (Tank* AI_tank); //AI坦克移動
void MoveMyTank (int turn); //我的坦克移動,只通過keyboard函數調用,既鍵盤控制
void ClearTank (int x,int y); //清除坦克(人機共用)
void PrintTank (Tank tank); //打印坦克(人機共用)
bool TankCheak (Tank tank,int direction); //檢測坦克dirtection方向的障礙物,返值1阻礙,0 暢通
int AIPositionCheak (int position); //檢測AI坦克建立位置是否有障礙物AIPositionCheak//DWORD WINAPI InputX(LPVOID lpParameter); //聲明線程函數,用于檢查X鍵輸入并設置X鍵的輸入冷卻時間//注意map數組應是縱坐標在前,橫坐標在后,既map[y][x],(∵數組行長度在前,列長度在后)
//map里的值: 個位數的值為地圖方塊部分,百位數的值為坦克,子彈在map上沒有值(子彈僅僅是一個假坐標)
//map里的值: 0為可通過陸地,1為紅磚,2黃磚,5為水,100~103為敵方坦克,200為我的坦克,//全局變量
int map[41][41]; //地圖二維數組
int key_x; // X鍵是否被“讀入”的變量,也是子彈是否可以發射的變,
int bul_num; //子彈編號
int position; //位置計數,對應AI坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
int speed=7; //游戲速度,調整用
int level=1; //游戲關卡數
int score=0; //游戲分數
int remain_enemy; //剩余敵人(未出現的敵人)char* tank_figure[4][3][4]=
{{{"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},{"┣●┫", "┣●┫", "━●┃", "┃●━"},{"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}},{{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},{"┣●┫", "┣●┫", "━●┫", "┣●━"},{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}},{{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},{"┣●┫", "┣●┫", "━●┃", "┃●━"},{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}},{{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},{"╠█╣", "╠█╣", "━█╣", "╠█━"},{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}}
};int main () //主函數
{int i;unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //間隔計數器數組,用于控制速度srand(time(NULL)); //設置隨機數種子(若不設置種子而調用rand會使每次運行的隨機數序列一致)隨機數序列指:如首次調用rand得到1,第二次得2,第三次3,則此次隨機數序列為1,2,3HideCursor(); //隱藏光標system("mode con cols=112 lines=42"); //控制窗口大小Frame (); //打印游戲主體框架Initialize(); //初始化,全局變量level初值便是1
// HANDLE h1 , h2 ; //定義句柄變量for(;;){if(interval[0]++%speed==0) //速度調整用,假設interval[0]為a, 語句意為 a % 2==0,a=a+1;{GameCheak(); //游戲勝負檢測BulletFly ( bullet );for(i=0 ; i<=3 ; i++) //AI坦克移動循環{if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四個坦克中的快速坦克單獨使用計數器1,2,3,4MoveAITank( & AI_tank[i]);if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四個坦克中的慢速坦克單獨使用計數器5,6,7,8MoveAITank( & AI_tank[i]);}for(i=0;i<=3;i++) //建立AI坦克部分if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) //一個敵方坦克每局只有4條命{ //如果坦克不存活。計時,每次建立有間隔 1750 msBuildAITank( &position, & AI_tank[i] ); //建立AI坦克(復活)break; //每次循環只建立一個坦克}for(i=0;i<=3;i++)if(AI_tank[i].alive)BuildAIBullet(&AI_tank[i]); //AIshoot自帶int自增計數CD,不使用main中的CD intervalif(my_tank.alive && interval[10]++%2==0 )keyboard ();if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)BuildMyTank( &my_tank );}Sleep(5);}return 0;
}/*//這里的多線程暫時不用 //x鍵用于子彈發射,x鍵的冷卻時間不能和上下左右一同設置,那樣就太快了
DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多線程運行,那么在x鍵冷卻時間內程序會因Sleep將會掛起,暫停運行
{ //因為只有一個變量改變,而且變量改變先后順序是顯而易見的,所以不必設置緩沖區for(;;){if(GetAsyncKeyState( 88 )& 0x8000) //88為x鍵鍵值,當摁下x并且x鍵處于可輸入狀態{key_x=1; // X鍵是否允許被“讀入”的變量,也是子彈是否可以發射的變量Sleep(600); // 子線程Sleep中,x就不能被"讀入",主線程每操作完一次子彈發射,key_x會歸零}Sleep(10);}return 0;
}*/void keyboard ()
{ // kbhit() getch() 用法可用但是不好用
