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int NextIsFood(pSnakeNode psn, pSnake ps)
void NoFood(pSnakeNode psn, pSnake ps)
贪吃蛇游戏是一个耳熟能详的小游戏,本次我们讲解他的简单的实现,需要掌握基本的API知识(http://t.csdnimg.cn/uHH6y),简单的C语言知识和基本的数据结构链表
屏幕录制 2024-05-16 092902
在游戏运⾏的过程中,蛇每次吃⼀个⻝物,蛇的⾝体就会变⻓⼀节,如果我们使⽤链表存储蛇的信 息,那么蛇的每⼀节其实就是链表的每个节点。每个节点只要记录好蛇⾝节点在地图上的坐标就⾏, 所以蛇节点结构如下:
- typedef struct SnakeNode
- {
- int x;
- int y;
- struct SnakeNode* next;
- }SnakeNode, * pSnakeNode;
但是这样不好维护这一条蛇,要管理整条贪吃蛇,我们再封装⼀个Snake的结构来维护整条贪吃蛇
- typedef struct Snake
- {
- pSnakeNode _pSnake;维护整条蛇的指针
- pSnakeNode _pFood;维护⻝物的指针
- enum DIRECTION _Dir;头的⽅向默认是向右
- enum GAME_STATUS _Status;游戏状态
- int _Socre;当前获得分数
- int _Add;默认每个⻝物10分
- int _SleepTime;每⾛⼀步休眠时间
- }Snake, * pSnake;
游戏开始,先打印蛇的身体和地图,以及一些帮助的提示语句,先完成一些准备工作
- void GameStart(pSnake ps)
- {
-
- 设置控制台窗⼝的⼤⼩,30⾏,100列
- //mode 为DOS命令
- system("mode con cols=100 lines=30");
- //设置cmd窗⼝名称
- system("title 贪吃蛇");
- //获取标准输出的句柄(⽤来标识不同设备的数值)
- HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE); //影藏光标操作
- CONSOLE_CURSOR_INFO CursorInfo; //打印欢迎界⾯
- WelcomeToGame(); //打印地图
- CreateMap(); //初始化蛇
- GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息
- CursorInfo.bVisible = false; //隐藏控制台光标
- SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态
- InitSnake(ps);
- //创造第⼀个⻝物
- CreateFood(ps);
- }
在游戏正式开始之前,做⼀些功能提醒,来让玩家了解游戏方法与规则,其中SetPos是一个已经封装后的函数,可以把这个字体打在这个坐标
- void WelcomeToGame()
- {
- SetPos(40, 15);
- printf("欢迎来到贪吃蛇⼩游戏");
- SetPos(40, 25);//让按任意键继续的出现的位置好看点
- system("pause");
- system("cls");
- SetPos(25, 12);
- printf("⽤ ↑ . ↓ . ← . → 分别控制蛇的移动, F3为加速,F4为减速\n");
- SetPos(25, 13);
- printf("加速将能得到更⾼的分数。\n");
- SetPos(40, 25);//让按任意键继续的出现的位置好看点
- system("pause");
- system("cls");
- }
创建地图就是将强打印出来,因为是宽字符打印,所有使⽤wprintf函数,打印格式串前使⽤L 打印地图的关键是要算好坐标,才能在想要的位置打印墙体。
- void CreateMap()
- {
- int i = 0;
- //上(0,0)-(56, 0)
- SetPos(0, 0);
- for (i = 0; i < 58; i += 2)
- {
- wprintf(L"%c", WALL);
- } //下(0,26)-(56, 26)
- SetPos(0, 26); for (i = 0; i < 58; i += 2)
- { wprintf(L"%c", WALL);
- } //左//x是0,y从1开始增⻓
- for (i = 1; i < 26; i++)
- {
- SetPos(0, i);
- wprintf(L"%c", WALL);} //是56y从1开始增⻓
- for (i = 1; i < 26; i++)
- {
- SetPos(56, i);
- wprintf(L"%c", WALL);
- }
- }
