C语言小游戏源代码《贪吃蛇》
C语言小游戏源代码《贪吃蛇》

void init(void){/*构建图形驱动函数*/ int gd=DETECT,gm; initgraph(&gd,&gm,""); cleardevice(); }
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C 语言小游戏源代码《贪吃பைடு நூலகம்》
#define N 200/*定义全局常量*/ #define m 25 #include <graphics.h> #include <math.h> #include <stdlib.h> #include <dos.h> #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;
C语言程序设计:贪吃蛇程序源代码用TC2.0编译

C语言程序设计:贪吃蛇程序源代码用TC2.0编译本程序为贪吃蛇游戏,想必大家都玩过这个游戏,程序源代码用TC2.0编译通过,需要图形驱动文件的支持,在TC2.0的集成环境中有.本程序利用数据结构中的链表,来将蛇身连接,同时当蛇吃到一定数目的东西时会自动升级,及移动速度会加快,程序会时刻将一些信息显示在屏幕上,包括所得分数,要吃多少东西才能升级,并且游戏者可以自己手动选择游戏级别,级别越高,蛇的移动速度越快.另外,此游戏可能与CPU的速度有关系.源代码如下:******************************************************************************* ***/*******************************COMMENTS**********************************/ /* snake_game.c*//* it is a game for entermainment.*//* in the begin,there is only a snake head,and it will have to eat food *//* to become stronger,and it eat a piece of food each time,it will *//* lengthen it's body,with the number of food the snake eats going up,it *//* will become long more and more,and the score will goes up also. *//* there is always useful information during the game process. *//* if the path by which the snake goes to eat food is the shortest,the *//* score will add up a double.*//**//* enjoy yourself,and any problem,contact <blldw@> *//*************************************************************************//* all head file that will be used */#include<stdio.h>#include<time.h>#include<graphics.h>#include<stdlib.h>#include<ctype.h>#include<string.h>/* useful MACRO */#define FOOD_SIZE 8#define SCALE 8#define UP_KEY 0x4800#define DOWN_KEY 0x5000#define LEFT_KEY 0x4b00#define RIGHT_KEY 0x4d00#define MOVE_UP 1#define MOVE_LEFT 2#define MOVE_DOWN 3#define MOVE_RIGHT 4#define INV ALID_DIRECTION 0#define QUIT_KEYC 0x1051#define QUIT_KEY 0x1071#define SELECT_KEYC 0x1f53#define SELECT_KEY 0x1f73#define PAUSE_KEYC 0x1950#define PAUSE_KEY 0x1970#define DEFAULT_LEVEL 1#define HELP_COLOR WHITE#define WELCOME_COLOR WHITE#define DEFAULT_COLOR GREEN/* define the macro as follows to improve the game in future */#define FOOD_COLOR YELLOW#define SNAKE_HEAD_COLOR RED#define DEFAULT_SNAKE_COLOR YELLOW#define EXIT_COLOR WHITE#define SCORE_COLOR YELLOW/* sturcture for snake body mainly ,and food also */typedef struct food_infor *FOOD_INFOR_PTR;typedef struct food_infor{int posx; /* position for each piece of snake body */int posy;int next_move; /* next move direction */int pre_move; /* previous move direction,seems unuseful */int beEaten; /* xidentifier for snake body or food */FOOD_INFOR_PTR next; /* pointer to next piece of snake body */ FOOD_INFOR_PTR pre; /* pointer to previous piece of snake body */ }FOOD_INFOR;/* structure for snake head */typedef struct _snake_head{int posx;int posy;int next_move;int pre_move;int eatenC; /* number of food that have been eaten */int hop; /* number of steps to eat food */FOOD_INFOR_PTR next; /* pointer to the first piece of eaten food */ }SNAKE_HEAD;/* the left-up corner and right-down corner */typedef struct point{int x;int y;}POINT;/* standards for game speed*//* before level 5,the time interval is level_b[level - 1] / 10,and after */ /* level 5,the time interval is 1.00 / level_b[level - 1] */float level_b[9] = {10.0,8.0,6.0,3.0,1.0,20.0,40.0,160.0,640.0};/* available varary */SNAKE_HEAD snake_head;FOOD_INFOR *current; /* always point to food */POINT border_LT,border_RB;int driver,mode; /* for graphics driver */int maxx,maxy; /* max length and width of screen,in pixel */int eaten; /* identifier if the food is eaten */int score = 0; /* total score */int level = DEFAULT_LEVEL; /* level or speed */float interval; /* based on speed */int snake_color = DEFAULT_SNAKE_COLOR; /* snake body color */ int hopcount = 0; /* the shortest number of steps for snake *//* to eat food *//* all sub function */void init_graphics();void generate_first_step();int judge_death();int willeatfood();void generate_food();void addonefood();void redrawsnake();void show_all();void sort_all();void change_direction();void help();void show_score(int);void change_level();void show_level();void release(SNAKE_HEAD);int can_promote();void win();void show_infor_to_level();void show_eaten();void calculate_hop();/* main function or entry */void main(){char str[50] = "YOU LOSE!!!"; /* fail information */ clock_t start;int querykey;int tempx,tempy;/* if fail and want to resume game,go here */retry:init_graphics();show_all(); /* show wall */generate_first_step(); /* generate food and snake head */ show_score(score); /* show score to player */eaten = 0;/* begin to play game */while(1){if(judge_death() == 1) /* die */break;if(willeatfood() == 