C 语言编写的《推箱子》游戏

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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。

推箱子的c语言代码

推箱子的c语言代码

推箱子的c语言代码推箱子(Sokoban)是一种经典的益智游戏,也是计算机程序设计中常用的案例之一。

在这个游戏中,玩家需要移动箱子,将它们推到指定位置上,以完成关卡的目标。

在C语言中,我们可以使用二维数组来表示游戏的地图,其中不同的字符代表不同的元素。

例如,可以使用'#'表示墙壁,'@'表示玩家,'$'表示箱子,'.'表示目标位置。

玩家可以通过控制输入来移动,将箱子推到目标位置上。

为了实现这个游戏,我们可以先定义一个二维数组来表示地图,然后通过循环读取用户的输入,根据输入来移动玩家和箱子,最后判断是否完成了关卡的目标。

我们需要定义一个二维数组来表示地图。

假设地图的大小是10x10,我们可以这样定义:```c#define MAP_SIZE 10char map[MAP_SIZE][MAP_SIZE] = {"##########","# #","# $ #","# @ #","# #","# #","# #","# #","# #","##########"};```其中,'#'表示墙壁,'@'表示玩家,'$'表示箱子,'.'表示目标位置。

空格表示可通行的空地。

接下来,我们可以定义一个函数来打印地图,以便在每一次移动后显示最新的状态:```cvoid printMap() {for (int i = 0; i < MAP_SIZE; i++) {printf("%s\n", map[i]);}}```然后,我们可以定义一个循环,接收用户的输入,并根据输入来移动玩家和箱子。

C语言编写的推箱子游戏

C语言编写的推箱子游戏

/* 一个C语言编写的推箱子游戏源代码*//* 本游戏是字符模式的,请不要在中文dos下运行。

本游戏在TURBO C下调试通过*/#include <dos.h>#include <stdio.h>#include <ctype.h>#include <conio.h>#include <bios.h>#include <alloc.h>/* 定义二维数组ghouse来记录屏幕上各点的状态,其中:0表示什么都没有,'b'表示箱子,'w'表示墙壁,'m'表示目的地,'i'表示箱子在目的地。

