用C语言设计一个弹幕射击游戏
时间: 2024-04-26 20:22:35 浏览: 308
好的,设计一个弹幕射击游戏的基本思路如下:
1. 绘制游戏界面:使用图形库(如OpenGL)绘制游戏界面,包括玩家、敌人、子弹等。
2. 玩家控制:通过键盘输入控制玩家移动、开火等操作。
3. 敌人生成:按照一定的规则(如时间间隔、数量)生成敌人。
4. 碰撞检测:检测子弹与敌人、玩家与敌人的碰撞,根据结果进行相应的处理。
5. 游戏结束:当玩家生命值为0或者游戏时间到达上限时,游戏结束。
下面是一个简单的示例代码,使用SDL库实现了一个简单的弹幕射击游戏:
```c
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define PLAYER_WIDTH 32
#define PLAYER_HEIGHT 32
#define PLAYER_SPEED 5
#define PLAYER_BULLET_SPEED 10
#define PLAYER_BULLET_INTERVAL 10
#define ENEMY_WIDTH 32
#define ENEMY_HEIGHT 32
#define ENEMY_SPEED 3
#define ENEMY_INTERVAL 60
#define BULLET_WIDTH 8
#define BULLET_HEIGHT 8
typedef struct {
float x, y;
float vx, vy;
int life;
} Bullet;
typedef struct {
float x, y;
int life;
} Enemy;
typedef struct {
float x, y;
float vx, vy;
int life;
int bullet_timer;
} Player;
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("My Game",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0);
SDL_Texture *player_texture = SDL_CreateTextureFromSurface(renderer, IMG_Load("player.png"));
SDL_Texture *bullet_texture = SDL_CreateTextureFromSurface(renderer, IMG_Load("bullet.png"));
SDL_Texture *enemy_texture = SDL_CreateTextureFromSurface(renderer, IMG_Load("enemy.png"));
Player player = {WINDOW_WIDTH / 2 - PLAYER_WIDTH / 2, WINDOW_HEIGHT - PLAYER_HEIGHT - 10, 0, 0, 3, 0};
Bullet bullets[100];
Enemy enemies[100];
int bullet_count = 0;
int enemy_count = 0;
int timer = 0;
int running = 1;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = 0;
}
}
const Uint8 *keystate = SDL_GetKeyboardState(NULL);
if (keystate[SDL_SCANCODE_LEFT]) {
player.vx = -PLAYER_SPEED;
} else if (keystate[SDL_SCANCODE_RIGHT]) {
player.vx = PLAYER_SPEED;
} else {
player.vx = 0;
}
if (keystate[SDL_SCANCODE_SPACE] && player.bullet_timer <= 0) {
bullets[bullet_count].x = player.x + PLAYER_WIDTH / 2 - BULLET_WIDTH / 2;
bullets[bullet_count].y = player.y - BULLET_HEIGHT;
bullets[bullet_count].vx = 0;
bullets[bullet_count].vy = -PLAYER_BULLET_SPEED;
bullets[bullet_count].life = 1;
bullet_count++;
player.bullet_timer = PLAYER_BULLET_INTERVAL;
}
player.bullet_timer--;
player.x += player.vx;
if (player.x < 0) player.x = 0;
if (player.x > WINDOW_WIDTH - PLAYER_WIDTH) player.x = WINDOW_WIDTH - PLAYER_WIDTH;
for (int i = 0; i < bullet_count; i++) {
if (bullets[i].life) {
bullets[i].x += bullets[i].vx;
bullets[i].y += bullets[i].vy;
if (bullets[i].y < -BULLET_HEIGHT) {
bullets[i].life = 0;
}
for (int j = 0; j < enemy_count; j++) {
if (enemies[j].life) {
if (bullets[i].x + BULLET_WIDTH > enemies[j].x && bullets[i].x < enemies[j].x + ENEMY_WIDTH &&
bullets[i].y + BULLET_HEIGHT > enemies[j].y && bullets[i].y < enemies[j].y + ENEMY_HEIGHT) {
bullets[i].life = 0;
enemies[j].life = 0;
}
}
}
}
}
timer++;
if (timer % ENEMY_INTERVAL == 0) {
enemies[enemy_count].x = rand() % (WINDOW_WIDTH - ENEMY_WIDTH);
enemies[enemy_count].y = -ENEMY_HEIGHT;
enemies[enemy_count].life = 1;
enemy_count++;
}
for (int i = 0; i < enemy_count; i++) {
if (enemies[i].life) {
enemies[i].y += ENEMY_SPEED;
if (enemies[i].y > WINDOW_HEIGHT) {
enemies[i].life = 0;
}
if (enemies[i].x + ENEMY_WIDTH > player.x && enemies[i].x < player.x + PLAYER_WIDTH &&
enemies[i].y + ENEMY_HEIGHT > player.y && enemies[i].y < player.y + PLAYER_HEIGHT) {
player.life--;
enemies[i].life = 0;
if (player.life <= 0) {
running = 0;
}
}
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_Rect player_rect = {player.x, player.y, PLAYER_WIDTH, PLAYER_HEIGHT};
SDL_RenderCopy(renderer, player_texture, NULL, &player_rect);
for (int i = 0; i < bullet_count; i++) {
if (bullets[i].life) {
SDL_Rect bullet_rect = {bullets[i].x, bullets[i].y, BULLET_WIDTH, BULLET_HEIGHT};
SDL_RenderCopy(renderer, bullet_texture, NULL, &bullet_rect);
}
}
for (int i = 0; i < enemy_count; i++) {
if (enemies[i].life) {
SDL_Rect enemy_rect = {enemies[i].x, enemies[i].y, ENEMY_WIDTH, ENEMY_HEIGHT};
SDL_RenderCopy(renderer, enemy_texture, NULL, &enemy_rect);
}
}
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(player_texture);
SDL_DestroyTexture(bullet_texture);
SDL_DestroyTexture(enemy_texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
```
上述代码中使用了SDL库来进行图形渲染,同时使用了SDL_image库来加载图片。在代码中定义了玩家、子弹、敌人的数据结构,并实现了玩家控制、敌人生成、碰撞检测等功能。游戏的主循环中,首先处理键盘输入,然后更新玩家、子弹、敌人的状态,最后绘制游戏界面并显示。
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