1){eaten = 1;addonefood();snake_head.hop ++;if(snake_head.hop == hopcount)score += level * 2;elsescore += level;can_promote();show_score(score);}sort_all();redrawsnake();snake_head.hop ++;show_infor_to_level();show_eaten();show_all();change_direction();if(eaten == 1){generate_food();calculate_hop();snake_head.hop = 0;eaten = 0;}if(level <= 5)interval = level_b[level - 1] / 10.0;elseinterval = 1.00 / level_b[level - 1];start = clock();while((clock() - start) / CLK_TCK < interval) {querykey = bioskey(1);if(querykey != 0){switch(bioskey(0)){case UP_KEY:snake_head.next_move = MOVE_UP;break;case LEFT_KEY:snake_head.next_move = MOVE_LEFT;break;case DOWN_KEY:snake_head.next_move = MOVE_DOWN;break;case RIGHT_KEY:snake_head.next_move = MOVE_RIGHT;break;case SELECT_KEYC:case SELECT_KEY:change_level();score = 0;show_score(score);show_level();break;case PAUSE_KEYC:case PAUSE_KEY:while(!bioskey(1));break;case QUIT_KEYC:case QUIT_KEY:goto exit_game;default:break;}}}}settextstyle(DEFAULT_FONT,0,2);setcolor(EXIT_COLOR);tempx = border_LT.x + (border_RB.x - border_LT.x - textwidth(str)) / 2; tempy = border_LT.y + (border_RB.y - border_LT.y) / 2;outtextxy(tempx,tempy,str);strcpy(str,"press <R/r> to retry,or ENTER key to exit");tempy += textheight(str) * 2;settextstyle(DEFAULT_FONT,0,1);tempx = border_LT.x + (border_RB.x - border_LT.x - textwidth(str)) / 2; outtextxy(tempx,tempy,str);select:while(!bioskey(1));querykey = bioskey(0);if((querykey == 0x1372) || (querykey == 0x1352)){level = DEFAULT_LEVEL;score = 0;release(snake_head);closegraph();goto retry;}if(querykey != 0x1c0d)goto select;closegraph();return;exit_game:release(snake_head);closegraph();}/* sub function show_eaten() *//* function: to show the total number piece of food *//* that have been eaten by snake any time */void show_eaten(){int tempx,tempy;int size;void *buf;char str[15];settextstyle(DEFAULT_FONT,0,1);setcolor(DEFAULT_COLOR);sprintf(str,"eaten:%d",snake_head.eatenC);tempx = 0;tempy = border_LT.y + textheight(str) * 6;size = imagesize(tempx,tempy,tempx + textwidth(str) + textwidth("A"), tempy + textheight(str));buf = malloc(size);getimage(tempx,tempy,tempx + textwidth(str) + textwidth("A"), tempy + textheight(str),buf);putimage(tempx,tempy,buf,XOR_PUT);outtextxy(tempx,tempy,str);free(buf);}/* sub function: show_infor_to_level *//* function:show information to player that how many pieces *//* of food have to been eaten to get to next level *//* ,and this is not related with score,but only *//* eaten number of food*//**//* level standard:let highlevel stand for the number of *//* pieces of food that can be put int the *//* vertical direction of play area,and *//* before level 5,as long as the snake eat *//* a quarter of highlevel,it will go to next *//* level,and between level 5 and 7,as long *//* as the snake eat one thirds of highlevel, *//* it will go to next level,and between *//* level 8 and 9,the snake will go to next *//* level as long as it eat half of highlevel *//* note: level is between 1 to 9. */void show_infor_to_level(){int highlevel;int size;int tempx,tempy;int toeat;void *buf;char str[50];highlevel = (border_RB.y - border_LT.y) / SCALE;switch(level){case 1:case 2:case 3:case 4:toeat = (highlevel / 4) * level - snake_head.eatenC;break;case 5:case 6:case 7:toeat = (highlevel + highlevel / 3 * (level - 4)) - snake_head.eatenC; break;case 8:case 9:toeat = (highlevel * 2 + highlevel / 2 * (level - 7)) -snake_head.eatenC;break;default:break;}settextstyle(DEFAULT_FONT,0,1);setcolor(DEFAULT_COLOR);if(snake_head.next == NULL){sprintf(str,"next level");tempx = 0;tempy = border_LT.y + textheight(str) * 2;outtextxy(tempx,tempy,str);}if(toeat < 0)toeat = 0;sprintf(str,"%d:%d",level + 1,toeat);tempx = 0;tempy = border_LT.y + textheight(str) * 4;size = imagesize(tempx,tempy,tempx + textwidth(str) + textwidth("A"),tempy +textheight(str));buf = malloc(size);getimage(tempx,tempy,tempx + textwidth(str) + textwidth("A"),tempy +textheight(str),buf);putimage(tempx,tempy,buf,XOR_PUT);outtextxy(tempx,tempy,str);free(buf);}/* sub function: win() *//* function:if the player pass level 9,this function *//* will be called ,to show "YOU WIN information *//* and after a key is pressed,the game will go *//* on,but all is back to begin,excepte the *//* snake body length.*/void win(){char str[] = "YOU WIN";int tempx,tempy;settextstyle(DEFAULT_FONT,0,8);setcolor(WELCOME_COLOR);tempx = border_LT.x + (border_RB.x - border_LT.x - textwidth(str)) / 2; tempy = border_LT.y + (border_RB.y - border_LT.y - textheight(str)) / 2;outtextxy(tempx,tempy,str);while(!bioskey(1));}/* sub function: can_promote() *//* function:see if the snake can go to next level on basis *//* of the snake length.