基于VC++的推箱子游戏设计与实现

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推箱子C语言程序报告

推箱子C语言程序报告

推箱子C语言程序报告推箱子是一种极富智慧和策略性的游戏,是著名的益智游戏之一、它不仅可以锻炼人们的逻辑思维能力和创造力,而且还能提高人们的解决问题的能力和耐心。

本篇报告将介绍一个基于C语言开发的推箱子游戏,包括游戏规则、程序设计思路和实现效果等方面的内容。

一、游戏规则推箱子游戏的规则十分简单,玩家需要操作一个小人将该场景中的木箱全部推到指定位置。

在游戏开始时,场景中会放置一定数量的木箱和一个小人。

玩家可以通过键盘输入上下左右四个方向键来移动小人,小人可以推动场景中的木箱,但不能直接拉动或推动多个箱子。

当所有的木箱都被推到指定位置时,游戏胜利,反之则失败。

二、程序设计思路推箱子游戏的实现涉及到场景的渲染、小人和木箱的移动、游戏的逻辑判断等多个方面。

下面将分别介绍这些方面的程序设计思路。

1.场景渲染2.小人和木箱的移动玩家操作小人的移动,可以通过监听键盘输入的方向键来实现。

根据输入的方向,判断小人与目标位置的关系,如果目标位置是空地或者指定位置,则小人可以移动到目标位置,否则不能移动。

当小人移动后,如果目标位置是木箱,则需要判断木箱与目标位置的关系,如果目标位置是空地或者指定位置,则木箱可以被推动到目标位置,否则不能推动。

3.游戏逻辑判断在每一次小人移动后,需要判断游戏是否胜利或失败。

胜利的条件是所有的木箱都被推到指定位置,判断的方法是在遍历整个场景时,检查是否存在未推到指定位置的木箱。

失败的条件是小人无法再移动,判断的方法是在判断小人是否能够移动时,如果没有可移动的方向,则游戏失败。

三、实现效果通过以上的程序设计思路,可以开发出一个基于C语言的推箱子游戏。

该游戏可以提供丰富的关卡和难度选择,让玩家能够不断挑战和提高自己的智力。

游戏的界面简洁明了,操作方便快捷,给玩家带来舒适的游戏体验。

总结:推箱子是一种极富智慧的益智游戏,本篇报告介绍了一个基于C语言开发的推箱子游戏。

通过对游戏规则、程序设计思路和实现效果的阐述,可以看出该游戏具有多样化的场景和难度选择,能够锻炼玩家的智力和思维能力。

推箱子游戏课程设计c

推箱子游戏课程设计c

推箱子游戏课程设计c一、课程目标知识目标:1. 学生能够理解推箱子游戏中的程序设计基本概念,掌握游戏规则逻辑表达方法。

2. 学生能够运用所学编程知识,设计并实现具有基本功能的推箱子游戏。

3. 学生理解并掌握游戏中坐标系统、角色移动算法和碰撞检测的相关知识。

技能目标:1. 学生通过实践操作,提高逻辑思维和问题解决能力,能够将复杂问题分解为简单步骤。

2. 学生培养独立编程能力,学会使用合适的编程语句和结构来实现游戏逻辑。

3. 学生通过小组合作,锻炼团队协作和沟通技巧,共同完成游戏设计任务。

情感态度价值观目标:1. 学生培养对计算机编程的兴趣,激发创造力和探究精神,形成积极的学习态度。

2. 学生在游戏设计过程中,学会面对挑战,培养坚持不懈和解决问题的耐心。

3. 学生通过推箱子游戏,理解编程在生活中的应用,认识到科技与日常生活紧密相关,增强社会责任感。

课程性质:本课程为信息技术课程,以实践操作为主,理论讲解为辅,注重培养学生的动手能力和实际应用能力。

学生特点:考虑到学生所在年级,课程内容设计将结合学生好奇心强、动手欲望高、团队协作意识逐步形成等特点。

教学要求:课程要求学生在掌握编程基础知识上,通过实践加深理解,鼓励创新思维和团队合作,实现游戏设计的目标。

教学过程将目标分解,确保每个学生都能达到具体的学习成果,为后续学习奠定基础。

二、教学内容1. 理论知识:- 游戏设计基本概念:游戏规则、游戏流程、角色与道具。

- 编程语言基础:变量、数据类型、运算符、控制结构(条件语句、循环语句)。

- 坐标系统与图形用户界面:理解坐标系在游戏中的应用,掌握简单图形界面的构建。

2. 实践操作:- 推箱子游戏规则设计:学习如何将游戏规则转化为程序逻辑。

- 角色移动算法:掌握角色在不同方向上的移动算法实现。

- 碰撞检测:学习如何检测角色与箱子、墙壁之间的碰撞。

