2009年7月31日 星期五

坦克遊戲雛型



伊莉論壇的C/C++討論區裡看到daviddr大大寫坦克大戰的小遊戲程式
而且也有source code,讓大家學習學習

原文網址:http://www.eyny.com/thread-3505536-1-1.html


每回 25 隻敵人,不含音效資料,不含雪地地形
吃越多星星能力越高,最後能在河面行走
可雙人操控,按ESC退出遊戲
P1:W、S、A、D 控制方向,H發射子彈
P2:方向鍵控制方向,Num 0 發射子彈


/*******************/
//坦克大戰雛形,daviddr, 2009, 7 天寫完。
#pragma comment (lib,"WINMM.LIB")
#undef UNICODE
#include <windows.h>
#include <mmsystem.h>
#include <stdio.h>
#include <time.h>
#define TankWar(o) m##o##n(){int daviddr(907);}\
        using namespace ImageSet;struct
extern"C" WINBASEAPI HWND WINAPI GetConsoleWindow();
enum {UP=0, RIGHT, DOWN, LEFT};
namespace Bonus {enum{LIFE, CLOCK, SHOVEL, BOMB, STAR, HELMET};};
   
struct Image                                        //影像物件
{
    int  w, h, *data;
    int& operator[] (int i)    {return data[i];}
    void create (int W, int H) {w=W; h=H; data = new int[w*h];}
    void free ()               {delete[] data; data=0;}
    void draw (const Image& in, int sx, int sy, int dir=UP)
    {       
        #define DRAW if (0x8F8F8E^in.data[j]) data[i] = in.data[j];
        int i, j=0, x, y, W=in.w, H=in.h;
        int beg = sy*w+sx, sz = W*H, dw=w-W;
        if (0==dir) for (i=beg; j<sz; i+=dw)
            for (x=0; x<W; ++x, ++i, ++j) {DRAW} else
        if (1==dir) for (i=beg, x=0; x<W; i+=dw, ++x)
            for (y=H-1; y>=0; --y, ++i) {j=y*W+x; DRAW} else
        if (2==dir) for (i=beg, y=H-1; y>=0; i+=dw, --y)
            for (x=0; x<W; ++x, ++i) {j=y*W+x; DRAW}
        else for (i=beg, x=0; x<W; i+=dw, ++x)
            for (y=0; y<H; ++y, ++i) {j=y*W+x; DRAW}
    }
    void draw16 (const Image& in, int sx, int sy, int c)
    {
        int i=sy*w+sx, j=0, x, sz = in.h*in.w, dw=w-in.w;
        for (short* p=(short*)in.data; j<sz; i+=dw)
            for (x=0; x<in.w; ++x, ++i)
                if (p[j++]^0x6318) data[i] = c;
    }
    void draw32 (const Image& in, int sx, int sy, int c)
    {
        int i, j=0, x, sz = in.h*in.w, dw=w-in.w;
        for (i=sy*w+sx; j<sz; i+=dw)
            for (x=0; x<in.w; ++x, ++i)
                if (in.data[j++]^0xC0C0C0) data[i] = c;
    }
};

namespace ImageSet
{
    enum {NUL=-1, BRICK, CONCRETE, TREE, RIVER, ROAD, HAWK, STONE, //6
          STAR, SHIELD=STAR+4, SHIELD2, PLAYER, ENEMY=PLAYER+8,
          EXPLODE=ENEMY+6, EXPLODE2, BONUS, BULLET=BONUS+6, PLAYER2,
          RENEMY=PLAYER2+8, YENEMY=RENEMY+6, GENEMY=YENEMY+2, HOLE=54};
    const int N_OBJ = 36+8+6+4+1;                       //物件數目
    int   palette[N_OBJ];
    Image obj[N_OBJ];
      