*//**//* note:standards of promote level is instructed above */int can_promote(){/* compare SCORE with standard level score */int high_level;static int last_score = 0;high_level = (border_RB.y - border_LT.y) / SCALE;switch(level){case 1:case 2:case 3:case 4:if(snake_head.eatenC == (high_level / 4 * level))level ++;last_score = score;break;case 5:case 6:case 7:if(snake_head.eatenC == (high_level + high_level / 3 * (level - 4))) level ++;last_score = score;break;case 8:if(snake_head.eatenC == (high_level * 2 + high_level / 2 ))level ++;last_score = score;break;case 9:if(snake_head.eatenC == (high_level * 3)){win();score = 0;last_score = 0;level = DEFAULT_LEVEL;}break;default:break;}show_level();}/* sub function: calulate_hop() *//* function: calculate the shortest path from snake head to *//* the food it will eaten. */void calculate_hop(){hopcount = (snake_head.posx >= current->posx) ? ((snake_head.posx - current->posx) /SCALE) :((current->posx - snake_head.posx) / SCALE);hopcount += (snake_head.posy >= current->posy) ? ((snake_head.posy - current->posy) /SCALE) :((current->posy - snake_head.posy) / SCALE);}/* sub function: release()*//* function:free memory before exit game or restart */void release(SNAKE_HEAD snake_head){FOOD_INFOR_PTR traceon,last;traceon = snake_head.next;snake_head.eatenC = 0;snake_head.next = NULL;snake_head.hop = 0;while(traceon)if(traceon->next != NULL)traceon = traceon->next;elsebreak;while(traceon){last = traceon->pre;free(traceon);traceon = last;}}/* sub function: show_level()x *//* function:show level information to player anytime */void show_level(){char str[20];int size;void *buf;settextstyle(DEFAULT_FONT,0,1);setcolor(DEFAULT_COLOR);sprintf(str,"Level:%d",level);size = imagesize(0,border_LT.y,textwidth(str),border_LT.y + textheight(str)); buf = malloc(size);getimage(0,border_LT.y,textwidth(str),border_LT.y + textheight(str),buf);putimage(0,border_LT.y,buf,XOR_PUT);free(buf);outtextxy(0,border_LT.y,str);}/* sub function: change_level() *//* function:if the play choose "select level <S/S>" item, *//* this function will be called */void change_level(){int c;int size;void *buf;int tempx,tempy;char str[] = "new level (1--9):";settextstyle(DEFAULT_FONT,0,1);setcolor(DEFAULT_COLOR);tempx = 0;tempy = border_LT.y - textheight("A") * 3 / 2;outtextxy(tempx,tempy,str);goon:while(!bioskey(1));c = bioskey(0);if((c == 0x1051) || (c == 0x1071))goto exit;if(isdigit(c&0x00ff))level = (c&0x00ff) - 48;elsegoto goon;exit:size = imagesize(tempx,tempy,tempx + textwidth(str),tempy + textheight(str)); buf = malloc(size);getimage(tempx,tempy,tempx + textwidth(str),tempy + textheight(str),buf); putimage(tempx,tempy,buf,XOR_PUT);free(buf);}/* sub function: show_score() *//* function:show score information to player anytime */void show_score(int count){int th;int size;char str[20];settextstyle(DEFAULT_FONT,0,2);setcolor(SCORE_COLOR);sprintf(str,"Score: %d",count);th = textheight("hello");if((count == 0) && (snake_head.next == NULL)){outtextxy(border_LT.x + (border_RB.x - border_LT.x) / 4,border_LT.y - 2 * th,str);}else{size = imagesize(border_LT.x + (border_RB.x - border_LT.x) / 4,border_LT.y - 2 * th,border_LT.x + (border_RB.x - border_LT.x) / 4 +textwidth(str) + textwidth("100"),border_LT.y - 2 * th + th);buf = malloc(size);getimage(border_LT.x + (border_RB.x - border_LT.x) / 4,border_LT.y - 2 * th, border_LT.x + (border_RB.x - border_LT.x) / 4 + textwidth(str) +textwidth("100"),border_LT.y - 2 * th + th,buf);putimage(border_LT.x + (border_RB.x - border_LT.x) / 4,border_LT.y - 2 * th,buf,XOR_PUT);outtextxy(border_LT.x + (border_RB.x - border_LT.x) / 4,border_LT.y - 2 * th,str);free(buf);}}/* sub function: help()*//* function: show help information at the beginning of game *//* and let player know how to play the game */void help(){int th;settextstyle(DEFAULT_FONT,0,1);setcolor(HELP_COLOR);th = textheight("hello");sprintf(str,"move left : %c",27);outtextxy(border_LT.x,border_RB.y,str);sprintf(str,"move up : %c",24);outtextxy(border_LT.x + (border_RB.x - border_LT.x) / 2,border_RB.y,str);sprintf(str,"move down : %c",25);outtextxy(border_LT.x,border_RB.y + th + 2,str);sprintf(str,"move right: %c",26);outtextxy(border_LT.x + (border_RB.x - border_LT.x) / 2,border_RB.y + th + 2,str);outtextxy(border_LT.x,border_RB.y + th * 2 + 4,"quit <Q/q>");outtextxy(border_LT.x + textwidth("quit <Q/q>") * 3 / 2,border_RB.y + th * 2 + 4, "pause <P/p>");outtextxy(border_LT.x + (border_RB.x - border_LT.x) / 2,border_RB.y + th * 2 + 4,"select level <S/s>");}/* sub function: show_all()*//* function:redraw the play area,means show wall */void show_all(){int i,j;setcolor(DEFAULT_COLOR);/*for(i = border_LT.x; i <= border_RB.x; i += SCALE)for(j = border_LT.y; j <= border_RB.y; j += SCALE)rectangle(i,j,i + SCALE, j + SCALE);*/rectangle(border_LT.x,border_LT.y,border_RB.x,border_RB.y);}/* sub function: generate_food()*//* function:after the food is eaten by snake,the function will *//* be called to generate another food,and it will *//* ensure that the generated food shouldn't appeare *//* in the snake body.