3. 教学大纲:- 第一阶段:游戏设计基本概念学习,介绍推箱子游戏,引导学生分析游戏规则。

推箱子c语言程序设计

推箱子c语言程序设计

推箱子c语言程序设计1.引言1.1 概述概述推箱子游戏作为一款经典的益智游戏,具有很高的趣味性和挑战性,受到了广大玩家的喜爱。

本文旨在介绍通过C语言程序设计实现推箱子游戏的过程。

本文将从游戏的背景介绍、基本规则和玩法等方面展开叙述。

推箱子游戏的背景是一个仓库,玩家需要控制一个工人将货物推到指定的放置点。

游戏地图由一系列的方块组成,每个方块可能是墙壁、货物、放置点、工人或者空地。

玩家通过移动工人将货物推动到目标位置,最终完成整个地图的挑战。

C语言作为一种基础的编程语言,广泛应用于各种程序设计中。

通过使用C语言来编写推箱子游戏的程序,我们可以深入理解游戏的基本逻辑和算法,并将其应用于其他类似的益智游戏中。

本文将首先介绍推箱子游戏的基本规则和玩法,包括工人的移动、货物的推动以及地图的布局等方面。

之后,我们将详细讲解如何使用C语言来实现推箱子游戏的各个功能,包括游戏的初始化、地图的生成、玩家操作的响应等。

通过本文的学习,读者可以掌握使用C语言来进行程序设计的基本技巧和方法,同时也能够熟悉并理解推箱子游戏的内部实现原理。

希望本文对读者有所帮助,能够引发对程序设计和游戏开发的兴趣,同时也能够为读者在后续的学习和实践中提供一定的参考价值。

1.2 文章结构文章结构部分的内容:文章的结构是为了使读者能够更好地理解和掌握推箱子游戏的C语言程序设计。

通过以下几个方面来介绍文章的结构:1. 简介:在本部分中,将对推箱子游戏的背景和意义进行简要介绍。

推箱子作为一种逻辑思维和策略性很强的游戏,对于培养思维能力和解决问题的能力有着重要意义。

因此,本文将介绍推箱子游戏的特点和玩法,以及C语言程序设计对于实现推箱子游戏的重要作用。

2. 目标:本部分将明确阐述本文的目标。

主要包括两个方面:一是介绍如何使用C语言进行推箱子游戏的程序设计;二是帮助读者理解和掌握C语言程序设计的基本原理和方法,为自己编写其他游戏程序打下基础。

3. 主体内容:本文的主要内容包括两个方面。

推箱子C课程设计报告

推箱子C课程设计报告

程序设计课程设计报告书学生:孟祥煜指导老师: 曾宇容课程设计名称:推箱子小游戏班级: 软件11401一、设计任务介绍推箱子游戏得实现方法,并逐步介绍C语言图形编程得方法与技巧。

在C语言编写软件WIN-TC上,涉及软中断、二维数组、键盘操作及图形化函数等方法,显示器中断寄存器得设置、二维数组得定义、键盘上键值得获取、图形方式下光标得显示与定位,以及部分图形函数得使用实现了一个完整得推箱子游戏界面,界面清晰可见。

二、设计目得训练学生掌握C得数据结构与综合编程能力与游戏开发技巧等应用能力。

初步设想推箱子就是一款经典得益智小游戏,目得就是在训练人得逻辑思考能力。

在一个狭小得空间中,要求把木箱从起始位置处推放到指定位置。

在空间中有地方限制,稍不小心就会出现箱子无法移动或者通道被堵住得情况,而且箱子只能推不能拉,所以需要玩家巧妙得利用有限得空间与通道,合理得移动次序与位置,才能完成任务。

本游戏一共分14关,由易到难,每一关都随着关数得增加来增加难度,从而达到吸引游戏玩家得目得。

三功能1、菜单功能,玩家通过瞧目录按对应得键可以进入对应得功能菜单,其中1进入游戏,2选择游戏关卡,3游戏帮助指南 ,4退出游戏。

2 游戏功能: 玩家可以通过操纵键盘中得上下左右键进入游戏进行各种操作来完成游戏。

3 循环功能:当玩家正在游戏得时候如果某一步走错了,导致游戏无法完成,可以随时重新开始游戏来完成关卡,游戏过程中可以随时按Ctrl+V退出游戏。

4 顺序功能:当玩家完成了某一关之后,随着进入下一关门可以按顺序进入下一关,继续开始更有挑战得关卡,如果该关就是最后一关,则显示通关完成。

三、总体设计1、功能模块设计函数功能描述本程序包括5个模块,分别就是初始化模块、画图模块、移动箱子模块、移动小人模块与功能控制模块。

各个模块功能得功能描述如下:(1)初始化模块。

该模块包括屏幕初始化与游戏第一关到第最后一关得初始化。

屏幕初始化用于输出欢迎信息与操作提示,游戏每一关得初始化就是构建每一关得关卡。

C语言推箱子课程设计(附报告)

