
#define N 200/*定义全局常量*/
#define m 25
#include #include #include #include #define LEFT 0x4b00 #define RIGHT 0x4d00 #define DOWN 0x5000 #define UP 0x4800 #define Esc 0x011b int i,j,key,k; struct Food/*构造食物结构体*/ { int x; int y; int yes; }food; struct Goods/*构造宝贝结构体*/ { int x; int y; int yes; }goods; struct Block/*构造障碍物结构体*/ { int x[m]; int y[m]; int yes; }block; struct Snake{/*构造蛇结构体*/ int x[N]; int y[N]; int node; int direction; int life; }snake; struct Game/*构建游戏级别参数体*/ { int score; int level; int speed; }game; /*定义函数*/ void init(void);/*定义图形驱动*/ void close(void);/*定义关闭函数*/ void drawk(void);/*定义界面函数*/ void gameover(void);/*定义游戏结束函数*/ void gameplay(void);/*定义游戏主函数*/ void prscore(void);/*定义得分函数*/ void main(void){/*主函数体,调用以下四个函数*/ init(); setbkcolor(7); drawk(); gameplay(); close(); } void init(void){/*构建图形驱动函数*/ int gd=DETECT,gm; initgraph(&gd,&gm,""); cleardevice(); } void drawk(void){/*构建游戏界面函数*/ /*setbkcolor(LIGHTGREEN);*/ char str3[50]; setfillstyle(SOLID_FILL,BLUE);/*条型边框,显示版本信息*/ bar3d(48,9,610,38,1,45); setcolor(YELLOW);/*版本信息*/ sprintf(str3,"Version:5.01,Powerwing Studio"); outtextxy(330,20,str3); setfillstyle(LTSLASH_FILL,YELLOW);/*设定墙边的填充形式*/ bar3d(48,48,58,462,0,0);/*设定墙边*/ bar3d(48,39,611,48,0,0); bar3d(48,452,611,462,0,0); bar3d(602,39,611,462,0,0); } void gameplay(void){/*构建游戏主函数*/ /*初始化游戏角色*/ randomize();/*随机数发生器*/ goods.yes=1; block.yes=1; food.yes=1;/*场景中需建立新的食物*/ snake.life=1;/*初始化蛇生命值*/ snake.direction=1;/*蛇起始的移动方向定义为向右*/ snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标初始化*/ snake.x[1]=110;snake.y[1]=100; snake.node=2;/*蛇初始化节数,共两节只有蛇头*/ /*初始化障碍物的数组*/ block.x[0]=170;block.y[0]=270;/*level 1*/ block.x[1]=410;block.y[1]=310; block.x[2]=300;block.y[2]=200; block.x[3]=320;block.y[3]=420; block.x[4]=250;block.y[4]=350; block.x[5]=220;block.y[5]=320;/*level 2*/ block.x[6]=310;block.y[6]=410; block.x[7]=400;block.y[7]=500; block.x[8]=230;block.y[8]=230; block.x[9]=280;block.y[9]=280; block.x[10]=170;block.y[10]=280;/*level 3*/ block.x[11]=420;block.y[11]=310; block.x[12]=310;block.y[12]=200; block.x[13]=320;block.y[13]=400; block.x[14]=250;block.y[14]=260;/*level 4*/ block.x[15]=220;block.y[15]=330; block.x[16]=130;block.y[16]=410; block.x[17]=310;block.y[17]=510; block.x[18]=230;block.y[18]=340; block.x[19]=280;block.y[19]=380; block.x[20]=270;block.y[20]=170;/*level 5*/ block.x[21]=410;block.y[21]=450; block.x[22]=190;block.y[22]=200; block.x[23]=150;block.y[23]=320; block.x[24]=270;block.y[24]=350; block.x[25]=340;block.y[25]=320; game.score=0; game.speed=50000; game.level=1; prscore();/*得分初始化*/ while(1){/*判断为真可以按Esc退出循环结束游戏*/ while(!kbhit()){/*无按键按下时,蛇自己移动身体*/ if(game.level==1){/*画出障碍物*/ for(j=0;j<5;j++){ setcolor(5);/**/ rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10); block.yes=0; } } if(game.level==2){/*画出障碍物*/ for(j=0;j<9;j++){ setcolor(5);/**/ rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10); block.yes=0; } } if(game.level==3){/*画出障碍物*/ for(j=0;j<14;j++){ setcolor(5);/**/ rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10); block.yes=0; } } if(game.level==4){/*画出障碍物*/ for(j=0;j<19;j++){ setcolor(5);/**/ rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10); block.yes=0; } } if(game.level==5){/*画出障碍物*/ for(j=0;j<25;j++){ setcolor(5);/**/ rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10); block.yes=0; } } if(food.yes==1){/*需要画出新的食物*/ food.x=rand()%400+60;/*获得间隔60的随机数食物坐标值*/ food.y=rand()%350+60; while(food.x%10!=0)/*判断坐标值是否满足被10整除,否,自动增加*/ food.x++; while(food.y%10!=0) food.y++; food.yes=0;/*新的食物已经产生*/ } if(goods.yes==1){/*需要画出新的宝物*/ goods.x=rand()%380+60;/*获得间隔60的随机数宝贝坐标值*/ goods.y=rand()%320+80; while(goods.x%10!=0)/*判断坐标值是否满足被10整除,否,自动增加*/ goods.x++; while(goods.y%10!=0) goods.y++; goods.yes=0;/*新的宝贝已经产生*/ } if(goods.yes==0){/*新宝贝产生,应显示出来*/ setcolor(0);/*擦除*/ rectangle(goods.x,goods.y,goods.x+10,goods.y-10); delay(50);/*延时*/ setcolor(YELLOW); goods.x=goods.x+random(10)-random(20);/*随机数增量*/ goods.y=goods.y+random(10)-random(20); while(goods.x%10!=0)/*判断变化后的坐标值是否满足被10整除,否,自动增加*/ goods.x++; while(goods.y%10!=0) goods.y++; rectangle(goods.x,goods.y,goods.x+10,goods.y-10);/*重画出宝贝*/ if(goods.x<65||goods.x>585||goods.y<65|goods.y>445){/*判定宝贝是否越界*/ setcolor(0);/*擦除越界的宝贝*/ rectangle(goods.x,goods.y,goods.x+10,goods.y-10); goods.yes=1;/*越界后重新生成宝贝*/ } } if(food.yes==0){/*新食物产生,应显示出来*/ setcolor(GREEN); setlinestyle(SOLID_LINE,0,THICK_WIDTH);/*设定当前线型*/ rectangle(food.x,food.y,food.x+10,food.y-10); } for(i=snake.node-1;i>0;i--){/*取得需重画的蛇的节数*/ snake.x[i]=snake.x[i-1];/*最后一节的坐标值等于倒数第二节的坐标值*/ snake.y[i]=snake.y[i-1]; } switch(snake.direction){/*判断蛇头的移动方向*/ case 1:snake.x[0]+=10;break;/*向右*/ case 2:snake.x[0]-=10;break;/*向左*/ case 3:snake.y[0]-=10;break;/*向上*/ case 4:snake.y[0]+=10;break;/*向下*/ } for(i=3;i for(i=1;i rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10); rectangle(snake.x[snake.node-1],snake.y[snake.node-1], snake.x[snake.node-1]+10,snake.y[snake.node-1]-10); } snake.life-=1;/*生命值减少一*/ snake.node-=5; prscore();/*输出结果*/ if(snake.life==0){/*判断生命值是否为0*/ gameover();/*游戏结束*/ break;/*退出内循环*/ } } } if(snake.x[0]<55||snake.x[0]>595||snake.y[0]<55||snake.y[0]>455){/*判断蛇是否与墙体碰撞*/ for(i=1;i rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10); rectangle(snake.x[snake.node-1],snake.y[snake.node-1], snake.x[snake.node-1]+10,snake.y[snake.node-1]-10); } snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标重新初始化*/ snake.x[1]=110;snake.y[1]=100; snake.direction=1;/*蛇起始的移动方向定义为向右*/ snake.life-=1;/*生命值减少一*/ snake.node-=5;/*相应节数减少5节*/ prscore(); if(snake.life==0){ gameover(); break; } } /*判断蛇与障碍物碰撞,食物是否与障碍物重叠*/ if(game.level==1){/*判断级别,并设定相应的障碍物数量,即数组个数*/ k=5; } else if(game.level==2){ k=9; } else if(game.level==3){ k=14; } else if(game.level==4){ k=19; } else if(game.level==5){ k=25; } for(j=0;j for(i=1;i rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10); rectangle(snake.x[snake.node-1],snake.y[snake.node-1], snake.x[snake.node-1]+10,snake.y[snake.node-1]-10); } if(food.x==block.x[j]&&block.y[j]==food.y){/*防止障碍物与食物重叠*/ setcolor(0);/*设定食物的颜色为背景色,即擦除*/ rectangle(food.x,food.y,food.x+10,food.y-10); food.yes=1;/*食物重新生成*/ } snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标重新初始化*/ snake.x[1]=110;snake.y[1]=100; snake.direction=1;/*蛇起始的移动方向定义为向右*/ snake.life-=1; snake.node-=5; prscore(); if(snake.life==0){ gameover(); break; } } } if(snake.x[0]==food.x&&snake.y[0]==food.y){/*判断蛇是否吃到食物*/ setcolor(0);/*设定食物的颜色为背景色,即擦除*/ rectangle(food.x,food.y,food.x+10,food.y-10); snake.x[snake.node]=-20;/*新的一节放在不可见的位置*/ snake.y[snake.node]=-20; snake.node++;/*蛇身增加一节*/ if(snake.node>2){/*当节数每增加5节生命值增加一*/ snake.life=1+fabs((snake.node-2)/5); } food.yes=1;/*场景需要增加食物*/ game.score+=20;/*加分*/ prscore();/*输出得分*/ } if(snake.x[0]==goods.x&&snake.y[0]==goods.y){/*判定蛇是否得到宝贝*/ setcolor(0);/*设定宝贝的颜色为背景色,即擦除*/ rectangle(goods.x,goods.y,goods.x+10,goods.y-10); goods.yes=1;/*场景需要增加新的宝贝*/ game.score+=100;/*得到宝贝后加100分*/ prscore();/*输出得分*/ } if(game.score<500){/*设定游戏速度和难度级别*/ game.speed=50000; game.level=1;} else if(game.score>=500&&game.score<1000){ game.level=2; game.speed=40000;} else if(game.score>=1000&&game.score<1500){ game.level=3; game.speed=30000;} else if(game.score>=1500&&game.score<2000){ game.level=4; game.speed=20000; } else if(game.score>=5000){ game.level=5; game.speed=10000;} setcolor(4);/*画出移动的蛇*/ setlinestyle(SOLID_LINE,0,THICK_WIDTH);/*设定当前线型*/ for(i=0;i delay(game.speed); setcolor(0);/*用背景色擦去最后一节*/ rectangle(snake.x[snake.node-1],snake.y[snake.node-1], snake.x[snake.node-1]+10,snake.y[snake.node-1]-10); } /*endwhile(! kbhit) */ if(snake.life==0)/*判断循环结束条件:蛇死或者检测到Esc按键*/ break; key=bioskey(0);/*判断按键*/ if(key==Esc) break; /*判断蛇头接收到的用户按键响应的移动方向*/ else if(key==UP&&snake.direction!=4) snake.direction=3; else if(key==RIGHT&&snake.direction!=2) snake.direction=1; else if(key==LEFT&&snake.direction!=1) snake.direction=2; else if(key==DOWN&&snake.direction!=3) snake.direction=4; }/*endwhile(1)*/ } void gameover(void){/*游戏结束处理*/ cleardevice();/*清屏*/ prscore();/*输出得分*/ setcolor(RED);/*打印出“Game Over”字样*/ settextstyle(0,0,4); outtextxy(200,200,"Game Over!"); getch(); } void prscore(void){/*定义分数输出函数*/ char str1[10]; char str2[10]; char str4[20]; setfillstyle(SOLID_FILL,BLUE);/*用于清除旧的显示信息*/ bar(49,10,320,37); setcolor(WHITE); settextstyle(0,0,1); sprintf(str1,"score:%d",game.score);/*输出得分*/ outtextxy(55,20,str1); sprintf(str2,"level:%d",game.level);/*输出级别*/ outtextxy(250,20,str2); sprintf(str4,"life:%d",snake.life);/*输出级别*/ outtextxy(150,20,str4); } void close(void){/*定义关闭函数,退出图形模式*/ getch(); closegraph(); }