*/void generate_food(){FOOD_INFOR_PTR traceon;int tempx,tempy;generate:current->posx = random(border_RB.x - SCALE / 2);while((current->posx <= border_LT.x) || ((current->posx - border_LT.x) % SCALE == 0) || ((current->posx - border_LT.x) % SCALE % (SCALE / 2) != 0))current->posx ++;current->posy = random(border_RB.y - SCALE / 2);while((current->posy <= border_LT.y) || ((current->posy - border_LT.y) % SCALE == 0) || ((current->posy - border_LT.y) % SCALE % (SCALE / 2) != 0))current->posy ++;traceon = snake_head.next;while(traceon){if((traceon->posx == current->posx) && (traceon->posy == current->posy))goto generate;traceon = traceon->next;}if(current->posx - border_LT.x == SCALE / 2)current->posx += SCALE;if(border_RB.x - current->posx == SCALE / 2)current->posx -= SCALE;if(current->posy - border_LT.y == SCALE / 2)current->posy += SCALE;if(border_RB.y - current->posy == SCALE / 2)current->posy -= SCALE;setcolor(DEFAULT_COLOR);rectangle(current->posx - SCALE / 2,current->posy - SCALE / 2, current->posx + SCALE / 2,current->posy + SCALE / 2); setfillstyle(SOLID_FILL,YELLOW);floodfill(current->posx,current->posy,DEFAULT_COLOR);}/* sub function: init_graphics()*//* function:initialize the game interface */void init_graphics(){driver = DETECT;mode = 0;initgraph(&driver,&mode,"*.bgi");maxx = getmaxx();maxy = getmaxy();border_LT.x = maxx / SCALE;border_LT.y = maxy / SCALE;border_RB.x = maxx * (SCALE - 1) / SCALE;border_RB.y = maxy * (SCALE - 1) / SCALE;while((border_RB.x - border_LT.x) % FOOD_SIZE)(border_RB.x) ++;while((border_RB.y - border_LT.y) % FOOD_SIZE)(border_RB.y) ++;while((border_RB.y - border_LT.y) % ( 12 * SCALE))border_RB.y += SCALE;setcolor(DEFAULT_COLOR);rectangle(border_LT.x,border_LT.y,border_RB.x,border_RB.y);help();show_level();}/* sub function: generateX_first_step() *//* function:generate snake head and first food to prepare for *//* game to start,and this function will also initialize*//* the move direction of snake head,and show welcome *//* information to player.*/void generate_first_step(){char str[] = "welcome to snake game,press ENTER key to start";int size;int tempx,tempy;void *buf;randomize();/* generate snake head */snake_head.posx = random(border_RB.x - SCALE / 2);while((snake_head.posx <= border_LT.x) || ((snake_head.posx - border_LT.x) % SCALE == 0)||((snake_head.posx - border_LT.x) % SCALE % (SCALE / 2) != 0))snake_head.posx ++;snake_head.posy = random(border_RB.y - SCALE / 2);while((snake_head.posy <= border_LT.y) || ((snake_head.posy - border_LT.y) % SCALE == 0)||((snake_head.posy - border_LT.y) % SCALE % (SCALE / 2) != 0))snake_head.posy ++;setcolor(DEFAULT_COLOR);rectangle(snake_head.posx - SCALE / 2,snake_head.posy - SCALE / 2,snake_head.posx + SCALE / 2,snake_head.posy + SCALE / 2);setfillstyle(SOLID_FILL,SNAKE_HEAD_COLOR);floodfill(snake_head.posx,snake_head.posy,DEFAULT_COLOR);/* generate first food */current = (FOOD_INFOR_PTR)malloc(sizeof(FOOD_INFOR));goon_generate:current->posx = random(border_RB.x - SCALE / 2);while((current->posx <= border_LT.x) || ((current->posx - border_LT.x) % SCALE == 0) || ((current->posx - border_LT.x) % SCALE % (SCALE / 2) != 0))current->posx ++;current->posy = random(border_RB.y - SCALE / 2);while((current->posy <= border_LT.y) || ((current->posy - border_LT.y) % SCALE == 0) || ((current->posy - border_LT.y) % SCALE % (SCALE / 2) != 0))current->posy ++;if((current->posx == snake_head.posx) && (current->posy == snake_head.posy))goto goon_generate;rectangle(current->posx - SCALE / 2,current->posy - SCALE / 2,current->posx + SCALE / 2,current->posy + SCALE / 2);setfillstyle(SOLID_FILL,FOOD_COLOR);floodfill(current->posx,current->posy,DEFAULT_COLOR);calculate_hop();snake_head.next = NULL;snake_head.eatenC = 0;snake_head.hop = 0;current->next = NULL;current->pre = NULL;current->beEaten = 0;current->next_move = INV ALID_DIRECTION;current->pre_move = INV ALID_DIRECTION;if(snake_head.posx == current->posx){if(snake_head.posy > current->posy)snake_head.next_move = MOVE_UP;elsesnake_head.next_move = MOVE_DOWN;}else{if(snake_head.posx < current->posx)snake_head.next_move = MOVE_RIGHT;elsesnake_head.next_move = MOVE_LEFT;}snake_head.pre_move = snake_head.next_move;settextstyle(DEFAULT_FONT,0,1);setcolor(WELCOME_COLOR);tempx = border_LT.x + (border_RB.x - border_LT.x - textwidth(str)) / 2; tempy = border_LT.y - textheight("A") * 6 / 2;outtextxy(tempx,tempy,str);size = imagesize(tempx,tempy,tempx + textwidth(str),tempy + textheight(str));buf = malloc(size);getimage(tempx,tempy,tempx + textwidth(str),tempy + textheight(str),buf);while(bioskey(0) != 0x1c0d);putimage(tempx,tempy,buf,XOR_PUT);free(buf);}/* sub function: judge_death()*//* function:judge if the snake will die because of incorrect *//* move,there are two things that will result *//* the snake to death:first,it run into the wall *//* ,and second,it run into its body.