基于VB6.0射击游戏的实现 随着计算机技术的进步,计算机游戏也越来越普及,很多喜爱程序开发的读者朋友都向往游戏编程,但往往又觉得游戏编程序很复杂,高深莫测。诚然,象"帝国时代"、"反恐精英"这样的大型游戏需要写很复杂的程序来实现一些令人"头昏"的算法,需要熟悉DirectX开发知识。但是,对于一般的开发人员,完全可以利用所学的知识开发一些小的游戏,达到自娱自乐的目的。 本文介绍如何在Visual Basic6.0环境下开发射击小游戏,通过实现该小游戏可以帮助一些Visual Basic初学者加深对Visual Basic编程知识的理解,同时它也可以开拓初、中级开发爱好者的编程思路。该射击小游戏程序编译运行后的界面效果如图一所示:
图一、射击游戏界面图
在射击游戏中,安排了两个角色,相互之间可以开枪进行对射,同时为了丰富游戏的功能,游戏的场景中添加定时移动的仙人掌,为射击的双方角色提供保护功能。当其中一个角色中弹后,游戏终止,同时游戏人物角色的图标变更,表示角色死亡。为了实现上述的游戏,最初要作的是设计程序界面,按照游戏的需求,首先生成一个VB应用程序,在Form1上添加一个开始按钮btnStart,一个名为picDesert的Picture控件,该控件用来做为游戏的场景和其它控件的容器,在该控件上添加六个Image控件,分别用来显示游戏的角色、两个移动的仙人掌、分别向右、向左呼啸射击的子弹以及标志角色死亡的图标,它们的图象分别如下: 游戏角色
仙人掌 呼啸的子弹 角色击中标志 为了使程序中的仙人掌、游戏角色和射击时发射的子弹可以移动,需要向项目中添加定时器tmrMouseCnt和Timer1,在这两个定时响应函数中完成不同对象的移动功能。在游戏运行后,为了使用户可以通过键盘和鼠标来操作游戏的角色,实现射击的功能,需要添加鼠标消息和键盘消息处理函数。例如,对于角色1来说,可以通过上下键来移动,空格键来射击,对于角色2来说,鼠标左右键控制移动,双击实现射击。在射击过程中,要处理两个细节,一个细节是子弹与仙人掌及角色的区域重叠问题,当子弹与仙人掌重叠时让子弹隐藏起来,与角色重叠时表示击中目标,游戏结束。这里需要判断何时两个区域有重叠,解决这个问题的方法是使用API函数IntersectRect,用它来判断两个区域是否有重叠。另一个细节是子弹射击过程中需要添加"呼啸"的声音和击中目标时添加人物惨叫的声音,来达到逼真的效果,为了实现这个功能,需要向程序中添加语音文件(程序中的语音文件分别为:BANG.WAV和OH!!.WAV),然后通过API函数sndPlaySound来实现。另外,在对象移动的过程中,需要注意移动到边缘位置的情况处理。 程序的具体实现代码如下: SHOOTOUT.BAS Option Explicit ' Data type required by the IntersectRect function Type tRect Left As Long Top As Long Right As Long Bottom As Long End Type ' Windows API rectangle functions Declare Function IntersectRect Lib "user32" (lpDestRect As tRect, lpSrc1Rect As tRect, lpSrc2Rect As tRect) As Long ' Functions and constants used to play sounds. Declare Function sndPlaySound Lib "winmm.dll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As Long ' Constant used with sndPlaySound function Global Const SND_ASYNC = &H1 '---------------------------------------------------------- ' SHOOTOUT.FRM Option Explicit ' KeyCodes for keyboard action. Const KEY_SPACE = &H20 Const KEY_UP = &H26 Const KEY_DOWN = &H28 ' Number of Twips to move player on each key or mouse event. Const PlayerIncrement = 45 ' Constants for mouse action. Const NO_BUTTON = 0 Const LBUTTON = 1 Const RBUTTON = 2 ' Boolean that indicates if mouse button has been pressed down. Dim MouseButtonDown As Integer ' Number of bullets either player can have in use at one time. Const NUM_BULLETS = 6 ' Booleans indicating if player 0 or player 1 have just fired. Dim GunFired(0 To 1) As Integer ' Start the game by enabling the main timer and hiding the start button. Private Sub btnStart_Click() Timer1.Enabled = True btnStart.Visible = False End Sub ' Check if the two Images intersect, using the IntersectRect API call. Private Function Collided(imgA As Image, imgB As Image) As Integer Dim A As tRect Dim B As tRect Dim ResultRect As tRect ' Copy information into tRect structure A.Left = imgA.Left A.Top = imgA.Top B.Left = imgB.Left B.Top = imgB.Top ' Calculate the right and bottoms of rectangles needed by the API call. A.Right = A.Left + imgA.Width - 1 A.Bottom = A.Top + imgA.Height - 1 B.Right = B.Left + imgB.Width - 1 B.Bottom = B.Top + imgB.Height - 1 ' IntersectRect will only return 0 (false) if the ' two rectangles do NOT intersect. Collided = IntersectRect(ResultRect, A, B) End Function ' Double-clicking the mouse fires Player 1's gun. Private Sub Form_DblClick() Dim rc As Integer If Not Timer1.Enabled Then Exit Sub GunFired(1) = True rc = sndPlaySound(App.Path & "/BANG.WAV", SND_ASYNC) End Sub ' This event handles Player 0's game action via the keyboard. Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer) Dim rc As Integer Static InKeyDown As Integer If Not Timer1.Enabled Then Exit Sub If InKeyDown Then Exit Sub InKeyDown = True DoEvents Select Case KeyCode Case KEY_UP imgPlayer(0).Top = imgPlayer(0).Top - PlayerIncrement If imgPlayer(0).Top < 0 Then imgPlayer(0).Top = 0 Case KEY_SPACE GunFired(0) = True rc = sndPlaySound(App.Path & "/BANG.WAV", SND_ASYNC) Case KEY_DOWN imgPlayer(0).Top = imgPlayer(0).Top + PlayerIncrement If imgPlayer(0).Top > (picDesert.ScaleHeight - imgPlayer(0).Height) Then imgPlayer(0).Top = picDesert.ScaleHeight - imgPlayer(0).Height End If End Select InKeyDown = False End Sub Private Sub Form_Load() Dim i As Integer Timer1.Interval = 22 Timer1.Enabled = False MouseButtonDown = NO_BUTTON For i = 1 To NUM_BULLETS - 1 Load imgLBullet(i) Load imgRBullet(i) Next End Sub Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single) MouseButtonDown = Button End Sub Private Sub Form_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single) MouseButtonDown = NO_BUTTON End Sub ' The main game timer. Private Sub Timer1_Timer() Const CactusIncrement = 30 Const BulletIncrement = 300 Const NumCacti = 2 Dim i As Integer Dim rc As Integer ' Move the roving cacti. For i = 0 To NumCacti - 1 imgCactus(i).Top = imgCactus(i).Top - CactusIncrement If imgCactus(i).Top < -imgCactus(i).Height Then imgCactus(i).Top = picDesert.Height End If Next ' Did player 0 fire a bullet? If GunFired(0) Then GunFired(0) = False ' Find a spare (invisible) bullet. For i = 0 To NUM_BULLETS - 1 If Not imgLBullet(i).Visible Then imgLBullet(i).Top = imgPlayer(0).Top imgLBullet(i).Left = imgPlayer(0).Left + (imgPlayer(0).Width / 2) imgLBullet(i).Visible = True Exit For End If Next End If ' Did player 1 fire a bullet? If GunFired(1) Then GunFired(1) = False ' Find a spare (invisible) bullet. For i = 0 To NUM_BULLETS - 1 If Not imgRBullet(i).Visible Then imgRBullet(i).Top = imgPlayer(1).Top imgRBullet(i).Left = imgPlayer(1).Left - (imgPlayer(1).Width / 2) imgRBullet(i).Visible = True Exit For End If Next End If ' Move Visible Bullets For i = 0 To NUM_BULLETS - 1 ' Move player 0's bullets. If imgLBullet(i).Visible Then imgLBullet(i).Left = imgLBullet(i).Left + BulletIncrement If Collided(imgLBullet(i), imgCactus(0)) Then imgLBullet(i).Visible = False ElseIf Collided(imgLBullet(i), imgCactus(1)) Then imgLBullet(i).Visible = False ElseIf imgLBullet(i).Left > picDesert.ScaleWidth Then imgLBullet(i).Visible = False ElseIf Collided(imgLBullet(i), imgPlayer(1)) Then imgLBullet(i).Visible = False imgPlayer(1).Picture = imgRIP.Picture Timer1.Enabled = False rc = sndPlaySound(App.Path & "/OH!!.WAV", SND_ASYNC) End If End If ' Move player 1's bullets. If imgRBullet(i).Visible Then imgRBullet(i).Left = imgRBullet(i).Left - BulletIncrement If Collided(imgRBullet(i), imgCactus(0)) Then imgRBullet(i).Visible = False ElseIf Collided(imgRBullet(i), imgCactus(1)) Then imgRBullet(i).Visible = False ElseIf imgRBullet(i).Left < -imgRBullet(i).Width Then imgRBullet(i).Visible = False ElseIf Collided(imgRBullet(i), imgPlayer(0)) Then imgRBullet(i).Visible = False imgPlayer(0).Picture = imgRIP.Picture Timer1.Enabled = False rc = sndPlaySound(App.Path & "/OH!!.WAV", SND_ASYNC) End If End If Next End Sub ' Handle Player 1's movement (up and down). Private Sub tmrMouseCntl_Timer() If Not Timer1.Enabled Then Exit Sub Select Case MouseButtonDown Case RBUTTON imgPlayer(1).Top = imgPlayer(1).Top - PlayerIncrement If imgPlayer(1).Top < 0 Then imgPlayer(1).Top = 0 Case LBUTTON imgPlayer(1).Top = imgPlayer(1).Top + PlayerIncrement If imgPlayer(1).Top > (picDesert.ScaleHeight - imgPlayer(1).Height) Then imgPlayer(1).Top = picDesert.ScaleHeight - imgPlayer(1).Height End If End Select End Sub 文章的上述内容对射击游戏中的各个实现功能进行了详细的介绍,读者朋友可以根据文章中的程序代码自己动手实验一下。本程序在Windows2000、Visual Basic6.0环境下编译通过,运行正常。
 
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