蛇最开始⻓度为5节,每节对应链表的⼀个节点,蛇⾝的每⼀个节点都有⾃⼰的坐标。 创建5个节点,然后将每个节点存放在链表中进⾏管理。创建完蛇⾝后,将蛇的每⼀节打印在屏幕上。 再设置当前游戏的状态,蛇移动的速度,默认的⽅向,初始成绩,蛇的状态,每个⻝物的分数。
- void InitSnake(pSnake ps)
- {
- pSnakeNode cur = NULL;
- int i = 0;
- //创建蛇⾝节点,并初始化坐标
- //头插法
- for (i = 0; i < 5; i++)
- {
- //创建蛇⾝的节点
- cur = (pSnakeNode)malloc(sizeof(SnakeNode));
- if (cur == NULL)
- {
- perror("InitSnake()::malloc()");
- return;
- }
- //设置坐标
- cur->next = NULL;
- cur->x = POS_X + i * 2;
- cur->y = POS_Y;
- //头插法
- if (ps->_pSnake == NULL)
- {
- ps->_pSnake = cur;
- }
- else
- {
- cur->next = ps->_pSnake;
- ps->_pSnake = cur;
- }
- }
- //打印蛇的⾝体
- cur = ps->_pSnake;
- while (cur)
- {
- SetPos(cur->x, cur->y);
- wprintf(L"%c", BODY);
- cur = cur->next;
- }
- //
- 初始化贪吃蛇数据
- ps->_SleepTime = 200;
- ps->_Socre = 0;
- ps->_Status = OK;
- ps->_Dir = RIGHT;
- ps->_Add = 10;
- }
先随机⽣成⻝物的坐标 ◦
- x坐标必须是2的倍数 ◦
- ⻝物的坐标不能和蛇⾝每个节点的坐标重复
- 创建⻝物节点,打印⻝物
- void CreateFood(pSnake ps)
- {
- int x = 0;
- int y = 0;
- again:
- //产⽣的x坐标应该是2倍数,这样才可能和蛇头坐标对⻬。
- do
- {
- x = rand() % 53 + 2;
- y = rand() % 25 + 1;
- } while (x % 2 != 0);
- pSnakeNode cur = ps->_pSnake;//获取指向蛇头的指针
- //⻝物不能和蛇⾝冲突
- while (cur)
- {
- if (cur->x == x && cur->y == y)
- {
- goto again;
- }
- cur = cur->next;
- }
- pSnakeNode pFood = (pSnakeNode)malloc(sizeof(SnakeNode)); //创建⻝物
- if (pFood == NULL)
- {
- perror("CreateFood::malloc()");
- return;
- }
- else
- {
- pFood->x = x;
- pFood->y = y;
- SetPos(pFood->x, pFood->y);
- wprintf(L"%c", FOOD);
- ps->_pFood = pFood;
- }
- }
游戏运⾏期间,右侧打印帮助信息,提⽰玩家 根据游戏状态检查游戏是否继续,如果是状态是OK,游戏继续,否则游戏结束。 如果游戏继续,就是检测按键情况,确定蛇下⼀步的⽅向,或者是否加速减速,是否暂停或者退出游 戏。 确定了蛇的⽅向和速度,蛇就可以移动了。
void GameRun(pSnake ps) { //打印右侧帮助信息 PrintHelpInfo(); do { SetPos(64, 10); printf("得分:%d ", ps->_Socre); printf("每个⻝物得分:%d分", ps->_Add); if (KEY_PRESS(VK_UP) && ps->_Dir != DOWN) { ps->_Dir = UP; } else if (KEY_PRESS(VK_DOWN) && ps->_Dir != UP) { ps->_Dir = DOWN; } else if (KEY_PRESS(VK_LEFT) && ps->_Dir != RIGHT) { ps->_Dir = LEFT; } else if (KEY_PRESS(VK_RIGHT) && ps->_Dir != LEFT) { ps->_Dir = RIGHT; } else if (KEY_PRESS(VK_SPACE)) { pause(); } else if (KEY_PRESS(VK_ESCAPE)) { ps->_Status = END_NOMAL; break; } else if (KEY_PRESS(VK_F3)) { if (ps->_SleepTime >= 50) { ps->_SleepTime -= 30; ps->_Add += 2; } } else if (KEY_PRESS(VK_F4)) { if (ps->_SleepTime < 350) { ps->_SleepTime += 30; ps->_Add -= 2; if (ps->_SleepTime == 350) { ps->_Add = 1; } } } //蛇每次⼀定之间要休眠的时间,时间短,蛇移动速度就快 Sleep(ps->_SleepTime); SnakeMove(ps); } while (ps->_Status == OK); }
