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c++坦克大战小游戏

时间:2019-12-03 18:17:14

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c++坦克大战小游戏

注:(可能与其他小游戏代码相似,但是为作者原创,欢迎点赞催更)

#include <stdio.h>#include <windows.h>#include <time.h>//里规格:长39*2=78 (真坐标)(假坐标宽为39) 高39//外规格:长41*2=82 (真坐标)(假坐标宽为41) 高41#define UP 1#define DOWN 2#define LEFT 3#define RIGHT 4#define MAX_LEVEL 8#define BULLET_NUM 20#define MAX_LIFE 4//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level/*此程序中涉及的x,y类的坐标值,分为以下两种:假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2*/typedef struct { //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量//∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次int firm_tank_order; //firm_tank出现的次序,同上} LevInfo; //关卡信息(准确说是该关出现的坦克信息)LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克typedef struct { //子弹结构体int x,y; //子弹坐标,假坐标int direction; //子弹方向变量bool exist; //子弹存在与否的变量,1为存在,0不存在bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹} Bullet;Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个typedef struct { //坦克结构体int x,y; //坦克中心坐标int direction; //坦克方向int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动int revive; //坦克复活次数int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3int CD; //发射子弹冷却计时bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量bool alive; //存活为1,不存活为0} Tank;Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克//∵所有的函数都有可能对全局变量map进行读写(改变),//∴函数中不另说明是否会对全局变量map读写//基本操作与游戏辅助函数void GoToxy(int x,int y); //光标移动void HideCursor(); //隐藏光标void keyboard (); //接受键盘输入void Initialize(); //初始化(含有对多个数据的读写)void Stop(); //暂停void Getmap(); //地图数据存放与获取void Frame (); //打印游戏主体框架void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)void SideScreen (); //副屏幕打印void GameCheak(); //检测游戏输赢void GameOver( bool home ); //游戏结束void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数void ColorChoose(int color); //颜色选择函数void NextLevel(); //下一关(含有对level全局变量的读写)//子弹部分void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理void PrintBullet (int x,int y,int T); //打印子弹(人机共用)void ClearBullet (int x,int y,int T); //清除子弹(人机共用)int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)//坦克部分void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克void BuildMyTank (Tank* my_tank); //建立我的坦克void MoveAITank (Tank* AI_tank); //AI坦克移动void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制void ClearTank (int x,int y); //清除坦克(人机共用)void PrintTank (Tank tank); //打印坦克(人机共用)bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,//全局变量int map[41][41]; //地图二维数组int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变,int bul_num; //子弹编号int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置int speed=7; //游戏速度,调整用int level=1; //游戏关卡数int score=0; //游戏分数int remain_enemy; //剩余敌人(未出现的敌人)char* tank_figure[4][3][4]= {{{"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},{"┣●┫", "┣●┫", "━●┃", "┃●━"},{"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}},{{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},{"┣●┫", "┣●┫", "━●┫", "┣●━"},{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}},{{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},{"┣●┫", "┣●┫", "━●┃", "┃●━"},{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}},{{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},{"╠█╣", "╠█╣", "━█╣", "╠█━"},{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}}};int main () { //主函数int i;unsigned int interval[12]= {1,1,1,1,1,1,1,1,1,1,1,1} ; //间隔计数器数组,用于控制速度srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3HideCursor(); //隐藏光标system("mode con cols=112 lines=42"); //控制窗口大小Frame (); //打印游戏主体框架Initialize(); //初始化,全局变量level初值便是1//HANDLE h1 , h2 ; //定义句柄变量for(;;) {if(interval[0]++%speed==0) { //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1;GameCheak(); //游戏胜负检测BulletFly ( bullet );for(i=0 ; i<=3 ; i++) { //AI坦克移动循环if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4MoveAITank( & AI_tank[i]);if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8MoveAITank( & AI_tank[i]);}for(i=0; i<=3; i++) //建立AI坦克部分if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) { //一个敌方坦克每局只有4条命//如果坦克不存活。