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g1.c
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g1.c
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#include <drawlib.h>
#include <stdio.h>
int main(void) {
float wait_time = 0.01;
/*playerの幅と高さ*/
int pw = 40, ph = 30;
/*playerの動く距離の幅*/
int pdy = 20;
/*playerの動く距離の幅*/
int pdx = 200;
/*playerの位置*/
int pix = 70;
/*playerの初期位置*/
int px = pix, py = DL_HEIGHT / 2;
/*playerの入力*/
int pup = 'w', pdown = 's', pfront = 'e';
/*------------------------------------------------------------------------*/
/*computerの幅と高さ*/
int cw = 30, ch = 40;
/*computerの位置.,DL_WIDTH / 2 は画面中央部*/
int cix = DL_WIDTH - 70;
/*computerの初期位置*/
int cx = cix;
int cy1 = 30;
int cy2 = cy1 + ch + 20;
int cy3 = cy2 + ch + 20;
int cy4 = cy3 + ch + 20;
int cy5 = cy4 + ch + 20;
int cy6 = cy5 + ch + 20;
int cy7 = cy6 + ch + 20;
int cy8 = cy7 + ch + 20;
/*computerの左右の速度*/
float cvy = -10.0;
/*------------------------------------------------------------------------*/
/*playerの弾の大きさ*/
int br = 5;
/*playerの一発目の速度*/
float bvx = 40, bvy = 2;
/*syoki syutugenn iti?*/
int bx = DL_WIDTH / 2, by = DL_HEIGHT / 2;
/*------------------------------------------------------------------------*/
/*computerの弾*/
int cbr = 10;
float cbvx = -5;
float cbvx1 = -5.0;
int cbx1 = DL_WIDTH / 2, cby = 600; int cby1 = cy1;
int cbx2 = DL_WIDTH / 2; int cby2 = cy2;
int cbx3 = DL_WIDTH / 2; int cby3 = cy3;
int cbx4 = DL_WIDTH / 2; int cby4 = cy4;
int cbx5 = DL_WIDTH / 2; int cby5 = cy5;
int cbx6 = DL_WIDTH / 2; int cby6 = cy6;
int cbx7 = DL_WIDTH / 2; int cby7 = cy7;
int cbx8 = DL_WIDTH / 2; int cby8 = cy8;
int cbx = DL_WIDTH / 2;
/*dl_get_event用の関数*/
int t, k, x, y;
/*------------------------------------------------------------------------*/
printf("ーーーー 操作説明とゲームルール ーーーー\n");
printf("Wキーで上に上がる\n");
printf("Sキーで下に下がる\n");
printf("Eキーで敵に近づく\n");
printf("敵(赤い四角)をすべて倒すとクリア\n");
printf("敵が出す弾に当たるとクリア失敗\n");
dl_initialize(1.0);
while (1) {
/*player 移動*/
while (dl_get_event(&t, &k, &x, &y)) {
if (t == DL_EVENT_KEY) {
if (k == pup)
py -= pdy;
else if (k == pdown)
py += pdy;
else if (k == pfront) {
if (px > pix)
px = pix;
else
px += pdx;
}
}
}
if (py - ph / 2 < 0)
py = ph / 2;
if (py + ph / 2 > DL_HEIGHT)
py = DL_HEIGHT - ph / 2;
/*弾に関係すること-------------------------------------*/
bx += bvx;
if (by - br <= 0) {
by = br + 1;
bvy *= -1;
}
else if (by + br >= DL_HEIGHT) {
by = DL_HEIGHT - br - 1;
bvy *= -1;
}
cbx += cbvx1;
/*当たり判定----------------------------------------------------------------------------*/
/* cy8*/
if (by > cy8 - ch / 2 && by < cy8 + ch / 2) {
/*画面外に置き、消えた風に見せる*/
cy8 = -300;
cbvx1 = -9.0;
/*衝突時に弾を消す*/
br = 0;
}
/* cy2*/
if (by > cy2 - ch / 2 && by < cy2 + ch / 2) {
cy2 = -300;
cbvx1 = -4.0;
cbr = 20;
br = 0;
}
/* cy1*/
if (by > cy1 - ch / 2 && by < cy1 + ch / 2) {
cy1 = -300;
cbvx1 = -30.0;
pdy = 100;
br = 0;
}
/* cy3*/
if (by > cy3 - ch / 2 && by < cy3 + ch / 2) {
cy3 = -300;
cbvx1 = -6.0;
br = 0;
}
/* cy4*/
if (by > cy4 - ch / 2 && by < cy4 + ch / 2) {
cy4 = -300;
cbvx1 = -12.0;
pdy = 40;
br = 0;
}
/* cy5*/
if (by > cy5 - ch / 2 && by < cy5 + ch / 2) {
cy5 = -300;
cbr = 5;
br = 0;
}
/* cy6*/
if (by > cy6 - ch / 2 && by < cy6 + ch / 2) {