/*函數功能:該函數判斷在此函數被調用時,某個鍵是處于UP狀態還是處于DOWN狀態,及前次調用GetAsyncKeyState函數后,是否按過此鍵.如果返回值的最高位被置位,那么該鍵處于DOWN狀態;如果最低位被置位,那么在前一次調用此函數后,此鍵被按過,否則表示該鍵沒被按過.這里GetAsyncKeyState比 kbhit() + getch() 好用,操作更順暢. GetAsyncKeyState的返回值表示兩個內容,一個是最高位bit的值,代表這個鍵是否被按下。一個是最低位bit的值,代表上次調用GetAsyncKeyState后,這個鍵是否被按下。&為與操作,&0x8000就是判斷這個返回值的高位字節。如果high-order bit是1,則是按下狀態,否則是彈起狀態,為0
*/int count=0;if (GetAsyncKeyState(VK_UP)& 0x8000)MoveMyTank( UP );else if (GetAsyncKeyState(VK_DOWN)& 0x8000)MoveMyTank( DOWN );else if (GetAsyncKeyState(VK_LEFT)& 0x8000)MoveMyTank( LEFT );else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)MoveMyTank( RIGHT );else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc鍵exit(0); //退出程序函數else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格Stop();else if (count++%7==0) //這里添加計數器是為了防止按鍵粘連不能達到微調效果{if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) // +鍵{speed--;GoToxy(102,11); //在副屏幕打印出當前速度SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);printf("%d ",21-speed); //副屏幕顯示的速度為1~10}else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 鍵{speed++;GoToxy(102,11); //在副屏幕打印出當前速度SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);printf("%d ",21-speed); //副屏幕顯示的速度為1~10}}if(my_tank.CD==7){if(GetAsyncKeyState( 88 )& 0x8000){BuildBullet(my_tank);my_tank.CD=0;}}elsemy_tank.CD++;
}void BuildAIBullet(Tank *tank) //AI子彈發射(建立)含有對my_tank的讀取
{if(tank->CD==15){if(!(rand()%11)) //冷卻結束后在隨后的每個游戲周期中有10分之一的可能發射子彈{BuildBullet(*tank);tank->CD=0;}}elsetank->CD++;if(tank->CD >= 14) //AI強化部分,在冷卻到達一定范圍即可使用{if(tank->y==38 ) //如果坦克在底部(這個最優先){if(tank->x < 20) //在老家左邊{if(tank->direction==RIGHT) //坦克方向朝左{BuildBullet(*tank); //發射子彈tank->CD=0;}}else //在老家右邊if(tank->direction==LEFT) //坦克方向朝右{BuildBullet(*tank); //發射子彈tank->CD=0;}}else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在縱向上"炮口"對準我的坦克{if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y){ //若是AI朝下并且我的坦克在AI坦克下方(數值大的在下面)或者AI朝上我的坦克在AI上方int big=my_tank.y , smal=tank->y , i;if(my_tank.y < tank->y){big=tank->y;smal=my_tank.y;}for(i=smal+2;i<=big-2;i++) //判斷AI炮口的直線上兩坦克間有無障礙if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障礙break;if(i==big-1) //若i走到big-1說明無障礙{BuildBullet(*tank); //則發射子彈tank->CD=0;}}}else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在橫向上"炮口"對準我的坦克{if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x){ //若是AI朝右并且我的坦克在AI坦克右方(數值大的在下面)或者AI朝左我的坦克在AI左方int big=my_tank.y , smal=tank->y , i;if(my_tank.x < tank->x){big=tank->x;smal=my_tank.x;}for(i=smal+2;i<=big-2;i++) //判斷AI炮口的直線上兩坦克間有無障礙if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障礙break;if(i==big-1) //若i走到big-1說明無障礙{BuildBullet(*tank); //則發射子彈tank->CD=0;}}}}
}void BuildBullet(Tank tank) //子彈發射(建立),傳入結構體Tank,這里包含改變了全局變量結構體bullet
{ //∵實現方式為順序循環建立子彈,每次調用改變的bullet數組元素都不同switch(tank.direction) //∴為了方便,不將bullet放入參數,bullet作為全局變量使用{case UP :bullet [bul_num].x = tank.x;bullet [bul_num].y = tank.y-2;bullet [bul_num].direction=1;break;case DOWN :bullet [bul_num].x = tank.x;bullet [bul_num].y = tank.y+2;bullet [bul_num].direction=2;break;case LEFT :bullet [bul_num].x = tank.x-2;bullet [bul_num].y = tank.y;bullet [bul_num].direction=3;break;case RIGHT :bullet [bul_num].x = tank.x+2;bullet [bul_num].y = tank.y;bullet [bul_num].direction=4;break;}bullet [bul_num].exist = 1; //子彈被建立,此值為1則此子彈存在bullet [bul_num].initial = 1; //子彈處于初建立狀態bullet [bul_num].my=tank.my; //如果是我的坦克發射的子彈bullet.my=1,否則為0bul_num++;if(bul_num==BULLET_NUM) //如果子彈編號增長到20號,那么重頭開始編號bul_num=0; //考慮到地圖上不可能同時存在20顆子彈,所以數組元素設置20個
