由于坦克大战游戏涉及到图形界面、音效等方面,因此无法仅用C语言实现。但是,我们可以使用C语言作为游戏的底层代码实现。

下面是一个简单的控制台版坦克大战游戏的实现。

  1. 定义游戏地图

游戏地图是一个二维数组,用于表示游戏场景。数组中每个元素代表一个游戏元素,比如空地、墙壁、坦克等。

#define MAP_WIDTH 20
#define MAP_HEIGHT 20

#define ELEMENT_EMPTY 0
#define ELEMENT_WALL 1
#define ELEMENT_TANK 2

int map[MAP_HEIGHT][MAP_WIDTH] = {
    {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
  1. 定义坦克结构体

坦克是游戏中的一个元素,因此可以定义一个结构体来表示坦克。

typedef struct {
    int x;
    int y;
    int direction; // 坦克的方向,0表示向上,1表示向右,2表示向下,3表示向左
} Tank;
  1. 游戏初始化

在游戏开始时,需要初始化一些游戏元素,比如玩家坦克、敌方坦克、墙壁等。

void init_game() {
    // 玩家坦克
    player_tank.x = 1;
    player_tank.y = 1;
    player_tank.direction = DIRECTION_DOWN;

    // 敌方坦克
    enemy_tank.x = MAP_WIDTH - 2;
    enemy_tank.y = MAP_HEIGHT - 2;
    enemy_tank.direction = DIRECTION_UP;

    // 墙壁
    for (int i = 0; i < MAP_HEIGHT; i++) {
        for (int j = 0; j < MAP_WIDTH; j++) {
            if (map[i][j] == ELEMENT_EMPTY && rand() % 4 == 0) {
                map[i][j] = ELEMENT_WALL;
            }
        }
    }
}
  1. 游戏循环

游戏循环是游戏的核心部分,它控制游戏的进行。在游戏循环中,需要不断地检测玩家的输入,更新游戏元素的状态,输出游戏场景等。

void game_loop() {
    while (1) {
        // 检测玩家输入
        if (kbhit()) {
            char ch = getch();
            switch (ch) {
                case 'w':
                case 'W':
                    move_tank(&player_tank, DIRECTION_UP);
                    break;
                case 'd':
                case 'D':
                    move_tank(&player_tank, DIRECTION_RIGHT);
                    break;
                case 's':
                case 'S':
                    move_tank(&player_tank, DIRECTION_DOWN);
                    break;
                case 'a':
                case 'A':
                    move_tank(&player_tank, DIRECTION_LEFT);
                    break;
                case ' ': 
                    fire_bullet(&player_tank);
                    break;
            }
        }

        // 更新游戏元素状态
        update_enemy_tank();
        update_bullets();

        // 输出游戏场景
        clear();
        draw_map();
        draw_tank(&player_tank);
        draw_tank(&enemy_tank);
        draw_bullets();
        refresh();

        // 等待一段时间
        Sleep(100);
    }
}
  1. 实现游戏元素更新

游戏元素的更新包括坦克的移动、子弹的发射和移动、敌方坦克的移动等。

void move_tank(Tank* tank, int direction) {
    // 更新坦克方向
    tank->direction = direction;

    // 计算坦克下一个位置
    int next_x = tank->x;
    int next_y = tank->y;
    switch (direction) {
        case DIRECTION_UP:
            next_y--;
            break;
        case DIRECTION_RIGHT:
            next_x++;
            break;
        case DIRECTION_DOWN:
            next_y++;
            break;
        case DIRECTION_LEFT:
            next_x--;
            break;
    }

    // 检测下一个位置是否合法
    if (next_x < 0 || next_x >= MAP_WIDTH || next_y < 0 || next_y >= MAP_HEIGHT) {
        return;
    }
    if (map[next_y][next_x] == ELEMENT_WALL) {
        return;
    }

    // 移动坦克
    tank->x = next_x;
    tank->y = next_y;
}

void fire_bullet(Tank* tank) {
    Bullet bullet;
    bullet.x = tank->x;
    bullet.y = tank->y;
    bullet.direction = tank->direction;
    bullets.push_back(bullet);
}

void update_bullets() {
    for (int i = 0; i < bullets.size(); i++) {
        Bullet* bullet = &bullets[i];

        // 移动子弹
        switch (bullet->direction) {
            case DIRECTION_UP:
                bullet->y--;
                break;
            case DIRECTION_RIGHT:
                bullet->x++;
                break;
            case DIRECTION_DOWN:
                bullet->y++;
                break;
            case DIRECTION_LEFT:
                bullet->x--;
                break;
        }

        // 检测子弹是否超出边界
        if (bullet->x < 0 || bullet->x >= MAP_WIDTH || bullet->y < 0 || bullet->y >= MAP_HEIGHT) {
            bullets.erase(bullets.begin() + i);
            i--;
            continue;
        }

        // 检测子弹是否击中墙壁
        if (map[bullet->y][bullet->x] == ELEMENT_WALL) {
            bullets.erase(bullets.begin() + i);
            i--;
            continue;
        }

        // 检测子弹是否击中坦克
        if (bullet->x == player_tank.x && bullet->y == player_tank.y) {
            // 击中玩家坦克
            game_over();
        }
        if (bullet->x == enemy_tank.x && bullet->y == enemy_tank.y) {
            // 击中敌方坦克
            enemy_tank_alive = false;
            bullets.erase(bullets.begin() + i);
            i--;
            continue;
        }
    }
}

void update_enemy_tank() {
    // 检测敌方坦克是否存活
    if (!enemy_tank_alive) {
        return;
    }

    // 移动敌方坦克
    switch (enemy_tank.direction) {
        case DIRECTION_UP:
            move_tank(&enemy_tank, DIRECTION_UP);
            break;
        case DIRECTION_RIGHT:
            move_tank(&enemy_tank, DIRECTION_RIGHT);
            break;
        case DIRECTION_DOWN:
            move_tank(&enemy_tank, DIRECTION_DOWN);
            break;
        case DIRECTION_LEFT:
            move_tank(&enemy_tank, DIRECTION_LEFT);
            break;
    }

    // 发射敌方坦克的子弹
    if (rand() % 10 == 0) {
        fire_bullet(&enemy_tank);
    }
}
  1. 实现游戏界面绘制

游戏界面的绘制包括地图、坦克、子弹等元素的绘制。

void draw_map() {
    for (int i = 0; i < MAP_HEIGHT; i++) {
        for (int j = 0; j < MAP_WIDTH; j++) {
            switch (map[i][j]) {
                case ELEMENT_EMPTY:
                    printf(" ");
                    break;
                case ELEMENT_WALL:
                    printf("#");
                    break;
            }
        }
        printf("\n");
    }
}

void draw_tank(Tank* tank) {
    switch (tank->direction) {
        case DIRECTION_UP:
            printf("^");
            break;
        case DIRECTION_RIGHT:
            printf(">");
            break;
        case DIRECTION_DOWN:
            printf("v");
            break;
        case DIRECTION_LEFT:
            printf("<");
            break;
    }
}

void draw_bullets() {
    for (int i = 0; i < bullets.size(); i++) {
        Bullet* bullet = &bullets[i];
        printf("*");
    }
}
  1. 实现游戏结束

游戏结束时,需要输出游戏结束信息并退出游戏。

void game_over() {
    printf("Game over.\n");
    exit(0);
}

完整代码:https://github.com/Jack-Cherish/c-game-tutorials/tree/master/tank-battle-game

C语言控制台坦克大战游戏实现

原文地址: https://www.cveoy.top/t/topic/lL56 著作权归作者所有。请勿转载和采集!

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