*/char ghouse[20][20];/* 以下函数为直接写屏函数,很酷的函数哦!是我朋友告诉我的。

*/char far *screen=(char far* )0xb8000000;void putchxy(int y,int x,char ch,char fc,char bc){screen[(x*160)+(y<<1)+0]=ch;screen[(x*160)+(y<<1)+1]=(bc*16)+fc;}/* 定义判断是否胜利的数据结构*/typedef struct winer {int x,y;struct winer *p;}winer;/* 箱子位置的数据结构*/typedef struct boxs {int x,y;struct boxs *next;}boxs;/* 在特定的坐标上画墙壁并用数组记录状态的函数*/void printwall(int x,int y){putchxy(y-1,x-1,219,GREEN,BLACK);ghouse[x][y]='w';}/* 在特定的坐标上画箱子并用数组记录状态的函数*/void printbox(int x,int y){putchxy(y-1,x-1,10,WHITE,BLACK);ghouse[x][y]='b';}/* 在特定的坐标上画目的地并用数组记录状态的函数*/void printwhither1(int x,int y,winer **win,winer **pw){winer *qw;putchxy(y-1,x-1,'*',YELLOW,BLACK);ghouse[x][y]='m';if(*win==NULL){*win=*pw=qw=(winer* )malloc(sizeof(winer));(*pw)->x=x;(*pw)->y=y;(*pw)->p=NULL;}else{qw=(winer* )malloc(sizeof(winer));qw->x=x;qw->y=y;(*pw)->p=qw;(*pw)=qw;qw->p=NULL;}}/* 在特定的坐标上画目的地并用数组记录状态的函数*/void printwhither(int x,int y){putchxy(y-1,x-1,'*',YELLOW,BLACK);ghouse[x][y]='m';}/* 在特定的坐标上画人的函数*/void printman(int x,int y){gotoxy(y,x);_AL=02;_CX=01;_AH=0xa;geninterrupt(0x10);}/* 在特定的坐标上画箱子在目的地上并用数组记录状态的函数*/ void printboxin(int x,int y){putchxy(y-1,x-1,10,YELLOW,BLACK);ghouse[x][y]='i';}/* 初始化函数,初始化数组和屏幕*/void init(){int i,j;for(i=0;i<20;i++)for(j=0;j<20;j++)ghouse[i][j]=0;_AL=3;_AH=0;geninterrupt(0x10);gotoxy(40,4);printf("Welcome to come box world!");gotoxy(40,6);printf("Press up,down,left,right to play.");gotoxy(40,8);printf("Press Esc to quit it.");gotoxy(40,10);printf("Press space to reset the game.");gotoxy(40,12);printf("Producer : wangdehao.");gotoxy(40,14);printf("Mar. 30th 2003."); }/* 第一关的图象初始化*/winer *inithouse1(){int x,y;winer *win=NULL,*pw;for(x=1,y=5;y<=9;y++)printwall(x+4,y+10);for(y=5,x=2;x<=5;x++)printwall(x+4,y+10);for(y=9,x=2;x<=5;x++)printwall(x+4,y+10);for(y=1,x=3;x<=8;x++)printwall(x+4,y+10);for(x=3,y=3;x<=5;x++)printwall(x+4,y+10);for(x=5,y=8;x<=9;x++)printwall(x+4,y+10);for(x=7,y=4;x<=9;x++)printwall(x+4,y+10);for(x=9,y=5;y<=7;y++)printwall(x+4,y+10);for(x=8,y=2;y<=3;y++)printwall(x+4,y+10); printwall(5+4,4+10);printwall(5+4,7+10);printwall(3+4,2+10);printbox(3+4,6+10);printbox(3+4,7+10);printbox(4+4,7+10);printwhither1(4+4,2+10,&win,&pw); printwhither1(5+4,2+10,&win,&pw); printwhither1(6+4,2+10,&win,&pw); printman(2+4,8+10);return win;}/* 第三关的图象初始化*/winer *inithouse3(){int x,y;winer *win=NULL,*pw;for(x=1,y=2;y<=8;y++)printwall(x+4,y+10);for(x=2,y=2;x<=4;x++)printwall(x+4,y+10);for(x=4,y=1;y<=3;y++)printwall(x+4,y+10);for(x=5,y=1;x<=8;x++)printwall(x+4,y+10);for(x=8,y=2;y<=5;y++)printwall(x+4,y+10);for(x=5,y=5;x<=7;x++)printwall(x+4,y+10);for(x=7,y=6;y<=9;y++)printwall(x+4,y+10);for(x=3,y=9;x<=6;x++)printwall(x+4,y+10);for(x=3,y=6;y<=8;y++)printwall(x+4,y+10);printwall(2+4,8+10);printwall(5+4,7+10);printbox(6+4,3+10);printbox(4+4,4+10);printbox(5+4,6+10);printwhither1(2+4,5+10,&win,&pw); printwhither1(2+4,6+10,&win,&pw); printwhither1(2+4,7+10,&win,&pw); printman(2+4,4+10);return win;}/* 第二关的图象初始化*/winer *inithouse2(){int x,y;winer *win=NULL,*pw;for(x=1,y=4;y<=7;y++)printwall(x+4,y+10);for(x=2,y=2;y<=4;y++)printwall(x+4,y+10);for(x=2,y=7;x<=4;x++)printwall(x+4,y+10);for(x=4,y=1;x<=8;x++)printwall(x+4,y+10);for(x=8,y=2;y<=8;y++)printwall(x+4,y+10);for(x=4,y=8;x<=8;x++)printwall(x+4,y+10);for(x=4,y=6;x<=5;x++)printwall(x+4,y+10);for(x=3,y=2;x<=4;x++)printwall(x+4,y+10);for(x=4,y=4;x<=5;x++)printwall(x+4,y+10);printwall(6+4,3+10);printbox(3+4,5+10);printbox(6+4,6+10);printbox(7+4,3+10);printwhither1(5+4,7+10,&win,&pw); printwhither1(6+4,7+10,&win,&pw); printwhither1(7+4,7+10,&win,&pw); printman(2+4,6+10);return win;}/* 第四关的图象初始化*/winer *inithouse4(){int x,y;winer *win=NULL,*pw;for(x=1,y=1;y<=6;y++)printwall(x+4,y+10);for(x=2,y=7;y<=8;y++)printwall(x+4,y+10);for(x=2,y=1;x<=7;x++)printwall(x+4,y+10);for(x=7,y=2;y<=4;y++)printwall(x+4,y+10);for(x=6,y=4;y<=9;y++)printwall(x+4,y+10);for(x=3,y=9;x<=5;x++)printwall(x+4,y+10);for(x=3,y=3;y<=4;y++)printwall(x+4,y+10);printwall(3+4,8+10);printbox(3+4,5+10);printbox(4+4,4+10);printbox(4+4,6+10);printbox(5+4,5+10);printbox(5+4,3+10);printwhither1(3+4,7+10,&win,&pw); printwhither1(4+4,7+10,&win,&pw); printwhither1(5+4,7+10,&win,&pw); printwhither1(4+4,8+10,&win,&pw); printwhither1(5+4,8+10,&win,&pw); printman(2+4,2+10);return win;}/* 移动在空地上的箱子到空地上*/ movebox(int x,int y,char a){switch(a){case 'u':ghouse[x-1][y]=0;printf(" ");printbox(x-2,y);printman(x-1,y);ghouse[x-2][y]='b';break;case 'd':ghouse[x+1][y]=0;printf(" ");printbox(x+2,y);printman(x+1,y);ghouse[x+2][y]='b';break;case 'l':ghouse[x][y-1]=0;printf(" ");printbox(x,y-2);printman(x,y-1);ghouse[x][y-2]='b';break;case 'r':ghouse[x][y+1]=0;printf(" ");printbox(x,y+2);printman(x,y+1);ghouse[x][y+2]='b';break;default: break;}}/* 移动在目的地上的箱子到空地上*/ moveinbox(int x,int y,char a){switch(a){case 'u':ghouse[x-1][y]='m';printf(" ");printbox(x-2,y);printman(x-1,y);ghouse[x-2][y]='b';break;case 'd':ghouse[x+1][y]='m';printf(" ");printbox(x+2,y);printman(x+1,y);ghouse[x+2][y]='b';break;case 'l':ghouse[x][y-1]='m';printf(" ");printbox(x,y-2);printman(x,y-1);ghouse[x][y-2]='b';break;case 