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一、最经典游戏之俄罗斯方块
#include<iostream>
#include<math.h>
#include<Windows.h>
#include<conio.h>
#include<ctime>
using namespace std;
enum DIR
{
UP,
RIGHT,
DOWN,
LEFT
};
time_t start = 0, finish = 0;
int _x = 6, _y = 1;//图形生成位置
int map[30][16] = { 0 };
int sharp[20][8] = {
{0,0,0,0,0,0,0,0},
//I形
{0,0,0,1,0,2,0,3},
{0,0,1,0,2,0,3,0},
//■形
{0,0,1,0,0,1,1,1},
//L形
{0,0,0,1,0,2,1,2},
{0,0,0,1,1,0,2,0},
{0,0,1,0,1,1,1,2},
{0,1,1,1,2,0,2,1},
//J形
{0,2,1,0,1,1,1,2},
{0,0,0,1,1,1,2,1},
{0,0,0,1,0,2,1,0},
{0,0,1,0,2,0,2,1},
//Z形
{0,0,1,0,1,1,2,1},
{0,1,0,2,1,0,1,1},
//S形
{0,1,1,0,1,1,2,0},
{0,0,0,1,1,1,1,2},
//T形
{0,1,1,0,1,1,2,1},
{0,0,0,1,0,2,1,1},
{0,0,1,0,1,1,2,0},
{0,1,1,0,1,1,1,2}
};
class Game
{
public:
int score;//游戏分数
int _id;//图形编号
int top;//最高点高度
int speed;//下落速度
Game();
void showMenu();//显示菜单
void showGround();//显示游戏界面
void gameOver();//游戏结束界面
void Run();//运行游戏
void sharpDraw(int id, bool show = false);//绘制图形
void keyControl();//键盘控制
bool move(int dir, int id);//移动判断
bool downSet(int id);//下落
void Turn(int id);//旋转
void clean();//消行
};
void SetPos(int i, int j)//控制光标位置, 列, 行
{
COORD pos = { i,j };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
int main()
{
CONSOLE_CURSOR_INFO cursor;
GetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor);
cursor.bVisible = 0; //这四行用来设置光标不显示
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor);
srand((unsigned)time(NULL));
Game game;
game.showMenu();
return 0;
}
Game::Game()
{
score = 0;
_id = 0;
top = 58;
speed = 1000;
}
void Game::showMenu()
{
for (int i = 0; i < 30; i++)
{
for (int j = 0; j < 26; j++)
{
if ((i == 0 || i == 29) || (j == 0 || j == 25))
{
cout << "■";
}
else
{
cout << " ";
}
}
cout << endl;
}
SetPos(17, 8);
cout << "俄 罗 斯 方 块" << endl;
SetPos(13, 12);
cout << "↑旋转方块 ↓加速下滑" << endl;
SetPos(12, 14);
cout << "← →左右移动 空格 暂停" << endl;
SetPos(15, 20);
cout << "0 退出 Enter 开始" << endl;
while (1)
{
int select = _getch();
if (select == 13)
{
system("cls");
this->Run();
}
else if (select = 48)
{
system("cls");
exit(0);
}
}
}
void Game::showGround()
{
for (int i = 0; i < 30; i++)
{
for (int j = 0; j < 26; j++)
{
if ((i == 0 || i == 29) || (j == 0 || j == 25 || j == 15))
{
cout << "■";
}
else if (i == 15 && j > 15)
{
cout << "■";
}
else
{
cout << " ";
}
}
cout << endl;
}
SetPos(31, 2);
cout << "下 个图形" << endl;
SetPos(31, 17);
cout << "当 前得分" << endl;
for (int i = 0; i < 30; i++)
{
for (int j = 0; j < 16; j++)
{
if ((i == 0 || i == 29) || (j == 0 || j == 15))
{
map[i][j] = 1;
}
else
{
map[i][j] = 0;
}
}
}
}
void Game::gameOver()
{
for (int i = 5; i < 15; i++)
{
SetPos(1, i);
cout << " " << endl;
}
SetPos(8, 7);
