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インベーダーゲーム OpenGL

Last updated at Posted at 2016-06-20

インベーダーゲームを作りました。 :smile:
Mac環境の製作です。
ユニットの移動、弾の発射、当たり判定など。


#include <iostream>
#include <GLUT/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <ctime>
using namespace std;

#define WIDTH 640						//画面の横幅
#define HEIGHT 480						//画面の縦幅
#define PI 3.14159265358979				//円周率

//////////////////////////////////////////////////////////

int invcop; 							//インベーダーの複製の座標
static float invxm = 0; 				//インベーダーの移動値
static int invym = 0; 					//端に行くごとに下がる値
int il1,il2,il3,il4,il5,il6,il7,il8; 	//インベーダーの生死判定
static int inv_Bx; 						//インベーダー弾のx座標
static float inv_By = 80; 				//インベーダーの弾のy座標
int invr = 20; 							//インベーダーの半径
int inv_Bcop;							//インベーダーの弾の複製の座標
int sei = 0; 							//常に正になる値
int b1,b2,b3,b4,b5,b6,b7,b8; 			//インベーダーの弾の発射条件

//////////////////////////////////////////////////////////

int uxm; 								//ユニットの移動値
int ul; 								//ユニットの生死判定
int bull; 								//ユニットの弾のキーボード
static int unitx = 312, unity = 300; 	//ユニットのx座標
static int unit_Bx; 					//ユニット弾のx座標
static int unit_By = 408; 				//ユニットの弾のy座標

//////////////////////////////////////////////////////////

//1ブロック
void Quad(int x,int y){ 
	glBegin(GL_QUADS);
	glVertex2f(x,y);
	glVertex2f(x,y+4);
	glVertex2f(x+4,y+4);
	glVertex2f(x+4,y);
	glEnd();
}

//弾
void Point(int x,int y,float size){ 
	glPointSize(size);
	glBegin(GL_POINTS);
	glVertex2i(x , y);
	glEnd();
}

//////////////////////////////////////////////////////////

//インベーダーのクラス
class Inv{
public:
	void inv();
	void copy();
};

//インベーダーの形
void Inv::inv(){
	for(int n = 0; n <= 20; n += 20){		//インベーダーの横一列
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+48+invcop+invxm,44+invym);
	}
	for(int n = 0; n <= 12; n += 12){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+52+invcop+invxm,48+invym);
	}
	for(int n = 0; n <= 20; n += 4){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+48+invcop+invxm,52+invym);
	}
	for(int n = 0; n <= 28; n += 4){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+44+invcop+invxm,56+invym);
	}
	for(int n = 0; n <= 12; n += 12){
		glColor4f(0.0f,0.0f,0.0f,1.0f);
		Quad(n+52+invcop+invxm,56+invym);
	}
	for(int n = 0; n <= 36; n += 4){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+40+invcop+invxm,60+invym);
	}
	for(int n = 0; n <= 36; n += 4){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+40+invcop+invxm,64+invym);
	}
	for(int n = 0; n <= 28; n += 28){
		glColor4f(0.0f,0.0f,0.0f,1.0f);
		Quad(n+44+invcop+invxm,64+invym);
	}
	for(int n = 0; n <= 8; n += 8){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+40+invcop+invxm,68+invym);
	}
	for(int n = 0; n <= 8; n += 8){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+68+invcop+invxm,68+invym);
	}
	for(int n = 0; n <= 12; n += 12){
		glColor4f(1.0f,0.0f,0.0f,1.0f);
		Quad(n+52+invcop+invxm,72+invym);
	}
	glFlush();
}

//インベーダーを8体描画する引数
void Inv::copy(){
	static GLboolean isUp;
	if (invxm > 0)isUp = GL_FALSE;				//インベーダーのx座標の移動値
	else if (invxm <= -40)isUp = GL_TRUE;
	invxm += (isUp == GL_TRUE ? 0.4 : -0.4);
	if(invxm > 0){								//y座標の移動値
		invym += 20;
	}else if(invxm <= -40){
		invym += 20;
	}
	if(il1 == 1){								//死んでいると描画しないように
	