*/int judge_death(){/* return 1 means will die,and return 0 means will survive */int tempx,tempy;switch(snake_head.next_move){case MOVE_UP:tempx = snake_head.posx;tempy = snake_head.posy - SCALE;break;case MOVE_LEFT:tempx = snake_head.posx - SCALE;tempy = snake_head.posy;break;case MOVE_DOWN:tempx = snake_head.posx;tempy = snake_head.posy + SCALE;break;case MOVE_RIGHT:tempx = snake_head.posx + SCALE;tempy = snake_head.posy;break;default:break;}if((tempx < border_LT.x) || (tempx > border_RB.x) || (tempy < border_LT.y) || (tempy > border_RB.y))return 1;if(getpixel(tempx,tempy) == snake_color){FOOD_INFOR_PTR traceon;traceon = snake_head.next;while(traceon != NULL){if((traceon->posx == tempx) && (traceon->posy == tempy)) return 1;traceon = traceon->next;}}return 0; /* survive */}/* sub function: willeatfood() *//* function:judge if the sanke can eat food.the method like */ /* this:provided that the snake move a step based *//* on its next move direction,and if this place *//* have food,then the snake can eat food. */int willeatfood(){/* 1 means will eat food ,and 0 means won't eat food */int tempx,tempy;switch(snake_head.next_move){case MOVE_UP:tempx = snake_head.posx;tempy = snake_head.posy - SCALE;break;case MOVE_LEFT:tempx = snake_head.posx - SCALE;tempy = snake_head.posy;break;case MOVE_DOWN:tempx = snake_head.posx;tempy = snake_head.posy + SCALE;break;case MOVE_RIGHT:tempx = snake_head.posx + SCALE;tempy = snake_head.posy;break;default:break;}if(getpixel(tempx,tempy) == FOOD_COLOR)return 1;return 0;}/* sub function: addonefood() *//* function: this function will lengthen the snake body *//* this function is important because it will *//* not only locate memory for new snake body, *//* but also handle the relationship of pointer*//* between the new snake body and its previous*//* snake body.*/void addonefood(){FOOD_INFOR_PTR traceon;snake_head.eatenC ++ ;traceon = snake_head.next;if(snake_head.next == NULL) /* haven't eaten any food */{traceon = (FOOD_INFOR_PTR)malloc(sizeof(FOOD_INFOR));switch(snake_head.next_move){case MOVE_UP:traceon->posx = snake_head.posx;traceon->posy = snake_head.posy + SCALE;break;case MOVE_LEFT:traceon->posx = snake_head.posx + SCALE;traceon->posy = snake_head.posy;break;case MOVE_DOWN:traceon->posx = snake_head.posx;traceon->posy = snake_head.posy - SCALE;break;case MOVE_RIGHT:traceon->posx = snake_head.posx - SCALE;traceon->posy = snake_head.posy;break;default:break;}traceon->next_move = snake_head.next_move;traceon->pre_move = snake_head.next_move;traceon->next = NULL;traceon->pre = NULL;traceon->beEaten = 1;snake_head.next = traceon;}else{while(traceon){if(traceon->next != NULL)traceon = traceon->next;elsebreak;}traceon->next = (FOOD_INFOR_PTR)malloc(sizeof(FOOD_INFOR));traceon->next->next = NULL;traceon->next->pre = traceon;traceon = traceon->next;switch(traceon->pre->next_move){case MOVE_UP:traceon->posx = traceon->pre->posx;traceon->posy = traceon->pre->posy + SCALE;break;case MOVE_LEFT:traceon->posx = traceon->pre->posx + SCALE;traceon->posy = traceon->pre->posy;break;case MOVE_DOWN:traceon->posx = traceon->pre->posx;traceon->posy = traceon->pre->posy - SCALE;break;case MOVE_RIGHT:traceon->posx = traceon->pre->posx - SCALE;traceon->posy = traceon->pre->posy;break;default:break;}traceon->next_move = traceon->pre->next_move;traceon->pre_move = traceon->pre->next_move;traceon->beEaten = 1;}}/* sub function: sort_all()*//* function:this function will calculate the next position of snake *//* and it is assume the snake has move to next position,but*//* haven't appeared yet.