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基于vc的坦克大戰(zhàn)游戲開發(fā)論文(已修改)

2024-11-28 15:02 本頁面
 

【正文】 I 摘要 坦克大戰(zhàn)是一款非常經(jīng)典游戲,風(fēng)靡全球,經(jīng)久不衰,是學(xué)習(xí)面向?qū)ο蟮木幊趟枷氲睦硐雽嵗,F(xiàn)在面向?qū)ο蟮挠嬎銠C(jī)編程語言很多,都可以編程來實現(xiàn)。 本文的坦克大戰(zhàn)有完整的界面 ,能夠?qū)崿F(xiàn)人機(jī)大戰(zhàn) . 而且坦克大戰(zhàn)游戲劇情非常簡單 ,游戲的主角在保護(hù)好城堡的前提下,消滅所有的敵人,所以非常容易上手 .但劇情簡單并不代表過關(guān)簡單 .有鑒于以前出現(xiàn)的坦克大戰(zhàn)游戲過于簡單 ,使玩家有索然無味的感覺 .這次在游戲里特別加強(qiáng)了難度 ,敵人坦克的出生地變成了 5個,并且敵人也能夠取得寶物,當(dāng)在雙人模式下,如玩家坦克被己方坦克打到時,會停在那 里一些時間。本文用到了碰撞算法,以及敵人坦克的智能控制。 不同于網(wǎng)絡(luò)上已經(jīng)出現(xiàn)的坦克大戰(zhàn) ,本程序是用 VC++編寫的 ,擁有漂亮的人機(jī)交互界面 . 本論文 從以下二個方面來闡述 : 關(guān)鍵詞 : 算法 , VC++ , 坦克大戰(zhàn) II ABSTRACT A Battle City is very classic games, swept the globe and lasting, learning objectoriented programming thinking of the ideal example. Now a lot of the objectoriented puter programming language can be actualized. This paper Battle City plete interface to achieve humanmachine war. The plot of the Battle City game is very simple. The protagonist in the game to protect the castle, under the premise of eliminating all enemies, it is easier to get started. But the plot does not mean a simple clearance simple. In view of the previous game too simple Battle City alone, the player is dull anyway. This game in particular to strengthen the degree of difficulty, enemy tanks into the birthplace of five, and the enemy could also be achieved in the collection, the double model, Players such as tanks hit by its own tanks, will stop there for some time. This paper uses a collision algorithm, the enemy tanks and intelligent control. Different from the work that have appeared Battle City, this procedure is programming by the Visual C + +, having beautiful manmachine interface. This paper from the following two aspects to elaborate : 1. Background 2. Games development process Keywords: arithmetic , VC++ , Battle City III 目錄 摘要 .................................................................................................................................... I ABSTRACT ...................................................................................................................... II 第 1章 緒論 ..................................................................................................................... 1 背景 ........................................................................................................................ 1 任天堂和 BATTLE CITY 背景介紹 ......................................................................... 2 研究內(nèi)容 ................................................................................................................ 3 第 2章 開發(fā)環(huán)境及相關(guān)技術(shù)的介紹 ............................................................................. 4 開發(fā)環(huán)境 ................................................................................................................ 4 C++特點 .................................................................................................................. 4 DIRECTX 的特色 ..................................................................................................... 5 本章小結(jié) ................................................................................................................ 8 第 3章 構(gòu)建游戲窗口準(zhǔn)備 ............................................................................................. 9 設(shè)置 VISUAL C++應(yīng)用程序中的頭文件 ............................................................... 9 建立程序項目 ...................................................................................................... 10 本章小結(jié) .............................................................................................................. 13 第 4章 程序結(jié)構(gòu)思想和相關(guān)技術(shù) ............................................................................... 14 程序流程 ............................................................................................................... 14 系統(tǒng)框架設(shè)計 ....................................................................................................... 14 程序分析和具體實現(xiàn) ........................................................................................... 15 游戲進(jìn)入前的選擇 ....................................................................................... 15 主游戲邏輯及其涉及到的若干類 ............................................................... 16 寶物的種類 ................................................................................................... 18 坦克的共同行為 ........................................................................................... 19 玩家坦克的功能屬性 ................................................................................... 20 敵人坦克的功能屬性 ................................................................................... 22 子彈的運(yùn)行和控制 ....................................................................................... 25 IV 得分與關(guān)卡的顯示 ....................................................................................... 26 DirectInput 鍵盤 ............................................................................................ 27 本章小結(jié) .............................................................................................................. 32 第 5章 結(jié)論 ................................................................................................................... 33 本程序的總結(jié)和展 望 .......................................................................................... 33 經(jīng)驗和感想 .......................................................................................................... 33 致謝 ................................................................................................................................. 34 參考文獻(xiàn) ......................................................................................................................... 35 1 第 1 章 緒論 背景 我國游戲軟件業(yè)是一個新興行業(yè),存在著巨大的生存和發(fā)展空間,同時它也是一個存在社會爭
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