    char obj_pal[][4] = {                               //物件色盤索引
        {1,2,3},{3,4,5},{6,7,8,9},{10,11},{10,11},{1,0,3},   //5
        {2,0,3},{9,12},{9,12},{9,12},{9,12},{9,12},{9,12},   //12
        {9,13,14,15},{0},{0},{0},{0},{0},{0},{0},{9,16,4,17},//21
        {0},{0},{0},{0},{0},{9,18,19,20},{21,9,22,12},{9,16,4,12},
        {0},{0},{0},{0},{0},{9,4},{9,6,23,24},{9,25,21,17}
    };
    char* hex_pal[] = { "202020",                       //色盤總表
        "990000","CC6600","868686","C0C0C0","E3E3E3","006600",  //6
        "008000","CCFF00","8F8F8E","0066FF","00FFFF","F1F1F1",  //12
        "A06000","FFA040","FFC080","003366","DDDDDD","800000",  //18
        "FF0000","FFFFFF","FF3300","800080","00AB47","B8F8D8","990099"
    };
    char* hex_img[] = {
    "3P2CP0ACP0AWP6P0EP0EW","GF0AS1AS1AS1AS1A5@6","`2@0P`1@P0P0P4R@1Q@0P1"
    "P@R@0@0TT@Q`Q@R`","4@17@60@1@22@0@170@51@2@0","6@0@51@42@1@06@2@31@0"
    "@2@6","OQKQ@QBRCQ@SBP0PAS@RBQBR@U@Q@UAP0W0PA@R0U0R@AS0Q0SAA[ABR@Q@RB"
    "FQFESECWCCQ@Q@QCO","OOC0JB1@PHB0@RGA0@TF@1@XB@0@ZA1@ZA0AWAQ@0@UAPAQ@"
    "0BREPA0DPEPA0N0N0N","***6@76@76@75B62H35B66@76@76@7****","*6@76@76@7"
    "6@75C54E40L14E45C56@76@76@76@7**","*6@76@76@75B65B63F40L13F45B65B66@"
    "76@76@7**","6@76@76@75B65B64D52I2O2I24D55B65B66@76@76@76@7","5C54@3@"
    "43@5@33@5@31A7A10@;@0@=@@=@@=@0@;@01A7A13@5@33@5@34@3@44@3@45C5","1A"
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    "`Q@`@`EP@PaTD`P`QaSAP@P`Q`P@RB`P`Q`P@RAP@P`Q`P@RB`P`Q`P@RAP@PaQAPD`Q"
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    ,"5`65`6`Q1P`@2`QAP0`P`A1PA`QaP`CRAPaRBPA`Q`Q@QARAP`PA`PAPA`Q`P@aPARA"
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    "`Q`Q`@`P@Q0APaP`@`C0`QeAQ0AP`Q@QC0`Q`PA`PAQ0AP`P@aPC0`Q`TAQ0AP`TC0`R"
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    "`0Q0aA01@a@R`A0@2`P`@0@`P`1C`PbP@a02`@`Aa0A`2A`@0@`2@1`1`0@0A2","`ON"
    "P`B`LQaF`@@P`BPD`R@PcQC`PAAQCa@bP@PbA`QA`PBBQA`Pb0b@a@`P@`QAPBBPAaQ0"
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    "`0`Pc@`P@APf2`0`2`0cPa@`P`A`Pa@b0@1`P1`0dP`@`RBP`@Pc0a0@0`0b0`P`@`Q`"
    "@BQ@Pc3`P2`0ePB@`@b@P`4b@`0eQaA@i1P@a3cPbQ@b0Pc0`0a0Pa0@`2eP@cPb0a3@"
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    "@f@Q@fP`P`CbAQbPbAbP@aAPaCeQb@cPaQA`Q`@CPcP@c@bRaT`AA`AP`QARa@R@`0aQ"
    "`CB`AQEbBbQC`AAP@PD`PBfQ`AP@PA@`APF`BaQ`RCP@`@`I`DR@PHP","0lP`<``0K`"
    "`0D`Q0B``0@cR@0A``0@3R@0A``0B`QAP@0@``0A`TA0@``0@QcR@0``0@P`P5P0``0@"
    "0`0`0`0`@P0``0A0V0@``0B6A`PlP","0lP`<``0C`P`P0B``0CP2`P0@``0BS3@``0A"
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    "lP","0lP`<``0G`B``0G`PA``0GR@``0F`2@``0B`A`0C``0AaP`0D``0@aP@P0D``0@"
    "`P@R0C``0@T0D``0@S0E``0@3F`PlP","0lP`<``0BbQ0B``0B`P@1P0A``0A`R@1P0@"
    "``0@`P@`P@P0P0@``0@R1P1P0@``0@`P@`P@P0P0@``0@R1P1P0@``0@`P@`P@P1A``0"
    "AP@1P0C``0B`Q0D``0B2E`PlP","0lP`<``0D`0D``0CaP0C``0CaP0C``0dQc0``0@R"
    "`P`R1``0APcQ1@``0AaQaP0A``0@P`Q0Q`P0@``0@`Q2Q`0@``0@P2A1P0@``0@1E1@`"
    "PlP","0lP`<``0K``0K``0BbQ0B``0AaT0A``0A`U0A``0AV0A``0@W0A``0@4S0@``0"
    "E4@``0K``0K`PlP","0@1B0B0B0"
    };
    char* lev_data[] = {
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    "'7'g'g'i'g'g'g'g'g'i'g'o'g'i'g'o'g'q'g'ui'g'o'g)o)g'7g)o)g7o'g'ui+q'"
    "g'g+g'g'i'g'g'g'g'g'i'g'g'g'g'g'i'g'g'g'g'g'i'g'o'g'i'g'o'g'i'g'i'i'"
    "g'r&g&uk&g&p","k7k7u7k7q'g7k'g'g'i'g7k'g'g'i'm)g'7'i'm)g'7'm'o7q'o7k"
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    "'g7'g7g'g'k'g7'g7g'g'k'i'g'g+g'7'i'g'g+g'7'i'g'g+q'g'g+q's'g'i's'g'i"
    "'g'iwi+i'g'iwi+g","m'k'u'k'oK'ugK'o;'Kug'KuiKk'g,hKk'g,fM-g'h&gM+i'h"
    "&gMi'n&gMi'n&iGm;iGiGm;iGuiMg'g'oM(g)g,M(g)g&kMo'kMo'g)M'i6l)Kg'i6pK"
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    "'9i'G'i'gG'9k'gG7'Gg'o'gG7'Gg's7g'7)s7g'7)o)7'g7s)7'g7s'gG'7Gs'gG'7G"
    "o;Gg'i)k;Gg'i)k7g-i'9i7g-i'9i7i7o7)g7i7o7)gG;q'9G;q'9qwm9qwm9","g'g'"
    "g'g'g'g'i'g'g'g'g'g'i'g'g'g'g'g'i'g'g'g'g'g'i7g7g7g7g7g7uui'k'm'g'g'"
    "k'g'g)g+g'g+g)g'g'g'g'g'g'i7g7g7g7g7q7k7mIi'gGg'iMi'gGg'iQ)G)U'gGg'U"
    "UUQm'K'm'g'g'K'g'g'g'g'iGi'g'i'g'iGi'g'i'g'o'g'i'g'o'g'swumwq","kWg'"
    "i'g'oWg'i'g'ui'g7ui'g7oWi7g'g'oWg'7g'g'i7g'Wg7i'g'm'Wg7g'i'm'Wk's'Wk"
    "'q)Yg]g'i)Yg]g'uGgWg9k'kGgWk)f(g7KWk)f(g7KWg+h&i'KWg'l&i'KWg'q'gGgWg"
    "Gi7k'gGgWgGi'k+iKg'g7qKg'g'oWKg'g'oWKqwiWgGswiWgGg"
    };
    void set_image (char pal[4], char* code, Image& img, int w, int h)
    {
        img.create (w,h);
        int i,j,n; char c, *end = code + strlen (code);
        for (i=0; i<w*h && code < end; ++code) {
            c = *code; c = (c=='*'?'?':c=='+'?'\\':c)-'0';
            j = pal [c>>4];                     //顏色索引值 (0~3)
            n = (c&15) + 1;                     //重複次數 (1~16)
            while (n--) img[i++] = palette [j];
        }
    }
    void init_obj ()
    {
        int i, n = sizeof hex_pal/ sizeof*hex_pal;
        for (i=0; i<n; ++i)                     //設定調色盤
            sscanf (hex_pal[i], "%x", palette+i); i=0;
        #define SET_IMG(p,i,o,w,h) \
            set_image (obj_pal[p], hex_img[i], obj[o], w, h);
        for (;i <= ROAD;    ++i) SET_IMG (i,i,i,  8,  8);
        for (;i <= SHIELD2; ++i) SET_IMG (i,i,i, 16, 16);
        for (;i <= EXPLODE-1;++i)SET_IMG (i<21?PLAYER:ENEMY,i,i, 14,14);
        for (;i <= EXPLODE; ++i) SET_IMG (i,i,i, 14, 14);
        for (;i <= EXPLODE2;++i) SET_IMG (i,i,i, 32, 32);
        for (;i <= BULLET-1;++i) SET_IMG (BONUS,i,i, 15, 14);
        SET_IMG (i,i,i, 4, 4);
        for (i=0; i<8; ++i) SET_IMG (36, i+PLAYER,i+PLAYER2,14, 14);
        for (i=0; i<6; ++i) SET_IMG (37, i+ENEMY, i+RENEMY, 14, 14);
        for (i=0; i<2; ++i) SET_IMG (13, i+ENEMY+4, i+YENEMY, 14, 14);
        for (i=0; i<2; ++i) SET_IMG (36, i+ENEMY+4, i+GENEMY, 14, 14); 
        obj[HOLE].create (4, 4);
        memset (obj[HOLE].data, 0x22, 4*4*4);
    }
    void release_obj () {for (int i=N_OBJ; i--;) obj[i].free();}
};