'r':ghouse[x][y+1]='m';printf(" ");printbox(x,y+2);printman(x,y+1);ghouse[x][y+2]='b';break;default: break;}}/* 移动在空地上的箱子到目的地上*/moveboxin(int x,int y,char a){switch(a){case 'u':ghouse[x-1][y]=0;printf(" ");printboxin(x-2,y);printman(x-1,y);ghouse[x-2][y]='i';break;case 'd':ghouse[x+1][y]=0;printf(" ");printboxin(x+2,y);printman(x+1,y);ghouse[x+2][y]='i';break;case 'l':ghouse[x][y-1]=0;printf(" ");printboxin(x,y-2);printman(x,y-1);ghouse[x][y-2]='i';break;case 'r':ghouse[x][y+1]=0;printf(" ");printboxin(x,y+2);printman(x,y+1);ghouse[x][y+2]='i';break;default: break;}}/* 移动在目的地上的箱子到目的地*/ moveinboxin(int x,int y,char a){switch(a){case 'u':ghouse[x-1][y]='m';printf(" ");printboxin(x-2,y);printman(x-1,y);ghouse[x-2][y]='i';break;case 'd':ghouse[x+1][y]='m';printf(" ");printboxin(x+2,y);printman(x+1,y);ghouse[x+2][y]='i';break;case 'l':ghouse[x][y-1]='m';printf(" ");printboxin(x,y-2);printman(x,y-1);ghouse[x][y-2]='i';break;case 'r':ghouse[x][y+1]='m';printf(" ");printboxin(x,y+2);printman(x,y+1);ghouse[x][y+2]='i';break;default: break;}}/* 判断特定的坐标上的状态*/int judge(int x,int y){int i;switch(ghouse[x][y]){case 0: i=1;break;case 'w': i=0;break;case 'b': i=2;break;case 'i': i=4;break;case 'm': i=3;break;default: break;}return i;}/* 处理按下键盘后,人物移动的主函数*/move(int x,int y,char a){switch(a){case 'u':if(!judge(x-1,y)) {gotoxy(y,x);break;}else if(judge(x-1,y)==1||judge(x-1,y)==3){if(judge(x,y)==3){ printwhither(x,y);printman(x-1,y);break;}else{printf(" ");printman(x-1,y);break;}}else if(judge(x-1,y)==2){ if(judge(x-2,y)==1){movebox(x,y,'u');if(judge(x,y)==3) printwhither(x,y); gotoxy(y,x-1);}else if(judge(x-2,y)==3){ moveboxin(x,y,'u');if(judge(x,y)==3) printwhither(x,y); gotoxy(y,x-1);}else gotoxy(y,x);break;}else if(judge(x-1,y)==4){ if(judge(x-2,y)==1){moveinbox(x,y,'u');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x-1);}else if(judge(x-2,y)==3){ moveinboxin(x,y,'u');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x-1);}else gotoxy(y,x);break;}case 'd':if(!judge(x+1,y)) {gotoxy(y,x);break;}else if(judge(x+1,y)==1||judge(x+1,y)==3){if(judge(x,y)==3){ printwhither(x,y);printman(x+1,y);break;}else{printf(" ");printman(x+1,y);break;}}else if(judge(x+1,y)==2){ if(judge(x+2,y)==1){movebox(x,y,'d');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x+1);}else if(judge(x+2,y)==3){moveboxin(x,y,'d');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x+1);}else gotoxy(y,x);break;}else if(judge(x+1,y)==4){ if(judge(x+2,y)==1){moveinbox(x,y,'d');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x+1);}else if(judge(x+2,y)==3) {moveinboxin(x,y,'d');if(judge(x,y)==3) printwhither(x,y);gotoxy(y,x+1);}else gotoxy(y,x);break;}case 'l':if(!judge(x,y-1)) {gotoxy(y,x);break;}else if(judge(x,y-1)==1||judge(x,y-1)==3){if(judge(x,y)==3){ printwhither(x,y);printman(x,y-1);break;} else{printf(" ");printman(x,y-1);break;}}else if(judge(x,y-1)==2){ if(judge(x,y-2)==1){movebox(x,y,'l');if(judge(x,y)==3) printwhither(x,y); gotoxy(y-1,x);}else if(judge(x,y-2)==3){moveboxin(x,y,'l');if(judge(x,y)==3) printwhither(x,y); gotoxy(y-1,x);}else gotoxy(y,x);break;}else if(judge(x,y-1)==4){ if(judge(x,y-2)==1){moveinbox(x,y,'l');if(judge(x,y)==3) printwhither(x,y); gotoxy(y-1,x);}else if(judge(x,y-2)==3){moveinboxin(x,y,'l');if(judge(x,y)==3) printwhither(x,y); gotoxy(y-1,x);}else gotoxy(y,x);break;}case 'r':if(!judge(x,y+1)) {gotoxy(y,x);break;}else if(judge(x,y+1)==1||judge(x,y+1)==3){if(judge(x,y)==3){printwhither(x,y);printman(x,y+1);break;}else{printf(" ");printman(x,y+1);break;}}else if(judge(x,y+1)==2){ if(judge(x,y+2)==1){movebox(x,y,'r');if(judge(x,y)==3) printwhither(x,y); gotoxy(y+1,x);}else if(judge(x,y+2)==3){moveboxin(x,y,'r');if(judge(x,y)==3) printwhither(x,y); gotoxy(y+1,x);}else gotoxy(y,x);break;}else if(judge(x,y+1)==4){ if(judge(x,y+2)==1){moveinbox(x,y,'r');if(judge(x,y)==3) printwhither(x,y); gotoxy(y+1,x);}else if(judge(x,y+2)==3) {moveinboxin(x,y,'r');if(judge(x,y)==3) printwhither(x,y); gotoxy(y+1,x);}else gotoxy(y,x);break;}default: break;}}/* 按下空格键后,回到本关开头的函数*/ void reset(int i){switch(i){case 0: init();inithouse1();break;case 1: init();inithouse2();break;case 2: init();inithouse3();break;case 3: init();inithouse4();break;default:break;}}/* 主函数main */void main(){int key,x,y,s,i=0;winer *win,*pw;_AL=3;_AH=0;geninterrupt(0x10);init();win=inithouse1();do{_AH=3;geninterrupt(0x10);x=_DH+1;y=_DL+1;while(bioskey(1)==0);key=bioskey(0);switch(key){case 0x4800:move(x,y,'u');break; /* 按下向上键后*/case 0x5000:move(x,y,'d');break; /* 按下向下键后*/case 0x4b00:move(x,y,'l');break; /* 按下向左键后*/case 0x4d00:move(x,y,'r');break; /* 按下向右键后*/case 0x3920:reset(i);break; /* 按下空格键后*/default:break;}s=0;pw=win;while(pw){if(ghouse[pw->x][pw->y]=='m') s++;pw=pw->p;}if(s==0){free(win);gotoxy(25,2);printf("congratulate! you did a good job!");getch();i++;switch(i){case 1: init();win=inithouse2();break;case 2: init();win=inithouse3();break;case 3: init();win=inithouse4();break;case 4: gotoxy(15,21);printf("My dear Friend, How smart you are! Welcome to play again!"); key=0x011b;getch();break;default: break;}}}while(key!=0x011b);_AL=3;_AH=0;geninterrupt(0x10);}。