C语言推箱子课程设计(附报告)

(注:VC运行时,分别新建两个文件BotIt.cpp和Maps.h,再在同一目录下运行其中cpp)代码部分文件“BoxIt.cpp”如下:#include <stdio.h>#include <conio.h>#include <stdlib.h>#include "Maps.h"#define AISLE "" //走廊#define N_AISLE 0#define W ALL "■" //墙壁#define N_W ALL 1#define AIM "※" //未放箱子的目标#define N_AIM 2#define BOX "□" //未在目标位置的箱子#define N_BOX 3#define MAN "♀" //人#define N_MAN 4#define BOX_OK "▢" //■已经在目标位置的箱子[即已放箱子的目标]#define N_BOX_OK 5#define MAN_IN "* "#define N_MAN_IN 6#define ESC 0x1B#define UP 'w'#define DOWN 's'#define LEFT 'a'#define RIGHT 'd'#define RESTART 'r'#define SA VE 'x'#define PF(a) printf("%s",a)struct Point{int x;int y;}man_p;/*小人坐标*///struct Filename{int num;char name[20];}filename[10];//int N;/*存档总人数*/int M;/*关数*/int step;/*步数*/char x;void welcome();void ingame();void playgame(int map[14][16]);/*玩游戏*/void displaymap(int map[14][16]);/*展示当前游戏界面*/void findman(int &a,int &b,int map[14][16]);/*找到小人坐标位置*/unsigned char getKey();/*获得有效按键返回按键值*/int getmap(Point p,int map[14][16]);/*获得点p的地图值*/void moveman(Point man_p,Point manf_p,int X,int Y,int map[14][16]);/*人移动*/ void movebox(Point box_p,Point boxf_p,int map[14][16]);/*移箱子*/int win(int map[14][16]);/*判断当无※时赢*/void choosemap(int map[14][16],int i);/*选关*/void changemap(int map[14][16],int mapx[14][16]);/*换地图*/void save();/*保存当前*/int read();/*读取存档*/int a=0,b=0,c=0,d=0;//system("color a");int main(){x='0';while(x!='4'){welcome();if(x=='3'&&read()==0) continue;if(x!='4') ingame();}return 0;}void displaymap(int map[14][16]){int i,j;system("cls");printf("\t\t\tMisson %d\n\n",M);for(i=0;i<14;i++){for(j=0;j<16;j++){ switch(map[i][j]){case N_AISLE:PF(" ");break;case N_W ALL:PF(W ALL);break;case N_AIM:PF(AIM);break;case N_BOX:PF(BOX);break;case N_MAN:PF(MAN);break;case N_BOX_OK:PF(BOX_OK);break;case N_MAN_IN:PF(MAN_IN);default:;}}if(i==2) printf("Press the key:");if(i==3) printf("'w'、'a'、's'、'd' to control ♀");if(i==5) printf("'r' to replay");if(i==7) printf("'x' to save");if(i==9) printf("'ESC' back to the menu");if(i==12) printf("Step:%d",step);PF("\n");}}void playgame(int map[14][16]){ int X,Y;Point manf_p,manff_p;//findman(man_p.x,man_p.y,map);displaymap(map);step=0;while(win(map)==0){findman(man_p.x,man_p.y,map);//printf("输入:");switch(getKey()){case DOWN://printf("\n下\n");manf_p.x=man_p.x;manff_p.x=man_p.x;manf_p.y=man_p.y+1,manff_p.y=man_p.y+2;X=0,Y=1;break;case UP://printf("\n上\n");manf_p.x=man_p.x;manff_p.x=man_p.x;manf_p.y=man_p.y-1,manff_p.y=man_p.y-2;X=0,Y=-1;break;case LEFT://printf("\n左\n");manf_p.x=man_p.x-1;manff_p.x=man_p.x-2;manf_p.y=man_p.y;manff_p.y=man_p.y;X=-1,Y=0;break;case RIGHT://printf("\n右\n");manf_p.x=man_p.x+1;manff_p.x=man_p.x+2;manf_p.y=man_p.y;manff_p.y=man_p.y;X=1,Y=0;break;case SA VE:save();continue;case RESTART:changemap(map,map0);M--;continue;case ESC:system("cls");changemap(map,map0);M=44;continue;default:;}//printf("\n人位置[%d %d]\n",man_p.y,man_p.x);//printf("\n人前方[%d %d]人前前方[%d %d]\n",manf_p.y,manf_p.x,manff_p.y,manff_p.x);switch(getmap(manf_p,map)){case N_AISLE://0case N_AIM://2moveman(man_p,manf_p,X,Y,map);break;case N_BOX://3case N_BOX_OK://5if(getmap(manff_p,map)==N_AISLE||getmap(manff_p,map)==N_AIM){movebox(manf_p,manff_p,map);moveman(man_p,manf_p,X,Y,map);}break;default:;}displaymap(map);}if(M==42) printf("\n\tCongratulation! Pass All!!!\n\n\n\t");}void findman(int &a,int &b,int map[14][16]){int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)if(map[i][j]==N_MAN||map[i][j]==N_MAN_IN)a=j,b=i;}unsigned char getKey(){unsigned char key;do{key = getch();}while(key != RESTART && key != ESC && key != LEFT && key != RIGHT && key != UP && key != DOWN && key!='x'&& key!=0x1B &&key!