int TankWar(ai) Sprite                          //單元物件
{
    int   id;                                   //影像類型,可索引物件邊界
    int   x, y, dir, step;                      //位置, 移動方向, 步距
    int   type, life;                           //元素類型, 生命值
    int   maxMoveDelay, nMoveDelay;             //移動延遲, 移動計數
    bool  bActive;                              //是否在活動中

    bool move (int dir_)                        //傳回「是否移動了」
    {                                           //時間到才移動
        if (nMoveDelay-- > 0) return false;       
        nMoveDelay = maxMoveDelay;       
        dir = dir_;
        if (dir == UP   ) y -= step; else
        if (dir == DOWN ) y += step; else
        if (dir == LEFT ) x -= step; else
        if (dir == RIGHT) x += step;
        return true;
    }
    bool bCollide (const Sprite& o)             //碰撞判定
    {
        int x2 = x + obj[id].w;
        int y2 = y + obj[id].h;
        int X2 = o.x + obj[o.id].w;
        int Y2 = o.y + obj[o.id].h;
        return !(x2 < o.x || x > X2 || y2 < o.y || y > Y2);
    }
    void set (int ID, int X, int Y, int DIR, int STP,
              int LF, int MD=0, int TYPE=0, bool ACT=true) {
        id=ID; x=X; y=Y; dir=DIR; step=STP; life=LF; type=TYPE;
        nMoveDelay = maxMoveDelay = MD; bActive = ACT;
    }
    Sprite() :bActive (false) {}
};


struct Map
{
    enum   {W=13, H=13, W4=W*4, H4=H*4};
    enum   {MAX_EXPLODE = 64};
    Sprite explode [MAX_EXPLODE];               //爆破物件
    int    nMaxExplode;
    int    cid;                                 //撞到什麼東西   
    char   space[W4][H4];                       //記錄子區塊的元素類型
    int    mapX, mapY;                          //地圖在canvas中的起始座標
    Image  canvas;                              //back buffer
    Image  bg;                                  //背景畫面
    bool   bStone;                              //堡壘是否被破壞
    bool   bRiver1;                             //河流動畫
    bool   bProtected;                          //基地是否被水泥保護 
    int    riverChangeTime;
    int    nRiverChangeTime;
    int    protectTime;                         //基地被水泥保護的剩餘秒數
   