}void BulletFly(Bullet bullet[BULLET_NUM]) //子彈移動和打擊
{ //含有全局變量Bullet的改變for(int i =0; i<BULLET_NUM;i++){if(bullet [i].exist) //如果子彈存在{if(bullet [i].initial==0) //如果子彈不是初建立的{if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子彈坐標當前位置無障礙ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子彈圖形switch(bullet [i].direction) //然后子彈坐標變化(子彈變到下一個坐標){case UP :(bullet [i].y)--;break;case DOWN :(bullet [i].y)++;break;case LEFT :(bullet [i].x)--;break;case RIGHT :(bullet [i].x)++;break;}}int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判斷子彈當前位置情況,判斷子彈是否碰撞,是否位于水面上。if( collide ) //如果檢測到當前子彈坐標無障礙(無碰撞)(包括在地面上與在水面上)PrintBullet( bullet[i].x , bullet[i].y , collide); //則打印子彈,若有碰撞則不打印elseBulletHit( & bullet [i] ); //若有碰撞則執行子彈碰撞函數if(bullet [i].initial) //若子彈初建立,則把初建立標記去除bullet [i].initial = 0;for(int j=0; j< BULLET_NUM ; j++) //子彈間的碰撞判斷,若是我方子彈和敵方子彈碰撞則都刪除,若為兩敵方子彈則無視if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y){ //同樣的兩顆我方子彈不可能產生碰撞bullet [j].exist=0;bullet [i].exist=0;ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子彈圖形,子彈i圖形已被抹除break;}}}
}void BulletHit(Bullet* bullet) //含有Tank全局變量的修改,子彈間的碰撞不在本函數,子彈間碰撞已在BulletShoot中檢測并處理
{ //∵每次打中的坦克都不一樣,不可能把所有坦克放在參數表中int x=bullet->x; //∴這里的Tank使用全局變量int y=bullet->y; //這里傳入的值是子彈坐標,這兩個值不需要改變int i;if(map[y][x]==1 || map[y][x]==2) //子彈碰到磚塊{if(bullet->direction==UP || bullet->direction==DOWN) //如果子彈是縱向的for(i = -1 ; i<=1 ; i++)if(map[y][x+i]==1 || map[y][x+i]==2) //如果子彈打中磚塊兩旁為磚塊,則刪除磚,若不是(一旁為坦克或其他地形)則忽略{map[y][x+i]=0; //磚塊碎GoToxy(2*x+2*i,y);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf(" ");}if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子彈是橫向的 (與子彈縱向實現同理)for(i = -1 ; i<=1 ; i++)if(map[y+i][x]==1 || map[y+i][x]==2){map[y+i][x]=0;GoToxy(2*x,y+i);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf(" ");}bullet->exist=0; //這顆子彈已經不存在了}else if(map[y][x]==4 || map[y][x]==6 ) //子彈碰到邊框或者不可摧毀方塊bullet->exist=0;else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子彈碰到了敵方坦克{int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通過map值讀取該坦克信息if(AI_tank[num].model==3 && AI_tank[num].color==2) //若為firm tank,且color==2。該坦克為綠色,表明沒有受到傷害AI_tank[num].color=3; //則變成黃色,color=3為黃色else if (AI_tank[num].model==3 && AI_tank[num].color==3)AI_tank[num].color=4; //4為紅色else //其他類型的坦克或者firm tank為紅色的情況{AI_tank[num].alive=0;ClearTank(AI_tank[num].x , AI_tank[num].y); //清除該坦克}bullet->exist=0;score+=100;GoToxy(102,5); //在副屏幕上打印出分數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("%d ",score);}else if(map[y][x]==200 && bullet->my==0 ) //若敵方子彈擊中我的坦克{my_tank.alive=0;ClearTank(my_tank.x , my_tank.y);bullet->exist=0;my_tank.revive++; //我的坦克復活次數+1(∵我的坦克復活次數與生命值有關∴放在這里自減)score-=100; //分數減少GoToxy(102,5); //在副屏幕上打印出分數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("%d ",score);GoToxy(102,7); //在副屏幕打印出我的剩余生命值SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("%d ", MAX_LIFE-my_tank.revive);}
// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敵方子彈擊中敵方坦克,可以設置兩種子彈運行方式,這種暫時不用
