前言
呵呵 这大概是 大学里面的 c++ 贪吃蛇了吧
有一些 面向对象的理解, 但是不多
这里 具体的实现 就不赘述, 仅仅是 发一下代码 以及 具体的使用
坦克大战
#include<iostream>
#include<windows.h>
#include<conio.h>
#include<ctime>
#include<string>
#include<list>
using namespace std;
#define N 4
class Tank_War;
void set_pos(int x, int y);
class Object
{
protected:int x, y;int dir;int life;public:Object() : x(0), y(0), dir(-1),life(1) {}Object(int x, int y, int dir, int life) : x(x), y(y), dir(dir), life(life) {} void move();void paint() { }void reduce_blood() { life -= 1; }void increase_blood() { life += 1; }bool is_failure();virtual void print(){cout<<x<<"--"<<y<<"=="<<life<<"--"<<endl;}
};class Missile : public Object
{
public:Missile() : Object() {}Missile(int x, int y, int dir, int life) : Object(x, y, dir, life) {}bool move();void paint(string icon);int get_x()const { return x; }int get_y()const { return y; }void set_info(int x, int y, int dir) { this -> x = x; this -> y = y; this -> dir = dir; };bool operator==(const Missile&_x){return (x==_x.x && y==_x.y&&dir==_x.dir); } //list中remove是需要重载==
};class Tank : public Object
{
private:int pre_dir;list<Missile> missile_list;public:Tank() : Object(), pre_dir(-1) {}Tank(int x, int y, int dir, int life) : Object(x, y, dir,life) {pre_dir = dir;};void del_before_move();void move(Tank_War &game, string name);void paint(string icon);int get_x() const { return x; }int get_y() const { return y; }int get_dir()const { return dir; }void set_dir(int dir){ pre_dir = this -> dir; this -> dir = dir; }void set_location(int x, int y){ this -> x = x; this -> y = y; }void emission_missile();void missile_move();void check_missile(Tank_War &game, string name);bool check_missile_strike(Missile& missile, Tank& tank);
// bool check_is_right(int x, int y, int dir);int distance_squre(int x_1, int y_1, int x_2, int y_2);int distance_squre(Tank& tank_2);bool operator==(const Tank&_x){return (x==_x.x && y==_x.y&&dir==_x.dir); }
};class Tank_War
{
private:Tank lead;list<Tank> enemy_list;int tot;int grade;bool over;public:Tank_War():lead(28, 21, -1, 4), grade(0), tot(0), over(false) {};int game();void game_over() { over = true; }int draw_menu();void draw_game_interface();Tank* get_lead() { return &lead; }list<Tank>::iterator get_enemy_list_begin() { return enemy_list.begin(); }list<Tank>::iterator get_enemy_list_end() { return enemy_list.end(); }Tank* create_enemy();void enemy_move();
// bool check_is_right(int x, int y, int dir);bool can_move(Tank &tank, string name);bool can_move(Tank& x, Tank& y);void check_missile(string name);void supply_enemy();int get_random_direction();list<Tank>::iterator remove_from_enemy_list(list<Tank>::iterator it) { return enemy_list.erase(it); }void reduce_tot() { tot--; }void increase_grade() { grade+=5;set_pos(68, 3);cout<<grade; }
};int main()
{Tank_War g;g.game();system("pause");return 0;
}int Tank_War::game()