='r');return key;}int getmap(Point p,int map[14][16]){//printf("\n前方值%d\n",map[p.y][p.x]);return map[p.y][p.x];}void moveman(Point man_p,Point manf_p,int X,int Y,int map[14][16]){map[manf_p.y][manf_p.x]=(map[manf_p.y][manf_p.x]==N_AIM||map[manf_p.y][manf_p.x]==N_BOX _OK)?N_MAN_IN:N_MAN;map[man_p.y][man_p.x]=map[man_p.y][man_p.x]==N_MAN_IN?N_AIM:N_AISLE; //printf("\n移动后—小人位置值%d\n",map[manf_p.y][manf_p.x]);//printf("\n移动后—原小人位置值%d\n",map[man_p.y][man_p.x]);man_p.x+=X,man_p.y+=Y;step++;}void movebox(Point box_p,Point boxf_p,int map[14][16]){map[boxf_p.y][boxf_p.x]=map[boxf_p.y][boxf_p.x]==N_AISLE?N_BOX:N_BOX_OK; map[box_p.y][box_p.x]=map[box_p.y][box_p.x]==N_BOX?N_AISLE:N_AIM;}int win(int map[14][16]){int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)if(map[i][j]==2||map[i][j]==6)return 0;return 1;}void choosemap(int map[14][16],int i){switch(i){case 1:changemap(map,map1);break;case 2:changemap(map,map2);break;case 3:changemap(map,map3);break;case 4:changemap(map,map4);break;case 5:changemap(map,map5);break;case 6:changemap(map,map6);break;case 7:changemap(map,map7);break;case 8:changemap(map,map8);break;case 9:changemap(map,map9);break;case 10:changemap(map,map10);break;case 11:changemap(map,map11);break;case 12:changemap(map,map12);break;case 13:changemap(map,map13);break;case 14:changemap(map,map14);break;case 15:changemap(map,map15);break;case 16:changemap(map,map16);break;case 17:changemap(map,map17);break;case 18:changemap(map,map18);break;case 19:changemap(map,map19);break;case 20:changemap(map,map20);break;case 21:changemap(map,map21);break;case 22:changemap(map,map22);break;case 23:changemap(map,map23);break;case 24:changemap(map,map24);break;case 25:changemap(map,map25);break;case 26:changemap(map,map26);break;case 27:changemap(map,map27);break;case 28:changemap(map,map28);break;case 29:changemap(map,map29);break;case 30:changemap(map,map30);break;case 31:changemap(map,map31);break;case 32:changemap(map,map32);break;case 33:changemap(map,map33);break;case 34:changemap(map,map34);break;case 35:changemap(map,map35);break;case 36:changemap(map,map36);break;case 37:changemap(map,map37);break;case 38:changemap(map,map38);break;case 39:changemap(map,map39);break;case 40:changemap(map,map40);break;case 41:changemap(map,map41);break;case 42:changemap(map,map42);break;default:;}}void changemap(int map[14][16],int mapx[14][16]) {int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)map[i][j]=mapx[i][j];}void save(){int i,j;FILE *in;/*char filename[10][20];printf("put in the filename:");scanf("%s",filename);*/if((in=fopen("save game","w"))==NULL){printf("cannot open this file\n");exit(0);}for(i=0;i<14;i++)for(j=0;j<16;j++)fwrite(&map[i][j],sizeof(int),1,in);fwrite(&M,sizeof(int),1,in);fwrite(&step,sizeof(int),1,in);printf("\nGame Misson %d saved!\n",M);system("pause");fclose(in);}int read(){int i,j;FILE *out;/*char filename[10][20];printf("put in the filename:");scanf("%s",filename);*/if((out=fopen("save game","r"))==NULL){printf("\ncannot open this file\n");return 0;}else{for(i=0;i<14;i++)for(j=0;j<16;j++)fread(&map[i][j],sizeof(int),1,out);fread(&M,sizeof(int),1,out);fread(&step,sizeof(int),1,out);printf("\nM=%d\n",M);printf("Game read!\n");fclose(out);return 1;}}void welcome(){printf("\t\t ♀Box It \n");printf("\t\t1:New Game.\n\t\t2:Select Misson.\n\t\t3:Read Record.\n\t\t4:Exit Game.\n Choose-- ");switch(x=getch()){case '1':printf("1:");M=1;choosemap(map,M);break;case '2':printf("2:");printf("1-42 Misson to Choose:");scanf("%d",&M);choosemap(map,M);break;case '3':printf("3:");if(read()==1) printf("\n%d misson opened\n",M);break;case '4':printf("4:Exit Game.