C++基于控制台实现的贪吃蛇小游戏
更新时间:2015年04月20日 10:19:59 作者:司青
这篇文章主要介绍了C++基于控制台实现的贪吃蛇小游戏,实例分析了贪吃蛇游戏的原理与C++实现技巧,是非常经典的游戏算法,需要的朋友可以参考下
本文实例讲述了C++基于控制台实现的贪吃蛇小游戏。分享给大家供大家参考。具体实现方法如下:
#include <windows.h> #include <time.h> #include <stdio.h> #define MAX 100 #define UP 1 #define DOWN 2 #define LEFT 3 #define RIGHT 4 #define MOVING 5 #define STOP 0 HANDLE hMain_Out = NULL; HANDLE hMain_In = NULL; struct Pos { int x; int y; }; struct Body { int state; int len; int Direction; // int ZZZZ; // int HHHH; Pos pos[MAX]; }; Pos NewPos[MAX]; Pos Food; SMALL_RECT Wall; int count = 0; int grade = 0; int level = 1; int amount = 0; int speed = 200; void Init(Body &b); void Print(const Body &b); void Print(int x,int y); void Move(Body &b); void Clean(int x,int y); void Clean(const Body &b); void ShowInfo(); int GetDirection(Body &b); void TurnRound(int Direction,Body &b); void PosCopy(Body &b,Pos NewPos[]); void MoveBody(Body &b); void HideCursor(); void CreateWall(); void CreateFood(); bool IsKnock_Food(const Body &b); bool IsKnock_Wall(const Body &b); void AddBody(Body &b); int main() { Body b; Init(b); Print(b); HideCursor(); while(TRUE) { Sleep(speed); Move(b); GetDirection(b); } return 0; } void Init(Body &b) { b.len = 3; b.Direction = RIGHT; b.state = STOP; b.pos[0].x = 2; b.pos[0].y = 1; b.pos[1].x = 4; b.pos[1].y = 1; b.pos[2].x = 6; b.pos[2].y = 1; hMain_Out = GetStdHandle(STD_OUTPUT_HANDLE); hMain_In = GetStdHandle(STD_INPUT_HANDLE); CreateWall(); CreateFood(); ShowInfo(); } void Print(const Body &b) { COORD coord; for(int ix = b.len -1;ix >= 0;--ix) { coord.X = b.pos[ix].x; coord.Y = b.pos[ix].y; SetConsoleCursorPosition(hMain_Out,coord); printf("●"); } } void Move(Body &b) { ShowInfo(); if(IsKnock_Wall(b)) { MessageBox(NULL,"You are dead !","Oh my God",0); exit(0); } if(IsKnock_Food(b)) { if(amount > 5) { ++level; amount = 0; speed-= 50; } AddBody(b); grade += 10; ++amount; Clean(Food.x,Food.y); CreateFood(); } if(STOP == b.state) { if(RIGHT == b.Direction) { for(int ix = 0;ix < b.len;++ix) { Clean(b.pos[ix].x,b.pos[ix].y); b.pos[ix].x+=2; } } if(UP == b.Direction) { for(int ix = 0;ix < b.len;++ix) { Clean(b.pos[ix].x,b.pos[ix].y); b.pos[ix].y--; } } if(DOWN == b.Direction) { for(int ix = 0;ix < b.len;++ix) { Clean(b.pos[ix].x,b.pos[ix].y); b.pos[ix].y++; } } if(LEFT == b.Direction) { for(int ix = 0;ix < b.len;++ix) { Clean(b.pos[ix].x,b.pos[ix].y); b.pos[ix].x-=2; } } } if(MOVING == b.state) { PosCopy(b,NewPos); if(UP == b.Direction) { if(b.len == count) { b.state = STOP; b.Direction = UP; count = 0; } if(count < b.len && MOVING == b.state) { b.pos[b.len - 1].y--; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); } } if(DOWN == b.Direction) { if(b.len == count) { b.state = STOP; b.Direction = DOWN; count = 0; } if(count < b.len && MOVING == b.state) { b.pos[b.len - 1].y++; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); } } if(LEFT == b.Direction) { if(b.len == count) { b.state = STOP; b.Direction = LEFT; count = 0; } if(count < b.len && MOVING == b.state) { b.pos[b.len - 1].x-=2; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); } } if(RIGHT == b.Direction) { if(b.len == count) { b.state = STOP; b.Direction = RIGHT; count = 0; } if(count < b.len && MOVING == b.state) { b.pos[b.len - 1].x+=2; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); } } } Print(b); } void Clean(int x,int y) { COORD c; c.X = x; c.Y = y; SetConsoleCursorPosition(hMain_Out,c); printf(" "); } void Clean(const Body &b) { for(int ix = 0;ix < b.len;++ix) { Clean(b.pos[ix].x,b.pos[ix].y); } } int GetDirection(Body &b) { if(GetAsyncKeyState(VK_UP)) { count = 