{bool is_move = true;int speed = draw_menu();system("cls");draw_game_interface();supply_enemy();while(!over){if(!lead.is_failure()){if(tot<N) supply_enemy();if(GetAsyncKeyState(VK_UP)) lead.set_dir(-1);else if(GetAsyncKeyState(VK_DOWN)) lead.set_dir(1);else if(GetAsyncKeyState(VK_LEFT)) lead.set_dir(-2);else if(GetAsyncKeyState(VK_RIGHT)) lead.set_dir(2);else is_move = false;if(is_move) lead.move(*this, "lead"); enemy_move();if(GetAsyncKeyState(VK_RETURN)) lead.emission_missile(); if(enemy_list.size() != 0){check_missile("lead");check_missile("enemy");} }is_move = true;lead.missile_move();Sleep(100);}return 0;
}void set_pos(int x, int y)
{HANDLE cursor = GetStdHandle(STD_OUTPUT_HANDLE);COORD position = {x, y};SetConsoleCursorPosition(cursor, position);
}void draw_rect(int x_1, int y_1, int x_2, int y_2, string icon)
{if(x_1 > x_2) swap(x_1, x_2);if(y_1 > y_2) swap(y_1, y_2);int n_1 = y_2 - y_1 + 1;int n_2 = (x_2 - x_1)/icon.size() + 1;for(int i=0; i<n_1; i++){set_pos(x_1, y_1+i);for(int j=0; j<n_2; j++)cout<<icon;}
} int Tank_War::draw_menu()
{int speed = 0;draw_rect(0, 3, 79, 3, "-");draw_rect(0, 5, 79, 5, "-");set_pos(25, 2);cout<<"welcome to airplane war games ";set_pos(25, 4);cout<<"↑ up ↓ down enter confirm";set_pos(20, 10);cout<<"1.easy easy mode enemy move slow";set_pos(20, 14);cout<<"2.difficult difficult mode enemy move fast";set_pos(20, 20);cout<<"made by He Xiong . begin at 2014_01_08";draw_rect(0, 19, 79, 19, "-");draw_rect(0, 22, 79, 22, "-");set_pos(18, 10);cout<<"->";int y = 10;while(true){if(GetAsyncKeyState(VK_UP) || GetAsyncKeyState(VK_DOWN)){if(y == 10){set_pos(18, y); cout<<" ";y = 14;set_pos(18, y); cout<<"->";speed = 1;}else if(y == 14){set_pos(18, y); cout<<" ";y = 10;set_pos(18, y); cout<<"->";speed = 0;}}else if(GetAsyncKeyState(VK_RETURN)) break;Sleep(200);}return speed;
}void Tank_War::draw_game_interface()
{draw_rect(0, 0, 78, 0, "◆");draw_rect(0, 23, 78, 23, "◆");draw_rect(0, 1, 0, 22, "◆");draw_rect(58, 1, 58, 22, "◆");draw_rect(78, 1, 78, 22, "◆");int x = 62;set_pos(x, 3); cout<<"GRADE:0";set_pos(x, 5); cout<<"LEVEL:1";set_pos(62, 7); cout<<"↑ UP";set_pos(x, 9); cout<<"↓ down";set_pos(x, 11); cout<<"← left";set_pos(x, 13); cout<<"→ right";set_pos(x, 17); cout<<"life:■■";set_pos(x+5, 18); cout<<"■■";lead.set_location(28, 10);lead.paint("■");set_pos(0, 0);
}Tank* Tank_War::create_enemy()
{int n = 0, k = 0;int x = 0, y = 0, dir = 0;Tank *p = NULL;srand((unsigned)time(NULL));while(k != 4){n = rand()%2;if(n%2 == 0){x = 4; n = rand()%2;if(n%2 == 0) y = 2;else y = 21;}else{x = 54; n = rand()%2;if(n%2 == 0) y = 2;else y = 21;}dir = get_random_direction();p = new Tank(x, y, dir, 1);enemy_list.push_back(*p);if(can_move(*p, "enemy")){ break; }else { enemy_list.pop_back(); delete p; p = NULL; }k++;}return p;
}
/*
bool Tank::check_is_right(int x, int y, int dir)
{if(distance_squre(x, y, this -> x, this -> y) > 9)return true;else return false;