计时,每次建立有间隔 1750 msBuildAITank( &position, & AI_tank[i] ); //建立AI坦克(复活)break; //每次循环只建立一个坦克}for(i=0; i<=3; i++)if(AI_tank[i].alive)BuildAIBullet(&AI_tank[i]); //AIshoot自带int自增计数CD,不使用main中的CD intervalif(my_tank.alive && interval[10]++%2==0 )keyboard ();if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)BuildMyTank( &my_tank );}Sleep(5);}return 0;}/*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行{ //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区for(;;){if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态{key_x=1; // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量Sleep(600); // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零}Sleep(10);}return 0;}*/void keyboard () {// kbhit() getch() 用法可用但是不好用/*函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,否则表示该键没被按过.这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容,一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。&为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0*/int count=0;if (GetAsyncKeyState(VK_UP)& 0x8000)MoveMyTank( UP );else if (GetAsyncKeyState(VK_DOWN)& 0x8000)MoveMyTank( DOWN );else if (GetAsyncKeyState(VK_LEFT)& 0x8000)MoveMyTank( LEFT );else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)MoveMyTank( RIGHT );else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc键exit(0); //退出程序函数else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格Stop();else if (count++%7==0) { //这里添加计数器是为了防止按键粘连不能达到微调效果if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) { // +键speed--;GoToxy(102,11); //在副屏幕打印出当前速度SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);printf("%d ",21-speed); //副屏幕显示的速度为1~10} else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) { // - 键speed++;GoToxy(102,11); //在副屏幕打印出当前速度SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);printf("%d ",21-speed); //副屏幕显示的速度为1~10}}if(my_tank.CD==7) {if(GetAsyncKeyState( 88 )& 0x8000) {BuildBullet(my_tank);my_tank.CD=0;}} elsemy_tank.CD++;}void BuildAIBullet(Tank *tank) { //AI子弹发射(建立)含有对my_tank的读取if(tank->CD==15) {if(!(rand()%11)) { //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹BuildBullet(*tank);tank->CD=0;}} elsetank->CD++;if(tank->CD >= 14) { //AI强化部分,在冷却到达一定范围即可使用if(tank->y==38 ) { //如果坦克在底部(这个最优先)if(tank->x < 20) { //在老家左边if(tank->direction==RIGHT) { //坦克方向朝左BuildBullet(*tank); //发射子弹tank->CD=0;}} else //在老家右边if(tank->direction==LEFT) { //坦克方向朝右BuildBullet(*tank); //发射子弹tank->CD=0;}} else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) { //AI坦克在纵向上"炮口"对准我的坦克if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y) {//若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方int big=my_tank.y , smal=tank->y , i;if(my_tank.y < tank->y) {big=tank->y;smal=my_tank.y;}for(i=smal+2; i<=big-2; i++) //判断AI炮口的直线上两坦克间有无障碍if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障碍break;if(i==big-1) { //若i走到big-1说明无障碍BuildBullet(*tank); //则发射子弹tank->CD=0;}}} else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) { //AI坦克在横向上"炮口"对准我的坦克if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x) {//若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方int big=my_tank.y , smal=tank->y , i;if(my_tank.x < tank->x) {big=tank->x;smal=my_tank.x;}for(i=smal+2; i<=big-2; i++) //判断AI炮口的直线上两坦克间有无障碍if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障碍break;if(i==big-1) { //若i走到big-1说明无障碍BuildBullet(*tank); //则发射子弹tank->CD=0;}}}}}void BuildBullet(Tank tank) { //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet//∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同switch(tank.direction) { //∴为了方便,不将bullet放入参数,bullet作为全局变量使用case UP :bullet [bul_num].x = tank.x;bullet [bul_num].y = tank.y-2;bullet [bul_num].direction=1;break;case DOWN :bullet [bul_num].x = tank.x;bullet [bul_num].y = tank.y+2;bullet [bul_num].direction=2;break;case LEFT :bullet [bul_num].x = tank.x-2;bullet [bul_num].y = tank.y;bullet [bul_num].direction=3;break;case RIGHT :bullet [bul_num].x = tank.x+2;bullet [bul_num].y = tank.y;bullet [bul_num].direction=4;break;}bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在bullet [bul_num].initial = 1; //子弹处于初建立状态bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0bul_num++;if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号bul_num=0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个}void BulletFly(Bullet bullet[BULLET_NUM]) { //子弹移动和打击//含有全局变量Bullet的改变for(int i =0; i<BULLET_NUM; i++) {if(bullet [i].exist) { //如果子弹存在if(bullet [i].initial==0) { //如果子弹不是初建立的if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子弹坐标当前位置无障碍ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子弹图形switch(bullet [i].direction) { //然后子弹坐标变化(子弹变到下一个坐标)case UP :(bullet [i].y)--;break;case DOWN :(bullet [i].y)++;break;case LEFT :(bullet [i].x)--;break;case RIGHT :(bullet [i].x)++;break;}}int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。if( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)PrintBullet( bullet[i].x , bullet[i].y , collide); //则打印子弹,若有碰撞则不打印elseBulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数if(bullet [i].initial) //若子弹初建立,则把初建立标记去除bullet [i].initial = 0;for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y) {//同样的两颗我方子弹不可能产生碰撞bullet [j].exist=0;bullet [i].exist=0;ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除break;}}}}void BulletHit(Bullet* bullet) { //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理//∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中int x=bullet->x; //∴这里的Tank使用全局变量int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变int i;if(map[y][x]==1 || map[y][x]==2) { //子弹碰到砖块if(bullet->direction==UP || bullet->direction==DOWN) //如果子弹是纵向的for(i = -1 ; i<=1 ; i++)if(map[y][x+i]==1 || map[y][x+i]==2) { //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略map[y][x+i]=0; //砖块碎GoToxy(2*x+2*i,y);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf(" ");}if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子弹是横向的 (与子弹纵向实现同理)for(i = -1 ; i<=1 ; i++)if(map[y+i][x]==1 || map[y+i][x]==2) {map[y+i][x]=0;GoToxy(2*x,y+i);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf(" ");}bullet->exist=0; //这颗子弹已经不存在了} else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块bullet->exist=0;else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) { //若我的子弹碰到了敌方坦克int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息if(AI_tank[num].model==3 && AI_tank[num].color==2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害AI_tank[num].color=3; //则变成黄色,color=3为黄色else if (AI_tank[num].model==3 && AI_tank[num].color==3)AI_tank[num].color=4; //4为红色else { //其他类型的坦克或者firm tank为红色的情况AI_tank[num].alive=0;ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克}bullet->exist=0;score+=100;GoToxy(102,5); //在副屏幕上打印出分数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("%d ",score);} else if(map[y][x]==200 && bullet->my==0 ) { //若敌方子弹击中我的坦克my_tank.alive=0;ClearTank(my_tank.x , my_tank.y);bullet->exist=0;my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)score+=100; //分数减少GoToxy(102,5); //在副屏幕上打印出分数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("%d ",score);GoToxy(102,7); //在副屏幕打印出我的剩余生命值SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("%d ", MAX_LIFE-my_tank.revive);}//else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用//bullet->exist=0;else if(map[y][x]==9) { //子弹碰到家(无论是谁的子弹)bullet->exist=0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);GoToxy(38,37);printf(" ");GoToxy(38,38);printf("◢◣ ");GoToxy(38,39);printf("███");GameOver(1); //游戏结束,传入1代表老家被毁}}int BulletCheak (int x,int y) { //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。