*/void sort_all(){/* sort all food,include snake head,and virtual place */FOOD_INFOR_PTR traceon;void *buf;int size;size = imagesize(snake_head.posx - SCALE / 2,snake_head.posy - SCALE / 2, snake_head.posx + SCALE / 2,snake_head.posy + SCALE /2);buf = malloc(size);getimage(snake_head.posx - SCALE / 2,snake_head.posy - SCALE / 2, snake_head.posx + SCALE / 2,snake_head.posy + SCALE / 2,buf); putimage(snake_head.posx - SCALE / 2,snake_head.posy - SCALE / 2,buf,XOR_PUT);switch(snake_head.next_move){case MOVE_UP:snake_head.posy -= SCALE;break;case MOVE_LEFT:snake_head.posx -= SCALE;break;case MOVE_DOWN:snake_head.posy += SCALE;break;case MOVE_RIGHT:snake_head.posx += SCALE;break;default:break;}traceon = snake_head.next;while(traceon){getimage(traceon->posx - SCALE / 2,traceon->posy - SCALE / 2, traceon->posx + SCALE / 2,traceon->posy + SCALE / 2,buf); putimage(traceon->posx - SCALE / 2,traceon->posy - SCALE / 2, buf,XOR_PUT);switch(traceon->next_move){case MOVE_UP:traceon->posy -= SCALE;break;case MOVE_LEFT:traceon->posx -= SCALE;break;case MOVE_DOWN:traceon->posy += SCALE;break;case MOVE_RIGHT:traceon->posx += SCALE;break;default:break;}traceon = traceon->next;}free(buf);}/* sub function: redrawsnake()*//* function:the function will redraw the snake based on function*/ /* sort_all().*/void redrawsnake(){。
贪吃蛇 C语言代码

}
snake[x][y]=FOOD;
draw(snake);
/*---------------------------------------*/
/*--------控制的部分---------------------*/
while(judgeGO(snake))
}
if(x>0&&x<16&&y>0&&y<16)
{
if(a==0)
printf("█");
else printf("□");
return ;
}
}
void draw(int (*sna)[17])
draw(snake);
Sleep(100);
continue;
}
rightmove(snake);
draw(snake);
}
int randno()
{
srand(time(NULL)); //运用随机函数,取随机数,出现食物用
return rand()%15+1;
}
//判断游戏是否结束
bool judgeGO(int (*sna)[17])
{
int x,y,i=0,max=0,count=0;
while(!kbhit()&&key1!=77&&judgeGO(snake))
{
if(judgeF(snake,key))
{
draw(snake);
Sleep(100);
c语言贪吃蛇源码

#include <stdio.h>#include <Windows.h>#include <conio.h>#include <time.h>#define MAX_WIDE 50 //宽#define MAX_HIGH 16 //高short randxy, score = 0; //score是所得分数static int dx = 1,dy = 0;int SLEEP;COORD coord;/*一、如果用户定义了COORD coord,那么coord其实是一个结构体变量,其中X和Y是它的成员,通过修改coord.X和coord.Y的值就可以实现光标的位置控制。
二、计算的时候按位计算,&两边操作数对应位上全为1时,结果的该位值为1。
否则该位值为0三、举例:short int a=8;a=a>>1;1.a=0 000 10002.右移一位后:a= 0 000 1003.补0:a=0 000 01004.化为十进制数:a=4*/struct Snake{short len;short body[MAX_WIDE*MAX_HIGH];}snake; //蛇的结构体/*********************测试函数********************/void test1(){coord.X = 0;coord.Y = 0;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);putchar(getch());return;}void test2(){printf("(%d,%d)",dx,dy);}/***********************在制定位置设置出现****************************/void draw(){//画出蛇的身体for(short i = 0; i < snake.len; i++){coord.X = snake.body[i] & 127; //127二进制为:00000000 11111111coord.Y = snake.body[i] >> 8; // X等于body的低8位,Y等于body的高8位SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord); //设置控制台光标位置,使光标到(x,y)putchar('*');}//画出最新点coord.X = randxy & 127;coord.Y = randxy >> 8;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);putchar('*');}/***********************控制snake函数********************/void run(){char key;short i, j;//snake.body[0]蛇头位置,while()条件指的是蛇在制定区域内,区域大小:MAX_WIDE*MAX_HIGHwhile( snake.body[0] > 0 && ( (snake.body[0] & 127) < MAX_WIDE) && (snake.body[0]>>8 < MAX_HIGH) ){for(;kbhit();) key = getch(); // kbhit()检查当前是否有键盘输入,若有则返回一个非0值,否则返回0switch(key){case 'w': dx = 0, dy = -1; break;case 's': dx = 0, dy = 1; break;case 'a': dx = -1, dy = 0; break;case 'd': dx = 1, dy = 0; break;}for(j = 1; j < snake.len; j++) // 蛇撞到自己会结束退出if(snake.body[j] == snake.body[0])return;if(randxy == snake.body[0]) //蛇吃到最新点的变动{snake.len++, score += 10;randxy = ((rand() % 16 + 0) <<8) | (rand() % 50 + 0); //原来的点被吃掉后产生新的点//rand()函数是产生随机数的一个随机函数//“|”按位或运算,在这里是指把(rand() % 16 + 0)这个八位二进制数向左移动8位,//尾部拼接上(rand() % 50 + 0)形成一个16位二进制数赋值给randxy }for(i = snake.len-1; i > 0; i--) //移动前准备,前一项赋值给后一项snake.body[i] = snake.body[i-1];//移动蛇身snake.body[0] = ((snake.body[0] & 127) + dx) | ((snake.body[0] >>8) + dy)<<8;draw();Sleep(SLEEP);system("cls");}}int main(){int level;again:snake.body[MAX_WIDE*MAX_HIGH] = 0;snake.body[0] = (MAX_HIGH/2)<<8 | MAX_WIDE/2;snake.len = 1;srand((unsigned)time(NULL)); //把系统时间作为种子,初始化// srand()它需要提供一个种子,这个种子会对应一个随机数,如果使用相同的种子后面的rand()函数会出现一样的随机数。
贪吃蛇的c语言源程序

#include<stdio.h>#include<graphics.h>#include<stdlib.h>#include<dos.h>#include<bios.h>#include<time.h>#define NULL 0#define UP 4471#define LEFT 7777#define DOWN 8051#define RIGHT 8292#define PAUSE 6512#define ESC 283#define SNAKE_COLOR 4#define SNAKE_BOND_COLOR 2#define SNAKE_STYLE LTBKSLASH_FILL #define FOOD_STYLE CLOSE_DOT_FILL #define MAP_COLOR 8#define MAP_BOND_COLOR 6#define MAP_STYLE SOLID_FILLtypedef struct Snake_Node{int x,y;struct Snake_Node *next;}Snake_Node,*P_Snake_Node;struct{int x,y,color;}Food;struct{int dx;int dy;}Direct={0,1};static int speed=1,len=4,px,py;static P_Snake_Node Head;static P_Snake_Node Map;void paint_node(int,int,int,int,int);void Put_Food(int);void Put_Snake_Node(P_Snake_Node,int); void Init();void Grow_up(int,int);void Make_Map();void Auto_Make_Map();void Load_Game();void Auto_Start();int Snake_Dead();void GO_GO_GO();void Play_Game();void Exit_Save();void Failed();void main();void paint_node(int