}
*//*
bool Tank_War::check_is_right(int x, int y, int dir)
{int flag = 0;if(!lead.check_is_right(x, y, dir)) ++flag;list<Tank>::iterator it = NULL;for(it=enemy_list.begin(); it!=enemy_list.end(); ++it)if(!it -> check_is_right(x, y, dir)) ++flag;if(flag == 0) return true;else return false;
}
*/
void Tank_War::supply_enemy()
{int n = N - tot;Tank *p = NULL;for(int i=0; i<n; i++){if((p = create_enemy()) != NULL){tot++; p -> paint("■");delete p; p = NULL;}}
}void Missile::paint(string icon)
{set_pos(x, y); cout<<icon;
}void Tank::paint(string icon)
{draw_rect(x-2, y, x+2, y, icon);draw_rect(x, y-1, x, y+1, icon);if((dir+2)%2 == 0){set_pos(x-dir, y-1); cout<<icon;set_pos(x-dir, y+1); cout<<icon;}else if((dir+2)%2 == 1){set_pos(x-2, y-dir); cout<<icon;set_pos(x+2, y-dir); cout<<icon;}/* //不是很好,前面两点的会闪set_pos(x-2, y-1);cout<<"■■■";set_pos(x-2, y);cout<<"■■■";set_pos(x-2, y+1);cout<<"■■■";if((dir+2)%2 == 0){set_pos(x+dir, y-1); cout<<" ";set_pos(x+dir, y+1); cout<<" ";draw_rect(x-dir, y-1, x-dir, y+1);}else if((dir+2)%2 == 1){set_pos(x-1, y+dir); cout<<" ";set_pos(x+1, y+dir); cout<<" ";draw_rect(x-2, y-dir, x+2, y-dir);}
*/
}bool Missile::move()
{if(x>2 && x<56 && y>1 && y <22){if((dir+2)%2 == 0){set_pos(x, y); cout<<" ";x += dir; paint("●");}else if((dir+2)%2 == 1){set_pos(x, y); cout<<" ";y += dir; paint("●");}return true;}else{if(x==0 || x==58 || y==0 || y==23) ;else{ set_pos(x, y); cout<<" ";}return false;}
}void Tank::move(Tank_War& game, string name)
{if(x>2 && x<56 && y>1 && y <22)if((dir+2)%2 == 0){Tank p(x+dir, y, dir, 1);if(x+dir>2 && x+dir<56){if(game.can_move(p, name)){//draw_rect(x-dir, y-1, x-dir, y+1, " ");//draw_rect(x+dir, y, x+dir, y, " "); //为了解决在角落是的BUGdel_before_move();x+=dir;paint("■");}}else {if(pre_dir > 0) draw_rect(x+dir, y-1, x+dir, y-1, " ");else draw_rect(x+dir, y+1, x+dir, y+1, " ");paint("■");}}else{Tank p(x, y+dir, dir, 1);if(y+dir>1 && y+dir<22){if(game.can_move(p, name)){del_before_move();y+=dir;paint("■");}}else {if(pre_dir > 0) draw_rect(x-2, y+dir, x-2, y+dir, " ");else draw_rect(x+2, y+dir, x+2, y+dir, " ");paint("■");}}}void Tank::del_before_move()
{if(pre_dir == dir) if((dir + 2) % 2 == 0) draw_rect(x-dir, y-1, x-dir, y+1, " ");else draw_rect(x-2 , y-dir, x+2, y-dir, " ");else if(pre_dir == -dir) if((dir + 2) % 2 == 0) draw_rect(x+pre_dir, y, x+pre_dir, y, " ");else draw_rect(x , y+pre_dir, x, y+pre_dir, " ");else if(pre_dir == 2/dir) if((dir + 2) % 2 == 0) draw_rect(x-dir, y, x-dir, y-pre_dir, " ");else draw_rect(x, y-dir, x-pre_dir, y-dir, " ");elseif((dir + 2) % 2 == 0) draw_rect(x-dir, y, x-dir, y-pre_dir, " ");else draw_rect(x, y-dir, x-pre_dir, y-dir, " ");
}bool Tank_War::can_move(Tank& tank, string name)