//有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2if(map[y][x]==0)return 1;else if(map[y][x]==5)return 2;elsereturn 0;}void PrintBullet (int x,int y,int T) { //当前坐标BulletCheak 的值做参量 Tif(T==1) // T==1 表示子弹当前坐标在陆地上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);else if(T==2) // T==2 表示子弹当前坐标在水面上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);GoToxy(2*x,y);printf("☉");}void ClearBullet(int x,int y,int T) { //当前坐标BulletCheak 的值做参量 TGoToxy(2*x,y);if(T==2) { // T==2 表示子弹当前坐标在水面上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);printf("~");} else if(T==1) { // T==1 表示子弹当前坐标在陆地上SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);printf(" ");}}//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置void BuildAITank(int* position, Tank* AI_tank) { //执行一次该函数只建立一个坦克//rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n//rand函数实现1到n:1<=rand()%(n)+1<=nif(AIPositionCheak(*position)) { //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标AI_tank->y=2;if(AI_tank->revive==level_info[level-1].firm_tank_order) { //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序AI_tank->model = 3; //3为firm tank的模型(外观)AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose} else if(AI_tank->revive==level_info[level-1].fast_tank_order) { //同上if,这里是fast_tank的AI_tank->model = 2;AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose} else { //普通坦克AI_tank->model = 1;AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色}AI_tank->alive = 1; //坦克变为存在AI_tank->direction = 2 ; //方向朝下AI_tank->revive++; //复活次数+1PrintTank(*AI_tank);(*position)++;remain_enemy--;GoToxy(102,9); //在副屏幕上打印剩余坦克数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("%d ",remain_enemy);if(*position==2) //position只能为0,1,-1,这里position循环重置*position = -1;return ; //若生成了一辆坦克,则结束该函数}}int AIPositionCheak( int position ) { //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位intx,y;if(position==2) //2为我的坦克位置,现在暂时用不到x=15,y=38;elsey=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标for(int i=0; i<3; i++)for(int j=0; j<3; j++)if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物return 0; //则返回0,表示此生成位置有阻碍return 1; //否则生成1,表示此生成位置无阻碍}void MoveAITank(Tank* AI_tank) { //AI专用函数,该函数主要为AI加强if(AI_tank->alive) { //如果坦克活着if(AI_tank->stop!=0) { //坦克是否停止运动的判断,若stop参数不为0AI_tank->stop--; //则此坦克本回合停止运动return;}if( !(rand()%23) ) { //22分之1的概率执行方向重置AI_tank->direction = rand()%4+1;if( rand()%3 ) { //在方向重置后有2分之1的概率停止走动3步的时间AI_tank->stop=2;return;}}ClearTank (AI_tank->x , AI_tank->y);if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方无障碍switch ( AI_tank->direction ) {case UP :AI_tank->y--;break; //上前进一格case DOWN :AI_tank->y++;break; //下前进一格case LEFT :AI_tank->x--;break; //左前进一格case RIGHT:AI_tank->x++;break; //右前进一格}else { //前方有障碍if(!(rand()%4)) { //3分之1的概率乱转AI_tank->direction=rand()%4+1;AI_tank->stop=2; //乱转之后停止走动3步的时间PrintTank(*AI_tank);return; //∵continue会跳过下面的打印函数,∴这里先打印} else { //另外3分之2的几率选择正确的方向int j;for(j=1; j<=4; j++)if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过break;if(j==5) { //j==5说明此坦克四周都有障碍物,无法通行PrintTank(*AI_tank);return; //则跳过下面的while循环以防程序卡死}while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍AI_tank->direction=(rand()%4+1); //则换个随机方向检测}}PrintTank(*AI_tank); //打印AI坦克}}void BuildMyTank (Tank* my_tank) { //建立我的坦克my_tank->x=15;my_tank->y=38;my_tank->stop=NULL;my_tank->direction=1;my_tank->model=0;my_tank->color=1;my_tank->alive=1;my_tank->my=1;my_tank->CD=7;PrintTank (*my_tank) ; //打印我的坦克}void MoveMyTank(int turn ) { //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍switch (turn) {case UP :my_tank.y--;break; //上前进一格case DOWN :my_tank.y++;break; //下前进一格case LEFT :my_tank.x--;break; //左前进一格case RIGHT:my_tank.x++;break; //右前进一格} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克PrintTank (my_tank);}bool TankCheak(Tank tank,int direction) { //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)switch(direction) { //direction变量 1上,2下,3左,4右case UP:if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)return 1;elsereturn 0;case DOWN:if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)return 1;elsereturn 0;case LEFT:if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)return 1;elsereturn 0;case RIGHT:if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)return 1;elsereturn 