    Map(): riverChangeTime(10), protectTime(0),
           nRiverChangeTime(0), nMaxExplode(0)
    {mapX = 16; mapY = 18;}

    void set_space_2x2 (int x, int y, int o)
    {
        space [y][x  ] = space [y+1][x  ] =
        space [y][x+1] = space [y+1][x+1] = o;
    }
    void draw_hawk (bool bStone_=false)
    {
        bStone = bStone_;
        set_space_2x2 (7*4-2, 13*4-2, HAWK);    //建主堡
        bg.draw (obj[bStone?STONE:HAWK], 6*16, 12*16);       
    }
    void setProtect (bool bProtect)             //設定基地是否被水泥保護
    {
        static struct {int x,y;}
        p[] = {11,23,12,23,13,23,14,23,11,24,11,25,14,24,14,25};
        for (int o = bProtect? CONCRETE: BRICK, i=0; i<8; i++) {
            bg.draw (obj[o], p[i].x*8, p[i].y*8);
            set_space_2x2 (p[i].x*2, p[i].y*2, o);
        }
        if (bProtected = bProtect) protectTime = 360;       
    }

    bool bPass (Sprite& o)                      //測試物件是否發生碰撞
    {
        cid = ROAD;
        int x = o.x, W = obj[o.id].w;
        int y = o.y, H = obj[o.id].h;
        if (x<0 || y<0 || x>=bg.w-W || y>=bg.h-H) {
            cid = HOLE; return false;
        }
        int i,j,c, w = x+W-1, h = y+H-1;
        x/=4; y/=4; w/=4; h/=4;                
        for (i=y; i<=h; ++i)
            for (j=x; j<=w; ++j) {
                c = space[i][j];
                if (c!= TREE && c!= ROAD) {
                    if (o.type > 15 && c==RIVER) continue;
                    cid = c;
                    return false;
                }
            }
        return true;
    }

    void draw_canvas (const Sprite& s)
    {
        canvas.draw (obj[s.id], mapX+s.x, mapY+s.y, s.dir);
    }
    void draw_river()
    {
        for (int o,x,y=0; y<H4; y+=2)
            for (x=0; x<W4; x+=2)
                if((o = space[y][x])==RIVER)
                    canvas.draw (obj[o+bRiver1], mapX+x*4, mapY+y*4);
    }
    void update()
    {
        if (protectTime > 0) {
            if (protectTime-- == 1) setProtect (false);
        }
        if (nRiverChangeTime++ > riverChangeTime) {
            nRiverChangeTime = 0;               //更新河流狀態
            bRiver1 = !bRiver1;
        }
        for (int o,x,y=0; y<H4; y+=2)
            for (x=0; x<W4; x+=2)               //重繪樹
                if ((o = space[y][x]) == TREE)
                    canvas.draw (obj[o], mapX+x*4, mapY+y*4);
        draw_explodes();                        //畫出爆破物
    }

    void addExplode (int id, int x, int y)
    {
        int i, j;
        for (i=0; i<MAX_EXPLODE; ++i)
            if (!explode[i].bActive) {          //根據爆炸模式設定時間
                explode[i].set (id, x, y,0,0, id==EXPLODE? 4:12);   
                if (i > nMaxExplode) nMaxExplode = i;
                break;
            }
        for (j=nMaxExplode; !explode[j].bActive && j>i; --j);
        nMaxExplode = j;                        //調整欲顯示的最大編號
    }
    void draw_explodes ()
    {
        Sprite *e;
        for (int i=0; i<= nMaxExplode; ++i)
            if (explode[i].bActive) {
                e = explode + i;                //是否播放完畢
                if (--e->life == 0)
                    e->bActive = false;                    
                else if (EXPLODE == e->id ||    //延遲大爆炸的播放
                    (EXPLODE2 == e->id && e->life < 8))
                    draw_canvas (explode[i]);
            }
    }
};
const int MAX_LEVEL = 20;                       //內定關卡數
const int MAX_TANK = 27;                        //坦克集合的大小
struct Tank; Tank *tanks = 0;                   //指向坦克集合
Map*   map = 0;                                 //指向遊戲地圖

struct Depot                                    //彈藥庫
{
    int MAX_BULLET;                             //最大彈藥數
    int nLimit;                                 //限制可存取的總彈藥量
    Sprite *b, *bullet;                         //庫藏彈藥
   
    int getBullet ()                            //從庫中取出 1 顆子彈
    {                                           //若失敗, 傳回 -1
        for (int i=0; i<MAX_BULLET; ++i)        //若成功, 傳回子彈id
            if (bullet[i].bActive == false)
                {bullet[i].bActive = true; return i;}
        return -1;
    }
    void processBullets ()                      //顯示所有作用中的子彈
    {
        for (int i=0; i<nLimit; i++)
            if ((b=bullet+i)->bActive) {  
                map->draw_canvas (*b);          //畫出子彈
                hitObject (*b);                 //是否撞到其他物件
            }
    }   
    bool hitObject (Sprite& b)
    {
        bool hit = false;
        int x,y, dx,dy, c, sx,sy, ex,ey;
        int bx= b.x-6, by= b.y-6;               //(bx,by) = 邊界盒左上角
        int bW = map->bg.w, bH = map->bg.h;

        b.move (b.dir);
        switch (b.dir) {
            case UP:  case DOWN:  sx=0, ex=16, sy=4, ey=12; break;
            case LEFT:case RIGHT: sx=4, ex=12, sy=0, ey=16; break;
        }
        for (dy=sy; dy<ey; dy+=4)               //檢測子彈邊界盒 4 邊角
            for (dx=sx; dx<ex; dx+=4) {
                x = bx + dx;                   
                y = by + dy;                    //是否出界?
                if (x<0 || y<0 || x>=bW-2 || y>=bH-2) { 
                    hit = true;
                    b.life = 1;
                    continue;
                }               
                x/=4; y/=4;                     //對應到 space 單位去索引
                c = map->space[y][x];            
               