{if(name == "lead"){list<Tank>::iterator it = NULL;if(enemy_list.size() != 0){for(it=enemy_list.begin(); it!=enemy_list.end(); it++){if(!can_move(*it, tank)) return false;}}}else{int flag = 0;if(!can_move(lead, tank)) return false;list<Tank>::iterator it = NULL;if(enemy_list.size() != 0){for(it=enemy_list.begin(); it!=enemy_list.end(); it++){ if(!can_move(*it, tank)) flag++;/*if(tank == *it) {if(flag) flag = false;else return false;}else{if(!can_move(tank,tank.get_dir() , *it)) return false;}*/}if(flag!=1) return false;else return true;}}return true;
}bool Tank_War::can_move(Tank& tank_1, Tank& tank_2)
{int x_1 = 0, x_2 = 0, y_1 = 0, y_2 = 0;int dis = tank_1.distance_squre(tank_2);if(dis > 8) return true;else if(dis == 8){if((tank_1.get_dir()+2)%2 == 0){if(tank_1.get_dir() > 0) {x_1 = tank_1.get_x(); x_2 = tank_2.get_x();y_1 = tank_1.get_y(); y_2 = tank_2.get_y();}else{x_1 = tank_2.get_x(); x_2 = tank_1.get_x();y_1 = tank_2.get_y(); y_2 = tank_1.get_y();}if(x_1 > x_2){if(y_1 > y_2){if(tank_2.get_dir() == tank_1.get_dir() || tank_2.get_dir() == 2/tank_1.get_dir()) return true;else return false;}else{if(tank_2.get_dir() == tank_1.get_dir() || tank_2.get_dir() == -2/tank_1.get_dir()) return true;else return false;}}else return true;}else{if(tank_1.get_dir() > 0) {x_1 = tank_1.get_x(); x_2 = tank_2.get_x();y_1 = tank_1.get_y(); y_2 = tank_2.get_y();}else{x_1 = tank_2.get_x(); x_2 = tank_1.get_x();y_1 = tank_2.get_y(); y_2 = tank_1.get_y();}if(y_1 > y_2){if(x_1 > x_2){if(tank_2.get_dir() == tank_1.get_dir() || tank_2.get_dir() == 2/tank_1.get_dir()) return true;else return false;}else{if(tank_2.get_dir() == tank_1.get_dir() || tank_2.get_dir() == -2/tank_1.get_dir()) return true;else return false;}}else return true;}}else if(dis == 5) { //static int d=0;d++;set_pos(20,20+d);cout<<dis<<"D"<<endl;if((tank_1.get_dir()+2)%2 == 0){if(tank_1.get_dir() > 0) {x_1 = tank_2.get_x(); x_2 = tank_1.get_x();y_1 = tank_2.get_y(); y_2 = tank_1.get_y();}else{x_1 = tank_1.get_x(); x_2 = tank_2.get_x();y_1 = tank_1.get_y(); y_2 = tank_2.get_y();}if(x_1 > x_2){if(y_1 > y_2){if(tank_2.get_dir() == -tank_1.get_dir() || tank_2.get_dir() == -2/tank_1.get_dir()) return true;else return false;}else{if(tank_2.get_dir() == -tank_1.get_dir() || tank_2.get_dir() == -2/tank_1.get_dir()) return true;else return false;}}else return false;}else{if(tank_1.get_dir() < 0) {x_1 = tank_1.get_x(); x_2 = tank_2.get_x();y_1 = tank_1.get_y(); y_2 = tank_2.get_y();}else{x_1 = tank_2.get_x(); x_2 = tank_1.get_x();y_1 = tank_2.get_y(); y_2 = tank_1.get_y();}if(y_1 > y_2){if(x_1 > x_2){if(tank_2.get_dir() == -tank_1.get_dir() || tank_2.get_dir() == -2/tank_1.get_dir()) return true;else return false;}else{if(tank_2.get_dir() == -tank_1.get_dir() || tank_2.get_dir() == 2/tank_1.get_dir()) return true;else return false;}}else return false;}}else return false;
}bool Object::is_failure()
{if(life != 0) return false;else return true;
}void Tank::emission_missile()