cout << "G a m e O v e r" << endl;
SetPos(3, 10);
cout << "0 退出 Enter 重新开始" << endl;
while (1)
{
int select = _getch();
if (select == 13)
{
system("cls");
this->Run();
}
else if (select == 48)
{
system("cls");
exit(0);
}
}
}
void Game::Run()
{
score = 0;
_id = 0;
top = 58;
_x = 6;
_y = 1;
showGround();
start = clock();
int new_id = rand() % 19 + 1;
while (1)
{
sharpDraw(_id);
keyControl();
if (downSet(_id))
{
sharpDraw(-new_id, 1);
_id = new_id;
new_id = rand() % 19 + 1;
sharpDraw(new_id, 1);
clean();
}
SetPos(34, 20);
cout << score << endl;
}
}
void Game::sharpDraw(int id, bool show)
{
int x, y;
if (show == true)
{
if (id > 0)
{
for (int i = 0; i < 4; i++)
{
x = 19 + sharp[id][2 * i];
y = 6 + sharp[id][2 * i + 1];
SetPos(2 * x, y);
cout << "■";
}
}
else
{
for (int i = 0; i < 4; i++)
{
x = 19 + sharp[-id][2 * i];
y = 6 + sharp[-id][2 * i + 1];
SetPos(2 * x, y);
cout << " ";
}
}
return;
}
if (id > 0)
{
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
SetPos(2 * x, y);
cout << "■";
}
}
else
{
for (int i = 0; i < 4; i++)
{
x = _x + sharp[-id][2 * i];
y = _y + sharp[-id][2 * i + 1];
SetPos(2 * x, y);
cout << " ";
}
}
return;
}
bool Game::downSet(int id)
{
if (id == 0)
return true;
finish = clock();
if (finish - start < speed)
{
return false;
}
start = clock();
if (!move(DOWN, _id))
{
int x, y;
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
map[y][x] = 1;
if (y < top)
{
top = y;
}
if (top <= 1)
{
gameOver();
}
}
_x = 6;
_y = 1;
return true;
}
sharpDraw(-id);
_y++;
sharpDraw(id);
return false;
}
bool Game::move(int dir, int id)
{
int x, y;
switch (dir)
{
case UP:
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
if (map[y][x] == 1)
{
return false;
}
}
break;
case DOWN:
{
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
if (map[y + 1][x] == 1)
{
return false;
}
}
}
break;
case RIGHT:
{
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
if (map[y][x + 1] == 1)
{
return false;
}
}
}
break;
case LEFT:
{
for (int i = 0; i < 4; i++)
{
x = _x + sharp[id][2 * i];
y = _y + sharp[id][2 * i + 1];
if (map[y][x - 1] == 1)
{
return false;
}
}
}
break;
default:
break;
}
return true;
}
void Game::Turn(int id)
{
switch (id)
{
case 1:id++; break;
case 2:id--; break;
case 3: break;
case 4:id++; break;
case 5:id++; break;
case 6:id++; break;
case 7:id -= 3; break;
case 8:id++; break;
case 9:id++; break;
case 10:id++; break;
case 11:id -= 3; break;
case 12:id++; break;
case 13:id--; break;
case 14:id++; break;
case 15:id--; break;
case 16:id++; break;
case 17:id++; break;
case 18:id++; break;
case 19:id -= 3; break;
default:
break;
}
if (!move(UP, id))
{
return;
}
sharpDraw(-_id);
_id = id;
}