是一个判断下一个位置是食物的函数,会在下面SnakeMove起到作用,是食物的话将吃掉,不是的话将继续按按键运动
-
- int NextIsFood(pSnakeNode psn, pSnake ps)
- {
- return (psn->x == ps->_pFood->x) && (psn->y == ps->_pFood->y);
- }
将下⼀个节点头插⼊蛇的⾝体,并将之前蛇⾝最后⼀个节点打印为空格,放弃掉蛇⾝的最后⼀个节点,在时间是毫米的瞬间完成,造成移动的效果
- void NoFood(pSnakeNode psn, pSnake ps)
- {
- //头插法
- psn->next = ps->_pSnake;
- ps->_pSnake = psn;
- pSnakeNode cur = ps->_pSnake;
- //打印蛇
- while (cur->next->next)
- {
- SetPos(cur->x, cur->y);
- wprintf(L"%c", BODY);
- }
- //最后⼀个位置打印空格,然后释放节点
- SetPos(cur->next->x, cur->next->y);
- printf(" ");
- free(cur->next);
- cur->next = NULL;
- }
蛇⾝移动先创建下⼀个节点,根据移动⽅向和蛇头的坐标,蛇移动到下⼀个位置的坐标。 确定了下⼀个位置后,看下⼀个位置是否是⻝物(NextIsFood),是⻝物就做吃⻝物处理 (EatFood),如果不是⻝物则做前进⼀步的处理(NoFood)。 蛇⾝移动后,判断此次移动是否会造成撞墙(KillByWall)或者撞上⾃⼰蛇⾝(KillBySelf),从⽽影 响游戏的状态
- void SnakeMove(pSnake ps)
- {
- //创建下⼀个节点
- pSnakeNode pNextNode = (pSnakeNode)malloc(sizeof(SnakeNode));
- if (pNextNode == NULL)
- {
- perror("SnakeMove()::malloc()");
- return;
- } //确定下⼀个节点的坐标,下⼀个节点的坐标根据,蛇头的坐标和⽅向确定
- switch (ps->_Dir)
- {
- case UP:
- {
- pNextNode->x = ps->_pSnake->x;
- pNextNode->y = ps->_pSnake->y - 1;
-
- }
- break;
- case DOWN:
- {
- pNextNode->x = ps->_pSnake->x;
- pNextNode->y = ps->_pSnake->y + 1;
- }
- break;
- case LEFT:
- {
- pNextNode->x = ps->_pSnake->x - 2;
- pNextNode->y = ps->_pSnake->y;
- }
- break;
- case RIGHT:
- {
- pNextNode->x = ps->_pSnake->x + 2;
- pNextNode->y = ps->_pSnake->y;
- }
- break;
- }
- //如果下⼀个位置就是⻝物
-
- if (NextIsFood(pNextNode, ps))
- {
- EatFood(pNextNode, ps);
- }
- else//如果没有⻝物
- {
- NoFood(pNextNode, ps);
- }
- KillByWall(ps);
- KillBySelf(ps);
- }
游戏结束 游戏状态不再是OK(游戏继续)的时候,要告知游戏技术的原因,并且释放蛇⾝节点。
- void GameEnd(pSnake ps)
- {
- pSnakeNode cur = ps->_pSnake;
- SetPos(24, 12);
- switch (ps->_Status)
- {
- case END_NOMAL:
- printf("您主动退出游戏\n");
- break;
- case KILL_BY_SELF: printf("您撞上⾃⼰了 ,游戏结束!\n");
- break;
- case KILL_BY_WALL:
- printf("您撞墙了,游戏结束!\n"); } //释放蛇⾝的节点
- while (cur)
- {
- pSnakeNode del = cur;
- cur = cur->next;
