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蛇结构:
- struct SnakePlayer
- {
- int size;
- int r;
- int dir;
- int speed;
- POINT pos[SNAKE_SIZE];
- bool live;
- int score;
- }snake;
食物结构:
- struct Food
- {
- int x;
- int y;
- int r;
- bool flag;
- DWORD color;
- }food,foodtest[FOOD_SIZE];
- void GameInit()
- {
- //播放背景音乐
- mciSendString(_T("open ./res/Snake_BGM.mp3 alias BGM"), 0, 0, 0);
- mciSendString(_T("play BGM repeat"), 0, 0, 0);
- //创建一个窗口,控制窗口台是自动创建的,图形窗口是需要自己手动创建的(后加 SHOWCONSOLE)
- initgraph(WIN_WIDTH, WIN_HEIGHT);
- //加载开始界面
- loadimage(&bg, _T("./res/Snake_Background.jpg"));
- putimage(0, 0, &bg);
- //让随机数每次进入时都不同,只调用一次!!!
- srand(GetTickCount());
- //开始界面
- setbkmode(TRANSPARENT);//设置透明背景
- settextcolor(GREEN);
- settextstyle(60, 0, _T("黑体"));
- outtextxy(WIDTH / 2, HEIGHT / 2 - 70,_T("贪吃蛇" ));
- settextstyle(20, 0, _T("黑体"));
- outtextxy(WIDTH / 2 + 30, HEIGHT / 2 + 20, _T("按'C'开始游戏" ));
- while (!GetAsyncKeyState('C'));
- //蛇初始状态
- snake.size = SIZE_BEGIN;
- snake.r = R_BEGIN;
- snake.dir = RIGHT;
- snake.speed=SPEED_MIN;
- snake.live = true;
- snake.score = 0;
- for (int i = 0; i < snake.size; i++)
- {
- snake.pos[i].x = X_BEGIN - 10 * i;
- snake.pos[i].y = Y_BEGIN;
- }
- //产生食物
- ProduceFood();
- }
- void GameDraw()
- {
- BeginBatchDraw();
- setbkcolor(RGB(28, 115, 119));
- cleardevice();//是用当前背景色清空屏幕,并将当前点移至 (0, 0),EASYX自带
-
- //游戏外界面
- settextcolor(GREEN);
- settextstyle(50, 0, _T("黑体"));
- outtextxy(WIDTH + 10, 20, _T("贪吃蛇" ));
- settextstyle(20, 0, _T("黑体"));
- outtextxy(WIDTH + 10, 120, _T("开始/继续游戏——C"));
- outtextxy(WIDTH + 10, 150, _T("重新开始——M"));
- outtextxy(WIDTH + 10, 180, _T("暂停游戏——空格"));
- outtextxy(WIDTH + 10, 210,_T("上——W或↑"));
- outtextxy(WIDTH + 10, 240,_T("下——S或↓"));
- outtextxy(WIDTH + 10, 270, _T("左——A或←"));
- outtextxy(WIDTH + 10, 300,_T("右——D或→"));
- outtextxy(WIDTH + 10, 330, _T("加速——B"));
-
- //line(0, HEIGHT, WIDTH, HEIGHT);//画直线
- rectangle(0, 0, WIDTH, HEIGHT);//画矩形边框
-
- settextcolor(BLACK);
- settextstyle(20, 0, _T("黑体"));
- outtextxy(10, HEIGHT + 5,_T("当前分数:"));
-
- char t[SNAKE_SIZE];
- sprintf_s(t, "%d", snake.score);
- outtextxy(140, HEIGHT + 5, *t);
-
- for (int i = 0; i < snake.size; i++)
- {
- setfillcolor(RED);
- solidcircle(snake.pos[i].x, snake.pos[i].y, snake.r);
- }
- if (food.flag)
- {
- setfillcolor(food.color);
- solidcircle(food.x, food.y, food.r);
- }
- /*//测试用
- for (int j = 0; j < FOOD_SIZE; j++)
- {
- if (foodtest[j].flag)
- {
- setfillcolor(foodtest[j].color);
- solidcircle(foodtest[j].x, foodtest[j].y, foodtest[j].r);
- }
- }*/
- EndBatchDraw();
- }
- void ProduceFood()
- {
- food.r = rand() % 3 + 7;