void Game::keyControl()
{
if (!_kbhit())
return;
int key = _getch();
switch (key)
{
case 72:
Turn(_id);
break;
case 80:
if (move(DOWN, _id))
{
sharpDraw(-_id);
_y++;
}
break;
case 75:
if (move(LEFT, _id))
{
sharpDraw(-_id);
_x--;
}
break;
case 77:
if (move(RIGHT, _id))
{
sharpDraw(-_id);
_x++;
}
break;
case 32:
{
for (int i = 5; i < 15; i++)
{
SetPos(1, i);
cout << " " << endl;
}
SetPos(10, 7);
cout << "游 戏 暂 停" << endl;
SetPos(3, 10);
cout << "0 返回菜单 回车 继续游戏" << endl;
while (1)
{
int select = _getch();
if (select == 13)
{
for (int i = 5; i < 15; i++)
{
SetPos(1, i);
cout << " " << endl;
}
break;
}
else if (select == 48)
{
system("cls");
showMenu();
}
}
}
default:
break;
}
}
void Game::clean()
{
int n = -1;
int line = -1;
while (1)
{
for (int i = 28; i > 0; i--)
{
for (int j = 1; j < 15; j++)
{
line = i;
if (map[i][j] == 0)
{
line = -1;
break;
}
}
if (line != -1)
break;
}
if (line == -1)
break;
for (int i = line; i > 0; i--)
{
for (int j = 1; j < 15; j++)
{
if (i == 1)
map[i][j] = 0;
else
{
map[i][j] = map[i - 1][j];
SetPos(2 * j, i);
if (map[i][j] == 1)
cout << "■";
else
cout << " ";
}
}
}
top++;
n++;
}
if (n >= 0)
{
score += n * n * 100 + 100;
if (speed > 100)
speed = 1000 - score / 10;
}
}
二、雷霆战机游戏源代码
#include<stdio.h>
#include<stdlib.h>
#include<math.h>
#include<graphics.h>
#include<conio.h>
#include<time.h>
#include<mmsystem.h>
#pragma comment(lib,"winmm.lib")
typedef struct Node
{
int x;
int y;
struct Node *pnext;
}NODE;
#define WINDOW_WIDTH 1024
#define WINDOW_HEIGHT 680
#define WIDTH 480
//我机图片尺寸
#define pw 86
#define ph 82
//敌机图片尺寸
#define aw 70
#define ah 70
#define boss1w 192
#define boss1h 290
//敌机重出现的y坐标
#define APStart -ah-20
NODE *p_bullet = NULL;
//MyPlane
NODE *p_MP = NULL;
//AttackPlane
NODE* p_AP = NULL;
//子弹时间差
NODE* p_AP2 = NULL;
DWORD b1, b2, b3, b4, b5, b6;
IMAGE i_MP,i_MPS,i_AP,i_APS;
IMAGE i_backeve, i_backxing, i_backduicheng, i_backguan,i_backcontrol,i_backgo;
IMAGE i_boss1_1, i_boss1_1S, i_boss1_2, i_boss1_2S;
//backxing的左右移动
int left = (WINDOW_WIDTH / 2 - WIDTH / 2);
//分数
int score = 0;
//击毁敌机的数量
int kill = 0;
//boss是否出现
int boss1show = 0;
//boss1贴图开关
int boss1image = 0;
int boss1hp = 20;
int line1_x = WINDOW_WIDTH / 2 - 20;
int line1_y = boss1h;
int line2_x = WINDOW_WIDTH / 2 + 20;
int line2_y = boss1h;
//Beam只播放一次
int test = 1;
int MP_HP = 1;
void CreateList()
{
p_MP = (NODE*)malloc(sizeof(NODE));
p_MP->x = WINDOW_WIDTH / 2 - pw / 2;
p_MP->y = WINDOW_HEIGHT-100;
p_MP->pnext = NULL;
p_bullet = (NODE*)malloc(sizeof(NODE));
p_bullet->pnext = NULL;
b1 = GetTickCount();
p_AP = (NODE*)malloc(sizeof(NODE));
srand((unsigned)time(NULL));
p_AP->x = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