                if (b.type==c || c==BRICK && b.type==CONCRETE) {
                    map->space[y][x] = ROAD;                   
                    map->bg.draw (obj[HOLE], x*4, y*4);
                }
                if (c==BRICK || c==CONCRETE) hit = true;
                else if (c==HAWK) {             //若打到堡壘
                    map->draw_hawk (true);      //便將它化成廢墟
                    map->addExplode (EXPLODE2, 11*8, 23*8);
                    hit = true;
                }               
            }                                   //若打中東西
        if (hit) checkExplode (b);              //便損耗子彈壽命
        return hit;
    }
    void checkExplode (Sprite& b)
    {
        if (--b.life <= 0) {                   
            b.bActive = false;  
            map->addExplode (EXPLODE, b.x-6, b.y-6);
        }
    }   
    void setup (int nBullet, int nLimit_)
    {
        nLimit = nLimit_;
        bullet = new Sprite [MAX_BULLET = nBullet];
        for (int i=0; i<MAX_BULLET; ++i)
            bullet[i].bActive = false;
    }
   ~Depot () {delete[] bullet;}
};


struct Tank: Sprite
{
    bool  bMov2;                                //捲輪子
    int   cid;                                  //撞到什麼東西
    int   frame;
    int   bonus;                                //攜帶道具
    int   nAtkDelay, maxAtkDelay;               //攻擊時間間隔
    float nBegin, nFlick, nShield;              //各種特效的剩餘播放時間
    Depot *depot;                               //彈藥庫指標
  
    void setBonus()
    {
        int i = rand()%100; flick();
        bonus = BONUS + (i<10?0: i<30?1: i<50?2: i<62?3: i<85?4: 5);
    }
    void fire()
    {
        if (nAtkDelay>0 || nBegin>0) return;    //時間到才做運算
        nAtkDelay = maxAtkDelay;                //重新啟動射擊延遲
        int i = depot->getBullet();             //申請子彈
        if (i == -1) return;                    //彈藥已無庫存
        
        int cw = obj[id].w, bX = x, bW = 4;     //子彈圖像的寬度
        int ch = obj[id].h, bY = y, bH = 4;     //子彈圖像的高度
        switch (dir) {                          //將子彈放在砲口方向
            case UP:    bX += (cw-bW)/2; bY -= bH; break;
            case LEFT:  bX -= bW; bY += (ch-bH)/2; break;
            case DOWN:  bX += (cw-bW)/2; bY += ch; break;
            case RIGHT: bX += cw; bY += (ch-bH)/2; break;
        }           
        int speed = 1, b_life = 1;
        int b_type = type>2? CONCRETE: BRICK;
        switch (type) {                         //在坦克物件中的
            case 0: speed = 3; break;           //type 意指子彈類型
            case 1: speed = 4; break;
            case 2: speed = 5; break;
            case 3: speed = 5; break;
            case 4: speed = 5; b_life = 2; break;
            case 5: case 6: speed = 5; b_life = 3; break;
            case 7: case 8: speed = 5; b_life = 4; break;
            case 9: case 10:speed = 6; b_life = 5; break;
            case 11:case 12:speed = 7; b_life = 5; break;
            case 13:case 14:speed = 7; b_life = 6; break;
            case 15:case 16:speed = 7; b_life = 7; break;
            case 17:case 18:speed = 7; b_life = 8; break;
        }                                      
        depot->bullet[i].set                    //設定子彈資訊
            (BULLET, bX, bY, dir, speed, b_life, 0, b_type, true);
    }

    void move (int dir_)
    {
        cid = ROAD;
        if (nBegin > 0) return;
        int ox=x, oy=y, odir = dir;             //保存移動前的位置
        ++frame %= 4;
        if (0 == frame) bMov2 = !bMov2;
        Sprite::move (dir_);                      
       