x,int y,int color1,int color2,int style){setfillstyle(SOLID_FILL,color2);bar(x*10,479-y*10,x*10+9,479-y*10-9);setfillstyle(style,color1);bar(x*10+1,479-y*10-1,x*10+9-1,479-y*10-9+1);setfillstyle(SOLID_FILL,15);}void Put_Food(int color){randomize();Food.x=random(46)+1;Food.y=random(46)+1;Food.color=color;paint_node(Food.x,Food.y,Food.color,Food.color,FOOD_STYLE);}void Put_Snake_Node(P_Snake_Node p,int flag){if(flag)paint_node(p->x,p->y,SNAKE_COLOR,SNAKE_BOND_COLOR,SNAKE_STYLE);elsepaint_node(p->x,p->y,getbkcolor(),getbkcolor(),SOLID_FILL);}void Init(){int gdrive=VGA,gmode=VGAHI;initgraph(&gdrive,&gmode,"d:\\TC20\\turboc2");setfillstyle(XHATCH_FILL,2);bar(490,0,509,479);setfillstyle(SOLID_FILL,6);bar(480,0,489,479);setfillstyle(SOLID_FILL,15);setcolor(9);setlinestyle(CENTER_LINE,0,3);line(490,0,490,479);setcolor(3);setlinestyle(SOLID_LINE,0,3);line(509,0,509,479);line(509,479,639,479);line(639,479,639,0);line(639,0,509,0);setlinestyle(SOLID_LINE,0,0);setcolor(10);settextstyle(TRIPLEX_FONT,HORIZ_DIR,3); outtextxy(530,12,"GREEDY");outtextxy(537,40,"SNAKE");settextstyle(0,0,0);setcolor(13);outtextxy(510,80,"<<============>>"); setcolor(1);setlinestyle(CENTER_LINE,0,3);line(573,90,573,305);outtextxy(510,310,"+++++++++++++++++"); setcolor(5);settextstyle(GOTHIC_FONT,0,5);outtextxy(512,390,"~~~~~~~");outtextxy(512,392,"~~~~~~~");outtextxy(512,388,"~~~~~~~");setcolor(10);settextstyle(SANS_SERIF_FONT,1,1); outtextxy(510,115,"->");outtextxy(510,165,"<-");settextstyle(SANS_SERIF_FONT,0,1); outtextxy(512,215,"->");outtextxy(512,265,"<-");setcolor(14);settextstyle(DEFAULT_FONT,0,1); outtextxy(550,128,":W");outtextxy(550,175,":S");outtextxy(550,222,":A");outtextxy(550,272,":D");setcolor(10);settextstyle(SMALL_FONT,0,5);outtextxy(575,125,"PAUSE /");outtextxy(575,140,"CONTINUE:");outtextxy(580,250,"EXIT:");/*************/}void Grow_Up(int x,int y){P_Snake_Node p;p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=x;p->y=y;p->next=Head->next;Head->next=p;Head=p;++len;++speed;}void Auto_Make_Map(){P_Snake_Node p,q;p=q=Map=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=0;p->y=0;p->next=NULL;while(1){p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=(q->x)+1;p->y=q->y;q->next=p;p->next=NULL;q=p;if((p->x)==47) break;}while(1){p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=q->x;p->y=(q->y)+1;q->next=p;p->next=NULL;q=p;if((p->y)==47) break;}while(1){p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=(q->x)-1;p->y=q->y;q->next=p;p->next=NULL;q=p;if((p->x)==0) break;}while(1){p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=q->x;p->y=(q->y)-1;q->next=p;p->next=NULL;q=p;if((p->y)==1) break;}p=Map;while(p){paint_node(p->x,p->y,MAP_COLOR,MAP_BOND_COLOR,MAP_STYLE);p=p->next;}}void Auto_Start(){int i=1;P_Snake_Node p,q;Head=p=(P_Snake_Node)malloc(sizeof(Snake_Node));p->x=24;p->y=24-3;p->next=NULL;q=p;while(i<=3){q=(P_Snake_Node)malloc(sizeof(Snake_Node));p->next=q;q->x=p->x;q->y=(p->y)+1;q->next=NULL;p=q;++i;}p->next=Head;Head=p;while(i>=1){Put_Snake_Node(p,1);p=p->next;i--;}Put_Food(14);Auto_Make_Map();}int Snake_Dead(){P_Snake_Node p;int i=1;p=Head->next->next;while(i<=len-4){if(p->x==px && p->y==py)return(1);++i;p=p->next;}p=Map;while(p){if(p->x==px && p->y==py)return(1);p=p->next;}return(0);}void GO_GO_GO(){px=(Head->x)+(Direct.dx);py=(Head->y)+(Direct.dy);if(!Snake_Dead()){if(px==Food.x&&py==Food.y){Grow_Up(px,py);Put_Snake_Node(Head,1);Put_Food(14);}else{Head=Head->next;Put_Snake_Node(Head,0);Head->x=px;Head->y=py;Put_Snake_Node(Head,1);}}elseFailed();}void Play_Game(){int wait;while(1){while(!kbhit()){GO_GO_GO();wait=0;while(wait<=2){delay(30000);++wait;}}switch(bioskey(0)){case UP:{if(Direct.dx!=0&&Direct.dy!=-1){Direct.dx=0;Direct.dy=1;}break;}case LEFT:{if(Direct.dx!=1&&Direct.dy!=0){Direct.dx=-1;Direct.dy=0;}break;}case DOWN:{if(Direct.dx!=0&&Direct.dy!=1){Direct.dx=0;Direct.dy=-1;}break;}case RIGHT:{if(Direct.dx!=-1&&Direct.dy!=0){Direct.dx=1;Direct.dy=0;}break;}case ESC:{exit(1);break;}}}}void Failed(){setcolor(4);settextstyle(TRIPLEX_FONT, HORIZ_DIR, 6);outtextxy(90,200,"GAME OVER!");getch();exit(1);/**********/ }void main(){Init();getch();Auto_Start();Play_Game();getch(); closegraph();}。
贪吃蛇游戏代码(C语言编写)

cleardevice(); if (!pause)
nextstatus(); else {
settextstyle(1,0,4); setcolor(12); outtextxy(250,100,"PAUSE"); } draw();
if(game==GAMEOVER) { settextstyle(0,0,6); setcolor(8); outtextxy(101,101,"GAME OVER"); setcolor(15); outtextxy(99,99,"GAME OVER"); setcolor(12); outtextxy(100,100,"GAME OVER"); sprintf(temp,"Last Count: %d",count); settextstyle(0,0,2); outtextxy(200,200,temp); }