\n\n"); break;default:printf("Not 1-4\n");}}void ingame(){while(M<43){playgame(map);step=0;M++;choosemap(map,M);}}文件“Maps.h”如下:int map[14][16];int map0[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map1[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,0,1,1,1,1,0,0,0,0,0}, {0,0,0,1,1,1,3,0,3,2,1,0,0,0,0,0}, {0,0,0,1,2,0,3,4,1,1,1,0,0,0,0,0}, {0,0,0,1,1,1,1,3,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map2[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,1,4,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,0,3,3,1,0,1,1,1,0,0,0,0}, {0,0,0,1,0,3,0,1,0,1,2,1,0,0,0,0}, {0,0,0,1,1,1,0,1,1,1,2,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0,0,2,1,0,0,0,0}, {0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0}, {0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map3[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,3,1,1,1,0,0,0,1,0,0,0},{0,0,0,1,0,2,2,1,0,3,0,1,1,0,0,0}, {0,0,0,1,1,2,2,1,0,0,0,1,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map4[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,4,3,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,1,3,0,1,1,0,0,0,0,0,0,0}, {0,0,0,1,1,0,3,0,1,0,0,0,0,0,0,0}, {0,0,0,1,2,3,0,0,1,0,0,0,0,0,0,0}, {0,0,0,1,2,2,5,2,1,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map5[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,1,4,0,1,1,1,0,0,0,0,0,0}, {0,0,0,0,1,0,3,0,0,1,0,0,0,0,0,0}, {0,0,0,1,1,1,0,1,0,1,1,0,0,0,0,0}, {0,0,0,1,2,1,0,1,0,0,1,0,0,0,0,0}, {0,0,0,1,2,3,0,0,1,0,1,0,0,0,0,0}, {0,0,0,1,2,0,0,0,3,0,1,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map6[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0},{0,1,0,0,0,2,1,1,1,0,1,0,0,0,0,0}, {0,1,0,1,0,1,0,0,0,0,1,1,0,0,0,0}, {0,1,0,1,0,3,0,3,1,2,0,1,0,0,0,0}, {0,1,0,1,0,0,5,0,0,1,0,1,0,0,0,0}, {0,1,0,2,1,3,0,3,0,1,0,1,0,0,0,0}, {0,1,1,0,0,0,0,1,0,1,0,1,1,1,0,0}, {0,0,1,0,1,1,1,2,0,0,0,0,4,1,0,0}, {0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map7[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,1,1,0,0,1,0,4,1,0,0}, {0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0}, {0,0,0,0,0,0,1,3,0,3,0,3,0,1,0,0}, {0,0,0,0,0,0,1,0,3,1,1,0,0,1,0,0},{0,0,0,0,1,2,2,2,2,2,0,0,1,1,0,0}, {0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map8[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0}, {0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,0}, {0,0,0,1,1,2,0,3,1,1,0,1,1,0,0,0}, {0,0,0,1,2,2,3,0,3,0,0,4,1,0,0,0}, {0,0,0,1,2,2,0,3,0,3,0,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},};int map9[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0}, {0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0}, {0,0,0,1,3,0,1,1,1,0,3,1,0,0,0,0}, {0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0}, {0,0,1,1,0,1,2,2,2,1,0,1,1,0,0,0}, {0,0,1,0,3,0,0,3,0,0,3,0,1,0,0,0}, {0,0,1,0,0,0,0,0,1,0,4,0,1,0,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map10[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,1,1,3,3,3,0,1,0,0,0,0}, {0,0,0,0,1,4,0,3,2,2,0,1,0,0,0,0}, {0,0,0,0,1,0,3,2,2,2,1,1,0,0,0,0}, {0,0,0,0,1,1,1,1,0,0,1,0,0,0,0,0}, {0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map11[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,0,0,1,1,1,1,1,0,0}, {0,0,1,1,0,0,1,0,0,1,0,0,0,1,0,0}, {0,0,1,0,3,0,1,1,1,1,3,0,0,1,0,0}, {0,0,1,0,0,3,2,2,2,2,0,3,0,1,0,0}, {0,0,1,1,0,0,0,0,1,0,4,0,1,1,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map12[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,1,1,1,0,0,4,1,0,0,0,0,0}, {0,0,0,0,1,0,0,3,2,0,1,1,0,0,0,0}, {0,0,0,0,1,0,0,2,3,2,0,1,0,0,0,0}, {0,0,0,0,1,1,1,0,5,3,0,1,0,0,0,0}, {0,0,0,0,0,0,1,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map13[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,1,2,2,1,0,0,0,0,0,0,0}, {0,0,0,0,1,1,0,2,1,1,0,0,0,0,0,0}, {0,0,0,0,1,0,0,3,2,1,0,0,0,0,0,0}, {0,0,0,1,1,0,3,0,0,1,1,0,0,0,0,0}, {0,0,0,1,0,0,1,3,3,0,1,0,0,0,0,0}, {0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,0}, 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在visual c++下编写的c语言推箱子游戏

