摘要:飞机大战是一款比较老的游戏编程课题,但是它一直不失自己的活力,现今依然有很多孩子玩着各式各样的飞机游戏。玩家控制着自己的战斗飞机在天空翱翔,击落敌机,体验歼敌的快感,同时获得各种各样的奖励。39921
进入飞机大战游戏后,先看到的是游戏海报,采用了淡入淡出效果,进入菜单选择界面,有进入游戏、游戏说明和退出游戏三个选项,进入游戏后玩家按方向键移动飞机,击中敌机后获得分数与当前关卡数成正比,比率为一比一,当玩家获得的分数为五十乘以当前关卡数后就会过关,玩家飞机被敌人飞机击中或者撞到就会游戏失败,游戏功能虽然不是很全面,但正如古人说过的云麻雀虽小,五脏俱全。
本游戏是基于MFC框架开发的,采用GDI进行底层的图像编程,采用GDI+抗锯齿来处理图片的失真问题,给玩家营造一个真实的、刺激的战斗环境。 毕业论文关键词:Win8;飞机大战;游戏
The Design And Implementation of Plane War Based On Win8
Abstract: The plane war is an older game programming issues, but it hasn’t lost its vigour, and there are plenty of children playing various of plane games nowadays. Players control their own fighting plane soar in the sky, shooting down enemy planes, feeling the happiness when they kill the enemy, and they will get kinds of awards meanwhile.
When players enter the plane game, they will see the game poster firstly. I use the technology of fade in and fade out. Then players get into the menu choosing drawing. There are three choices in this drawing, which are entering game, game introduction and exit.Players press direction key to control the move of their fighting plane when they are in the game, and they will obtain a corresponding score when they fight down a enemy plane, which rate is one to one. Players will pass the current screening when their socre is more than 50 multiplied by the current screening. Players will failed when they are hit or stricken by enemy plane。The game is not comprehensive, but as the old saying goes that the sparrow may be small but it has all the vital organs.
This game is developed basing on the MFC framework, programming with GDI and using GDI+’s anti-aliasing to deal with the distortion of the picture. This game build a real and fierce environment to players.
Keywords: Win8; Plane War; Game
目 录
第1章 绪论 1
1.1 课题背景及研究意义 1
1.1.1 课题背景 1
1.1.2 研究意义 1
1.2 开发工具的选用及语言介绍 1
1.2.1 MFC技术 1
1.2.2 GDI技术 2
1.2.3 GDI+技术 2
1.2.4 开发工具及运行环境 2
1.3 文章内容及课题的主要贡献 2
1.4 本章小结 3
第2章 需求分析 4
2.1 功能需求 4
2.1.1 系统功能需求 4
2.1.2 子系统组成 4
2.1.3 玩家用例图 4
2.2 性能需求 5
2.2.1 硬件环境 5
2.2.2 软件环境 5
2.3 可行性分析 5
2.4 本章小结 5
第3章 系统总体设计 6
3.1 系统的结构划分 6
3.1.1 系统结构图 6
3.1.2 子系统 6
3.2 系统的数据层 8
3.2.1 游戏对象类 8
3.2.2 视图类 8
3.3 本章小结 8
第4章 系统实现过程 9
4.1 游戏全屏 9