魂斗罗游戏代码完整版
时间: 2023-02-27 17:16:08 浏览: 215
很抱歉,作为一个语言模型,我并不拥有魂斗罗游戏的代码完整版。市面上的游戏代码通常是由游戏开发者保密的,不会公开提供给公众。如果您需要进行游戏开发,可以考虑学习游戏开发的基础知识和技能,自己动手制作游戏。
相关问题
用C++写一个魂斗罗游戏
写一个完整的魂斗罗游戏需要多个模块,包括游戏引擎、图形界面、音频引擎、游戏逻辑等。在这里,我提供一些思路和方法来实现一个简单的魂斗罗游戏。
1. 游戏引擎
游戏引擎是整个游戏的基础,它需要实现游戏的主循环、状态管理、用户输入处理等功能。你可以使用 SDL 或 Allegro 等游戏引擎库来实现这些功能。
2. 图形界面
魂斗罗是一个二维横版射击游戏,需要实现精灵、地图、背景等图形元素的绘制。你可以使用 SDL 或 Allegro 的绘图库来实现这些功能。
3. 音频引擎
魂斗罗需要实现背景音乐、音效等声音效果。你可以使用 SDL_mixer 或 Allegro 的音频库来实现这些功能。
4. 游戏逻辑
魂斗罗的游戏逻辑包括角色控制、敌人 AI、碰撞检测、道具系统等。你可以使用 C 语言实现这些功能。
下面是一个简单的魂斗罗游戏的代码示例:
```c
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#include <SDL2/SDL.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SPRITE_SIZE 32
#define MAX_ENEMIES 10
typedef struct {
int x, y;
int speed;
bool alive;
SDL_Texture* texture;
} Enemy;
typedef struct {
int x, y;
SDL_Texture* texture;
} Player;
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* bg_texture;
SDL_Texture* player_texture;
SDL_Texture* enemy_texture;
SDL_Texture* bullet_texture;
Player player;
Enemy enemies[MAX_ENEMIES];
int score = 0;
void init() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
window = SDL_CreateWindow("Contra", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Surface* bg_surface = SDL_LoadBMP("bg.bmp");
bg_texture = SDL_CreateTextureFromSurface(renderer, bg_surface);
SDL_FreeSurface(bg_surface);
SDL_Surface* player_surface = SDL_LoadBMP("player.bmp");
player_texture = SDL_CreateTextureFromSurface(renderer, player_surface);
SDL_FreeSurface(player_surface);
SDL_Surface* enemy_surface = SDL_LoadBMP("enemy.bmp");
enemy_texture = SDL_CreateTextureFromSurface(renderer, enemy_surface);
SDL_FreeSurface(enemy_surface);
SDL_Surface* bullet_surface = SDL_LoadBMP("bullet.bmp");
bullet_texture = SDL_CreateTextureFromSurface(renderer, bullet_surface);
SDL_FreeSurface(bullet_surface);
player.x = SCREEN_WIDTH / 2 - SPRITE_SIZE / 2;
player.y = SCREEN_HEIGHT - SPRITE_SIZE;
for (int i = 0; i < MAX_ENEMIES; i++) {
enemies[i].alive = false;
enemies[i].texture = enemy_texture;
}
}
void quit() {
SDL_DestroyTexture(bg_texture);
SDL_DestroyTexture(player_texture);
SDL_DestroyTexture(enemy_texture);
SDL_DestroyTexture(bullet_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void add_enemy() {
for (int i = 0; i < MAX_ENEMIES; i++) {
if (!enemies[i].alive) {
enemies[i].x = rand() % (SCREEN_WIDTH - SPRITE_SIZE);
enemies[i].y = -SPRITE_SIZE;
enemies[i].speed = rand() % 3 + 1;
enemies[i].alive = true;
break;
}
}
}
void update_enemies() {
for (int i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i].alive) {
enemies[i].y += enemies[i].speed;
if (enemies[i].y >= SCREEN_HEIGHT) {
enemies[i].alive = false;
}
}
}
}
void draw_enemies() {
for (int i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i].alive) {
SDL_Rect rect = {enemies[i].x, enemies[i].y, SPRITE_SIZE, SPRITE_SIZE};
SDL_RenderCopy(renderer, enemies[i].texture, NULL, &rect);
}
}
}
void draw_player() {
SDL_Rect rect = {player.x, player.y, SPRITE_SIZE, SPRITE_SIZE};
SDL_RenderCopy(renderer, player_texture, NULL, &rect);
}
void move_player(int dx, int dy) {
player.x += dx;
player.y += dy;
if (player.x < 0) {
player.x = 0;
}
if (player.x > SCREEN_WIDTH - SPRITE_SIZE) {
player.x = SCREEN_WIDTH - SPRITE_SIZE;
}
if (player.y < 0) {
player.y = 0;
}
if (player.y > SCREEN_HEIGHT - SPRITE_SIZE) {
player.y = SCREEN_HEIGHT - SPRITE_SIZE;
}
}
void fire() {
SDL_Rect rect = {player.x + SPRITE_SIZE / 2, player.y, 4, 8};
SDL_RenderCopy(renderer, bullet_texture, NULL, &rect);
for (int i = 0; i < MAX_ENEMIES; i++) {
if (enemies[i].alive) {
if (enemies[i].x < player.x + SPRITE_SIZE / 2 && enemies[i].x + SPRITE_SIZE > player.x + SPRITE_SIZE / 2
&& enemies[i].y < player.y && enemies[i].y + SPRITE_SIZE > player.y) {
enemies[i].alive = false;
score += 10;
}
}
}
}
int main(int argc, char* argv[]) {
srand(time(NULL));
init();
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_LEFT:
move_player(-SPRITE_SIZE / 4, 0);
break;
case SDLK_RIGHT:
move_player(SPRITE_SIZE / 4, 0);
break;
case SDLK_UP:
move_player(0, -SPRITE_SIZE / 4);
break;
case SDLK_DOWN:
move_player(0, SPRITE_SIZE / 4);
break;
case SDLK_SPACE:
fire();
break;
}
break;
}
}
SDL_RenderCopy(renderer, bg_texture, NULL, NULL);
add_enemy();
update_enemies();
draw_enemies();
draw_player();
SDL_RenderPresent(renderer);
SDL_Delay(10);
}
quit();
return 0;
}
```
这个代码示例实现了一个简单的魂斗罗游戏,包括主角移动、射击、敌人生成、敌人移动等功能。你可以根据这个示例代码来实现你自己的魂斗罗游戏。
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