在visual c++下编写的c语言推箱子游戏

山东交通学院C语言课程设计推箱子游戏院(系)别信息工程系班级信息093 学号*********姓名贺可晓指导教师 ****** 时间2011-08-28—2011-09-12课程设计任务书题目推箱子系 (部) 信息工程系专业电气工程及其自动化班级电气102班学生姓名贺可晓学号 ********* 08 月 28 日至 09 月 2 日共 1 周指导教师(签字)系主任(签字)2011 09 02成绩评定表私達の実践の能力を高めるため、学んだ知識を運用することができて行って更に創造して、学校は特に1週間手配して、私達にVisual C++の課程の設計の実習を行わせます.このファイルの詳しい説明はVisual C++6.0環境の下で、1つのソフトウェアの過程を設計して、このソフトウェアは箱を押して遊戯することです。

つきましてはこのソフトウェアの機能は、ユーザーは字の符を輸入する。

字の符“a”は向左走を代表して、字の符“s”は代表して下で歩いて、字の符“d”は向右走を代表して、字の符“w”は向上して行くことを代表して、人を制御することは箱を行き先を押すことができてすぐ勝利した。

ソフトウェアの目的は人を鍛錬する能力を思惟することです。

以下は課程仕様を通過して、順序ソフトウェアからの説明が提示することを操作して、手順は説明することを調節して、総括した方面を開発して、この手順を詳説する製造した過程和作は用いる、諸般のが執行されることができる操縦。

关键字:箱が遊戯を押す,VC++6.0, 源手順前言 (1)1 课程设计概述 (2)1.1推箱子游戏软件功能概述 (2)1.2Visual C++6.0概述 (2)2推箱子游戏软件总体设计 (2)2.1推箱子游戏软件总体设计思想 (2)2.2总体设计流程图 (4)3推箱子游戏软件详细设计 (5)3.1两个主要问题 (5)3.1.1 地图的生成 (5)3.1.2 人或人和箱子的移动 (5)4程序测试............................................ 错误!未定义书签。