p_AP->y = APStart;
p_AP->pnext = NULL;
b3 = GetTickCount();
p_AP2 = (NODE*)malloc(sizeof(NODE));
p_AP2->x = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
p_AP2->y = -350;
p_AP2->pnext = NULL;
b5 = GetTickCount();
}
void GameBackInit()
{
loadimage(&i_MP, L"mp.jpg");
loadimage(&i_MPS, L"mpbit.jpg");
loadimage(&i_backeve, L"backeve.jpg");
loadimage(&i_backxing, L"backtaikong.jpg");
loadimage(&i_AP, L"AP.jpg", aw, ah);
loadimage(&i_APS, L"APS.jpg", aw, ah);
loadimage(&i_backduicheng, L"backduicheng.jpg");
loadimage(&i_backguan, L"backguan.jpg", WIDTH, WINDOW_HEIGHT);
loadimage(&i_backcontrol, L"backcontrol.jpg",WINDOW_WIDTH,WINDOW_HEIGHT);
loadimage(&i_boss1_1, L"boss1_1.jpg");
loadimage(&i_boss1_1S, L"boss1_1S.jpg");
loadimage(&i_boss1_2, L"boss1_2.jpg");
loadimage(&i_boss1_2S, L"boss1_1S.jpg");
loadimage(&i_backgo, L"Gameover.jpg", WINDOW_WIDTH, WINDOW_HEIGHT);
putimage(0, 30, &i_backeve);
Sleep(1000);
PlaySound(L"baozou.wav", NULL, SND_FILENAME | SND_ASYNC);
putimage(0, 0, &i_backcontrol);
outtextxy(600, 540, L"【PRESS】 按任意键进入游戏");
system("pause");
mciSendString(L"open bgmusic.mp3 alias bg", NULL, 0, NULL);
mciSendString(L"play bg repeat", NULL, 0, NULL);
putimage((WINDOW_WIDTH / 2 - WIDTH / 2), 0, WIDTH, WINDOW_HEIGHT, &i_backguan, 0, 0, SRCCOPY);
putimage(0, 0, (WINDOW_WIDTH / 2 - WIDTH / 2), WINDOW_HEIGHT, &i_backduicheng, 0, 100, SRCCOPY);
putimage((WINDOW_WIDTH / 2 + WIDTH / 2), 0, (WINDOW_WIDTH / 2 - WIDTH / 2), WINDOW_HEIGHT, &i_backduicheng, 1200 - (WINDOW_WIDTH / 2 - WIDTH / 2), 100, SRCCOPY);
//字体出现的高度
int text_h = WINDOW_HEIGHT/2;
Sleep(300);
BeginBatchDraw();
for (int i = 0; i < text_h; i++)
{
clearrectangle((WINDOW_WIDTH / 2 - WIDTH / 2), 0, (WINDOW_WIDTH / 2 + WIDTH / 2), WINDOW_HEIGHT);
putimage((WINDOW_WIDTH / 2 - WIDTH / 2), 0-i, WIDTH, text_h , &i_backguan, 0, 0, SRCCOPY);
putimage((WINDOW_WIDTH / 2 - WIDTH / 2), text_h + i, WIDTH, WINDOW_HEIGHT - (text_h + i), &i_backguan, 0, text_h, SRCCOPY);
putimage((WINDOW_WIDTH / 2 - WIDTH / 2), text_h - i, WIDTH, 2*i, &i_backxing, left, text_h-i, SRCCOPY);
FlushBatchDraw();
Sleep(5);
}
EndBatchDraw();
Sleep(100);
}
void Boss1show()
{
p_AP->y = WINDOW_HEIGHT + 100;
p_AP2->y = WINDOW_HEIGHT + 100;
if (boss1hp >14)
{
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_1S, NOTSRCERASE);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_1, SRCINVERT);
}
else if(boss1hp >= 9 && boss1hp <=14)
{
if (boss1hp % 2 == 0)
{
setlinecolor(0x996666);
setlinestyle(PS_DOT, 3);
line(line1_x, line1_y, line1_x, WINDOW_HEIGHT);
line(line2_x, line2_y, line2_x, WINDOW_HEIGHT);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_2S, NOTSRCERASE);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_2, SRCINVERT);
