/////////////////////////////////////////////////////////////////////////////////
//
//
//
//
/////////////////////////////////////////////////////////////////////////////////
#include <Stdio.h>
#include "CommonClass.h"
#include "LessonX.h"
#include<iostream>
using namespace std;
////////////////////////////////////////////////////////////////////////////////
//
//
CGameMain g_GameMain;
int g_iMap[11][13]=
{
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,2,2,0,0,0,0,0,0},
{0,0,0,0,0,0,2,0,0,0,0,0,0},
{0,0,2,3,3,1,2,1,3,3,2,0,0},
{0,0,0,2,3,3,2,3,3,2,0,0,0},
{0,0,0,1,2,3,3,3,2,1,0,0,0},
{0,0,0,2,0,1,0,1,0,2,0,0,0},
{0,0,4,3,4,3,4,3,4,3,4,0,0},
{0,1,0,1,0,0,0,0,0,1,0,1,0},
{0,0,0,0,0,1,1,1,0,0,0,0,0},
{0,0,0,0,0,1,0,1,0,0,0,0,0}
};
int g_iMap1[11][13]=
{
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,3,0,0,0,0,1,0,0,0,1,0},
{0,0,4,4,3,1,1,1,3,4,4,0,0},
{0,0,0,2,0,1,0,2,0,2,0,0,0},
{0,0,0,1,0,0,0,0,0,1,0,0,0},
{0,0,0,4,0,1,0,1,0,2,0,0,0},
{0,0,1,1,4,1,1,1,1,4,1,0,0},
{0,1,0,1,0,0,0,0,0,1,0,1,0},
{0,0,0,0,0,1,1,1,0,0,0,0,0},
{0,0,0,0,0,1,0,1,0,0,0,0,0}
};
int g_iMap2[11][13]=
{
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,4,4,4,4,4,4,4,4,4,0,0},
{0,0,0,1,0,1,0,1,0,1,0,0,0},
{0,0,0,1,0,0,0,0,0,1,0,0,0},
{0,0,0,2,0,1,0,1,0,2,0,0,0},
{0,3,3,3,3,3,3,3,3,3,3,3,0},
{0,1,0,1,0,0,0,0,0,1,0,1,0},
{0,0,0,0,0,1,1,1,0,0,0,0,0},
{0,0,0,0,0,1,0,1,0,0,0,0,0}
};
//==============================================================================
//
// 大体的程序流程为:GameMainLoop函数为主循环函数,在引擎每帧刷新屏幕图像之后,都会被调用一次。
//==============================================================================
//
// 构造函数
CGameMain::CGameMain()
{
m_iGameState = 0;
m_pSplash = new CSprite("splash");
m_pStart = new CSprite("start");
m_iBulletNum=0;
m_fTankEnemyTime=0.f;
m_iTankEnemyNumber=0;
m_pScore=new CTextSprite("Score");
m_pHight=new CTextSprite("height");
m_pEnemy=new CTextSprite("enemyNum");
m_pPlayerLife=new CTextSprite("playerlife");
m_pLevel=new CTextSprite("level");
m_iScore=0;//分数
m_iEnemy=0;//敌人数量
m_iHeight = 0;
m_fDeltaTime = 0.f;
fire=new CSound("fire.wav",0,1);
startSound=new CSound("start.wav",0,1);
hitSound=new CSound("blast.wav",0,1);
blast=new CEffect("blast","",2.f);
m_iRecord=1;
}
//==============================================================================
//
// 析构函数
CGameMain::~CGameMain()
{
delete m_pSplash;
delete m_pStart;
}
//==============================================================================
//
// 游戏主循环,此函数将被不停的调用,引擎每刷新一次屏幕,此函数即被调用一次
// 用以处理游戏的开始、进行中、结束等各种状态.
