C语言控制台坦克大战游戏实现
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。
- 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},
};
- 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;
- 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;
}
}
}
}
- 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);
}
}
- 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);
}
}
- 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("*");
}
}
- 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
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!