}
else
{
setlinecolor(0xCC6666);
setlinestyle(PS_DOT, 3);
line(line1_x, line1_y, line1_x, WINDOW_HEIGHT);
line(line2_x, line2_y, line2_x, WINDOW_HEIGHT);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_1S, NOTSRCERASE);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_1, SRCINVERT);
}
}
else
{
if (test == 1)
{
PlaySound(L"Beam.wav", NULL, SND_FILENAME | SND_ASYNC);
test++;
}
setlinecolor(0xFF6666);
setlinestyle(PS_DASH, 5);
line(line1_x, line1_y, line1_x, WINDOW_HEIGHT);
line(line2_x, line2_y, line2_x, WINDOW_HEIGHT);
line(WINDOW_WIDTH / 2 - boss1w / 2, boss1h -90, 482, boss1h + 50);
line(WINDOW_WIDTH / 2 + boss1w / 2, boss1h - 90, 542, boss1h + 50);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_2S, NOTSRCERASE);
putimage(WINDOW_WIDTH / 2 - boss1w / 2, -boss1h + boss1image, &i_boss1_2, SRCINVERT);
if ((boss1hp!=8)&&(p_MP->x - line1_x) > -pw && (p_MP->x - line2_x)<0&& (p_MP->y - line1_y)>-ph) MP_HP = 0;
}
if(boss1image<=boss1h ) boss1image+=2;
}
void AddNode(int flag)
{
//后插法,更新第二个位置
if (flag == 0)
{
NODE* p_new = (NODE*)malloc(sizeof(NODE));
p_new->x = p_MP->x + 35;
p_new->y = p_MP->y - 45;
p_new->pnext = p_bullet->pnext;
p_bullet->pnext = p_new;
}
}
int main()
{
//create a window
initgraph(WINDOW_WIDTH, WINDOW_HEIGHT);
setfillcolor(0xFF9999);
GameBackInit();
char key;
CreateList();
//批量绘图
BeginBatchDraw();
while (1)
{
//清画板,要不然就成重叠的残影了
cleardevice();
putimage((WINDOW_WIDTH / 2 - WIDTH / 2), 0, WIDTH, WINDOW_HEIGHT, &i_backxing, left, 0, SRCCOPY);
putimage(0, 0, (WINDOW_WIDTH / 2 - WIDTH / 2), WINDOW_HEIGHT, &i_backduicheng, 0, 100, SRCCOPY);
putimage((WINDOW_WIDTH / 2 + WIDTH / 2), 0, (WINDOW_WIDTH / 2 - WIDTH / 2), WINDOW_HEIGHT, &i_backduicheng, 1200 - (WINDOW_WIDTH / 2 - WIDTH / 2), 100, SRCCOPY);
putimage(p_MP->x, p_MP->y, &i_MPS, NOTSRCERASE);
putimage(p_MP->x, p_MP->y, &i_MP, SRCINVERT);
putimage(p_AP->x, p_AP->y, &i_APS, NOTSRCERASE);
putimage(p_AP->x, p_AP->y, &i_AP, SRCINVERT);
putimage(p_AP2->x, p_AP2->y, &i_APS, NOTSRCERASE);
putimage(p_AP2->x, p_AP2->y, &i_AP, SRCINVERT);
//MP单位时间发射子弹的数量
b2 = GetTickCount();
//不能等于,有偏差
if (b2 - b1 >= 600)
{
AddNode(0);
b1 = b2;
}
//我方战机子弹递增
NODE* P = p_bullet->pnext;
while (P != NULL)
{
if (boss1show == 0)
{
//确定敌机重生位置不是在原位置
int mid;
//10是子弹宽度,但半个子弹打中也算,要不然太难了,就右边是-3,左边是-7
if ((P->y - p_AP->y) < ah && (P->y - p_AP->y) >= 0 && (P->x - p_AP->x) < aw -3 && (P->x - p_AP->x) >= -7)
{
P->y = APStart -100;
P = P->pnext;
p_AP->y = APStart;
kill++;
PlaySound(L"Bomb.wav", NULL, SND_FILENAME | SND_ASYNC);
while (1)
{
mid = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
if (abs(mid - p_AP->x) > aw)