place[tear].st = FALSE; tear ++; if (tear >= MAX) tear = 0; } else { eat = FALSE; exit = TRUE; while(exit) { babyx = rand()%MAXX; babyy = rand()%MAXY; exit = FALSE; for( i = 0; i< MAX; i++ ) if( (place[i].st)&&( place[i].x == babyx) && (place[i].y == babyy))
struct SPlace { int x; int y; int st; } place[MAX]; int speed; int count; int score; int control; int head; int tear; int x,y; int babyx,babyy; int class; int eat; int game; int gamedelay[]={5000,4000,3000,2000,1000,500,250,100}; int gamedelay2[]={1000,1};
贪吃蛇游戏c语言源代码

outtextxy(160,220,"Game Over");
loop1:key=bioskey(0);
if(key==Enter)
{cleardevice();
TheFirstBlock();
}
else
if(key==ESC)
void DrawMap(void);
void Initsnake(void);
void Initfood(void);
void Snake_Headmv(void);
void Flag(int,int,int,int);
void GameOver(void);
void Snake_Bodymv(void);
line(480,20,620,20);
line(620,20,620,460);
line(620,460,480,460);
line(480,460,480,20);
}
void Initsnake()
{randomize();
num=2;
Snk[0].x=random(440);
{checkx=Snk[0].x;
checky=Snk[0].y;
Dsnkorfd(Snk[0].x,Snk[0].y,0);
Snk[0].x+=20;
Dsnkorfd(Snk[0].x,Snk[0].y,Snk[0].color);
}
}
void Flag(int a,int b,int c,int d)
void Snake_Bodyadd(void);
C语言编写贪吃蛇游戏

#include<stdio.h> #include<conio.h>#include<windows.h>#include<time.h>#define food 7#define head 5#define body 6#define wall 1#define road 0#define up 1#define down 2#define left 3#define right 4#define kuan 25#define chang 30#define num 20int map[kuan][chang],hi,bj,fi,fj,t;//全局变量地图数组头部坐标,食物坐标,速度控制参数void gotoxy(int x,int y) //移动坐标{COORD coord;coord.X=x;coord.Y=y;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),coord);}void hidden()//隐藏光标{CONSOLE_CURSOR_INFO cci;GetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cci);cci.bVisible=0;//赋1为显示,赋0为隐藏SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cci);}void paint(int xx,int yy){gotoxy(2*yy,xx);switch(map[xx][yy]){case 0:printf(" ");break;case 1:printf("□");break;case 5:printf("◎");break;case 6:printf("△");break;case 7:printf("●");break;}}void start()//初始化地图数组信息,随机蛇头位置,第一个食物位置{int i,j;for(i=0;i<=kuan-1;i++){map[i][0]=wall;map[i][chang-1]=wall;}for(j=0;j<=chang-1;j++){map[0][j]=wall;map[kuan-1][j]=wall;}for (i=0;i<=kuan-1;i++)for (j=0;j<=chang-1;j++)paint(i,j);gotoxy(64,2);printf("1.a减速//d加速");gotoxy(64,4);printf("2. esc暂停");gotoxy(65,5);printf(" 任意键继续");}int getkey(int ddd)//接收按键根据当前方向按动任意键暂停不响应与运动方向相反的按键{char c;while(c=getch()){switch(c) {case 72://1 {if(ddd==2) return down; elsereturn up; }case 80://2 {if(ddd==1) return up; elsereturn down; }case 75://3{if(ddd==4)return right;elsereturn left;}case 77://4{if(ddd==3)return left;elsereturn right;}case 27:continue;//esc暂停,a减速,d加速case 97:{t+=10;return ddd;}case 100:{t-=10;return ddd;}default:{return ddd;}}return 0;}}void game(){intfd=0,len=1,direction=4,a[100000],b[100000],k,m,kk=0,aa=0,bb=0,i,iii=0;int sj=0;//sj用来记录吃到的果实的存放其坐标的数组的角标int zz=0,mm=0,fa[num+2],fb[num+2];t=250;//全局变量在这里赋值hi=rand()%(kuan-7)+6;bj=rand()%(chang-8)+5;map[hi][bj]=head;paint(hi,bj);//在一定范围随机蛇头初始位置,身子为左侧3个格子(可以拓展写入game里面)a[3]=hi;b[3]=bj;//头部位置存放到 a b数组中第四项中for (i=0;i<3;i++){map[hi][bj-1-i]=body;paint(hi,bj-i-1);a[2-i]=hi;b[2-i]=(bj-i-1);}//身子位置按照尾巴至颈部存放到 0 1 2 项中k=4;m=4;//数组之后从第四位开始存放蛇头坐标while(1){while(!kbhit()&&len!=0)//当没有按键输入并且没有撞到墙使得len=0时候进入循环(防止撞到墙后没有按键输入仍终止不了){while (fd<=num)//如果fd<=num 则进入循环随机刷新一个新果实{do{fi=rand()%(kuan-3)+1;fj=rand()%(chang-3)+1;}while(map[fi][fj]>0);//不在墙或者蛇的身体内if(fd<20){map[fi][fj]=food;paint(fi,fj);fa[zz++]=fi;fb[mm++]=fj;fd++;}else{map[fi][fj]=food;paint(fi,fj);fa[sj]=fi;fb[sj]=fj;fd++;}//如果fd=20进来循环,就会把新生成的果实的坐标赋给被上次被吃的数组,便于之后的循环检测}switch(direction){case 1: {map[hi][bj]=body;paint(hi,bj);hi--;break;}case 2: {map[hi][bj]=body;paint(hi,bj);hi++;break;}case 3: {map[hi][bj]=body;paint(hi,bj);bj--;break;}case 4: {map[hi][bj]=body;paint(hi,bj);bj++;break;}}if ((map[hi][bj]==body)||(map[hi][bj]==wall))//在画出新的头部时刻先判断即将画出的位置是不是map上坐标为身子的位置。
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C语言小游戏源代码《贪吃蛇》#define N 200/*定义全局常量*/#define m 25#include <graphics.h>#include <math.h>#include <stdlib.h>#include <dos.h>#define LEFT 0x4b00#define RIGHT 0x4d00#define DOWN 0x5000#define UP 0x4800#define Esc 0x011bint 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<snake.node;i++){/*超过4节后,判断蛇自身碰撞*/if(snake.x[i]==snake.x[0]&&snake.y[i]==snake.y[0]){/*即自身的任一节坐标值与蛇头坐标相等*/for(i=1;i<snake.node-1;i++){/*擦除自己碰撞后位置蛇的身子*/setcolor(0);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<snake.node-1;i++){/*擦除撞墙后位置蛇的身子*/setcolor(0);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<k;j++){if(snake.x[0]==block.x[j]&&snake.y[0]==block.y[j]){for(i=1;i<snake.node-1;i++){/*擦除撞墙后位置蛇的身子*/setcolor(0);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<snake.node;i++)rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10);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();}。