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產(chǎn)業(yè)的發(fā)展,如 游戲軟件研發(fā)人才缺乏, 軟件開發(fā)投入不足; 對(duì)青少年的負(fù)面影響,一些不健康的游戲軟件導(dǎo)致了社會(huì)對(duì)游戲軟件的偏見(jiàn);技術(shù)滯后等情況。 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(gè)方面來(lái)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?jī)?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(diǎn) .................................................................................................................. 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(xiàng)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(jì) ....................................................................................................... 14 程序分析和具體實(shí)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(yàn)和感想 .......................................................................................................... 33 致謝 ................................................................................................................................. 34 參考文獻(xiàn) ......................................................................................................................... 35 1 第 1 章 緒論 背景 我國(guó)游戲軟件業(yè)是一個(gè)新興行業(yè),存在著巨大的生存和發(fā)展空間,同時(shí)它也是一個(gè)存在社會(huì)爭(zhēng)議的行業(yè)。 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?shí)例。本文用到了碰撞算法,以及敵人坦克的智能控制。 游戲軟件業(yè)從誕生到現(xiàn)在,歷經(jīng)幾代的發(fā)展,已進(jìn)入了一個(gè)非常成熟的時(shí)期。相信大多數(shù)用戶都還記得為它癡迷得茶不思飯不想的那個(gè) 坦克大戰(zhàn) 時(shí)代?,F(xiàn)在使用得比較多的是 版 和 .NET 版 , 不久前 Microsoft 還推出了 Microsoft Visual Studio 2020 版