中级天翼
在网上抄的,第一行就编译错误
#include <easyx.h>
#include <time.h>
#include <conio.h>
class Bullet;
class Tank;
class E_Bullet;
class Boss;
bool dead = false;
bool wined = false;
struct pos//坐标类
{
int a;
int b;
};
class E_Bullet//敌人打出的子弹
{
public:
clock_t d;
int x;
int y;
bool on = false;
pos show()//画出新的位置
{
setfillcolor(RGB(255, 180, 20));
fillrectangle(x - 5, y - 5, x + 5, y + 5);
return pos{ x,y };
}
pos del()//覆盖原来的位置
{
setfillcolor(0);
setlinecolor(0);
fillrectangle(x - 5, y - 5, x + 5, y + 5);
rectangle(x - 5, y - 5, x + 5, y + 5);
return pos{ x,y };
}
pos move()//左移
{
x -= 3;
return pos{ x,y };
}
};
class Bullet//玩家打出的子弹,同上
{
public:
clock_t d;
int x;
int y;
bool on = false;
pos show()
{
setfillcolor(RGB(150, 180, 210));
fillrectangle(x - 5, y - 5, x + 5, y + 5);
return pos{ x,y };
}
pos del()
{
setfillcolor(0);
setlinecolor(0);
fillrectangle(x - 5, y - 5, x + 5, y + 5);
rectangle(x - 5, y - 5, x + 5, y + 5);
return pos{ x,y };
}
pos move()//右移
{
x += 3;
return pos{ x,y };
}
};
class Boss//敌人
{
public:
bool hurting = false;
clock_t d_hurt;
COLORREF clr = RGB(0, 130, 125);
int x;
int y;
int hp = 100;//生命
clock_t d;//判断举例上一次执行某一函数过了多久
clock_t att_d;
bool angle = false;//方向
pos show()
{
setfillcolor(clr);
fillrectangle(x - 20, y - 40, x + 20, y + 40);
return pos{ x,y };
}
pos del()
{
setfillcolor(0);
setlinecolor(0);
rectangle(x - 20, y - 40, x + 20, y + 40);
fillrectangle(x - 20, y - 40, x + 20, y + 40);
return pos{ x,y };
}
void fire(E_Bullet& but)//攻击
{
but.on = true;//放置一个子弹
but.x = x - 20;
but.y = y;
but.d = clock();
}
void move()//上上下下得移动
{
if (angle == true)
y -= 5;
if (angle == false)
y += 5;
if (y >= 440)
angle = true;
if (y <= 40)
angle = false;
}
void hurt()//受伤
{
hp -= 4;
d_hurt = clock();
setfillcolor(0);
setlinecolor(WHITE);
fillrectangle(160, 485, 560, 510);//更新血条
rectangle(160, 485, 160 + hp * 4, 510);
setfillcolor(RGB(230, 0, 1));
setlinecolor(RGB(255, 255, 255));
fillrectangle(160, 485, 160 + hp * 4, 510);
rectangle(160, 485, 160 + hp * 4, 510);
hurting = true;
if (hp <= 0)//死亡
{
wined = true;
}
}
};
class Tank//玩家类,同上
{
public:
bool hurting = false;
int hp = 100;
int x;
COLORREF clr = RGB(150, 180, 210);
int y;
clock_t d_hurt;
Tank() {}
Tank(int _x, int _y) { x = _x; y = _y; }
Tank operator=(pos p) { x = p.a; y = p.a; }
pos show()
{
setfillcolor(clr);
fillrectangle(x - 25, y - 25, x + 25, y + 25);
setfillcolor(RGB(100, 200, 180));
fillrectangle(x, y + 5, x + 40, y - 5);
return pos{ x,y };
}
pos del()
{
setfillcolor(0);
setlinecolor(0);
fillrectangle(x - 25, y - 25, x + 25, y + 25);
rectangle(x - 25, y - 25, x + 25, y + 25);
fillrectangle(x, y + 5, x + 40, y - 5);
rectangle(x, y + 5, x + 40, y - 5);
return pos{ x,y };
}
void fire(Bullet& but)
{
but.on = true;
but.x = x + 45;
but.y = y;
but.d = clock();
but.show();
}
void hurt()
{
hp -= 2;
d_hurt = clock();
setfillcolor(0);
setlinecolor(WHITE);
fillrectangle(160, 515, 560, 540);
rectangle(160, 515, 560, 540);
rectangle(160, 515, 160 + hp * 4, 540);
setfillcolor(RGB(0, 255, 1));
setlinecolor(RGB(255, 255, 255));
fillrectangle(160, 515, 160 + hp * 4, 540);
rectangle(160, 515, 160 + hp * 4, 540);
hurting = true;
if (hp <= 0)
dead = true;
}
};
#define BT_MAX 8
int main()
{
initgraph(640, 550, 4);//初始化屏幕
settextcolor(RGB(0, 254, 0));
settextstyle(35, 0, _T("黑体"));
outtextxy(150, 200, _T("W,S移动,K攻击"));
Sleep(3000);
setlinecolor(0);
setfillcolor(0);