// 函数参数fDeltaTime : 上次调用本函数到此次调用本函数的时间间隔,单位:秒
void CGameMain::GameMainLoop( float fDeltaTime )
{
switch( GetGameState() )
{
// 初始化游戏,清空上一局相关数据
case 1:
{
GameInit();
SetGameState(2); // 初始化之后,将游戏状态设置为进行中
}
break;
// 游戏进行中,处理各种游戏逻辑
case 2:
{
m_pPlayerLife->SetTextValue(life);
m_pScore->SetTextValue(m_iDeadCount);
m_pEnemy->SetTextValue(0);
// TODO 修改此处游戏循环条件,完成正确游戏逻辑
if(life>0 && !m_pAim_nor->IsDead() && m_fDeltaTime<500&&m_iDeadCount<10)
{
GameRun(fDeltaTime);
}
else // 游戏结束。调用游戏结算函数,并把游戏状态修改为结束状态
{
m_pPlayerLife->SetTextValue(0);
SetGameState(0);
GameEnd();
}
}
break;
// 游戏结束/等待按空格键开始
case 0:
m_iRecord=1;
break;
default:
break;
};
}
//=============================================================================
//
// 每局开始前进行初始化,清空上一局相关数据
void CGameMain::GameInit()
{
life=3;
m_iTankState=0;
m_iEnemyCount=0;
m_iDeadCount=0;
m_pLevel->SetTextValue(m_iRecord);
m_pSplash->SetSpriteVisible(false);
m_pStart->SetSpriteVisible(false);
startSound->PlaySound();
CGameMain::SetGameState(2);
LoadMap();
m_pAim_nor=new CWeapon("aim_nor");
m_pAim_nor->CloneSprite("aim_nor");
m_vWeapon.push_back(m_pAim_nor);
m_pAim_nor->SetSpriteCollisionReceive(true);
m_pAim_nor->SetSpritePosition(0.f,20.f);
m_iBulletNum = 0;
m_iTankEnemyNumber = 0;
m_fTankEnemyTime = 4.f;
m_iScore = 0;
m_iHeight = 0;
m_iEnemy = 0;
m_fDeltaTime = 0.f;
FILE * fp =fopen("save.dat","r+");
if(fp)
{
fread(&m_iHeight,sizeof(int),1,fp);
fclose(fp);
}
m_pHight = new CTextSprite("hight");
m_pHight->SetTextValue(m_iHeight);
m_pTankPlayer=new CTankPlayer("player");//新建一个名字是myPlayer的我方坦克对象
m_pTankPlayer->CloneSprite("player");//我方坦克克隆在funcode模板中存在的名字为player的坦克,表示新建的坦克对象有现在精灵的所有属性
m_pTankPlayer->Init();
m_vWeapon.push_back(m_pTankPlayer);
}
//=============================================================================
//
// 每局游戏进行中
void CGameMain::GameRun( float fDeltaTime )
{
AddTankEnemy(fDeltaTime);
for(int i=0; i<m_vWeapon.size(); i++)
{
if(!m_vWeapon[i]->IsDead())
{
m_vWeapon[i]->OnMove(fDeltaTime);
m_vWeapon[i]->OnFire(fDeltaTime);
}
else
{
DeleteWeaponByName(m_vWeapon[i]->GetName());
}
}
m_fDeltaTime += fDeltaTime;
m_pScore->SetTextValue(m_iScore);
m_pHight->SetTextValue(m_iHeight);
m_pEnemy->SetTextValue(m_iEnemy);
if(m_pTankPlayer->IsDead()&&life>0)
{
m_pTankPlayer=new CTankPlayer("player"); //新建一个名字是myPlayer的我方坦克对象
m_pTankPlayer->CloneSprite("player"); //我方坦克克隆在funcode模板中存在的名字为player的坦克,表示新建的坦克对象有现在精灵的所有属性
m_pTankPlayer->Init();
m_vWeapon.push_back(m_pTankPlayer);
life--;
}
}
//=============================================================================
//
// 本局游戏结束
void CGameMain::GameEnd()
{
if(m_iRecord==1)
{
m_pSplash->SetSpriteVisible(true);
m_pStart->SetSpriteVisible(true);
}
m_pEnd=new CTankPlayer("gameover");
if(m_iRecord==3&&life>0&&!m_pAim_nor->IsDead())
{
m_pEnd->CloneSprite("victory");
m_pEnd->SetSpriteLifeTime(5.f);
m_pEnd->SetSpritePosition(0,0);
m_pStart->SetSpriteVisible(true);