0; TurnRound(UP,b); } if(GetAsyncKeyState(VK_DOWN)) { count = 0; TurnRound(DOWN,b); } if(GetAsyncKeyState(VK_LEFT)) { count = 0; TurnRound(LEFT,b); } if(GetAsyncKeyState(VK_RIGHT)) { count = 0; TurnRound(RIGHT,b); } return 0; } void TurnRound(int d,Body &b) { switch(d) { case UP: if(RIGHT == b.Direction || LEFT == b.Direction) { PosCopy(b,NewPos); --b.pos[b.len -1].y; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); b.Direction = d; b.state = MOVING; } break; case DOWN: if(RIGHT == b.Direction || LEFT == b.Direction) { PosCopy(b,NewPos); ++b.pos[b.len -1].y; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); b.Direction = d; b.state = MOVING; } break; case LEFT: if(UP == b.Direction || DOWN == b.Direction) { PosCopy(b,NewPos); b.pos[b.len -1].x-=2; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); b.Direction = d; b.state = MOVING; } break; case RIGHT: if(UP == b.Direction || DOWN == b.Direction) { PosCopy(b,NewPos); b.pos[b.len -1].x+=2; Clean(b.pos[0].x,b.pos[0].y); MoveBody(b); Print(b); b.Direction = d; b.state = MOVING; } break; default: break; } } void PosCopy(Body &b,Pos NewPos[]) { for(int ix = 0;ix < b.len;++ix) { NewPos[ix].x=0; NewPos[ix].y=0; } for(int ix = 0;ix <b.len;++ix) { NewPos[ix] = b.pos[ix]; } } void MoveBody(Body &b) { for(int ix = b.len - 1;ix > 0;--ix) { b.pos[ix - 1] = NewPos[ix]; } ++count; PosCopy(b,NewPos); } void HideCursor() { CONSOLE_CURSOR_INFO info; GetConsoleCursorInfo(hMain_Out,&info); info.bVisible = FALSE; SetConsoleCursorInfo(hMain_Out,&info); } void CreateWall() { CONSOLE_SCREEN_BUFFER_INFO info; GetConsoleScreenBufferInfo(hMain_Out,&info); info.srWindow.Right-=19; info.srWindow.Bottom-=5; Wall = info.srWindow; for(int i = 0;i <= info.srWindow.Right;i+=2) { Print(i,info.srWindow.Top); Print(i,info.srWindow.Bottom); } for(int y = 0;y <= info.srWindow.Bottom;++y) { Print(0,y); Print(info.srWindow.Right,y); } } void Print(int x,int y) { COORD c; c.X = x; c.Y = y; SetConsoleCursorPosition(hMain_Out,c); printf("■"); } void CreateFood() { srand(unsigned(time(NULL))); unsigned x_t = RAND_MAX / Wall.Right; unsigned y_t = RAND_MAX / Wall.Bottom; while(true) { int x = rand() / x_t; int y = rand() / y_t; Food.x = x - 4; Food.y = y - 4; if((0 == Food.x % 2) && (0 == Food.y % 2)) { if(Food.x < 5) { Food.x+=8; } if(Food.y<5) { Food.y+=8; } Print(Food.x,Food.y); break; } } } bool IsKnock_Food(const Body &b) { if(b.pos[b.len - 1].x == Food.x && b.pos[b.len - 1].y== Food.y) { return true; } else { return false; } } bool IsKnock_Wall(const Body &b) { if(0 == b.pos[b.len - 1].x || 0 == b.pos[b.len - 1].y || Wall.Right == b.pos[b.len - 1].x || Wall.Bottom == b.pos[b.len - 1].y) { return true; } Pos Head = b.pos[b.len - 1]; for(int ix = 0;ix <= b.len - 3;++ix) { if(Head.x == b.pos[ix].x && Head.y == b.pos[ix].y) { return true; } } return false; } void ShowInfo() { COORD c; c.X = Wall.Right + 2; c.Y = 3; SetConsoleCursorPosition(hMain_Out,c); printf(" 分数:%d",grade); c.Y+=10; SetConsoleCursorPosition(hMain_Out,c); printf(" 难度等级:%d",level); } void AddBody(Body &b) { if(b.len < MAX) { if(UP == b.Direction) { b.pos[b.len].y = b.pos[b.len - 1].y - 1; b.pos[b.len].x = b.pos[b.len - 1].x; ++b.len; } if(DOWN == b.Direction) { b.pos[b.len].y = b.pos[b.len - 1].y + 1; b.pos[b.len].x = b.pos[b.len - 1].x; ++b.len; } if(LEFT == b.Direction) { b.pos[b.len].x = b.pos[b.len - 1].x - 2; b.pos[b.len].y = b.pos[b.len - 1].y; ++b.len; } if(RIGHT == b.Direction) { b.pos[b.len].x = b.pos[b.len - 1].x + 2; b.pos[b.len].y = b.pos[b.len - 1].y; ++b.len; } } }
效果图如下所示:
希望本文所述对大家的C++程序设计有所帮助。
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