cy6 = -300;
cbvx1 = -3;
cbr = 13;
br = 0;
}
/* cy7*/
if (by > cy7 - ch / 2 && by < cy7 + ch / 2) {
cy7 = -300;
cbvx1 = -6;
cy5 = cy4 + ch + 20;
br = 0;
}
/* playerの当たり判定----------------------------------------------------------------------*/
if (cby1 > py - ph / 2 && cby1 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby2 > py - ph / 2 && cby2 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby3 > py - ph / 2 && cby3 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby4 > py - ph / 2 && cby4 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby5 > py - ph / 2 && cby5 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby6 > py - ph / 2 && cby6 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby7 > py - ph / 2 && cby7 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
if (cby8 > py - ph / 2 && cby8 < py + ph / 2) {
if (cbvx < 0 && cbx - cbr <= px + pw / 2 && cbx - cbr >= px - pw / 2) {
py = 900;
br = 0;
}
}
/*自動射撃---------------------------------------------------------------------------------*/
/*playerの射撃*/
if (bx + br >= DL_WIDTH || bx - br <= 0) {
br = 5;
bx = px + pw + 1;
by = py;
bvx = 20.0;
bvy = 2.0;
}
/*computerの射撃*/
if (cbx + cbr >= DL_WIDTH || cbx - cbr <= 0) {
cbx = cx + cw + 1;
cby1 = cy1;
cby2 = cy2;
cby3 = cy3;
cby4 = cy4;
cby5 = cy5;
cby6 = cy6;
cby7 = cy7;
cby8 = cy8;
cbvx = -5.0;
}
/*終了-------------------------------------------------------------------------------------------*/
if(py == 900) {
printf("ーーーーーーーーーー ゲームクリア失敗 !! ーーーーーーーーーー\n");
break;
}
if(cy1 == -300 && cy2 == -300 && cy3 == -300 && cy4 == -300 && cy5 == -300 && cy6 == -300 && cy7 == -300 && cy8 == -300) {
printf("ーーーーーーーーーー ゲームクリア !! ーーーーーーーーーー\n");
break;
}
dl_stop();
dl_clear(DL_C("black"));
/*playerの操作対象*/
dl_rectangle(px - pw / 2, py - ph / 2, px + pw / 2, py + ph / 2, DL_C("white"), 2, 0);
/*computerの操作対象*/
dl_rectangle(cx - cw / 2, cy1 - ch / 2, cx + cw / 2, cy1 + ch / 2, DL_C("red"), 2, 0);
dl_rectangle(cx - cw / 2, cy2 - ch / 2, cx + cw / 2, cy2 + ch / 2, DL_C("red"), 1, 1);
dl_rectangle(cx - cw / 2, cy3 - ch / 2, cx + cw / 2, cy3 + ch / 2, DL_C("red"), 2, 0);
dl_rectangle(cx - cw / 2, cy4 - ch / 2, cx + cw / 2, cy4 + ch / 2, DL_C("red"), 1, 1);
dl_rectangle(cx - cw / 2, cy5 - ch / 2, cx + cw / 2, cy5 + ch / 2, DL_C("red"), 2, 0);
dl_rectangle(cx - cw / 2, cy6 - ch / 2, cx + cw / 2, cy6 + ch / 2, DL_C("red"), 1, 1);
dl_rectangle(cx - cw / 2, cy7 - ch / 2, cx + cw / 2, cy7 + ch / 2, DL_C("red"), 2, 0);
dl_rectangle(cx - cw / 2, cy8 - ch / 2, cx + cw / 2, cy8 + ch / 2, DL_C("red"), 1, 1);
/*playerの弾*/
dl_circle(bx, by, br, DL_C("white"), 1, 1);
/*computerの弾*/
dl_circle(cbx, cby1, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby2, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby3, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby4, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby5, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby6, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby7, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby8, cbr, DL_C("white"), 1, 1);
dl_circle(cbx, cby, cbr, DL_C("white"), 1, 1);
dl_resume();
dl_wait(wait_time);
}
return 0;
}