// bullet->exist=0;else if(map[y][x]==9) //子彈碰到家(無論是誰的子彈){bullet->exist=0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);GoToxy(38,37); printf(" ");GoToxy(38,38); printf("◢◣ ");GoToxy(38,39); printf("███");GameOver(1); //游戲結束,傳入1代表老家被毀}
}int BulletCheak (int x,int y) //判斷子彈當前位置情況,判斷子彈是否碰撞,是否位于水面上。
{ //有障礙返回0,無障礙且子彈在地面返回1,子彈在水面上返回2if(map[y][x]==0)return 1;else if(map[y][x]==5)return 2;elsereturn 0;
}void PrintBullet (int x,int y,int T) //當前坐標BulletCheak 的值做參量 T
{if(T==1) // T==1 表示子彈當前坐標在陸地上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);else if(T==2) // T==2 表示子彈當前坐標在水面上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);GoToxy(2*x,y);printf("☉");
}void ClearBullet(int x,int y,int T) //當前坐標BulletCheak 的值做參量 T
{GoToxy(2*x,y);if(T==2) // T==2 表示子彈當前坐標在水面上{SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);printf("~");}else if(T==1) // T==1 表示子彈當前坐標在陸地上{SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);printf(" ");}
}//position為坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //執行一次該函數只建立一個坦克
{ //rand函數公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n//rand函數實現1到n:1<=rand()%(n)+1<=nif(AIPositionCheak(*position)) //若此位置無障礙,可生成。position參數詳見AIPositionCheak函數定義{AI_tank->x= 20 + 18*(*position); //20 + 18 * position 對應三個生成位置的x假坐標AI_tank->y=2;if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出現(復活)次序==關卡信息(level_info)中firm tank的出現次序{AI_tank->model = 3; //3為firm tank的模型(外觀)AI_tank->color = 2; //顏色參數2為綠色,具體詳見函數ColorChoose}else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,這里是fast_tank的{AI_tank->model = 2;AI_tank->color = rand()%6+1; //若不是firm tank則隨機顏色,顏色參數為1~6,分別代表不同顏色,詳見函數ColorChoose}else //普通坦克{AI_tank->model = 1;AI_tank->color = rand()%6+1; //若不是firm tank則隨機顏色}AI_tank->alive = 1; //坦克變為存在AI_tank->direction = 2 ; //方向朝下AI_tank->revive++; //復活次數+1PrintTank(*AI_tank);(*position)++;remain_enemy--;GoToxy(102,9); //在副屏幕上打印剩余坦克數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("%d ",remain_enemy);if(*position==2) //position只能為0,1,-1,這里position循環重置*position = -1;return ; //若生成了一輛坦克,則結束該函數}
}int AIPositionCheak( int position ) //position為坦克生成位置2為我的坦克位置,其余為AI位,-1為左位,0為中間位置,1為右位
{int x,y;if(position==2) //2為我的坦克位置,現在暫時用不到x=15,y=38;elsey=2 , x= 20 + 18 * position ; //20 + 18 * position 對應三個生成位置的x假坐標for(int i=0;i<3;i++)for(int j=0;j<3;j++)if( map[y+j-1][x+i-1]!=0) //如果遍歷的九宮格里有障礙物return 0; //則返回0,表示此生成位置有阻礙return 1; //否則生成1,表示此生成位置無阻礙
}void MoveAITank(Tank* AI_tank) //AI專用函數,該函數主要為AI加強
{if(AI_tank->alive) //如果坦克活著{if(AI_tank->stop!=0) //坦克是否停止運動的判斷,若stop參數不為0{AI_tank->stop--; //則此坦克本回合停止運動return;}if( !(rand()%23) ) //22分之1的概率執行方向重置{AI_tank->direction = rand()%4+1;if( rand()%3 ) //在方向重置后有2分之1的概率停止走動3步的時間{AI_tank->stop=2;return;}}ClearTank (AI_tank->x , AI_tank->y);if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方無障礙switch ( AI_tank->direction ){case UP : AI_tank->y--; break; //上前進一格case DOWN : AI_tank->y++; break; //下前進一格case LEFT : AI_tank->x--; break; //左前進一格case RIGHT: AI_tank->x++; break; //右前進一格}else //前方有障礙{if(!(rand()%4)) //3分之1的概率亂轉{AI_tank->direction=rand()%4+1;AI_tank->stop=2; //亂轉之后停止走動3步的時間PrintTank(*AI_tank);return; //∵continue會跳過下面的打印函數,∴這里先打印}else //另外3分之2的幾率選擇正確的方向{int j;for(j=1;j<=4;j++)if(TankCheak ( *AI_tank , j )) //循環判斷坦克四周有無障礙,此函數返值1為可通過break;if(j==5) //j==5說明此坦克四周都有障礙物,無法通行{PrintTank(*AI_tank);return; //則跳過下面的while循環以防程序卡死}while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障礙AI_tank->direction=(rand()%4+1); //則換個隨機方向檢測}}PrintTank(*AI_tank); //打印AI坦克}