- free(del);
- }
- }
- #include "Snake.h"
- #include <locale.h>
- void test()
- {
- int ch = 0;
- srand((unsigned int)time(NULL));
- do
- {
- Snake snake = { 0 };
- GameStart(&snake);
- GameRun(&snake);
- GameEnd(&snake);
- SetPos(20, 15);
- printf("再来⼀局吗?(Y/N):");
- ch = getchar();
- getchar();//清理\n } while (ch == 'Y');
- SetPos(0, 27);
- }
- int main()
- {
- //修改当前地区为本地模式,为了⽀持中⽂宽字符的打印
- setlocale(LC_ALL, "");
- test();
- return 0;
- }
- #pragma once
- #include <windows.h>
- #include <time.h>
- #include <stdio.h>
- #define KEY_PRESS(VK) ((GetAsyncKeyState(VK)&0x1) ? 1 : 0)
- //⽅向
- enum DIRECTION
- {
- UP = 1,
- DOWN,
- LEFT,
- RIGHT
- };
- //游戏状态
- enum GAME_STATUS
- {
- OK,//正常运⾏
- KILL_BY_WALL,//撞墙
- KILL_BY_SELF,//咬到⾃⼰
- END_NOMAL//正常结束
- };
- #define WALL L'□'
- #define BODY L'●' // ★ ○● ◇◆ □■
- #define FOOD L' ★ ' // ★ ○● ◇◆ □■ //蛇的初始位置
- #define POS_X 24
- #define POS_Y 5 //蛇⾝节点
- typedef struct SnakeNode
- {
- int x;
- int y;
- struct SnakeNode* next;
- }SnakeNode, * pSnakeNode;
- typedef struct Snake
- {
- pSnakeNode _pSnake;//整条蛇的指针
- pSnakeNode _pFood;//维护⻝物的指针
- enum DIRECTION _Dir;//蛇头的⽅向默认是向右
- enum GAME_STATUS _Status;//游戏状态
- int _Socre;//当前获得分数
- int _Add;//默认每个⻝物
- int _SleepTime;//每⾛⼀步休眠时间
- }Snake, * pSnake;
- //游戏开始前的初始化
- void GameStart(pSnake ps); //游戏运⾏过程
- void GameRun(pSnake ps); //结束
- void GameEnd(pSnake ps); //设置光标的坐标
- void SetPos(short x, short y); //欢迎界⾯
- void WelcomeToGame(); //打印帮助信息
- void PrintHelpInfo(); //创建地图
- void CreateMap();//初始化蛇
- void InitSnake(pSnake ps); //⻝物
- void CreateFood(pSnake ps);暂停响应
- void pause(); //下⼀个节点是⻝物
- int NextIsFood(pSnakeNode psn, pSnake ps); //吃⻝物
- void EatFood(pSnakeNode psn, pSnake ps); //不吃⻝物
- void NoFood(pSnakeNode psn, pSnake ps); //撞墙检测
- int KillByWall(pSnake ps); //撞⾃⾝检测
- int KillBySelf(pSnake ps); //蛇的移动
- void SnakeMove(pSnake ps); //游戏初始化
- void GameStart(pSnake ps); //游戏运⾏
- void GameRun(pSnake ps); //游戏结束
- void GameEnd(pSnake ps);
- #include "Snake.h"
- //设置光标的坐标
- void SetPos(short x, short y)
- {
- COORD pos = { x, y };
- HANDLE hOutput = NULL;//获取标准输出的句柄(⽤来标识不同设备的数值)
- hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//设置标准输出上光标的位置为
- pos SetConsoleCursorPosition(hOutput, pos);
- }