        if (!map->bPass (*this)) {              //若和地圖元素發生碰撞
            if (dir != odir) {                  //若方向有變
                int dx = x%16, dy = y%16;       //調整位置使之與元素相貼
                x = (x/16)*16+ (dx<6? 1: dx<13? 9: 17);
                y = (y/16)*16+ (dy<6? 1: dy<13? 9: 17);
                if (!map->bPass (*this))
                    x = ox, y = oy, cid = map->cid;
            }else x = ox, y = oy, cid = map->cid;
        }          
        Sprite s; s.id=ENEMY;                   //重疊移動用的暫時物件
        for (int i=0; i<MAX_TANK; ++i)          //是否和其他坦克發生碰撞
            if (this != &tanks[i] &&
                tanks[i].bActive  &&
                tanks[i].nBegin <=0 &&
                bCollide (tanks[i])) {
                    s.x = ox; s.y = oy;         //檢驗移動前是否已碰撞
                    if (!tanks[i].bCollide(s))  //若非一開始便位置重疊
                        x = ox, y = oy,         //便進行碰撞處理
                        cid = i>1? ENEMY: PLAYER;      
                }
    }
    void autoMove()
    {
        move (rand()%180==0? rand()%4: dir);
        if (cid != ROAD) {
            if ((cid == BRICK || cid == PLAYER) &&
                 rand()%3 > 0) fire();
            else dir = rand()%4;
        }
        else if (rand()%15 == 0) fire();
    }
    void draw ()                                //根據狀態描繪外貌
    {
        if (nAtkDelay > 0) nAtkDelay--;
        int mx = x + map->mapX;
        int my = y + map->mapY;
        Image* c = &map->canvas; 
        if (nBegin > 0)
            c->draw (obj[STAR + int(nBegin-=.7f) %4], mx, my);
        else {
            if (nFlick > 0 && bMov2) {          //閃紅光
                nFlick--;
                int i = id>ENEMY+6? 4: id-ENEMY;
                c->draw (obj[RENEMY + i + bMov2], mx, my, dir);
            }
            else c->draw (obj[id + bMov2], mx, my, dir);
            if (nShield > 0)
                c->draw (obj[SHIELD+(int(--nShield)%4<2)],mx,my);
        }
    }   
    void setup (Depot& depot_, int atkDelay_)
    {
        depot = &depot_;
        maxAtkDelay = atkDelay_;
        begin();
    }
    void checkExplode()
    {
        life--;
        if (id == GENEMY) id = YENEMY; else
        if (id == YENEMY) id = ENEMY+4;
        if (life <= 0) {
            bActive = false;
            map->addExplode (EXPLODE2, x-8, y-8);
        }
    }
    void levelup()
    {
        if (type < 18) type++;
        if (type == 2) {
            int i = depot->nLimit++;
            depot->bullet[i].bActive = false;
        }
        int a = id-PLAYER, b = id-PLAYER2;
        if (0<=a && a<6 || 0<=b && b<6) id += 2;    //改變外型
    }                                  
    void begin()  {nBegin  = 28;}
    void flick()  {nFlick  = 360;}
    void shield() {nShield = 320;}
};

struct Game: Map
{   
    enum   {txtW=80, txtH=14};
    HBITMAP hBmp;
    HDC     hdc, hdcMem; 
    HFONT   font;
    Image   text;
    bool    bOver;                              //是否結束遊戲
    int     level;                              //目前關卡
    int     life[2];                            //玩家生命
    int     nEnemy, nActEnemy;                  //剩餘& 活動中 的坦克數
    int     enemyHoldTime;
    int     enemyCreateTime; 
    int     maxEnemyCreateTime;
    Tank    tank [MAX_TANK];                    //坦克集合: [0,1] 為我方
    Depot   depot[3];                           //我方2人與敵方彈藥庫
    Sprite  bonus;
   