{Missile p;if((dir+2)%2 == 0)p.set_info(x+2*dir, y, dir);else if((dir+2)%2 == 1)p.set_info(x, y+2*dir, dir);missile_list.push_back(p);if(p.get_x()==0 || p.get_x()==58 || p.get_y()==0 || p.get_y()==23) ;else p.paint("■");Sleep(100);
}void Tank::missile_move()
{list<Missile>::iterator it = NULL;if(missile_list.size() != 0) //这里一定要判空for(it=missile_list.begin(); it!=missile_list.end(); it++){if(!it -> move())it = missile_list.erase(it); //删除此步后当前迭代器会“失效”}
}void Tank_War::check_missile(string name)
{if(name == "lead")lead.check_missile(*this, "lead");else{list<Tank>::iterator it = NULL;for(it = enemy_list.begin(); it != enemy_list.end(); it++)it -> check_missile(*this, "enemy");}
}void Tank::check_missile(Tank_War &game, string name)
{list<Missile>::iterator it_1 = NULL;list<Tank>::iterator it_2 = NULL;if(name == "lead"){if(missile_list.size() != 0)for(it_1=missile_list.begin(); it_1!= missile_list.end(); it_1++){for(it_2=game.get_enemy_list_begin(); it_2!=game.get_enemy_list_end(); it_2++)if(it_1 != missile_list.end())if(check_missile_strike(*it_1, *it_2)) {it_1 = missile_list.erase(it_1);if(it_2 -> is_failure()){game.increase_grade();it_2 -> paint(" ");it_2 = game.remove_from_enemy_list(it_2);game.reduce_tot();}} }}else{if(missile_list.size() != 0){if(it_1 != missile_list.end())for(it_1=missile_list.begin(); it_1!= missile_list.end(); it_1++)if(check_missile_strike(*it_1, *(game.get_lead()))) {it_1 = missile_list.erase(it_1);if(game.get_lead() -> is_failure()) game.game_over();else {game.get_lead() -> paint(" ");game.get_lead() -> set_location(28, 10);game.get_lead() -> paint("■");}}if(it_1 != missile_list.end())for(it_1=missile_list.begin(); it_1!= missile_list.end(); it_1++){for(it_2=game.get_enemy_list_begin(); it_2!=game.get_enemy_list_end(); it_2++)if(check_missile_strike(*it_1, *it_2)) {it_1 = missile_list.erase(it_1);it_2 -> increase_blood();}}}}
}bool Tank::check_missile_strike(Missile& missile, Tank& tank)
{int dis = 0;if((dis = distance_squre(missile.get_x(), missile.get_y(), tank.get_x(), tank.get_y())) <= 2){if(dis == 2){}else{missile.reduce_blood();tank.reduce_blood();missile.paint(" ");return true;}}return false;
}void Tank_War::enemy_move()
{int n = 0;srand((unsigned)time(NULL));list<Tank>::iterator it = NULL;if(enemy_list.size() != 0){for(it=enemy_list.begin(); it != enemy_list.end(); it++){it -> missile_move();n = rand()%3;if(n == 0)if(can_move(*it, "enemy")){n = get_random_direction();it -> set_dir(n);it->move(*this, "enemy");}n = rand()%8;if(n == 0) it -> emission_missile();}}
}int Tank::distance_squre(int x_1, int y_1, int x_2, int y_2)
{return (x_2 - x_1) * (x_2 - x_1) + (y_2 - y_1) * (y_2 - y_1);
}int Tank::distance_squre(Tank& tank_2)
{return distance_squre(x/2, y, tank_2.get_x()/2, tank_2.get_y());
}int Tank_War::get_random_direction()
{int n = 0;srand((unsigned)time(NULL));if((n = rand()%4) < 2) n -= 2;else n -= 1;return n;
}
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