推箱子课程设计c

推箱子课程设计c

推箱子 课程设计c一、课程目标知识目标:1. 学生能理解“推箱子”问题在计算机科学中的意义,掌握其基本的算法逻辑。

2. 学生能够运用所学的编程知识,设计并实现一个简单的“推箱子”游戏。

3. 学生了解游戏设计中的二维数组表示地图,并能进行基本的数组操作。

技能目标:1. 学生培养逻辑思维能力,通过分析问题,设计出解决问题的步骤和策略。

2. 学生掌握编程语言中循环、条件判断等基本结构,能够将算法转化为代码实现。

3. 学生通过实践操作,提高解决实际问题的能力,培养创新意识和合作精神。

情感态度价值观目标:1. 学生在解决问题的过程中,体验编程的乐趣,增强学习计算机科学的兴趣。

2. 学生在团队合作中,学会倾听、交流、互助,培养团队协作精神和责任感。

3. 学生通过游戏设计,认识到计算机科学的实用性和广泛性,激发对科技创新的热情。

课程性质:本课程为信息技术课程,旨在通过“推箱子”游戏设计,将编程知识与实践相结合,提高学生的编程能力和逻辑思维能力。

学生特点:学生处于初中年级,对新鲜事物充满好奇,具备一定的编程基础,但逻辑思维能力有待提高。

教学要求:结合学生特点,课程设计应注重实践操作,鼓励学生自主探究和合作学习,注重培养学生的创新意识和团队协作能力。

通过本课程的学习,使学生能够将所学知识应用于实际问题的解决中。

二、教学内容1. 理论知识:- 游戏设计基本概念:介绍游戏设计的基本流程和关键元素。

- 编程基础:回顾循环、条件判断等基本编程结构,讲解二维数组的使用。

- 算法逻辑:分析“推箱子”问题的解决策略,引入广度优先搜索、深度优先搜索等算法。

2. 实践操作:- 设计地图:使用二维数组构建“推箱子”游戏的地图。

- 编程实现:指导学生编写代码实现游戏的核心功能,包括人物移动、箱子推动等。

- 调试优化:教授学生如何调试程序,优化代码性能。

3. 教学大纲:- 第一课时:导入游戏设计概念,讲解二维数组的使用。

- 第二课时:分析“推箱子”问题,引导学生设计算法。

基于C语言推箱子游戏设计

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本科毕业设计(论文)基于VC++的推箱子游戏设计与实现学院自动化学院专业电子信息科学与技术年级班别2008级(2)班学号**********学生姓名吕文财指导教师 ________张学习 ___ __2012年6月基于VC++的推箱子游戏的设计与实现吕文财自动化学院摘要近年来随着科技的飞速发展, Visual C++语言的应用正在不断深入。

Visual C++语言是当今国际上非常流行的计算机高级编程语言之一,它是面向对象的可视化集成编程系统。

它不但具有程序框架自动生成、灵活方便的类管理、代码编写和界面设计集成交互操作、可开发多种程序等优点,而且通过简单的设置就可使其生成的程序框架支持数据库接口、OLE2,WinSock网络、3D控制界面。

它更以自动编译功能和高级除错功能著称。

因此,广泛受到编程人员青睐。

不仅适合作为系统描述语言,也用来编写系统软件,还可以用来编写应用软件和设计游戏等。

本论文着重分析用Microsoft Visual C++语言实现一个较为简单的推箱子游戏,旨在介绍推箱子游戏的实现方法,并逐步介绍Microsoft Visual C++6.0图形编程的方法和技巧。