- void WelcomeToGame()
- {
- SetPos(40, 15);
- printf("欢迎来到贪吃蛇⼩游戏");
- SetPos(40, 25);//让按任意键继续的出现的位置好看点
- system("pause");
- system("cls");
- SetPos(25, 12);
- printf("⽤ ↑ . ↓ . ← . → 控制蛇的移动, F3为加速,F4为减速\n");
- SetPos(25, 13);
- printf("加速将能得到更⾼的分数。\n");
- SetPos(40, 25);//让按任意键继续的出现的位置好看点
- system("pause");
- system("cls"); } void CreateMap()
- {
- int i = 0;
- //上(0,0)-(56, 0)
- SetPos(0, 0);
- for (i = 0; i < 58; i += 2)
- {
- wprintf(L"%c", WALL);
- }
- //
- 下(0,26)-(56, 26)
- SetPos(0, 26);
- for (i = 0; i < 58; i += 2)
- {
- wprintf(L"%c", WALL);
- }
- //左
- //x0,y从1开始增⻓
- for (i = 1; i < 26; i++)
- {
- SetPos(0, i);
- wprintf(L"%c", WALL);
- }
- //56,从开始增⻓
- for (i = 1; i < 26; i++)
- {
- SetPos(56, i);
- wprintf(L"%c", WALL);
- }
- }
- void InitSnake(pSnake ps)
- {
- pSnakeNode cur = NULL;
- int i = 0;
- //创建蛇⾝节点,并初始化坐标
- //头插法
-
- for (i = 0; i < 5; i++)
- {
- //创建蛇⾝的节点
- cur = (pSnakeNode)malloc(sizeof(SnakeNode));
- if (cur == NULL)
- {
- perror("InitSnake()::malloc()");
- return;
- }
- //设置坐标
- cur->next = NULL;
- cur->x = POS_X + i * 2;
- cur->y = POS_Y;
- //头插法
- if (ps->_pSnake == NULL)
- {
- ps->_pSnake = cur;
- }
- else
- {
- cur->next = ps->_pSnake;
- ps->_pSnake = cur;
- }
- }
- //打印蛇的⾝体
- cur = ps->_pSnake;
- while (cur)
- {
- SetPos(cur->x, cur->y);
- wprintf(L"%c", BODY);
- cur = cur->next;
- }
- //初始化贪吃蛇数据
- ps->_SleepTime = 200;
- ps->_Socre = 0;
- ps->_Status = OK;
- ps->_Dir = RIGHT;
- ps->_Add = 10;
- }
- void CreateFood(pSnake ps)
- {
- int x = 0;
- int y = 0;
- again:
- //产⽣的x坐标应该是2的倍数,这样才可能和蛇头坐标对⻬。
- do
- {
- x = rand() % 53 + 2;
- y = rand() % 25 + 1;
- } while (x % 2 != 0);
- pSnakeNode cur = ps->_pSnake;//指向蛇头的指针 //⻝物不能和蛇⾝冲突
- while (cur)
- {
- if (cur->x == x && cur->y == y)
- {
- goto again;
- }
- cur = cur->next;
- }
- pSnakeNode pFood = (pSnakeNode)malloc(sizeof(SnakeNode)); //
- 创建⻝物
-
- if (pFood == NULL)
- {
- perror("CreateFood::malloc()");
- return;
- }
- else
- {
- pFood->x = x;
- pFood->y = y;
- SetPos(pFood->x, pFood->y);
- wprintf(L"%c", FOOD);
- ps->_pFood = pFood;
- }
- }
- void PrintHelpInfo()
- {
- }
- void pause()//暂停
- {打印提⽰信息
- SetPos(64, 15);
- printf("不能穿墙,不能咬到⾃⼰\n");
- SetPos(64, 16);
- printf("⽤↑.↓.←.→分别控制蛇的移动.");
- SetPos(64, 17);
