#include <iostream>

#include <Windows.h>

#include <random>

#include <time.h>

#include "Console.h"

//#include "enemy.h"

//#include "player.h"

#define ENEMY_COUNT 10

#define PLAYER_LIFE 1

using namespace std;


typedef struct enemy{

int x, y;

char name = 'e';

char blank = ' ';

}enemy;


typedef struct player{

int x= 40, y= 19;

char name = 'p';

int life = PLAYER_LIFE;

}player;


typedef struct player_shoot{

int x, y;

char name = '.';

};


typedef struct enemy_shoot{

int x, y;

int flag = 0;

char name = '*';

};


void enemy_shoot_initial();

void enemy_shoot_move();

int move_flag = 0;

int shoot_flag = 0;

int _gameover = 1;

void enemy_initial();

void enemy_move();

void player_shoot_initial();

void player_shoot_move();

void player_shoot_check();


enemy e;

player p;

player_shoot p_s;

enemy_shoot e_s[10];

enemy e_member[ENEMY_COUNT];


int main()

{

enemy_initial();

while (_gameover)

{

Initial();

for (int i = 0; i < 10; i++){

MoveCursor(e_member[i].x, e_member[i].y);

cout << e_member[i].name;

}

enemy_move();

MoveCursor(p.x, p.y);

cout << p.name;

MoveCursor(p_s.x, p_s.y);

if (GetAsyncKeyState(VK_CONTROL)){

player_shoot_initial();

}

cout << p_s.name;

if (GetAsyncKeyState(VK_UP)){ p.y -= 1; }

if (GetAsyncKeyState(VK_DOWN)){ p.y += 1; }

if (GetAsyncKeyState(VK_LEFT)){ p.x -= 1; }

if (GetAsyncKeyState(VK_RIGHT)){ p.x += 1; }


enemy_shoot_initial();

enemy_shoot_move();

player_shoot_move();

player_shoot_check();

ClearScreen();

}

cout << "gameover";

}


void enemy_move()

{

if (move_flag == 0){

for (int i = 0; i < 10; i++)

{

e_member[i].x += 1;

}

if (e_member[9].x == 80)

move_flag = 1;

}

if (move_flag == 1){

for (int i = 0; i < 10; i++)

{

e_member[i].x -= 1;

}

if (e_member[0].x == 2)

move_flag = 0;

}

}

void enemy_initial()

{

for (int i = 0; i < 10; i++)

{

e_member[i].x = 20 + (i*2) ;

e_member[i].y = 5;

e_member[i].name = 'e';

}

}


void player_shoot_initial()

{

p_s.x = p.x;

p_s.y = p.y;

}

void player_shoot_move()

{

p_s.y -= 1;

}



void player_shoot_check()

{

for (int i = 0; i < 10; i++){

if (p_s.x == e_member[i].x && p_s.y == e_member[i].y)

e_member[i].name = e_member[i].blank;

}

}



void enemy_shoot_initial()

{

int select;

srand(time(NULL));

select = rand() % 10;

e_s[select].flag = 1;

e_s[select].x = e_member[select].x;

e_s[select].y = e_member[select].y;

}

void enemy_shoot_move()

{

for (int i = 0; i < 10; i++)

{

if (e_s[i].flag == 1)

{

MoveCursor(e_s[i].x, e_s[i].y);

cout << e_s[i].name;

e_s[i].y += 1;

if (e_s[i].y == 22 )

{

e_s[i].name = ' ';

e_s[i].y = 0;

e_s[i].flag = 0;

}

if ((p.x == e_s[i].x && p.y == e_s[i].y))

{

p.life -= 1;

if (p.life == 0){

_gameover = 0;

}

}

}

}

}


구조체로 구현한 Invader 게임입니다. 버퍼를 따로 생성하지 않아 끊기는 현상이 있는데, 버퍼를 구현해서 끊기지 않도록 해야겠습니다.



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