六种编程语言制作坦克大战
C++(最常用的游戏编程语言)
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| #include <iostream> #include <conio.h> using namespace std;
const int width = 20; const int height = 20; bool gameOver; int x, y; int targetX, targetY; int score;
enum Direction { STOP = 0, LEFT, RIGHT, UP, DOWN }; Direction dir;
void Setup() { gameOver = false; dir = STOP; x = width / 2; y = height / 2; targetX = rand() % width; targetY = rand() % height; score = 0; }
void Draw() { system("cls"); for (int i = 0; i < width+2; i++) cout << "#"; cout << endl;
for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { if (j == 0) cout << "#"; if (i == y && j == x) cout << "T"; else if (i == targetY && j == targetX) cout << "X"; else cout << " "; if (j == width - 1) cout << "#"; } cout << endl; }
for (int i = 0; i < width+2; i++) { cout << "#"; } cout << endl; cout << "Score:" << score << endl; }
void Input() { if (_kbhit()) { switch (_getch()) { case 'a': dir = LEFT; break; case 'd': dir = RIGHT; break; case 'w': dir = UP; break; case 's': dir = DOWN; break; case 'x': gameOver = true; break; } } }
void Logic() { switch (dir) { case LEFT: x--; break; case RIGHT: x++; break; case UP: y--; break; case DOWN: y++; break; default: break; } if (x >= width) x = 0; else if (x < 0) x = width - 1; if (y >= height) y = 0; else if (y < 0) y = height - 1;
if (x == targetX && y == targetY) { score += 10; targetX = rand() % width; targetY = rand() % height; } }
int main() { Setup(); while (!gameOver) { Draw(); Input(); Logic(); } return 0; }
|
Python
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| import pygame import random
pygame.init()
window_width = 800 window_height = 600
black = (0, 0, 0) white = (255, 255, 255) red = (255, 0, 0)
window = pygame.display.set_mode((window_width, window_height)) pygame.display.set_caption("坦克大战")
clock = pygame.time.Clock()
tank_image = pygame.image.load("tank.png")
def tank(x, y): window.blit(tank_image, (x, y))
def game_loop(): game_over = False
tank_x = window_width // 2 - 25 tank_y = window_height - 50
tank_speed = 5
while not game_over: for event in pygame.event.get(): if event.type == pygame.QUIT: game_over = True
keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: tank_x -= tank_speed if keys[pygame.K_RIGHT]: tank_x += tank_speed if keys[pygame.K_UP]: tank_y -= tank_speed if keys[pygame.K_DOWN]: tank_y += tank_speed
if tank_x < 0: tank_x = 0 if tank_x > window_width - 50: tank_x = window_width - 50 if tank_y < 0: tank_y = 0 if tank_y > window_height - 50: tank_y = window_height - 50
window.fill(white) tank(tank_x, tank_y)
pygame.display.update() clock.tick(60)
pygame.quit()
game_loop()
|
HTML
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| <!DOCTYPE html> <html> <head> <title>坦克大战</title> <link rel="stylesheet" type="text/css" href="style.css"> </head> <body> <canvas id="gameCanvas" width="800" height="600"></canvas> <script src="game.js"></script> </body> </html>
|
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| #gameCanvas { border: 1px solid black; }
|
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| var canvas = document.getElementById("gameCanvas"); var context = canvas.getContext("2d");
var tank = { x: canvas.width / 2, y: canvas.height - 50, width: 50, height: 50, speed: 5 };
function drawTank() { context.fillStyle = "blue"; context.fillRect(tank.x, tank.y, tank.width, tank.height); }
function clearCanvas() { context.clearRect(0, 0, canvas.width, canvas.height); }
function update() { clearCanvas(); drawTank(); }