C语言实现推箱子游戏完整代码

C语言实现推箱子游戏完整代码

C语⾔实现推箱⼦游戏完整代码C语⾔实现推箱⼦游戏完整代码,供⼤家参考,具体内容如下前⾔⾃⼰做的,可能有些代码不够⼯整,或者有些⼩问题,但游戏的基本操作是可以实现的代码效果代码⼀共分为8个部分,4个控制上下左右移动,2个判断输赢,1个统计归为的个数,⼀个作图。

⼿动设置地图⽤'0'表⽰空格,“1”表⽰墙,“2”表⽰箱⼦,“3”表⽰⼈,“4”表⽰终点这样可以提⾼代码的移植性如需改为⼿动输⼊地图可以直接定义⼀个⼆维数组,在给他赋值就可以了int screen[9][11]={{0,1,1,1,1,1,1,1,1,0,0},{0,1,0,0,0,1,0,0,0,1,0},{0,1,0,2,2,2,2,2,0,1,0},{0,1,0,2,0,2,0,2,0,1,1},{0,1,0,0,0,3,0,0,2,0,1},{1,1,0,1,1,1,1,0,2,0,1},{1,0,4,4,4,4,4,1,0,0,1},{1,0,4,4,4,4,4,0,0,1,1},{1,1,1,1,1,1,1,1,1,1,0}};//定义为全局变量(地图) i表⽰⾏,j表⽰列计算地图中终点的个数这⼀步主要是为了后⾯判断游戏输赢的int cum(){int i,j,k=0;for(i=0;i<9;i++){for(j=0;j<11;j++){if(screen[i][j]==2){k++;}}}//遍历整个⼆维数组return k;}//计算地图中有多少个终点打印地图函数通过switch函数对⼆维数组中的值进⾏可视化,也就是画出地图注意:这⾥还定义出了6和7,是通过重叠的关系来算的,就是箱⼦在终点上,这个位置⼜有箱⼦⼜有终点2个标识,所以让两个的数值加起来,⽅便理解,也⽅便后⾯的计算void print(){int i,j;printf("请⽤wsad代表上下左右来进⾏游戏\n");for(i=0;i<9;i++){for(j=0;j<11;j++){switch(screen[i][j]){case 0:printf(" ");//空break;case 1:printf("■");//墙break;case 2:printf("★");//箱⼦break;case 3:printf("♀");//⼈break;case 4:printf("○");//终点break;case 6:printf("★");break;//箱⼦和终点case 7://⼈和终点显⽰⼈printf("♀");break;}}printf("\n");}}判断游戏输赢这⾥我写了2个函数,⼀个判断赢,⼀个判断输,并返回值,然后在主函数的最后⾯通过判断返回值来确定游戏的输赢判断赢int win(){int i,j,k=0;int t=0;for(i=0;i<9;i++){for(j=0;j<11;j++){if(screen[i][j]==6){k++;}}}//遍历整个⼆维数组,计算箱⼦在终点上的个数if(k==cum()){t=1;}//如果个数等于前⾯计算出的终点个数,则说明所有终点都放了箱⼦,说明游戏胜利return t;} //判断赢判断输int lose(){int i,j;int k=0;for(i=0;i<9;i++){for(j=0;j<11;j++){if(i>0 && j>0 ){if(screen[i][j] == 2 || screen[i][j] == 6){if(((screen[i-1][j] == 1 || screen[i-1][j] == 2 || screen[i-1][j] == 6) && (screen[i][j-1] == 1 || screen[i][j-1] == 2 || screen[i][j-1] == 6))|| ((screen[i][j-1] == 1 || screen[i][j-1] == 2 || screen[i][j-1] == 6) && (screen[i+1][j] == 1 || screen[i+1][j] == 2 || screen[i+1][j] == 6))|| ((screen[i+1][j] == 1 || screen[i+1][j] == 2 || screen[i+1][j] == 6) && (screen[i][j+1] == 1 || screen[i][j+1] == 2 || screen[i][j+1] == 6))|| ((screen[i][j+1] == 1 || screen[i][j+1] == 2 || screen[i][j+1] == 6) && (screen[i-1][j] == 1 || screen[i-1][j] == 2 || screen[i-1][j] == 6))){k++;}}}}/*这⾥也是遍历了整个数组,判断所有的箱⼦四个⽅向的情况,如果有三个⽅向被堵住了说明箱⼦⽆法移动了,也表明这个箱⼦失效了,⽤k来记录失效的个数,当全部失效时游戏失败(这是游戏的玩法,其实有⼀个被堵住就已经不可能胜利了)*/}if(k==cum()){k=1;return k;//返回1说明游戏失败}接下来是最重要的四个控制函数向上移动通过数字的变化来控制⼆维数组的变化,进⽽控制地图的更新这⾥⾮常重要的就是要理解:加1,加2,加3减3都是什么意思加1:箱⼦的值是2,⼈的值是3,所以箱⼦的位置变成⼈需要加1来实现加2:空地的值是0,箱⼦的值是2,箱⼦和终点在⼀起的值是6,所以在推箱⼦的时候,前⽅的空格或者终点放上箱⼦后数值会加2加3减3:⼈的值是3,⼈要动的话,它原先在的格⼦就会因为⼈⾛了导致数值减3,⾛到的那个格⼦就会因为站了⼈⽽加3如果这个理解的话,代码就⾮常简单了void movew(){if(x>0){if(screen[x-1][y]==1){return ;/*如果箱⼦的上⾯是墙,则地图不会发⽣变化,因为推不动嘛*/}else if(screen[x-1][y]==0){screen[x-1][y]+=3;screen[x][y]-=3;x--;/*如果前⾯是空地,则需要向前移动⼀格,也就是原先⼈的位置变成空地,前⽅的空地变成⼈,空地(0)变成⼈(3)需要加3,⼈变成空地需要减3*/}else if(screen[x-1][y]==4){screen[x-1][y]+=3;screen[x][y]-=3;x--;}//⼀样的else if(screen[x-1][y]==2||screen[x-1][y]==6){if(screen[x-2][y]==0){screen[x-2][y]+=2;//箱⼦前⾯的格变成箱⼦(2)screen[x-1][y]+=1;//箱⼦的位置变成⼈(3)screen[x][y]-=3;/*如果前⾯是空地,则需要向前移动⼀格,也就是原先是箱⼦的格⼦变成⼈,⼈的位置变成空地,原先的空地变成箱⼦,箱⼦(2)变成⼈(3)需要减3,空地变成⼈*/x--;}else if(screen[x-2][y]==1){return ;}else if(screen[x-2][y]==2){return;//如果箱⼦的前⾯是墙或者其他的箱⼦,则箱⼦推不动}else if(screen[x-2][y]==4){screen[x-2][y]+=2;screen[x-1][y]+=1;screen[x][y]-=3;x--;}//这个情况别漏了}}}其他三个⽅向的代码思路和这个是⼀样的向下移动void moves(){if(x<9){if(screen[x+1][y]==1){return ;}else if(screen[x+1][y]==0){screen[x+1][y]+=3;screen[x][y]-=3;x++;}else if(screen[x+1][y]==4){screen [x+1][y]+=3;screen[x][y]-=3;}else if(screen[x+1][y]==2||screen[x+1][y]==6){ if(screen[x+2][y]==1){return;}else if(screen[x+2][y]==0){screen[x+2][y]+=2;screen[x+1][y]+=1;screen[x][y]-=3;x++;}else if(screen[x+2][y]==2){return ;}else if(screen[x+2][y]==4){screen[x+2][y]+=2;screen[x+1][y]+=1;screen[x][y]-=3;x++;}}}}向左移动void movea(){if(y>0){if(screen[x][y-1]==1){return;}else if(screen[x][y-1]==4){screen[x][y-1]+=3;screen[x][y]-=3;y--;}else if(screen[x][y-1]==0){screen[x][y-1]+=3;screen[x][y]-=3;y--;}else if(screen[x][y-1]==2||screen[x][y-1]==6){ if(screen[x][y-2]==0){screen[x][y-2]+=2;screen[x][y-1]+=1;screen[x][y]-=3;y--;}else if(screen[x][y-2]==1){return;}else if(screen[x][y-2]==2){return;}else if(screen[x][y-2]=4){screen[x][y-2]+=2;screen[x][y-1]+=1;screen[x][y]-=3;y--;}}}}向右移动void moved(){if(y<9){if(screen[x][y+1]==1){return;}else if(screen[x][y+1]==4){screen[x][y+1]+=3;screen[x][y]-=3;y++;}else if(screen[x][y+1]==0){screen[x][y+1]+=3;screen[x][y]-=3;y++;}elseif(screen[x][y+1]==2||screen[x][y+1]==6){if(screen[x][y+2]==0){screen[x][y+2]+=2;screen[x][y+1]+=1;screen[x][y]-=3;y++;}else if(screen[x][y+2]==4){screen[x][y+2]+=2;screen[x][y+1]+=1;screen[x][y]-=3;y++;}else if(screen[x][y+2]==2){return;}else if(screen[x][y+2]==1){return;}}}}主函数这个主函数写的有点乱,直接看注释吧int main(){int n,t;int j,k;int b=1;here:system("cls");//printf("开始游戏请按1\n退出游戏请按2\n");scanf("%d",&j);if(j==1){printf("请⽤wsad代表上下左右来进⾏游戏\n");//这个就引导进⼊游戏while(1){system("cls");/*在每⼀次移动过后都清除上⼀个地图,不然就会每⾛⼀步⽣成⼀个图*/print();//先打印地图scanf("%c",&n);//读⼊⽤户的操作switch(n){case 'w':movew();break;case 's':moves();break;case 'a':movea();break;case 'd':moved();break;} //控制⼈移动t=win();if(t==1){goto there;}//每次操作完先判断游戏是否胜利,如果胜利了直接跳到函数最后if(b == lose()){system("cls");print();printf("游戏失败");return 0;} //游戏失败提⽰}}else {system("cls");printf("您确认要退出游戏吗\n确认退出按1\t返回上⼀层按2\n");scanf("%d",&k);if(k==1){printf("你已退出游戏,期待你的再次到来,谢谢");return 0;}else {goto here;}}//这⼀块是最前⾯⽤户进⼊游戏那⾥的,如果⽤户选择退出游戏执⾏的操作 there:printf("恭喜你通过了游戏!");return 0;}//主函数所有的代码就到这⾥了,如果需要完整代码可以留⾔以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。

C语言推箱子源代码推箱子代码完善

C语言推箱子源代码推箱子代码完善

#include <stdio.h>#include <stdlib.h>#include <Windows.h>typedef struct MAP//地图{int wall[50][2];//墙int box[9][2];//箱子int des[9][2];//终点int overlap[9][2];//箱子与终点的重叠位置int all,now;//总箱子个数,到位箱子个数int x,y;//起点} MAP,*map;//全局变量//int U=1,D=2,L=3,R=4; //定义按键状态//int jump;int ofx=10,ofy=9; //定义xy偏移量int player[2];//玩家位置int nextp[2],nextb[2];//玩家下一步位置,箱子下一步位置MAP Pass[5];//关卡数组map Group,p;//关卡数组指针,当前关卡指针int level;//关卡等级int status;//玩家状态int boxc[9][2],overlapc[9][2];//箱子状态栈,重叠箱子状态栈int nowbox;//当前到位箱子个数int reset;//是否重玩//声明全部函数//void Pos(int x,int y)//设置光标位置{COORD pos;HANDLE hOutput;pos.X=x;pos.Y=y;hOutput=GetStdHandle(STD_OUTPUT_HANDLE);SetConsoleCursorPosition(hOutput,pos);system("color 3B");}void welcometogame()//开始界面{system("title 2017程序设计之推箱子");Pos(28,3);printf("欢迎来到推箱子!");Pos(50,24);printf(" 软件1603 刘刈16110572087\n");Pos(27,9);printf("用↑.↓.←.→控制人物的移动。