- //随机生成食物位置,不能在蛇的身体上
- food.x = rand() % (WIDTH - 30) + food.r;
- food.y = rand() % (HEIGHT - 30) + food.r;
- while(1)
- {
- int i = 0;
- for(; i < snake.size; i++)
- {
- if (snake.pos[i].x + snake.r >= food.x - food.r && snake.pos[i].x - snake.r <= food.x + food.r
- && snake.pos[i].y + snake.r >= food.y - food.r && snake.pos[i].y - snake.r <= food.y + food.r)
- {
- food.x = rand() % (WIDTH - 30) + food.r;
- food.y = rand() % (HEIGHT - 30) + food.r;
- break;
- }
- }
- if (i == snake.size)
- break;
- }
- //随机生成食物颜色,不能与背景相同
- food.color = RGB(rand() % 256, rand() % 256, rand() % 256);
- while (food.color == RGB(28, 115, 119))
- {
- food.color = RGB(rand() % 256, rand() % 256, rand() % 256);
- }
- food.flag = true;
- }
- void EatFood()
- {
- if (food.flag && snake.pos[0].x+snake.r > food.x - food.r && snake.pos[0].x - snake.r < food.x + food.r
- && snake.pos[0].y + snake.r > food.y - food.r && snake.pos[0].y - snake.r < food.y + food.r)
- {
- food.flag = false;
- snake.size++;
- snake.score++;
- }
- if (!food.flag)
- {
- ProduceFood();
- }
- }
蛇移动机制:
- void SnakeMove()
- {
- //蛇的身体移动
- for (int i = snake.size - 1; i > 0; i--)
- {
- //Sleep(1);
- snake.pos[i] = snake.pos[i - 1];
- }
- //碰墙死亡机制
- switch (snake.dir)
- {
- case UP:
- snake.pos[0].y -= snake.speed;
- break;
- case DOWN:
- snake.pos[0].y += snake.speed;
- break;
- case LEFT:
- snake.pos[0].x -= snake.speed;
- break;
- case RIGHT:
- snake.pos[0].x += snake.speed;
- break;
- }
- //穿墙所需机制
- /*
- switch (snake.dir)
- {
- case UP:
- snake.pos[0].y -= speed;
- if (snake.pos[0].y < 0)
- {
- snake.pos[0].y = HEIGHT;
- }
- break;
- case DOWN:
- snake.pos[0].y += speed;
- if (snake.pos[0].y > HEIGHT)
- {
- snake.pos[0].y = 0;
- }
- break;
- case LEFT:
- snake.pos[0].x -= speed;
- if (snake.pos[0].x < 0)
- {
- snake.pos[0].x = WIDTH;
- }
- break;
- case RIGHT:
- snake.pos[0].x += speed;
- if (snake.pos[0].x > WIDTH)
- {
- snake.pos[0].x = 0;
- }
- break;
- }*/
- }
按键控制:
- void KeyCtrl()
- {
- //Windows函数, 非阻塞
- //按键大写可检测到大小写,小写都检测不到
- //按键需要顺序+else if,这样目前检测连续按不能往回走
- if (GetAsyncKeyState(VK_UP) || GetAsyncKeyState('W'))
- {
- if (snake.dir != DOWN)
- {
- snake.dir = UP;
- }
- }
- else if (GetAsyncKeyState(VK_LEFT) || GetAsyncKeyState('A'))
- {
- if (snake.dir != RIGHT)
- {
- snake.dir = LEFT;
- }
- }
- else if (GetAsyncKeyState(VK_DOWN) || GetAsyncKeyState('S'))
- {
- if (snake.dir != UP)
- {
- snake.dir = DOWN;
- }
- }
- else if (GetAsyncKeyState(VK_RIGHT) || GetAsyncKeyState('D'))
- {
- if (snake.dir != LEFT)
- {
- snake.dir = RIGHT;
- }
- }
-
- if (GetAsyncKeyState('B'))
- {
- snake.speed += SPEED_GAP;