}void BuildMyTank (Tank* my_tank) //建立我的坦克
{my_tank->x=15;my_tank->y=38;my_tank->stop=NULL;my_tank->direction=1;my_tank->model=0;my_tank->color=1;my_tank->alive=1;my_tank->my=1;my_tank->CD=7;PrintTank (*my_tank) ; //打印我的坦克
}void MoveMyTank(int turn ) //玩家專用函數,turn為keyboard函數里因輸入不同方向鍵而傳入的不同的值
{ClearTank(my_tank.x , my_tank.y); //map 數組中“我的坦克”參數清除工作已在此函數中完成my_tank.direction=turn; //將鍵盤輸入的方向值傳入我的坦克方向值if(TankCheak ( my_tank , my_tank.direction )) //若此時我的坦克當前方向上無障礙switch (turn){case UP : my_tank.y--; break; //上前進一格case DOWN : my_tank.y++; break; //下前進一格case LEFT : my_tank.x--; break; //左前進一格case RIGHT: my_tank.x++; break; //右前進一格} //若坦克當前方向上有障礙則跳過坐標變化直接打印該轉向的坦克PrintTank (my_tank);
}bool TankCheak(Tank tank,int direction) //檢測坦克前方障礙函數,參量為假坐標。返值1為可通過,返值0為阻擋(人機共用)
{switch(direction) //direction變量 1上,2下,3左,4右{case UP:if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)return 1;elsereturn 0;case DOWN:if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)return 1;elsereturn 0;case LEFT:if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)return 1;elsereturn 0;case RIGHT:if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)return 1;elsereturn 0;default:printf("錯誤!!");Sleep(5000);return 0;}
}void ClearTank(int x,int y) //清除坦克函數(人機共用)
{for(int i=0;i<3;i++)for(int j=0;j<3;j++){ //將坦克占用的地圖上的九格去掉map[y+j-1][x+i-1]=0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);GoToxy(2*x+2*j-2,y+i-1);printf(" ");}
}void PrintTank(Tank tank) //打印坦克(人機共用) 由于讀取的Tank參數較多,故就不將參數一一傳入了
{ // tank.color參數對應不同的顏色,范圍 1 ~ 6ColorChoose(tank.color); //顏色選擇函數 定義一個數組里裝著字符指針(既裝字符串)的數組指針(指向一維數組首地址的指針)char *(*tankF)[4] = tank_figure[tank.model]; //將二維數組首址賦初值給數組指針 model==0為我的坦克,4為電腦1坦克,8為電腦2,類推for(int i = 0; i < 3; i++){GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐標的左邊,上中下三行打印printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串for(int j=0;j<3;j++)if(tank.my) //若為我的坦克map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填滿代表敵我坦克的參數。敵方此值為100~103,我方為200elsemap[tank.y+j-1][tank.x+i-1]=100+tank.num; //這樣可以通過map值讀取坦克編號,讀取操作在BulletHit 函數}
}void HideCursor() //隱藏光標
{ //CONSOLE_CURSOR_INFO結構體包含控制臺光標的信息,DWORD dwSize光標百分比厚度(1~100)和BOOL bVisible光標是否可見CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用來設置指定的控制臺光標的大小和可見性。
}void GoToxy(int x,int y) //光標移動函數,X表示橫坐標,Y表示縱坐標。
{COORD coord; //使用頭文件自帶的坐標結構coord.X=x; //這里將int類型值傳給short,不過程序中涉及的坐標值均不會超過short范圍coord.Y=y;HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //獲得標準輸出句柄SetConsoleCursorPosition(a,coord); //以標準輸出的句柄為參數設置控制臺光標坐標
}void ColorChoose(int color) //顏色選擇函數
{switch(color){case 1: //天藍色(我的坦克顏色)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);break;case 2: //綠色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);break;case 3: //黃色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);break;case 4: //紅色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: //深藍色(∵顏色深難與黑色背景辨識度不高 ∴坦克顏色不選用此顏色),只用在字體顏色閃爍中SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);break;}