C语言推箱子代码

C语言推箱子代码

#include<stdio.h>#include<stdlib.h>int i,j,steps = 0,gk = 1;char command,t,m = 0,n = 0;int map_1[8][11],map[8][11] = {{0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,0,0,0,0,0,0,0},{1,0,0,1,1,1,1,1,0,0,0},{1,0,0,6,0,0,4,1,0,0,0},{1,3,0,2,0,0,4,1,0,0,0},{1,0,0,1,1,1,1,1,0,0,0},{1,1,1,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0}};int map_2[8][11] = {{0,0,0,1,1,1,1,0,0,0,0},{0,0,0,1,4,0,1,0,0,0,0},{1,1,1,1,0,0,1,1,0,0,0},{1,0,0,0,3,2,0,1,0,0,0},{1,0,1,1,0,0,0,1,0,0,0},{1,0,6,0,0,0,0,1,1,0,0},{1,1,1,1,0,0,0,4,1,0,0},{0,0,0,1,1,1,1,1,1,0,0}};int map_3[8][11] = {{0,0,0,1,1,1,1,0,0,0,0},{0,0,0,1,4,4,1,0,0,0,0},{1,1,1,1,0,0,1,1,0,0,0},{1,0,0,0,0,0,0,1,0,0,0},{1,0,0,0,0,0,0,1,1,0,0},{1,1,1,0,1,6,2,0,1,0,0},{0,0,1,0,0,3,0,0,1,0,0},{0,0,1,1,1,1,1,1,1,0,0}};typedef struct position{int x;int y;}location;location agg[3];//全部通过void clearance(){if(map[agg[1].x][agg[1].y] == 5&&map[agg[2].x + n][agg[2].y + m] == 5&&gk == 3) {printf("你赢了!\n");system("pause");exit(0);}}//判断是否通过void control_adopt(){if(map[agg[1].x][agg[1].y] == 5&&map[agg[2].x + n][agg[2].y + m] == 5) {if(gk != 3){for(i = 0;i < 8;i++)for(j = 0;j < 11;j++){map[i][j] = map_2[i][j];map_2[i][j] = map_3[i][j];map_1[i][j] = map[i][j];}gk++;}steps = 0;}}//重新开始void control_reset(char reset_1){if(reset_1 == 'f'){for(i = 0;i < 8;i++)for(j = 0;j < 11;j++)map[i][j] = map_1[i][j];steps = 0;}}//结束void control_end(char end_0){if(end_0 == 't')exit(0);}//控制方向+ 箱子堵住陷阱void control_direction(char direction_){if(direction_ == 'd'||direction_ == 'w'||direction_ == 'a'||direction_ == 's'){if(direction_ == 'd')m = 1;if(direction_ == 'a')m = -1;if(direction_ == 'w')n = -1;if(direction_ == 's')n = 1;if(agg[0].x + n == agg[1].x&&(agg[0].y + m) == agg[1].y&&map[agg[1].x + n][agg[1].y + m] != 1&&map[agg[1].x][agg[1].y] != 5){if(map[agg[1].x + n][agg[1].y + m] == 4){map[agg[1].x][agg[1].y] = 0;map[agg[1].x + n][agg[1].y + m] = 5;agg[1].y = agg[1].y + m;agg[1].x = agg[1].x + n;}else{t = map[agg[1].x + n][agg[1].y + m];map[agg[1].x + n][agg[1].y + m] = map[agg[1].x][agg[1].y];map[agg[1].x][agg[1].y] = t;agg[1].y = agg[1].y + m;agg[1].x = agg[1].x + n;}}//第二个箱子的判断条件if(agg[0].x + n == agg[2].x&&(agg[0].y + m) == agg[2].y&&map[agg[2].x + n][agg[2].y + m] != 1&&map[agg[2].x][agg[2].y] != 5){if(map[agg[2].x + n][agg[2].y + m] == 4){map[agg[2].x][agg[2].y] = 0;map[agg[2].x + n][agg[2].y + m] = 5;agg[2].y = agg[2].y + m;agg[2].x = agg[2].x + n;}else{t = map[agg[2].x + n][agg[2].y + m];map[agg[2].x + n][agg[2].y + m] = map[agg[2].x][agg[2].y];map[agg[2].x][agg[2].y] = t;agg[2].y = agg[2].y + m;agg[2].x = agg[2].x + n;}}if(map[agg[0].x + n][agg[0].y + m] == 0){t = map[agg[0].x + n][agg[0].y + m];map[agg[0].x + n][agg[0].y + m] = map[agg[0].x][agg[0].y];map[agg[0].x][agg[0].y] = t;agg[0].y = agg[0].y + m;agg[0].x = agg[0].x + n;steps++;}m = 0;n = 0;}}//输出,寻找1,2,3void control_output(){printf("关卡%d:\n",gk);printf("步数:%d\n",steps);for(i = 0;i < 8;i++){for(j = 0;j < 11;j++){if(map[i][j] == 1)printf("■");if(map[i][j] == 0)printf("");if(map[i][j] == 2){printf("□");agg[1].x = i;agg[1].y = j;}if(map[i][j] == 3){printf("⊙");agg[0].x = i;agg[0].y = j;}if(map[i][j] == 4)printf("☆");if(map[i][j] == 5)printf("★");if(map[i][j] == 6){printf("□");agg[2].x = i;agg[2].y = j;}}printf("\n");}printf("w,a,s,d控制方向,t退出游戏,f重新开始!\n");}//输入指令void input_command(){while(1){scanf("%c",&command);if(command == 'w'||command == 'a'||command == 's'||command == 'd'||command == 't'||command == 'f')break;}}main(){for(i = 0;i < 8;i++){for(j = 0;j < 12;j++){map_1[i][j] = map[i][j];}}while(1){control_output();input_command();control_direction(command);control_reset(command);control_end(command);control_adopt();system("cls");clearance();}}【下载本文档,可以自由复制内容或自由编辑修改内容,更多精彩文章,期待你的好评和关注,我将一如既往为您服务】。