- if (snake.speed>= SPEED_MAX)
- {
- snake.speed = SPEED_MIN;
- }
- }
- if (GetAsyncKeyState(VK_SPACE))
- {
- while (!GetAsyncKeyState('C'));
- }
- }
-
- bool Bump()
- {
- //碰身体死亡
- for (int i = 4; i < snake.size; i++) //最小情况为4
- {
- if (snake.pos[0].x == snake.pos[i].x && snake.pos[0].y == snake.pos[i].y)
- {
- //snake.live = false;
- return false;
- }
- }
- //碰墙死亡
- if (snake.dir == LEFT && snake.pos[0].x - snake.r<0 || snake.dir == RIGHT && snake.pos[0].x + snake.r>WIDTH
- || snake.dir == UP && snake.pos[0].y - snake.r<0 || snake.dir == DOWN && snake.pos[0].y + snake.r>HEIGHT)
- {
- //snake.live = false;
- return false;
- }
- return true; // 默认true,可不写
- }
- int main()
- {
- while (1)
- {
- GameInit();
- while (1)
- {
- //Producefoodtest();
- GameDraw();
- EatFood();
- KeyCtrl();
- SnakeMove();
- FlushBatchDraw();
- Sleep(100); //可以让速度更慢
- if (!Bump() || GetAsyncKeyState('M'))
- break;
- }
- //播放死亡时的背景音乐
- mciSendString(_T("close BGM"), 0, 0, 0);
- mciSendString(_T("open ./res/Snake_Dead.mp3"), 0, 0, 0);
- mciSendString(_T("play ./res/Snake_Dead.mp3"), 0, 0, 0);
-
- settextcolor(RED);
- settextstyle(40, 0, _T("黑体"));
- outtextxy(WIDTH + 7, 400, _T("GAME OVER!"));
- settextstyle(20, 0, _T("黑体"));
- outtextxy(WIDTH + 10, 450, _T("获得总分:"));
- settextstyle(30, 0, _T("黑体"));
- char t[SNAKE_SIZE];
- sprintf_s(t, "%d", snake.score);
- outtextxy(WIDTH + 140, 445, *t);
-
- while (!GetAsyncKeyState('M'));
- //停住播放。不能和play相邻,它会立即关闭,因为程序执行太快!
- mciSendString(_T("close ./res/Snake_Dead.mp3"), 0, 0, 0);
- }
- return 0;
- }
结果演示视频:
可见,我还对游戏画面进行了优化,添加了文字描述,画面较为美观。
基于此设计,我们可以衍生出双人贪吃蛇的游戏设计,这只不过是在贪吃蛇设计上添加一个蛇,再修改一下碰撞机制,比如说双方碰撞检测:
-
- for (int k = 1; k < snake[i].size; k++)
- {
- if (i + 1 < SNAKE_NUM&&snake[i].live && snake[i+1].live)
- {
- if (snake[i].pos[0].x - snake[i].r < snake[i + 1].pos[k].x + snake[i].r && snake[i].pos[0].x + snake[i].r > snake[i + 1].pos[k].x - snake[i].r
- && snake[i].pos[0].y - snake[i].r < snake[i + 1].pos[k].y + snake[i].r && snake[i].pos[0].y + snake[i].r > snake[i + 1].pos[k].y - snake[i].r)
- {
- snake[i].live = false;
- DeadFood(i);
- }
- }
- if ((i - 1) >= 0&&snake[i].live && snake[i - 1].live)
- {
- if (snake[i].pos[0].x - snake[i].r < snake[i - 1].pos[k].x + snake[i].r && snake[i].pos[0].x + snake[i].r > snake[i - 1].pos[k].x - snake[i].r
- && snake[i].pos[0].y - snake[i].r < snake[i - 1].pos[k].y + snake[i].r && snake[i].pos[0].y + snake[i].r > snake[i - 1].pos[k].y - snake[i].r)
- {
- snake[i].live = false;
- DeadFood(i);
- }
- }
- }
还可以添加一些玩法,增加游戏的可玩性。此外,可以设计游戏初始画面和结束画面,添加鼠标控制等。以下是我的双人贪吃蛇设计:
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