}void Stop() //暫停
{int color=1,timing=0;while(1){if(timing++%30==0){ColorChoose(color); //顏色選擇GoToxy(100,13); //副屏幕打印printf("游戲暫停");GoToxy(88,17);printf("按回車鍵回到游戲");GoToxy(88,18);printf("或按 Esc鍵退出游戲");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) //回車鍵{GoToxy(100,13); //副屏幕打印SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("正在進行"); //覆蓋掉原來的提示GoToxy(88,17);printf(" ");GoToxy(88,18);printf(" ");break;}else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出exit(0);Sleep(20);}
}void ClearMainScreen() //主屏幕清屏函數,因使用system("cls");再打印框架有一定幾率造成框架上移一行的錯誤,所以單獨編寫清屏函數
{for(int i=1;i<40;i++){GoToxy(2,i);printf(" ");}
}void Frame () //打印游戲主體框架
{ //SetConsoleTextAttribute為設置文本顏色和文本背景顏色函數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");for(int i=0;i<14;i++){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" | |\n");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" |═════════════|\n");for(int i=0;i<24;i++){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" | |\n");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");SideScreen (); //打印副屏幕
}void PrintMap() // 打印地圖(地圖既地圖障礙物)
{for(int j=0;j<41;j++)for(int i=0;i<41;i++)if(map[i][j]==6){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);GoToxy(2*j,i);printf("■");}else if(map[i][j]==2){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);GoToxy(2*j,i);printf("▓");}else if(map[i][j]==1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);GoToxy(2*j,i);printf("▓");}else if(map[i][j]==5){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);GoToxy(2*j,i);printf("~");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);GoToxy(38,37); printf("◣★◢");GoToxy(38,38); printf("███"); //∵無論地圖怎么變,家所在位置不變,且家的字符多種,不方便用上述方式打印GoToxy(38,39); printf("◢█◣"); //∴直接打印(且家的map值與符號無關)
}void GetMap() //地圖存放函數
{ //map里的值: 個位數的值為地圖方塊部分,百位數的值為坦克int i ,j; //map里的值: 0為可通過陸地,1為紅磚,2待定,5為水,100為敵方坦克,200為我的坦克,int 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//打印地圖
}void GameOver(bool home)
{int timing=0,color=1;while(1){if(timing++%30==0) //游戲結束原因為生命值為0{ColorChoose(color); //顏色選擇if(home) //游戲結束原因為老家被毀,則多打印一行字以提示玩家{GoToxy(37,19); //主屏幕中心打印printf("老家被毀!");}GoToxy(37,20); //主屏幕中心打印printf("游戲結束!");GoToxy(100,13); //副屏幕打印printf("游戲結束");GoToxy(88,17);printf("請按回車鍵重新開始!");GoToxy(88,18);printf("或按 Esc鍵退出游戲!");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) //回車鍵{
// system("cls"); //清屏,這里清屏后再次打印框架有一定幾率造成框架上移一行的bug,因此選用自建清屏函數
// Frame (); //重新打印游戲框架score-=500; //分數-500ClearMainScreen(); //主屏清屏函數,無需再次打印框架Initialize(); //從本關重新開始break;}else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出exit(0);Sleep(20);}
}void NextLevel()