- printf("F1 为加速,F2 为减速\n");
- SetPos(64, 18);
- printf("ESC :退出游戏.space:暂停游戏.");
- SetPos(64, 20);
- while (1)
- {
- Sleep(300);
- if (KEY_PRESS(VK_SPACE))
- {
- break;
- }
- }
- }
- //pSnakeNode psn 是下⼀个节点的地址
- //pSnake ps 维护蛇的指针
- int NextIsFood(pSnakeNode psn, pSnake ps)
- {
- return (psn->x == ps->_pFood->x) && (psn->y == ps->_pFood->y);
- }
- //pSnakeNode psn 是下⼀个节点的地址
- //pSnake ps 维护蛇的指针
- void EatFood(pSnakeNode psn, pSnake ps)
- {
- //头插法
- psn->next = ps->_pSnake;
- ps->_pSnake = psn;
- pSnakeNode cur = ps->_pSnake;
- //打印蛇
- while (cur)
- {
- SetPos(cur->x, cur->y);
- wprintf(L"%c", BODY);
- cur = cur->next;
-
- }
- ps->_Socre += ps->_Add;
- free(ps->_pFood);
- CreateFood(ps);
- }
- //pSnakeNode psn
- 是下⼀个节点的地址
-
- //pSnake ps
- 维护蛇的指针
-
- void NoFood(pSnakeNode psn, pSnake ps)
- {
- //头插法
- psn->next = ps->_pSnake;
- ps->_pSnake = psn;
- pSnakeNode cur = ps->_pSnake; //打印蛇
- while (cur->next->next)
- {
- SetPos(cur->x, cur->y);
- wprintf(L"%c", BODY);
- cur = cur->next;
- }
- //最后⼀个位置打印空格,然后释放节点
- SetPos(cur->next->x, cur->next->y);
- printf(" ");
- free(cur->next);
- cur->next = NULL;
- }
- //pSnake ps
- 维护蛇的指针
- int KillByWall(pSnake ps)
- {
- if ((ps->_pSnake->x == 0)
- || (ps->_pSnake->x == 56)
- || (ps->_pSnake->y == 0)
- || (ps->_pSnake->y == 26))
- {
- ps->_Status = KILL_BY_WALL;
- return 1;
- }
- return 0;
- }
- //pSnake ps
- 维护蛇的指针
- int KillBySelf(pSnake ps)
- {
- pSnakeNode cur = ps->_pSnake->next;
- while (cur)
- {
- if ((ps->_pSnake->x == cur->x)
- && (ps->_pSnake->y == cur->y))
- {
- ps->_Status = KILL_BY_SELF;
- return 1;
- }
- cur = cur->next;
- }
- return 0;
- }
- void SnakeMove(pSnake ps)
- {
- //创建下⼀个节点
- pSnakeNode pNextNode = (pSnakeNode)malloc(sizeof(SnakeNode));
- if (pNextNode == NULL)
- {
- perror("SnakeMove()::malloc()");
- return;
- }
- //
- 确定下⼀个节点的坐标,下⼀个节点的坐标根据,蛇头的坐标和⽅向确定
-
- switch (ps->_Dir)
- {
- case UP:
- {
- pNextNode->x = ps->_pSnake->x;
- pNextNode->y = ps->_pSnake->y - 1;
- }
- break;
- case DOWN:
- {
- pNextNode->x = ps->_pSnake->x;
- pNextNode->y = ps->_pSnake->y + 1;
- }
- break;
- case LEFT:
- {
- pNextNode->x = ps->_pSnake->x - 2;
- pNextNode->y = ps->_pSnake->y;
- }
- break;
- case RIGHT:
- {
- pNextNode->x = ps->_pSnake->x + 2;