m_pSplash->SetSpriteVisible(true);
}
if(life==0||m_pAim_nor->IsDead())
m_iRecord--;
DeleteAllSprite();
FILE * fp =fopen("save.dat","w+");
if(m_iScore>m_iHeight)
fwrite(&m_iScore,sizeof(int),1,fp);
fclose(fp);
m_iRecord++;
if(m_iRecord<=3)
SetGameState(1);
}
void CGameMain::OnKeyDown( const int iKey, const bool bAltPress, const bool bShiftPress, const bool bCtrlPress )
{
if( 0 ==GetGameState() )
{
if(iKey == KEY_SPACE&&m_iKey==1)
{
m_iGameState = 1;
}
if(iKey==KEY_X)
{
m_pJieshao=new CTankPlayer("jieshao");
m_pJieshao->SetSpriteLifeTime(2);
m_iKey=1;
}
}
if(m_iGameState==2)
{
m_pTankPlayer->OnMove(iKey,true);
}
if(m_iGameState==2&&iKey==KEY_C&&m_iTankState==0)
{
float x=m_pTankPlayer->GetSpritePositionX();
float y=m_pTankPlayer->GetSpritePositionY();
m_pTankPlayer->DeleteSprite();
m_pTankPlaye
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funcode坦克大战加强版 (229个子文件)
CommonClass.a 78KB
level.t2d.bak 1KB
tankwar.cbp 2KB
LessonX.cpp 15KB
Main.cpp 3KB
CTankEnemy.cpp 3KB
CTankPlayer.cpp 2KB
CBullet.cpp 1KB
CWeapon.cpp 295B
levelManagement.cs 14KB
datablocks.cs 13KB
options.cs 11KB
profiles.cs 10KB
keybindings.cs 10KB
align.cs 9KB
xml.cs 8KB
messageBox.cs 6KB
common.cs 5KB
chatClient.cs 5KB
projectManagement.cs 4KB
main.cs 4KB
serverConnection.cs 4KB
message.cs 4KB
clientConnection.cs 4KB
projectResources.cs 4KB
chatServer.cs 4KB
defaultPrefs.cs 4KB
screenshot.cs 3KB
metrics.cs 3KB
properties.cs 3KB
cursor.cs 3KB
audio.cs 2KB
server.cs 2KB
main.cs 2KB
help.cs 2KB
client.cs 2KB
message.cs 2KB
canvas.cs 2KB
main.cs 2KB
guiProfiles.cs 1KB
game.cs 1KB
kickban.cs 839B
scriptDoc.cs 640B
cursors.cs 598B
datablocks.cs 365B
brushes.cs 122B
persistent.cs 38B
banlist.cs 0B
save.dat 0B
particles2.dds 64KB
eelsheet.dds 64KB
particles1.dds 16KB
particles4.dds 16KB
bubble.dds 1KB
tankwar.depend 2KB
level.t2d.dso 17KB
joinServer.gui.dso 11KB
profiles.cs.dso 9KB
levelManagement.cs.dso 9KB
options.gui.dso 9KB
datablocks.cs.dso 9KB
align.cs.dso 9KB
xml.cs.dso 8KB
options.cs.dso 7KB
console.gui.dso 6KB
keybindings.cs.dso 6KB
messageBox.cs.dso 5KB
chatGui.gui.dso 5KB
startServer.gui.dso 4KB
defaultPrefs.cs.dso 4KB
common.cs.dso 4KB
messageBoxOKCancelDetailsDlg.gui.dso 3KB
projectManagement.cs.dso 3KB
metrics.cs.dso 3KB
main.cs.dso 3KB
properties.cs.dso 3KB
messageBoxYesNoCancel.gui.dso 3KB
helpDlg.gui.dso 2KB
help.cs.dso 2KB
NetworkMenu.gui.dso 2KB
projectResources.cs.dso 2KB
messageBoxOKCancel.gui.dso 2KB
messageBoxYesNo.gui.dso 2KB
screenshot.cs.dso 2KB
messageBoxOk.gui.dso 2KB
audio.cs.dso 2KB
guiProfiles.cs.dso 1KB
cursor.cs.dso 1KB
messagePopup.gui.dso 1KB
waitingForServer.gui.dso 1KB
remap.gui.dso 1KB
FrameOverlayGui.gui.dso 848B
mainScreen.gui.dso 847B
canvas.cs.dso 836B
game.cs.dso 732B
main.cs.dso 689B
scriptDoc.cs.dso 458B
cursors.cs.dso 405B
brushes.cs.dso 233B
persistent.cs.dso 129B
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