    void setup_player (int i, bool bReset)
    {
        int type = bReset? 0: tank[i].type;
        int id   = bReset? (i? PLAYER2: PLAYER): tank[i].id;
        if (bReset) depot[i].nLimit = 1;
        tank[i].set (id, (i?7:4)*16+8+1, 12*16+1, UP, 2, 1, 0, type);
        tank[i].setup (depot[i], 5); tank[i].shield();
    }
    void create_enemy()
    {
        static struct {int x, y;}
        p[] = {0,0, 16*6,0, 16*12,0, 16*12,16*5, 0,16*5};
        if (--enemyCreateTime > 0  ||
             nEnemy < 1 || nActEnemy >= level/4+4) return;
        enemyCreateTime = maxEnemyCreateTime;
        nActEnemy++;
        int i = --nEnemy + 2;                           //t決定坦克類型
        int t = rand()%(MAX_LEVEL+7)<=level?2: rand()%2;      
        int d = t==0? 2: t==1? 3+(level>13): 1+level/6; //移動速度
        int l = nEnemy% (level<15? 3: 5);               //出現位置
        int id = t<2? ENEMY+ t*2: GENEMY;
        tank[i].set (id, p[l].x+1, p[l].y+1, rand()%4, d, (t==2?3:1), 1);
        d = (6-t) * (level>15? 4: level>10? 5: 6);      //攻擊時間間隔
        tank[i].setup (depot[2], d);             
        if (rand()%100 > 61) tank[i].setBonus();        //39%機率攜帶道具
    }
    void init (int w=W*4, int h=H*2)
    {
        srand ((UINT)time(0));
        hdc    = GetDC (GetConsoleWindow());
        hdcMem = CreateCompatibleDC (hdc);
        hBmp   = CreateCompatibleBitmap (hdc, txtW, txtH);
        font = CreateFont (10,0,0,0,FW_BOLD,0,0,0,0,0,0,0,0,"Courier");
        SelectObject (hdcMem, GetStockObject (LTGRAY_BRUSH));
        SetBkColor   (hdcMem, RGB(0xC0,0xC0,0xC0));
        SetTextColor (hdcMem, RGB(0,0,64));
        SelectObject (hdcMem, font);                //取入字型
        SelectObject (hdcMem, hBmp);
        SetBkMode (hdc, TRANSPARENT);
        SMALL_RECT size = {0, 0, 79, 40};       
        HANDLE     hOut = GetStdHandle (STD_OUTPUT_HANDLE);
        CONSOLE_CURSOR_INFO cur = {100, 0};
        SetConsoleCursorInfo (hOut, &cur);          //關閉字標
        SetConsoleWindowInfo (hOut, TRUE, &size);   //變更視窗大小
        bg.create (w*4, h*8);                       //背景佔視窗的 1/4
        canvas.create (w*4+mapX*2, h*8+mapY*2+12);  //畫布要比背景大
        memset (bg.data, 0x22, 4*bg.w*bg.h);        //用以容納邊界爆破
        init_obj();                                 //配置影像元素
        text.create (txtW, txtH);                   //配置文字面版
        map = this;                                 //設定全域性代理者
        tanks = tank;                               //指涉地圖與坦克集合
        depot[0].setup (16, 1);                     //配置我方彈藥庫
        depot[1].setup (16, 1);                     //配置我方彈藥庫
        depot[2].setup (64,64);                     //配置敵方彈藥庫
        life[0] = life[1] = 3;                      //初始生命值
        setup_player (0, true);                     //初始屬性       
        setup_player (1, true); 
        level = 0;
        new_level();                                //建立地圖
    }
    void release ()                                 //釋放資源
    {
        release_obj();
        DeleteObject (hBmp);
        DeleteDC (hdcMem); 
        DeleteDC (hdc);
        text.free();
        bg.free();
        canvas.free();
    }
    void new_level ()
    {
        char c, *code = lev_data [level];         //元素索引值 j=(0~4)
        for (int x,y,n,j,k=0, len = strlen (code), i=0; i<len; ++i) {
            c = ((c=code[ i ])=='$' ? '?' : c=='%'?'\\':c)-'&';
            for (j = c>>4, n = (c&15)+1 ;n--; ++k) {
                set_space_2x2 (x= k%(W*2)*2, y= k/(H*2)*2, j);
                if (j<2) bg.draw (obj[j], x*4, y*4);               
            }
        }
        draw_hawk ();
        setProtect (false);
        level++;
        nActEnemy = 0;
        maxEnemyCreateTime = 132;
        nEnemy = MAX_TANK - 2;
        if (life[0]) setup_player (0, false);
        if (life[1]) setup_player (1, false);      
    }
    void check_over ()
    {
        if (bStone || life[0]==0 && life[1]==0)
            drawText (5*16, 7*16, "Game Over", 9);
        else if (nActEnemy + nEnemy == 0 && level == MAX_LEVEL)
            drawText (5*16, 7*16, "You  Win!", 9);
    }
    void check_levelup()
    {
        static int c = 0; if(++c>255) c=0;
        if (nActEnemy + nEnemy == 0 && level < MAX_LEVEL) {    
            SetTextColor (hdc,  RGB(255,(c+55)%256,c));
            TextOut (hdc, 5*16*3+6, 7*16*3,
                 "請按空白鍵進入下一關", 20);
            if (GetAsyncKeyState (VK_SPACE) >= 0) return;
            memset (bg.data, 0x22, 4*bg.w*bg.h);
            new_level();
        }
    }
    void create_bonus (int id)
    {
        bonus.id   = id;
        bonus.x    = rand()%(W-1) *16;
        bonus.y    = rand()%(H-1) *16;
        bonus.life = 280;
    }
    void draw_bonus()
    {
        if (bonus.life > 0) {bonus.life--; draw_canvas (bonus);}
    }
    void colisionTest()
    {
        Depot *d, *d2; Tank* t;
        int i,j,k,l;
        if (enemyHoldTime > 0)
            enemyHoldTime--;
        for (i=0; i<MAX_TANK; ++i)                  //畫出坦克
            if ((t = tank+i)->bActive) {
                if (i>1 && t->nBegin<=0 && enemyHoldTime <= 0)
                    t->autoMove();                  //移動敵方坦克
                t->draw();
                if (t->nBegin > 0) continue;        //閃爍時不做碰撞測試
                for (j=0; j<3; ++j) {               //處理子彈和坦克的碰撞
                    if (t->depot == (d = &depot[j])) continue;
                    for (k=0; k<d->nLimit; ++k)
                        if (d->bullet[k].bActive &&
                            t->bCollide (d->bullet[k])) {
                            if (t->nShield > 0){    //護盾狀態時吸收子彈
                                if (--d->bullet[k].life <= 0)
                                    d->bullet[k].bActive= false;
                                continue;
                            }
                            d->checkExplode (d->bullet[k]);
                            t->checkExplode ();
                            if (t->life == 0 && i>1) {
                                nActEnemy--;
                                if (t->nFlick > 0)
                                    create_bonus(t->bonus);
                            }
                        }
                }
            }
        Sprite *b, *b2;
        for (j=0; j<3; ++j) {                       //子彈碰撞處理
            d = depot + j;
            d->processBullets ();                   //和景物的碰撞
            for (i=0; i<d->nLimit; ++i)             //和其他子彈的碰撞
                for (b= d->bullet+i, k=0; k<3; ++k)
                    if (k != j && b->bActive)
                        for (d2= depot+k, l=0; l<d2->nLimit; ++l) {
                            b2 = d2->bullet + l;
                            if (b2->bActive && b->bCollide (*b2)) {
                                if (--b->life <= 0) b->bActive = false;
                                if (--b2->life<= 0) b2->bActive= false;
                            }
                        }
        }
    }
    void check_player()
    {
        for (int j,i=0; i<2; ++i)
            if (life[i] == 0) continue;
            else if (!tank[i].bActive) {            //還有命嗎?
                if (--life[i] > 0) setup_player (i, true);
            }
            else if (bonus.life > 0 &&
                     tank[i].nBegin <= 0 &&
                     tank[i].bCollide (bonus)) {
                bonus.life = 0;
                switch (bonus.id - BONUS) {         //若吃到特殊道具
                case Bonus::LIFE:   life[i]++;           break;
                case Bonus::CLOCK:  enemyHoldTime = 240; break;
                case Bonus::SHOVEL: setProtect (true);   break;
                case Bonus::HELMET: tank[i].shield();    break;
                case Bonus::STAR:   tank[i].levelup();   break;
                case Bonus::BOMB:
                     for (j=2; j<MAX_TANK; ++j)
                        if (tank[j].bActive && tank[i].nBegin < 1)
                            tank[j].life = 1,
                            tank[j].checkExplode(),
                            nActEnemy--;
                }
            }
    }
    void _cdecl drawText (int x, int y, char* fmt...)
    {
        static char s[64];
        static int bits = GetDeviceCaps (hdc, BITSPIXEL) *
                          GetDeviceCaps (hdc, PLANES);
        static BITMAPINFO f = {{40,txtW,-txtH,1,bits,0,0,0,0,0,0},{{0}}};
        Rectangle (hdcMem, -1, -1, txtW+1, txtH+1);
        vsprintf_s (s, fmt, (char*)(&fmt+1));
        TextOut (hdcMem, 0, 0, s, strlen(s));
        GetDIBits (hdcMem, hBmp, 0,txtH, text.data, &f, DIB_RGB_COLORS);
        if (bits == 16)
             canvas.draw16 (text, x, y, RGB(180,80,80));
        else canvas.draw32 (text, x, y, RGB(180,80,80));
    }
    void update ()                      
    {     
        memset (canvas.data, 0xC0, 4*canvas.w*canvas.h);
        drawText (16*6-8,   2,   "LEVEL%2d", level);
        drawText (16*11,    2,   "  [%2d] ", nEnemy);
        drawText (16*1, 16*14+2, "P1:%2d  ", life[0]);
        drawText (16*9, 16*14+2, "  P2:%2d", life[1]);
        canvas.draw (bg, mapX, mapY);               //繪出背景
        draw_river();                               //畫出河流
        create_enemy();
        colisionTest();                             //移動物件並處理碰撞
        check_player();                             //吃東西與重生
        Map::update();                              //繪出前景
        draw_bonus();                               //繪出道具
        check_over();
        show (canvas, 0,0);
        check_levelup();                            //是否進到下一關
    }
    void show (Image& in, int x, int y) 
    {
        BITMAPINFO info = {{40, in.w, -in.h, 1,32,0,0,0,0,0,0},{{0}}};
        StretchDIBits (hdc, x, y, int(in.w*2.7), int(in.h*2.7),
            0, 0, in.w, in.h, in.data, &info, DIB_RGB_COLORS, SRCCOPY);
    }
    void key_control()                              //按鍵控制
    {                    
        #define PRESS(key) if (GetAsyncKeyState(key)& 0x8000)
        PRESS (VK_ESCAPE) bOver = true;
        if (bStone) return;
        if (tank[0].bActive) {                      //操控玩家1
            PRESS ('S') tank[0].move (DOWN); else
            PRESS ('A') tank[0].move (LEFT); else
            PRESS ('D') tank[0].move (RIGHT);else
            PRESS ('W') tank[0].move (UP);  
            PRESS ('H') tank[0].fire ();
        }
        if (tank[1].bActive) {                      //操控玩家2
            PRESS (VK_DOWN  ) tank[1].move (DOWN); else
            PRESS (VK_LEFT  ) tank[1].move (LEFT); else
            PRESS (VK_RIGHT ) tank[1].move (RIGHT);else
            PRESS (VK_UP    ) tank[1].move (UP);  
            PRESS (VK_NUMPAD0)tank[1].fire ();
        }
    }
    Game()
    {
        init();
        for (DWORD curr = timeGetTime(); !bOver;)   
            if (timeGetTime() - curr > 20) {
                update();
                key_control();
                curr = timeGetTime();
            }
        release ();
    }
}_;
/*******************/