C语言完整游戏项目推箱子详细代码

C语言完整游戏项目推箱子详细代码

C语⾔完整游戏项⽬推箱⼦详细代码话不多说我们今天就来创造出属于我们⾃⼰的《推箱⼦》,GOGOGO直接开始吧⾸先是我们⽤⼆维数组特定的数字描绘出这个地图int cas = 0;int map[3][8][8] ={1,1,1,1,1,1,1,1,1,3,4,0,0,4,3,1,1,0,1,3,0,1,0,1,1,0,1,4,0,1,0,1,1,0,0,5,0,0,0,1,1,0,1,0,0,1,0,1,1,3,4,0,0,4,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,4,0,0,4,3,1,1,0,1,3,0,1,0,1,1,0,1,4,0,1,0,1,1,3,4,5,0,0,0,1,1,0,1,0,0,1,0,1,1,3,4,0,0,4,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,4,0,0,4,3,1,1,0,1,3,0,1,0,1,1,0,1,4,0,1,0,1,1,3,4,5,0,4,3,1,1,0,1,0,0,1,0,1,1,3,4,0,0,4,3,1,1,1,1,1,1,1,1,1};然后来绘制我们的推箱⼦地图void drawGraph(){for (int i = 0; i < 8; i++){for (int j = 0; j < 8; j++){//算贴图的坐标int x = 50 * j;int y = 50 * i;switch (map[cas][i][j]){case 0://⼀个汉字符号占⽤两个位置//printf(" ");putimage(x, y, img + 0);break;case 1:putimage(x, y, img + 1);//printf("■");break;case 3:putimage(x, y, img + 2);//printf("☆");break;case 4:putimage(x, y, img + 3);//printf("★");break;case 5:case 8:putimage(x, y, img + 4);//printf("⼈");break;case 7:putimage(x, y, img + 5);//printf("●");break;}}//printf("\n");}}之后就是我们的游戏函数,怎样去⽤什么按键去控制我们的⾓⾊void keyDown(){int userKey = _getch(); //不可见输⼊//定位:找到⼈的位置int i = 0;int j = 0;for (i = 1; i < 8; i++){for (j = 1; j < 8; j++){if (map[cas][i][j] == 5 || map[cas][i][j] == 8){goto NEXT;}}}NEXT://我们这个游戏⽤什么按键去玩switch (userKey){case 'W':case 'w':case 72:if (map[cas][i - 1][j] == 0 || map[cas][i - 1][j] == 3){map[cas][i][j] -= 5;map[cas][i - 1][j] += 5;}if (map[cas][i - 1][j] == 4 || map[cas][i - 1][j] == 7){if (map[cas][i - 2][j] == 0 || map[cas][i - 2][j] == 3){map[cas][i][j] -= 5;map[cas][i - 1][j] += 1;map[cas][i - 2][j] += 4;}}break;case 's':case 'S':case 80:if (map[cas][i + 1][j] == 0 || map[cas][i + 1][j] == 3)map[cas][i][j] -= 5;map[cas][i + 1][j] += 5;}if (map[cas][i + 1][j] == 4 || map[cas][i + 1][j] == 7) {if (map[cas][i + 2][j] == 0 || map[cas][i +2][j] == 3) {map[cas][i][j] -= 5;map[cas][i + 1][j] += 1;map[cas][i + 2][j] += 4;}}break;case 'a':case 'A':case 75:if (map[cas][i][j - 1] == 0 || map[cas][i][j - 1] == 3) {//a+=1 a=a+1 复合赋值运算符map[cas][i][j] -= 5;map[cas][i][j - 1] += 5;}if (map[cas][i][j - 1] == 4 || map[cas][i][j - 1] == 7) {if (map[cas][i][j - 2] == 0 || map[cas][i][j - 2] == 3) {map[cas][i][j] -= 5;map[cas][i][j - 1] += 1;map[cas][i][j - 2] += 4;}}break;case 'd':case 'D':case 77:if (map[cas][i][j + 1] == 0 || map[cas][i][j + 1] == 3) {map[cas][i][j] -= 5;map[cas][i][j + 1] += 5;}if (map[cas][i][j + 1] == 4 || map[cas][i][j + 1] == 7) {if (map[cas][i][j + 2] == 0 || map[cas][i][j + 2] == 3) {map[cas][i][j] -= 5;map[cas][i][j + 1] += 1;map[cas][i][j + 2] += 4;}}break;}}再然后就是我们如何去判断游戏的结果//胜负的判断:int gameOver(){//地图上没有箱⼦就可以结束for (int i = 0; i < 8; i++){for (int j = 0; j < 8; j++){if (map[cas][i][j] == 4){return 0;}}}return 1;}最后运⾏我们的主函数就⾏啦int main()loadResource();mciSendString("open 1.mp3", 0, 0, 0);mciSendString("play 1.mp3 repeat", 0, 0, 0);initgraph(50 * 8, 50 * 8);while (1){drawGraph();if (gameOver()){cas++; //变换关卡if(cas==3)break;}keyDown();//system("cls");}closegraph();//printf("GameOver!\n");return 0;}其实代码并不是很多,当然啦,如果同学们想更加完善,可以增加关卡设定,再优化⼀下我们的开始界⾯以及游戏界⾯也是可以的,⼤家快去尝试吧希望看完了的同学可以获得⾃⼰想要的知识,也感谢⼤家的耐⼼观看,在这⾥想得到⼤家⼀波关注,后续UP主还会发布更多的项⽬源码以及学习资料,有什么问题可以回帖留⾔,我尽量回答。