rectangle(0, 0, 640, 550);
fillrectangle(0, 0, 640, 550);
setlinecolor(RGB(255, 255, 255));
setfillcolor(RGB(255, 255, 255));
clock_t delay = clock();//玩家移动的延时
clock_t d_f = clock();//玩家开火的延时
line(0, 481, 640, 481);//分割画面与血条
Bullet bt[BT_MAX];//玩家的子弹
Tank tk(30, 30);//玩家
Boss bo;//敌人
bo.x = 580;
bo.y = 240;
E_Bullet ebt[BT_MAX];//敌人的子弹
bo.d = clock();//初始化延时
bo.att_d = clock();
tk.show();
settextstyle(20, 0, _T("黑体"));
outtextxy(10, 485, _T("BOSS的生命值:"));
setfillcolor(RGB(230, 0, 1));
fillrectangle(160, 485, 560, 510);//敌人血条
outtextxy(10, 520, _T("玩家的生命值:"));
setfillcolor(RGB(0, 255, 1));
fillrectangle(160, 515, 560, 540);//玩家血条
while (1)//主循环
{
if (wined || dead)//玩家死了或者敌人死了
break;
if (GetAsyncKeyState('W') & 0x8000)//玩家移动
{
if (tk.y > 28 && (clock() - delay) >= 40)
{
tk.del(); tk.y -= 3; tk.show(); delay = clock();
}
}
if (GetAsyncKeyState('w') & 0x8000)//玩家移动
{
if (tk.y > 28 && (clock() - delay) >= 40)
{
tk.del(); tk.y -= 3; tk.show(); delay = clock();
}
}
if (GetAsyncKeyState('k') & 0x8000)//玩家开火
{
for (int i = 0; i < BT_MAX; i++)
{
if (bt[i].on == false && (clock() - d_f) > 800)
{
bt[i].on = true;
tk.fire(bt[i]);
d_f = clock();
break;
}
}
}
if (GetAsyncKeyState('K') & 0x8000)//玩家开火
{
for (int i = 0; i < BT_MAX; i++)
{
if (bt[i].on == false && (clock() - d_f) > 800)
{
tk.fire(bt[i]);
d_f = clock();
break;
}
}
}
if (GetAsyncKeyState('S') & 0x8000)//玩家移动
{
if (tk.y < 452 && (clock() - delay) >= 40)
{
tk.del(); tk.y += 3; tk.show(); delay = clock();
}
}
if (GetAsyncKeyState('s') & 0x8000)//玩家移动
if (tk.y < 452 && (clock() - delay) >= 40)
{
tk.del(); tk.y += 3; tk.show(); delay = clock();
}
for (int i = 0; i < BT_MAX; i++)//遍历子弹,使子弹刷新
{
if (bt[i].on == true && (clock() - bt[i].d) > 20)
{
bt[i].del();
bt[i].move();
bt[i].show();
bt[i].d = clock();
if (bt[i].x >= 635)
bt[i].on = false, bt[i].del();//到达了屏幕最右端
if ((bt[i].x + 5 >= bo.x - 20 && bt[i].x - 5 <= bo.x + 20) && (bt[i].y - 5 < bo.y + 40 && bt[i].y + 5 > bo.y - 40))
//击中敌人
bt[i].on = false, bo.hurt(), bt[i].del();
}
}
if (clock() - bo.att_d > 700)//敌人自动开火
{
for (int i = 0; i < BT_MAX; i++)
{
if (ebt[i].on == false)
{
bo.fire(ebt[i]); break;
}
}
bo.att_d = clock();
}
for (int i = 0; i < BT_MAX; i++)//敌人子弹刷新,同上
{
if (ebt[i].on == true && (clock() - ebt[i].d > 20))
{
ebt[i].del();
ebt[i].move();
ebt[i].show();
ebt[i].d = clock();
if (ebt[i].x < 5)
ebt[i].del(), ebt[i].on = false;
if (ebt[i].x - 5 < tk.x + 25 && ebt[i].x + 5 > tk.x - 25 && ebt[i].y - 5 < tk.y + 25 && ebt[i].y + 5 > tk.y - 25)
{
ebt[i].on = false, tk.hurt(), ebt[i].del();
}
}
}
if (tk.hurting == true)//玩家受伤闪烁0.1秒
if (clock() - tk.d_hurt > 100)
{
tk.clr = RGB(150, 180, 210), tk.show(), tk.hurting = false;
}
else
tk.clr = RGB(255, 0, 0), tk.show();
if (bo.hurting == true)//敌人受伤闪烁0.1秒
if (clock() - bo.d_hurt > 100)
{
bo.clr = RGB(0, 130, 125), bo.show(), bo.hurting = false;
}
else
bo.clr = RGB(0, 255, 0), bo.show();
if (clock() - bo.d > 50)//敌人移动延时;
bo.del(), bo.move(), bo.show(), bo.d = clock();
}
if (wined)//胜负已分
{
settextcolor(RGB(0, 254, 0));
settextstyle(35, 0, _T("黑体"));
outtextxy(150, 200, _T("你打败了boss!你赢了!!"));
}
else
{
settextcolor(RGB(254, 0, 0));
settextstyle(35, 0, _T("黑体"));
outtextxy(140, 200, _T("你被boss打败了!"));
}
Sleep(5000);
closegraph();
return 0;
}
高级光能
这是EasyX。。。
上面是中国站
在上面可以下载
也有教程
https://zhuanlan.zhihu.com/p/86453196
上面是洛谷的介绍
陈振轩在2020-11-11 19:37:21追加了内容
似乎只能用Visual Studio。。