- pNextNode->y = ps->_pSnake->y;
- }
- break;
- }
- //如果下⼀个位置就是⻝物
-
- if (NextIsFood(pNextNode, ps))
- {
- EatFood(pNextNode, ps);
- }
- else//如果没有⻝物
-
- {
- NoFood(pNextNode, ps);
- }
- KillByWall(ps);
- KillBySelf(ps);
- }
- void GameStart(pSnake ps)
- {
- //设置控制台窗⼝的⼤⼩,30⾏,100
- //mode 为DOS命令
- system("mode con cols=100 lines=30");
- //设置cmd窗⼝名称
- system("title 贪吃蛇");
- //获取标准输出的句柄(来标识不同设备的数值)
- HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE); //影藏光标操作
- CONSOLE_CURSOR_INFO CursorInfo;
- GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息
- CursorInfo.bVisible = false; //隐藏控制台光标
- SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态 //打印欢迎界⾯
- WelcomeToGame(); //打印地图
- CreateMap(); //初始化蛇
- InitSnake(ps); /创造第⼀个⻝物
- CreateFood(ps);
-
- }
- void GameRun(pSnake ps)
- { //打印右侧帮助信息
-
- PrintHelpInfo();
- do
- {
- SetPos(64, 10);
- printf("得分:%d ", ps->_Socre); printf("每个⻝物得分:%d分", ps->_Add);
- if (KEY_PRESS(VK_UP) && ps->_Dir != DOWN)
- {
- ps->_Dir = UP;
- }
- else if (KEY_PRESS(VK_DOWN) && ps->_Dir != UP)
- {
- ps->_Dir = DOWN;
- }
- else if (KEY_PRESS(VK_LEFT) && ps->_Dir != RIGHT)
- {
- ps->_Dir = LEFT;
- }
- else if (KEY_PRESS(VK_RIGHT) && ps->_Dir != LEFT)
- {
- ps->_Dir = RIGHT;
- }
- else if (KEY_PRESS(VK_SPACE))
- {
- pause();
- }
- else if (KEY_PRESS(VK_ESCAPE))
- {
- ps->_Status = END_NOMAL;
- break;
- }
- else if (KEY_PRESS(VK_F3))
- {
- if (ps->_SleepTime >= 50)
- {
- ps->_SleepTime -= 30;
- ps->_Add += 2;
- }
- }
- else if (KEY_PRESS(VK_F4))
- {
-
- if (ps->_SleepTime < 350)
- {
- ps->_SleepTime += 30;
- ps->_Add -= 2;
- if (ps->_SleepTime == 350)
- {
- ps->_Add = 1;
- }
- }
- }
- //蛇每次⼀定之间要休眠的时间,时间短,蛇移动速度就快
-
- Sleep(ps->_SleepTime);
- SnakeMove(ps);
- } while (ps->_Status == OK);
- }
- void GameEnd(pSnake ps)
- {
- pSnakeNode cur = ps->_pSnake;
- SetPos(24, 12);
- switch (ps->_Status)
- {
- case END_NOMAL: printf("您主动退出游戏\n");
- break;
- case KILL_BY_SELF:
- printf("您撞上⾃⼰了 ,游戏结束!\n"); break;
- case KILL_BY_WALL:
- printf("您撞墙了,游戏结束!\n");
- break;
- }
- //释放蛇⾝的节点
- while (cur)
- {
- pSnakeNode del = cur;
- cur = cur->next;
- free(del);
- }
- }
贪吃蛇小游戏是一个有趣的小游戏,也让我学到了很多,希望大家多多支持!!!
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