	}else{
		invcop = 0;
		inv();
	}
	if(il2 == 2){

	}else{
		invcop = 80;
		inv();
	}
	if(il3 == 3){

	}else{
		invcop = 160;
		inv();
	}
	if(il4 == 4){

	}else{
		invcop = 240;
		inv();
	}
	if(il5 == 5){

	}else{
		invcop = 320;
		inv();
	}
	if(il6 == 6){

	}else{
		invcop = 400;
		inv();
	}
	if(il7 == 7){

	}else{
		invcop = 480;
		inv();
	}
	if(il8 == 8){

	}else{
		invcop = 560;
		inv();
	}
}	

//////////////////////////////////////////////////////////

//ユニットのクラス
class Unit{
public:
	void unit();
};
	
//ユニットを描画する引数
void Unit::unit(){
	if(uxm == 1){							//ユニットの移動値
		if(unitx < 586 || unity < 594){
		unitx+=4; unity+=4;
		}
	}else if(uxm == 2){ 
		if(unitx > 8 || unity > 0){
		unitx-=4; unity-=4;
		}
	}
	if(ul == 1){							//死んでいると描画しないように
		exit(0);
	}else{
		glColor4f(1.0f,1.0f,1.0f,1.0f);
		for(int n = 0; n <= 16; n += 4){
			Quad(n+unitx,408);
		}
		for(int n = 0; n <= 16; n += 4){
			Quad(n+unitx,412);
		}
		for(int n = 0; n <= 16; n += 4){
			Quad(n+unitx,416);
		}
		for(int n = 0; n <= 40; n += 4){
			Quad(n+unity,420);
		}
		for(int n = 0; n <= 40; n += 4){
			Quad(n+unity,424);
		}
		for(int n = 0; n <= 40; n += 4){
			Quad(n+unity,428);
		}
		for(int n = 0; n <= 40; n += 4){
			Quad(n+unity,432);
		}
		glFlush();
	}
}

//////////////////////////////////////////////////////////

//ユニットの弾のクラス
class Bullet{
public:
	void bullet();
};

//弾の描画、当たり判定
void Bullet::bullet(){
	int y2 = 60; 								//インベーダーの中心のy座標
	glColor4f(1.0f,1.0f,1.0f,1.0f);
	if(bull == 3 && ul != 1){					//死んでいると発射しないように
		if(unit_By == 408){						//弾の発射時のみユニットのx座標をとる
			unit_Bx = unitx+8;
		}
		unit_By -= 12;							//弾の速度
		Point(unit_Bx, unit_By, 4);
		if((unit_Bx-(60+invxm))*(unit_Bx-(60+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il1 = 1;
		}
		if((unit_Bx-(140+invxm))*(unit_Bx-(140+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il2 = 2;
		}
		if((unit_Bx-(220+invxm))*(unit_Bx-(220+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il3 = 3;
		}
		if((unit_Bx-(300+invxm))*(unit_Bx-(300+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il4 = 4;
		}
		if((unit_Bx-(380+invxm))*(unit_Bx-(380+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il5 = 5;
		}
		if((unit_Bx-(460+invxm))*(unit_Bx-(460+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il6 = 6;
		}
		if((unit_Bx-(540+invxm))*(unit_Bx-(540+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il7 = 7;
		}
		if((unit_Bx-(620+invxm))*(unit_Bx-(620+invxm))+(unit_By-(y2+invym))*(unit_By-(y2+invym)) <= (invr*invr)){
			il8 = 8;		
		}
		if(unit_By < 0){						//弾が画面外に出た時元の位置に
			unit_By = 408;
			bull = 0;
		}
	}
}