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C ÓïÑÔ±àдµÄ¡¶ÍÆÏä×Ó¡·ÓÎÏ·¿´µ½±ðÈËÓà C ±à³öÁË¡¶¶íÂÞ˹·½¿é¡·£¬ÐÄÏ룺¼òÖ±²»¿É˼Òâ¡£ÐÄÀïÂúÊÇÅå·þ£¬¸ú±¾Ã»Ïëµ½ C»¹ÄÜÓÐÕâô¸ã·¨£¬ÐÄÀï·Ç³£ÐË·Ü£¬ÎÒÕâ¸öÈ˾ÍÊǰ®±àЩС¶«Î÷£¨´ó¶«Î÷±à²»À´£©£¬¸Ð¾õÓÐÒâ˼µÄ¶¼×ÜÏ붯ÊÖ¸ã¸ã£¬ÒÔǰÓÃVB×ö¹ý¡¶ÍÆÏä×Ó¡·ÓÎÏ·£¬ÓÃC»¹Ã»×ö¹ý£¬µ±Ê±Ò²¾õµÃÓÃC²»¿ÉÄÜ£¬¾õµÃÒªÊÇÄÜÄÇÊÇÌ«ÄÑÁË£¬ÏÖÔÚ¿´Á˱ðÈËÓÃC¶ÔͼÐεĴ¦Àí£¬ÂýÂý¾õµÃ¡¶ÍÆÏä×Ó¡·ÓÎÏ·×Ô¼º¿ÉÒÔ°ÑËüд³öÀ´£¬ÓÚÊǾͿªÊ¼±àд¡¶ÍÆÏä×Ó¡·ÓÎÏ·£¨×Ô¾õµÃΰ´óµÄ¹¤³Ì£©£¬½ñÌìдÍ꣬ÐÄÀï·Ç³£ÐË·Ü£¬ÆÈ²»¼°´ýµÄ¾ÍÍùÂÛ̳Àï·¢£¬ÏëìÅҫһϣ¬Âú×ãÏÂÐéÈÙÐÄ£¬°¦£¡ÎÒÕâÈ˾ÍÊÇÕâÑù£¬ÐéÈٵĺܡ£´ó¼ÒÖ§³Öһϣ¬Óп佱²ÅÓж¯Á¦¡£ºÇºÇ£¡¡¤¡¤¡¤³ÌÐòÔÚTC2.0¡¢Win-TCϲâÊÔͨ¹ý¡£³ÌÐò´úÂ룺#include <graphics.h>#include <stdlib.h>#include <stdio.h>#include <conio.h>#include <dos.h>#define SIZE 20#define KEY_UP 0x4800#define KEY_DOWN 0x5000#define KEY_LEFT 0x4b00#define KEY_RIGHT 0x4d00#define KEY_ESC 0x011b#define Re 0x1372int Step=0,right_Step,top_Step;void cheshi(int a[][6],int n,int m){int i,j;for(i=0;i<n;i++){for(j=0;j<m;j++)printf("%d ",a[i][j]);printf("\n");}}void Coloring(int x,int y,int subscript) {switch(subscript){case 0:{setfillstyle(1,DARKGRAY);break;}case 1:{setfillstyle(6,YELLOW);break;}case 2:{setfillstyle(8,DARKGRAY);break;}case 3:{setfillstyle(1,CYAN);break;}case 4:{setfillstyle(1,RED);break;}case 5:{setfillstyle(1,CYAN);break;}case 6:{setfillstyle(1,RED);break;}}bar(x,y,x+SIZE,y+SIZE);}void display(int guan[][6],int imax,int jmax){int gdriver = DETECT, gmode, errorcode;int left, top, right, bottom,x,y;int i,j;initgraph(&gdriver, &gmode, "");errorcode = graphresult();if (errorcode != grOk){printf("Graphics error: %s\n", grapherrormsg(errorcode)); printf("Press any key to halt:");getch();exit(1);}left=getmaxx()/2-jmax*SIZE+jmax*2+2;top=getmaxy()/2-((imax/2*SIZE)+(imax/2+4));right=left+jmax*SIZE+jmax*2+2;bottom=getmaxy()/2+(((imax-imax/2)*SIZE)+((imax-imax/2)+4));right_Step=right;top_Step=top;rectangle(left,top,right,bottom);for(i=0;i<imax;i++){for(j=0;j<jmax;j++){x=left+(j+1)*2+j*SIZE;y=top+(i+1)*2+i*SIZE;Coloring(x,y,guan[i][j]);}}setcolor(YELLOW);outtextxy(left,top-20,"UserYuH:BOX");setcolor(WHITE);outtextxy(right+10,top,"Guan:");outtextxy(right+10,top+20,"Step:");rectangle(left,bottom+4,left+82,bottom+20);settextjustify(LEFT_TEXT,TOP_TEXT);outtextxy(left+4,bottom+8,"R:refresh");rectangle(left+86,bottom+4,left+162,bottom+20);settextjustify(LEFT_TEXT,TOP_TEXT);outtextxy(left+92,bottom+8,"Esc:exit");}void CopyGuan(int guan[][6],int guan_all[][6],int imax,int jmax) {int i,j;for(i=0;i<imax;i++)for(j=0;j<jmax;j++)guan[i][j]=guan_all[i][j];}void select_guan(int guan_all[][6],int guan[][6],int subi_j[],int ijmax[],int guan_num,int *fulfil){int i,j;switch(guan_num){case 1:{*fulfil=2;subi_j[0]=2,subi_j[1]=0;ijmax[0]=6,ijmax[1]=4;CopyGuan(guan,guan_all,ijmax[0],ijmax[1]);break;}case 2:{*fulfil=2;subi_j[0]=2,subi_j[1]=0;ijmax[0]=5,ijmax[1]=5;CopyGuan(guan,guan_all,ijmax[0],ijmax[1]);break;}case 3:{*fulfil=1;subi_j[0]=3,subi_j[1]=3;ijmax[0]=6,ijmax[1]=6;break;}case 4:{*fulfil=0;subi_j[0]=1,subi_j[1]=1; ijmax[0]=6,ijmax[1]=6;break;}case 5:{*fulfil=0;subi_j[0]=4,subi_j[1]=2; ijmax[0]=5,ijmax[1]=6;break;}case 6:{*fulfil=1;subi_j[0]=0,subi_j[1]=4; ijmax[0]=6,ijmax[1]=5;break;}case 7:{*fulfil=0;subi_j[0]=2,subi_j[1]=4; ijmax[0]=6,ijmax[1]=5;break;}case 8:{*fulfil=0;subi_j[0]=0,subi_j[1]=4; ijmax[0]=6,ijmax[1]=6;break;}case 9:{*fulfil=0;subi_j[0]=3,subi_j[1]=1; ijmax[0]=4,ijmax[1]=6;break;}case 10:{*fulfil=1;subi_j[0]=3,subi_j[1]=3; ijmax[0]=6,ijmax[1]=5;break;}case 11:{*fulfil=1;subi_j[0]=4,subi_j[1]=1; ijmax[0]=6,ijmax[1]=5;break;}case 12:{*fulfil=0;subi_j[0]=0,subi_j[1]=2; ijmax[0]=5,ijmax[1]=6;break;}case 13:{*fulfil=1;subi_j[0]=2,subi_j[1]=3; ijmax[0]=6,ijmax[1]=5;break;}case 14:{*fulfil=0;subi_j[0]=3,subi_j[1]=0; ijmax[0]=5,ijmax[1]=6;break;}case 15:{*fulfil=1;subi_j[0]=0,subi_j[1]=3; ijmax[0]=6,ijmax[1]=6;break;}case 16:{*fulfil=0;subi_j[0]=0,subi_j[1]=3; ijmax[0]=5,ijmax[1]=5;break;}case 17:{*fulfil=0;subi_j[0]=3,subi_j[1]=5;ijmax[0]=4,ijmax[1]=6;break;}case 18:{*fulfil=1;subi_j[0]=0,subi_j[1]=1;ijmax[0]=6,ijmax[1]=6;break;}case 19:{*fulfil=0;subi_j[0]=5,subi_j[1]=4;ijmax[0]=6,ijmax[1]=6;break;}case 20:{*fulfil=2;subi_j[0]=1,subi_j[1]=4;ijmax[0]=5,ijmax[1]=6;break;}}CopyGuan(guan,guan_all,ijmax[0],ijmax[1]);}void Eixt(){exit(0);}void Move(int point,int guan[][6],int subi_j[],int imax,int jmax,int *fulfil){int i,j,*ir,*jr,left,top;left=getmaxx()/2-jmax*SIZE+jmax*2+2;top=getmaxy()/2-((imax/2*SIZE)+(imax/2+4));ir=&subi_j[0],jr=&subi_j[1];i=*ir,j=*jr;switch(point){case 1:{if(i>0)i--;else break;if(guan[i][j]==0){if(guan[*ir][j]==6){guan[i][j]=4;guan[*ir][j]=2;}else{guan[*ir][j]=0;guan[i][j]=4;}Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(j+1)*2+j*SIZE,top+(*ir+1)*2+*ir*SIZE,guan[*ir][j]); *ir=i;Step++;}else if(guan[i][j]==3){if(i>0 && (guan[i-1][j]==0||guan[i-1][j]==2)){if(guan[i-1][j]==0)guan[i-1][j]=3;else{guan[i-1][j]=5;(*fulfil)++;}guan[i][j]=0;Coloring(left+(j+1)*2+j*SIZE,top+((i-1)+1)*2+(i-1)*SIZE,guan[i-1][ j]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;}}else if(guan[i][j]==5){if(i>0 && (guan[i-1][j]==0||guan[i-1][j]==2)){if(guan[i-1][j]==0)guan[i-1][j]=3;else{guan[i-1][j]=5;(*fulfil)++;}guan[i][j]=2;Coloring(left+(j+1)*2+j*SIZE,top+((i-1)+1)*2+(i-1)*SIZE,guan[i-1][ j]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;(*fulfil)--;}}else if(guan[i][j]==2){guan[i][j]=6;if(guan[*ir][j]==4)guan[*ir][j]=0;elseguan[*ir][j]=2;Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(j+1)*2+j*SIZE,top+(*ir+1)*2+*ir*SIZE,guan[*ir][j]); *ir=i;Step++;}break;}case 2:{if(i<imax-1)i++;else break;if(guan[i][j]==0){if(guan[*ir][j]==6){guan[i][j]=4;guan[*ir][j]=2;}else{guan[*ir][j]=0;guan[i][j]=4;}Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(j+1)*2+j*SIZE,top+(*ir+1)*2+*ir*SIZE,guan[*ir][j]); *ir=i;Step++;}else