0;default:printf("错误!!");Sleep(5000);return 0;}}void ClearTank(int x,int y) { //清除坦克函数(人机共用)for(int i=0; i<3; i++)for(int j=0; j<3; j++) {//将坦克占用的地图上的九格去掉map[y+j-1][x+i-1]=0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);GoToxy(2*x+2*j-2,y+i-1);printf(" ");}}void PrintTank(Tank tank) { //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了// tank.color参数对应不同的颜色,范围 1 ~ 6ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推for(int i = 0; i < 3; i++) {GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐标的左边,上中下三行打印printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串for(int j=0; j<3; j++)if(tank.my) //若为我的坦克map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200elsemap[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数}}void HideCursor() { //隐藏光标//CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见CONSOLE_CURSOR_INFO cursor_info= {1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。}void GoToxy(int x,int y) { //光标移动函数,X表示横坐标,Y表示纵坐标。COORD coord; //使用头文件自带的坐标结构coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围coord.Y=y;HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标}void ColorChoose(int color) { //颜色选择函数switch(color) {case 1: //天蓝色(我的坦克颜色)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);break;case 2: //绿色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);break;case 3: //黄色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);break;case 4: //红色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);break;case 5: //紫色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);break;case 6: //白色SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);break;case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);break;}}void Stop() { //暂停int color=1,timing=0;while(1) {if(timing++%30==0) {ColorChoose(color); //颜色选择GoToxy(100,13); //副屏幕打印printf("游戏暂停");GoToxy(88,17);printf("按回车键回到游戏");GoToxy(88,18);printf("或按 Esc键退出游戏");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) { //回车键GoToxy(100,13); //副屏幕打印SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("正在进行"); //覆盖掉原来的提示GoToxy(88,17);printf(" ");GoToxy(88,18);printf(" ");break;} else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出exit(0);Sleep(20);}}void ClearMainScreen() { //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数for(int i=1; i<40; i++) {GoToxy(2,i);printf(" ");}}void Frame () { //打印游戏主体框架//SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");for(int i=0; i<14; i++) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" | |\n");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" |═════════════|\n");for(int i=0; i<24; i++) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf("▕ ▏");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);printf(" | |\n");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");SideScreen (); //打印副屏幕}void PrintMap() { // 打印地图(地图既地图障碍物)for(int j=0; j<41; j++)for(int i=0; i<41; i++)if(map[i][j]==6) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);GoToxy(2*j,i);printf("■");} else if(map[i][j]==2) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);GoToxy(2*j,i);printf("▓");} else if(map[i][j]==1) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);GoToxy(2*j,i);printf("▓");} else if(map[i][j]==5) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);GoToxy(2*j,i);printf("~");}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);GoToxy(38,37);printf("◣★◢");GoToxy(38,38);printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印GoToxy(38,39);printf("◢█◣"); //∴直接打印(且家的map值与符号无关)}void GetMap() { //地图存放函数//map里的值: 个位数的值为地图方块部分,百位数的值为坦克int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,int Map[8][41][41]= 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i<41; i++)for(j=0; j<41; j++)map[i][j]=Map[level-1][i][j];PrintMap(); //打印地图}void GameOver(bool home) {int timing=0,color=1;while(1) {if(timing++%30==0) { //游戏结束原因为生命值为0ColorChoose(color); //颜色选择if(home) { //游戏结束原因为老家被毁,则多打印一行字以提示玩家GoToxy(37,19); //主屏幕中心打印printf("老家被毁!");}GoToxy(37,20); //主屏幕中心打印printf("游戏结束!");GoToxy(100,13); //副屏幕打印printf("游戏结束");GoToxy(88,17);printf("请按回车键重新开始!");GoToxy(88,18);printf("或按 