function handleKeyPress(e) { if (e.key === "ArrowLeft") { tank.x -= tank.speed; } else if (e.key === "ArrowRight") { tank.x += tank.speed; } else if (e.key === "ArrowUp") { tank.y -= tank.speed; } else if (e.key === "ArrowDown") { tank.y += tank.speed; } }
function gameLoop() { update(); requestAnimationFrame(gameLoop); }
document.addEventListener("keydown", handleKeyPress); gameLoop();
|
这是一组需要游戏引擎的代码
C#
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| using UnityEngine;
public class TankController : MonoBehaviour { public float moveSpeed = 5f; public float rotateSpeed = 100f;
private Rigidbody2D rb;
void Start() { rb = GetComponent<Rigidbody2D>(); }
void Update() { float horizontalInput = Input.GetAxis("Horizontal"); float verticalInput = Input.GetAxis("Vertical");
rb.velocity = transform.up * verticalInput * moveSpeed; rb.angularVelocity = -horizontalInput * rotateSpeed; } }
|
- 在这个示例中,我们创建了一个名为
TankController
的脚本,将其附加到坦克的游戏对象上。脚本中的moveSpeed
和rotateSpeed
变量控制了坦克的移动速度和旋转速度。Start
方法初始化了坦克的刚体组件,Update方法在每一帧中检测玩家输入,并根据输入控制坦克的移动和旋转。你可以在Unity
编辑器中创建一个2D或3D场景,并将坦克模型导入到场景中。然后将TankController
脚本附加到坦克游戏对象上,运行游戏即可控制坦克移动和旋转。
Java
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| import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class TankGame extends ApplicationAdapter { private SpriteBatch batch; private Texture tankTexture; private float tankX, tankY; private float tankSpeed = 5f;
@Override public void create() { batch = new SpriteBatch(); tankTexture = new Texture("tank.png"); tankX = Gdx.graphics.getWidth() / 2 - tankTexture.getWidth() / 2; tankY = Gdx.graphics.getHeight() / 2 - tankTexture.getHeight() / 2; }
@Override public void render() { handleInput(); update();
Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin(); batch.draw(tankTexture, tankX, tankY); batch.end(); }
private void handleInput() { if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { tankX -= tankSpeed; } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) { tankX += tankSpeed; } else if (Gdx.input.isKeyPressed(Input.Keys.UP)) { tankY += tankSpeed; } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) { tankY -= tankSpeed; } }
private void update() { }
@Override public void dispose() { batch.dispose(); tankTexture.dispose(); } }
|
- 在这个示例中,我们创建了一个名为
TankGame
的类,它继承自ApplicationAdapter
,这是libGDX游戏框架提供的基类。在create
方法中,我们初始化了批处理器和坦克的纹理,并设置了坦克的初始位置。在render
方法中,我们处理玩家输入、更新游戏逻辑并渲染游戏场景。在handleInput
方法中,我们检测玩家的键盘输入并相应地移动坦克的位置。你可以根据需要修改和扩展这个示例代码,并使用libGDX
的其他功能来实现更多的游戏功能。
JavaScript和HTML5
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| <!DOCTYPE html> <html> <head> <title>Tank Game</title> <style> #gameCanvas { border: 1px solid black; } </style> </head> <body> <canvas id="gameCanvas" width="800" height="600"></canvas>
<script> var canvas = document.getElementById("gameCanvas"); var ctx = canvas.getContext("2d");
var tank = { x: canvas.width / 2, y: canvas.height / 2, speed: 5 };
function drawTank() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "green"; ctx.fillRect(tank.x, tank.y, 50, 50); }
function handleInput(e) { if (e.key === "ArrowLeft") { tank.x -= tank.speed; } else if (e.key === "ArrowRight") { tank.x += tank.speed; } else if (e.key === "ArrowUp") { tank.y -= tank.speed; } else if (e.key === "ArrowDown") { tank.y += tank.speed; } }
document.addEventListener("keydown", handleInput);
function gameLoop() { drawTank(); requestAnimationFrame(gameLoop); }
gameLoop(); </script> </body> </html>
|
- 在这个示例中,我们使用HTML5的Canvas元素作为游戏画布,并使用JavaScript来控制游戏逻辑和渲染。我们创建了一个名为
tank
的对象来表示坦克的位置和速度。在drawTank
函数中,我们使用ctx
对象清除画布并绘制一个绿色的矩形来表示坦克。在handleInput
函数中,我们检测玩家的键盘输入并根据按键来移动坦克的位置。在gameLoop
函数中,我们在每一帧中调用drawTank
函数来更新游戏画面。
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