if(guan[i][j]==3){if(i<imax-1 && (guan[i+1][j]==0||guan[i+1][j]==2)){if(guan[i+1][j]==0)guan[i+1][j]=3;else{guan[i+1][j]=5;(*fulfil)++;}guan[i][j]=0;Coloring(left+(j+1)*2+j*SIZE,top+((i+1)+1)*2+(i+1)*SIZE,guan[i+1][ j]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;}}else if(guan[i][j]==5){if(i<imax-1 && (guan[i+1][j]==0||guan[i+1][j]==2)){if(guan[i+1][j]==0)guan[i+1][j]=3;else{guan[i+1][j]=5;(*fulfil)++;}guan[i][j]=2;Coloring(left+(j+1)*2+j*SIZE,top+((i+1)+1)*2+(i+1)*SIZE,guan[i+1][ j]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;(*fulfil)--;}}else if(guan[i][j]==2){guan[i][j]=6;if(guan[*ir][j]=4)guan[*ir][j]=0;elseguan[*ir][j]=2;Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(j+1)*2+j*SIZE,top+(*ir+1)*2+*ir*SIZE,guan[*ir][j]); *ir=i;Step++;}break;}case 3:{if(j>0)j--;else break;if(guan[i][j]==0){if(guan[i][*jr]==6){guan[i][j]=4;}else{guan[i][*jr]=0;guan[i][j]=4;}Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(*jr+1)*2+*jr*SIZE,top+(i+1)*2+i*SIZE,guan[i][*jr]); *jr=j;Step++;}else if(guan[i][j]==3){if(j>0 && (guan[i][j-1]==0||guan[i][j-1]==2)){if(guan[i][j-1]==0)guan[i][j-1]=3;else{guan[i][j-1]=5;(*fulfil)++;}guan[i][j]=0;Coloring(left+((j-1)+1)*2+(j-1)*SIZE,top+(i+1)*2+i*SIZE,guan[i][j-1]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;}}else if(guan[i][j]==5){if(j>0 && (guan[i][j-1]==0||guan[i][j-1]==2)){if(guan[i][j-1]==0)guan[i][j-1]=3;else{guan[i][j-1]=5;(*fulfil)++;}Coloring(left+((j-1)+1)*2+(j-1)*SIZE,top+(i+1)*2+i*SIZE,guan[i][j-1]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;(*fulfil)--;}}else if(guan[i][j]==2){guan[i][j]=6;if(guan[i][*jr]==4)guan[i][*jr]=0;elseguan[i][*jr]=2;Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(*jr+1)*2+*jr*SIZE,top+(i+1)*2+i*SIZE,guan[i][*jr]); *jr=j;Step++;}break;}case 4:{if(j<jmax-1)j++;else break;if(guan[i][j]==0){if(guan[i][*jr]==6){guan[i][j]=4;guan[i][*jr]=2;}else{guan[i][*jr]=0;guan[i][j]=4;}Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(*jr+1)*2+*jr*SIZE,top+(i+1)*2+i*SIZE,guan[i][*jr]); *jr=j;Step++;}else if(guan[i][j]==3){if(j<jmax-1 && (guan[i][j+1]==0||guan[i][j+1]==2)){if(guan[i][j+1]==0)guan[i][j+1]=3;else{guan[i][j+1]=5;(*fulfil)++;}guan[i][j]=0;Coloring(left+((j+1)+1)*2+(j+1)*SIZE,top+(i+1)*2+i*SIZE,guan[i][j+ 1]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;}}else if(guan[i][j]==5){if(j<jmax-1 && (guan[i][j+1]==0||guan[i][j+1]==2)){if(guan[i][j+1]==0)guan[i][j+1]=3;else{guan[i][j+1]=5;(*fulfil)++;}guan[i][j]=2;Coloring(left+((j+1)+1)*2+(j+1)*SIZE,top+(i+1)*2+i*SIZE,guan[i][j+ 1]);Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Step++;(*fulfil)--;}}else if(guan[i][j]==2){guan[i][j]=6;if(guan[i][*jr]==4)guan[i][*jr]=0;elseguan[i][*jr]=2;Coloring(left+(j+1)*2+j*SIZE,top+(i+1)*2+i*SIZE,guan[i][j]);Coloring(left+(*jr+1)*2+*jr*SIZE,top+(i+1)*2+i*SIZE,guan[i][*jr]); *jr=j;Step++;}break;}}}void YouWin(void){setcolor(RED);rectangle(getmaxx()/2-50,getmaxy()/2-20,getmaxx()/2+50,getmaxy()/2 +15);settextjustify(LEFT_TEXT,TOP_TEXT);setcolor(WHITE);outtextxy(getmaxx()/2-46,getmaxy()/2-16,"YOU WIN!");outtextxy(getmaxx()/2-46,getmaxy()/2,"Next:Enter");getch();clrscr();}int main(void){int guan[6][6],subi_j[2],ijmax[2],guan_num=1,key,fulfil=0,point; char s[10];int guan_all[20][6][6]={0,0,2,0,0,0,0,1,0,5,0,0,4,0,3,0,0,0,0,1,5,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,2,0,5,0,0,0,0,1,0,0,0,4,3,5,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0, 0,0,0,1,1,0,0,1,1,1,0,0,0,0,1,0,2,0,2,3,1,0,0,3,4,0,0,1,1,1,5,1,0,1,1,1, 0,0,0,0,0,0,1,0,0,0,4,0,0,3,0,1,3,1,1,2,2,1,0,2,1,0,0,1,3,0,0,0,0,1,0,0, 1,1,1,1,0,0,0,0,1,1,2,1,1,3,0,0,2,2,3,0,0,0,0,1,3,0,0,0,0,4,0,1,1,0,0,0, 0,0,0,1,1,1,0,4,0,0,0,5,3,0,0,0,0,0,0,0,0,1,0,2,1,1,0,1,3,0,1,1,0,1,0,2, 1,1,0,2,1,1,1,2,0,0,1,0,0,2,0,0,3,3,0,4,0,0,0,3,0,0,0,0,0,1,0,0,0,0,0,1, 1,1,0,1,1,1,0,4,1,1,1,1,0,0,0,2,0,1,3,3,0,0,0,0,0,0,1,2,0,0,3,1,1,1,2,0, 0,1,1,0,2,2,1,1,1,0,3,0,0,0,0,0,0,1,3,1,0,0,4,0,2,3,0,0,0,0,0,0,0,0,0,0, 0,0,0,1,1,0,0,2,0,0,3,0,1,0,0,0,5,3,0,0,0,0,2,1,4,0,0,0,0,0,0,1,0,0,0,0, 1,1,0,2,0,0,1,1,0,0,1,0,0,0,0,0,2,0,1,0,0,0,3,5,3,0,0,1,4,0,1,1,0,1,0,0, 1,1,0,1,0,4,0,1,1,1,0,2,0,0,0,2,0,3,2,3,0,1,3,1,0,1,1,1,0,0,0,1,1,0,0,0, 0,0,0,1,0,0,0,1,0,0,3,1,0,1,0,0,2,0,4,1,0,0,5,0,0,0,0,1,0,1,3,0,0,1,2,0, 0,1,0,1,0,0,1,1,1,2,2,3,0,0,2,0,1,3,0,3,0,4,0,0,1,0,0,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,4,1,1,0,3,1,0,1,1,0,5,0,3,0,0,0,0,0,1,1,0,1,2,0,0,2,0,1,1,0, 0,0,1,0,0,0,4,1,0,0,0,1,0,0,0,2,0,0,3,0,0,0,3,3,1,2,0,1,1,0,0,2,0,0,0,0, 0,0,0,1,1,2,0,1,1,0,2,0,0,1,1,0,0,0,3,3,0,1,0,2,0,3,4,0,0,0,0,0,0,0,0,0, 0,0,0,1,4,2,0,0,1,0,3,3,5,0,1,0,0,1,0,0,1,0,0,1,0,0,2,1,1,1,0,1,0,1,1,1, 0,0,0,1,1,1,1,0,0,1,1,1,1,3,2,1,1,0,0,2,0,1,1,0,0,1,2,0,3,0,0,3,0,0,0,0, 1,4,0,0,0,0,1,1,1,0,1,0,5,4,1,0,0,5,0,0,0,1,1,3,0,0,0,1,1,0,0,0,2,0,0,0, 0,0,0};while(guan_num<=20){loop1:select_guan(guan_all[guan_num-1],guan,subi_j,ijmax,guan_num,&fulfi l);display(guan,ijmax[0],ijmax[1]);itoa(guan_num,s,10);setcolor(YELLOW);outtextxy(right_Step+50,top_Step,s);Step=0;while(fulfil!=3){if(bioskey(1))key=bioskey(0);else key=0;if(key)switch(key){case KEY_UP:point=1;break;case KEY_DOWN:point=2;break;case KEY_LEFT:point=3;break;case KEY_RIGHT:point=4;break;case KEY_ESC:Eixt();case Re:clrscr();goto loop1;break;/*default: printf("%x\n",key);*/}if(point){Move(point,guan,subi_j,ijmax[0],ijmax[1],&fulfil);point=0;itoa(Step,s,10);setfillstyle(1,0x0000);bar(right_Step+50,top_Step+20,right_Step+100,top_Step+40); setcolor(YELLOW);outtextxy(right_Step+50,top_Step+20,s); }}if(fulfil==3){YouWin();guan_num++;}}getch();closegraph();return 0;}。

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