Esc键退出游戏!");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) { //回车键//system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数//Frame (); //重新打印游戏框架score-=500; //分数-500ClearMainScreen(); //主屏清屏函数,无需再次打印框架Initialize(); //从本关重新开始break;} else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出exit(0);Sleep(20);}}void NextLevel() {int timing=0,color=1;level++;if(level<=MAX_LEVEL)while(1) {if(timing++%10==0) {ColorChoose(color); //颜色选择GoToxy(37,20); //主屏幕中心打印printf("恭喜过关!");GoToxy(100,13); //副屏幕打印printf("等待下关");GoToxy(87,17);printf("请按回车键进入下一关!");GoToxy(88,18);printf("或按 Esc键退出游戏!");if(++color==8)color=1;}if (GetAsyncKeyState( 0xD )& 0x8000) { //回车键GoToxy(88,17); //抹除副屏幕中的提示printf(" ");GoToxy(88,18);printf(" ");ClearMainScreen(); //主屏清屏函数,无需再次打印框架Initialize(); //初始化从下一关开始,level已++break;} else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出exit(0);Sleep(20);}else //level>8 通关while(1) {if(timing++%5==0) {ColorChoose(color);GoToxy(33,20); //主屏幕中心打印printf("恭喜通过全部关卡!");GoToxy(100,13); //副屏幕打印printf("已通全关");GoToxy(88,17);printf("恭喜通过全部关卡!");GoToxy(88,19);printf("按 Esc键退出游戏!");if(++color==8)color=1;}if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出exit(0);Sleep(10);}}void GameCheak() {//剩余敌人为0且四坦克全部不存活if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )NextLevel(); //进入下一关if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFEGameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁}void SideScreen () { //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)// | 第 d 关 | " | |\n"GoToxy(93,2);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf("第 关");GoToxy(92,5);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf("分 数:");GoToxy(92,7);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("生 命:");GoToxy(86,9);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("剩余敌方坦克:");GoToxy(86,11);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);printf("当前游戏速度: %d",21-speed);GoToxy(86,13);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);printf("当前游戏状态:");GoToxy(94,19);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);GoToxy(94,24);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf("帮 助");GoToxy(86,27);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("方向键 ←↑→↓ 移动");GoToxy(93,29);printf("x 键 射击");GoToxy(89,31);printf("+ - 调整游戏速度");GoToxy(90,33);printf("游戏速度范围1~20");GoToxy(90,35);printf("回车键 暂停游戏");GoToxy(90,37);printf("Esc键 退出游戏");/*printf("帮 助"); //这是第二种详细说明的样式GoToxy(86,21);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("方向键 ←↑→↓ 移动");GoToxy(93,23);printf("x 键 射击");GoToxy(89,25);printf("+ - 调整游戏速度");GoToxy(90,27);printf("游戏速度范围1~20");GoToxy(90,29);printf("回车键 暂停游戏");GoToxy(90,31);printf("Esc键 退出游戏");GoToxy(86,33);printf("敌方坦克全部消灭则过关");GoToxy(87,34);printf("己方坦克生命值为0 或");GoToxy(86,35);printf("正下方的老家被毁则失败");GoToxy(86,36);printf("己坦克与敌坦克子弹碰撞");GoToxy(87,37);printf("则抵消,敌坦克间子弹碰");GoToxy(86,38);printf("撞不抵消且可穿过敌坦克");*/}void Initialize() { //初始化remain_enemy=16;my_tank.revive=0; //我的坦克复活次数为0position=0;bul_num=0;GetMap();BuildMyTank( &my_tank );for(int i=0; i<12; i++) { //子弹初始化bullet [i].exist=0;bullet [i].initial=0;}for(int i=0; i<=3; i++) { //AI坦克初始化AI_tank [i].revive=0;AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克AI_tank [i].stop=0;AI_tank [i].num=i;AI_tank [i].my=0;AI_tank [i].CD=0;}GoToxy(97,2); //在副屏幕上关卡数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);printf("%d",level);GoToxy(102,5); //在副屏幕上打印分数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf("%d ",score);GoToxy(102,7); //在副屏幕打印我的剩余生命值SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf("%d", MAX_LIFE-my_tank.revive);GoToxy(102,9); //在副屏幕上打印剩余坦克数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf("%d ",remain_enemy);GoToxy(100,13); //在副屏幕上打印状态SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);printf("正在游戏");}

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