{int timing=0,color=1;level++;if(level<=MAX_LEVEL)while(1){if(timing++%10==0){ColorChoose(color); //顏色選擇GoToxy(37,20); //主屏幕中心打印printf("恭喜過關!");GoToxy(100,13); //副屏幕打印printf("等待下關");GoToxy(87,17);printf("請按回車鍵進入下一關!");GoToxy(88,18);printf("或按 Esc鍵退出游戲!");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) //回車鍵{GoToxy(88,17); //抹除副屏幕中的提示printf(" ");GoToxy(88,18);printf(" ");ClearMainScreen(); //主屏清屏函數,無需再次打印框架Initialize(); //初始化從下一關開始,level已++break;}else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出exit(0);Sleep(20);}else //level>8 通關while(1){if(timing++%5==0){ColorChoose(color);GoToxy(33,20); //主屏幕中心打印printf("恭喜通過全部關卡!");GoToxy(100,13); //副屏幕打印printf("已通全關");GoToxy(88,17);printf("恭喜通過全部關卡!");GoToxy(88,19);printf("按 Esc鍵退出游戲!");if(++color==8)color=1;}if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出exit(0);Sleep(10);}
}void GameCheak()
{ //剩余敵人為0且四坦克全部不存活if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )NextLevel(); //進入下一關if(my_tank.revive>=MAX_LIFE) //我的生命值(復活次數)全部用完 MAX_LIFEGameOver(0); //游戲結束,傳入0代表我的復活次數用光(生命值為0)。游戲結束有兩種判斷,另一種是老家被毀
}void SideScreen () //副屏幕 行(84起,110末,若雙字符寬則在108打印最后一個字)列(11上屏末,13下屏初,39下屏末。為美觀最好打在38)
{ // | 第 d 關 | " | |\n"GoToxy(93,2);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf("第 關");GoToxy(92,5);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf("分 數:");GoToxy(92,7);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("生 命:");GoToxy(86,9);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("剩余敵方坦克:");GoToxy(86,11);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);printf("當前游戲速度: %d",21-speed);GoToxy(86,13);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("當前游戲狀態:");GoToxy(94,19);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);GoToxy(94,24);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf("幫 助");GoToxy(86,27);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("方向鍵 ←↑→↓ 移動");GoToxy(93,29);printf("x 鍵 射擊");GoToxy(89,31);printf("+ - 調整游戲速度");GoToxy(90,33);printf("游戲速度范圍1~20");GoToxy(90,35);printf("回車鍵 暫停游戲");GoToxy(90,37);printf("Esc鍵 退出游戲");
/* printf("幫 助"); //這是第二種詳細說明的樣式GoToxy(86,21);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("方向鍵 ←↑→↓ 移動");GoToxy(93,23);printf("x 鍵 射擊");GoToxy(89,25);printf("+ - 調整游戲速度");GoToxy(90,27);printf("游戲速度范圍1~20");GoToxy(90,29);printf("回車鍵 暫停游戲");GoToxy(90,31);printf("Esc鍵 退出游戲");GoToxy(86,33);printf("敵方坦克全部消滅則過關");GoToxy(87,34);printf("己方坦克生命值為0 或");GoToxy(86,35);printf("正下方的老家被毀則失敗");GoToxy(86,36);printf("己坦克與敵坦克子彈碰撞");GoToxy(87,37);printf("則抵消,敵坦克間子彈碰");GoToxy(86,38);printf("撞不抵消且可穿過敵坦克");*/
}void Initialize() //初始化
{remain_enemy=16;my_tank.revive=0; //我的坦克復活次數為0position=0;bul_num=0;GetMap();BuildMyTank( &my_tank );for(int i=0;i<12;i++) //子彈初始化{bullet [i].exist=0;bullet [i].initial=0;}for(int i=0;i<=3;i++) //AI坦克初始化{AI_tank [i].revive=0;AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()會建立重新建立不存活的坦克AI_tank [i].stop=0;AI_tank [i].num=i;AI_tank [i].my=0;AI_tank [i].CD=0;}GoToxy(97,2); //在副屏幕上關卡數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);printf("%d",level);GoToxy(102,5); //在副屏幕上打印分數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf("%d ",score);GoToxy(102,7); //在副屏幕打印我的剩余生命值SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("%d", MAX_LIFE-my_tank.revive);GoToxy(102,9); //在副屏幕上打印剩余坦克數SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("%d ",remain_enemy);GoToxy(100,13); //在副屏幕上打印狀態SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);printf("正在游戲");
}
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