//////////////////////////////////////////////////////////

//インベーダーの弾のクラス
class Ibullet{
public:
	void ibullet();
	void shot();
};

void Ibullet::ibullet(){						//弾の描画、当たり判定
	glColor4f(1.0f,1.0f,1.0f,1.0f);
	if(sei == 0){
		if(inv_By == 80){						//弾の発射時のみユニットのx座標をとる
			inv_Bx = invxm+60;
		}
		Point(inv_Bx+inv_Bcop, inv_By+invym, 4);
		if((inv_Bx+inv_Bcop-unitx-10)*(inv_Bx+inv_Bcop-unitx-10)+(inv_By+invym-420)*(inv_By+invym-420) <= (20*20)){
			ul = 1;
		}
	}
}

//弾の条件、複製
void Ibullet::shot(){
	inv_By += 10;								//弾の速度
	if(inv_By > 480){							//2分の1の確率で発射する
			b1 = rand() % 2 + 1;
			b2 = rand() % 2 + 1;
			b3 = rand() % 2 + 1;
			b4 = rand() % 2 + 1;
			b5 = rand() % 2 + 1;
			b6 = rand() % 2 + 1;
			b7 = rand() % 2 + 1;
			b8 = rand() % 2 + 1;
			inv_By = 80;
			sei = 0;
	}
	if(il1 == 1){								//死んでいると発射しないように
	
	}else if(b1 == 1){
		inv_Bcop = 0;
		ibullet();
	}
	if(il2 == 2){

	}else if(b2 == 1){
		inv_Bcop = 80;
		ibullet();
	}
	if(il3 == 3){

	}else if(b3 == 1){
		inv_Bcop = 160;
		ibullet();
	}
	if(il4 == 4){

	}else if(b4 == 1){
		inv_Bcop = 240;
		ibullet();
	}
	if(il5 == 5){

	}else if(b5 == 1){
		inv_Bcop = 320;
		ibullet();
	}
	if(il6 == 6){

	}else if(b6 == 1){
		inv_Bcop = 400;
		ibullet();
	}
	if(il7 == 7){

	}else if(b7 == 1){
		inv_Bcop = 480;
		ibullet();
	}
	if(il8 == 8){

	}else if(b8 == 1){
		inv_Bcop = 560;
		ibullet();
	}
	if(il1 == 1 && il2 == 2 && il3 == 3 && il4 == 4 && il5 == 5 && il6 == 6 && il7 == 7 && il8 == 8){
		exit(0);
	}
}

void display(void){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	Inv i;
	Unit u;
	Bullet b;
	Ibullet ib;
	i.copy();
	u.unit();
	b.bullet();
	ib.shot();
	glutSwapBuffers();
}

void Idle() {
	glutPostRedisplay();
}

void keyboard(unsigned char key, int x, int y){
	switch(key){
		case ' ': bull = 3;				 	//[ ]を押すと弾を発射する
			glutPostRedisplay();
    		break;
    }
}

void Skey(int key, int x, int y){
	switch(key){
		case GLUT_KEY_LEFT: uxm = 2;		//[←]を押すと左に動く
			glutPostRedisplay();
			break;
		case GLUT_KEY_RIGHT: uxm = 1;		//[→]を押すと右に動く
			glutPostRedisplay();
			break;
	}
}

void Supkey(int key, int x, int y){
	switch(key){
		case GLUT_KEY_LEFT: uxm = 0;		//[←]を離すと止まる
			glutPostRedisplay();
			break;
		case GLUT_KEY_RIGHT: uxm = 0;		//[→]を離すと止まる
			glutPostRedisplay();
			break;
	}
}

void Init(){
	glClearColor(0.0, 0.0, 0.0, 1.0);
	glOrtho(0, WIDTH, HEIGHT, 0, -1, 1);
}

int main(int argc, char *argv[]){
	glutInitWindowSize(WIDTH, HEIGHT);
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutCreateWindow("test");
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);
	glutSpecialFunc(Skey);
	glutSpecialUpFunc(Supkey);
	glutIdleFunc(Idle);
	Init();
	glutMainLoop();
	return 0;
}

スクリーンショット 2016-06-20 12.15.48.png

今度はSEやBGM、スコア、残機なども入れてみたいです。 :laughing:

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