code 用 VC++ 或 Dev C++ 來編譯,編譯時以 console mode 編譯。

Dev C++ 要在 [專案選項>參數>連結器]
內設定 -lwinmm、-lGDI32,
並將 vsprintf_s 改成 vsprintf。

Q&A:

@一開始的構築要怎規劃呢?

首先要讓遊戲以穩定的速度進行
也就是讓 FPS 盡量維持在一定範圍
在這段時間內,進行畫面更新和玩家輸入處理
最簡單的計時器架構是:

bool bGameOver; //是否結束遊戲
DWORD curr; //目前的時間點
int frequence = 50; //更新率

curr = timeGetTime();
while (!bGameOver)
if (timeGetTime() - curr > 1000/frequence)
{
update(); //畫面更新
key_control(); //玩家輸入處理
curr = timeGetTime();
}

接著是秀圖,由於各平台的繪圖 API 不盡相同
我們會把秀圖功能統一包裝在一個函式中
然後在其中呼叫系統相關的繪圖函式,如 2D 方面有:
xlib、Glib、libXt、BGI、OpenGL、DirectX、GDI、
GDI+、Motif、LessTif、Qt/KDE、GTK+/Gnome.. 等。

圖會先畫在一塊 buffer 上,再根據玩家螢幕解析度進行縮放。
程式中使用 StretchDIBits 達成此目的。

處理輸入有許多方法語誨誥認,皆為 platform dependent
如 Win32 上有 kbhit + getch,GetAsyncKeyState、或 DirectInput。
因為 Battle City 一次要分析的按鍵不多
這裡便使用 GetAsyncKeyState 來讀取按鍵狀態。

順便附上Neil用Visual C++ 2008編譯出來的執行檔
沒有編譯程式的就點下面連結下載吧~
點我

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