本设计通过主界面对话框类、关口选择对话框类、帮助对话框类三大类以及键盘操作模块、游戏规则模块、地图文件读取模块、背景音乐播放模块、地图绘制模块,共五大模块构成。

实现了任意关数选择、难度依次加大、游戏步数记录、背景音乐播放、游戏帮助、胜负判断等多个功能,采用图形函数的使用实现了一个完整的推箱子游戏界面,界面清晰可见。

关键词:推箱子,c++语言,模块,图形编程AbstractIn recent years, with the rapid development of science and technology, Visual C + + language application are continuously in depth. Visual C + + language is very popular on the current international advanced programming languages of the computer, it is an object-oriented programming system integration of visualization. It not only has the program frame automatically generate, flexible convenient class management, coding and interface design integration, can develop a variety of interactive operation procedures and other advantages, and through the simple Settings will be able to make its generated programming framework support database interface, OLE2, WinSock network, 3 D control interface. It more for automatic compiler function and senior debugging is famous for its function. Therefore, widely favored by programming staff. Not only for the system description language, which is also used to write the system software, can also be used to write application software and game design, etc.This paper focuses on analyzing with Microsoft Visual C + + language realize a relatively simple pushed box game, is to introduce the realization method of game pushed box, and gradually introduce Microsoft Visual C++ 6.0 graphics programming methods and techniques. This design through the main interface dialog box class, pass options dialog box class, help dialog box class three categories and keyboard module, the rules of the game module, map reading modules, background music files play module, map module, a total of five module. Realize the random number, the difficulty in turn off choice, the more steps, background music record game play, the game won more than judgement to help, the function, the use of graphics functions achieved a complete pushed box game interface, interface can be clearly seen.Key word: boxman, C++ language, modules, graphics programming目录1 绪论 (1)1.1课题研究的意义 (1)1.2国内外研究动态 (2)1.2.1推箱子游戏的研究动态 (2)1.2.2国内外研究现状及分析 (3)2 课题研究相关技术与分析 (6)2.1 Microsoft Visual C++6.0概述 (6)2.2 可行性研究与需求分析 (7)3 推箱子游戏的总体设计 (9)3.1推箱子游戏概述 (9)3.2 推箱子游戏的基本要求 (9)3.1.1 开发软件及硬件环境要求 (9)3.1.2 运行环境 (9)3.1.4 测试环境操作系统与硬件配置 (9)3.1.4 界面要求 (9)3.3 推箱子游戏具有的功能 (10)3.3 推箱子游戏系统设计 (11)3.3.1 推箱子游戏功能架构 (11)3.3.2 程序结构设计 (11)3.3.3 出错处理设计 (12)3.3.4 维护设计 (13)3.4游戏界面设计 (13)3.4.1 游戏主界面的设计 (13)3.4.2 游戏菜单结构的设计 (13)3.4.3 游戏中关口选择对话框的设计 (14)4 推箱子游戏的设计与实现 (15)4.1推箱子游戏的界面实现 (15)4.1.1 游戏菜单的实现 (15)4.1.2 游戏帮助对话框的实现 (16)4.1.3 游戏关口选择对话框的实现 (17)4.1.4 游戏播放背景音乐的实现 (19)4.2推箱子游戏的核心算法设计与实现 (19)4.2.1 地图文件读取模块的设计与实现 (19)4.2.2 地图绘制模块的设计与实现 (20)4.2.3 键盘操作模块的设计与实现 (22)4.2.4 游戏规则模块的设计与实现 (23)4.2.5 主对话框的设计与实现 (24)5 推箱子游戏的整合测试 (25)5.1 主菜单和界面显示功能的测试演示 (25)5.2 键盘操作功能的测试演示 (25)5.3 箱子放置到指定位置时变色显示功能的测试演示 (26)5.4 支持地图扩展功能的测试演示 (27)5.5 游戏胜负判断功能的测试演示 (28)5.6 游戏帮助功能的测试演示 (29)总结 (31)参考文献 (32)致谢 (33)1 绪论1.1课题研究的意义目前,在中国乃至世界,游戏产业已经逐渐成为微控制器领域的一个相当庞大以及重要的分支,而关于这方面的高级人才却仍甚是缺乏。

尽管中国的程序员多如牛毛,但依然无法填补我们日常生活中的游戏需要,普遍质量也无法达标。

迄今国内游戏公司已经达200多家,市场上运营的游戏也达到300款之多,但与欧美、韩国等国家的游戏发展程度还有不小差距。

我国有广阔的游戏市场,宽阔的发展空间,无限的继续挑战和剧增的玩家队伍。

随着网络的兴起,巨大的市场需求量使中国在短短几年,已经从无到有,从陌生到熟知,从掌握到运用。

游戏必将成为网络竞争中的主角,它的商业利益和商业价值无法估量。

中国,人口众多的国家,随着人们生活水平的提高,温饱早就不是最终目的,我们寻求的是更加多姿多彩的生活,那么我们怎么能错过游戏这一最佳休闲娱乐项目呢?所以我国游戏发展前景一片大好[1]!小游戏是一个较模糊的概念,它是相对于体积庞大的单机游戏及网络游戏而言的,泛指所有体积较小、玩法简单的游戏,通常这类游戏以休闲益智类为主,有单机版有网页版,在网页上嵌入的多为FLASH格式。

当下小游戏主要是指在线玩的flash版本游戏,统称小游戏,其实小游戏还包含单机游戏,小型游戏机等。

一般游戏大小小于10m的游戏都统称为小游戏,一些街机类小游戏。

如植物大战僵尸,捕鱼达人,合金弹头等归纳其中,因其游戏安装简便,耐玩性强,无依赖性而广受白领及小朋友的喜爱。

小游戏的发展时间不长,而且也一直未收到广泛关注,当时中国大陆比较知名的小游戏网站,像4399,7k7k和2144,基本以收集大量的小游戏并摆列在网站上为卖点。

到2012年,这些网站收集的小游戏多达2万到8万款。

4399小游戏是这类网站的代表,号称为中国最大的Flash游戏集中网站,在2012年提供了8万余款Flash游戏,并将游戏分类为:动作、体育、益智、射击、搞笑、冒险、棋牌、策略、敏捷、综合、休闲、装扮、儿童和测试游戏[2]。

由2007年底开始,网页游戏的市场日趋火爆,小游戏作为网页游戏的一个重要组成部分也受到了广泛的关注。

另外像Facebook,Myspace及国内的校内网、开心网等等一大批SNS社交网站的迅速崛起,集成小游戏几乎成为了这些SNS网站留住用户的不二法则。

而体积较小,休闲和娱乐性很强的小游戏,尤其是Flash小游戏就成了SNS网站最热门的选择。

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