{
p_AP->x = mid;
break;
}
}
}
else if((P->y - p_AP2->y) < ah && (P->y - p_AP2->y) >= 0 && (P->x - p_AP2->x) < aw - 3 && (P->x - p_AP2->x) >= -7)
{
P->y = APStart -100;
P = P->pnext;
p_AP2->y = APStart;
kill++;
while (1)
{
mid = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
if (abs(mid - p_AP2->x) > aw)
{
p_AP2->x = mid;
break;
}
}
PlaySound(L"Bomb.wav", NULL, SND_FILENAME | SND_ASYNC);
}
else
{
fillroundrect(P->x, P->y, P->x + 10, P->y + 35, 10, 30);
P->y -= 5;
P = P->pnext;
}
}
else if (boss1show == 1)
{
if (boss1image > boss1h)
{
if ((P->y) < boss1h && (P->y) >= 0 && (P->x - (WINDOW_WIDTH / 2 - boss1w / 2)) < boss1w - 3 && (P->x - (WINDOW_WIDTH / 2 - boss1w / 2)) >= -7)
{
P->y = APStart -100;
P = P->pnext;
boss1hp--;
if (boss1hp>9||boss1hp<7) PlaySound(L"Bomb.wav", NULL, SND_FILENAME | SND_ASYNC);
}
else
{
fillroundrect(P->x, P->y, P->x + 10, P->y - 35, 10, 30);
P->y -= 10;
P = P->pnext;
}
TCHAR s_boss1hp[100];
_stprintf(s_boss1hp, _T("【Boss】HP:%d"), boss1hp);
outtextxy((WINDOW_WIDTH / 2 + WIDTH / 2) + 45, 200, s_boss1hp);
if (boss1hp <= 0)
{
boss1show = 0;
kill += 50;
}
}
else
{
fillroundrect(P->x, P->y, P->x + 10, P->y + 35, 10, 30);
P->y -= 5;
P = P->pnext;
}
}
}
//AP飞行的速度
b4 = GetTickCount();
//不能等于,有偏差
if (b4- b3 >= 50)
{
if (p_AP->y < WINDOW_HEIGHT)
{
p_AP->y += 3;
}
else
{
p_AP->y = 0;
p_AP->x = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
}
b3 = b4;
}
//AP2飞行的速度
b6 = GetTickCount();
//不能等于,有偏差
if (b6 - b5 >= 50)
{
if (p_AP2->y < WINDOW_HEIGHT)
{
p_AP2->y += 3;
}
else
{
p_AP2->y = 0;
p_AP2->x = rand() % (WIDTH - aw) + (WINDOW_WIDTH / 2 - WIDTH / 2);
}
b5 = b6;
}
if (kill==10&& boss1hp > 0) boss1show = 1;
if (boss1show==1)
{
Boss1show();
}
if ((p_MP->x - p_AP->x) > -pw && (p_MP->x - p_AP->x)<pw && (p_MP->y - p_AP->y)>-ph && (p_MP->y - p_AP->y)<ph ) MP_HP = 0;
else if ((p_MP->x - p_AP2->x) > -pw && (p_MP->x - p_AP2->x)<pw && (p_MP->y - p_AP2->y)>-ph && (p_MP->y - p_AP2->y)<ph) MP_HP = 0;
else if (boss1show==1&&boss1image>boss1h&&(p_MP->x-(WINDOW_WIDTH / 2 - boss1w / 2)) >-pw && (p_MP->x-(WINDOW_WIDTH / 2 + boss1w / 2))<pw && p_MP->y<boss1h) MP_HP = 0;
if (MP_HP == 0)
{
mciSendString(L"close bg", NULL, 0, NULL);
mciSendString(L"open bggo.mp3 alias bg", NULL, 0, NULL);
mciSendString(L"play bg repeat", NULL, 0, NULL);
putimage(0, 0, &i_backgo, SRCCOPY);
outtextxy(430, 540, L"3秒后自动退出");
EndBatchDraw();
Sleep(3000);
closegraph();
return 0;
}
TCHAR s_score[100];
_stprintf(s_score, _T("你的分数:%d"), kill);
outtextxy((WINDOW_WIDTH / 2 + WIDTH / 2) + 50, WINDOW_HEIGHT/2, s_score);
FlushBatchDraw();
//子弹飞行速度以及按键延迟等
Sleep(15);
if (kbhit())
{
key = getch();
switch (key)
{
case 72://上
p_MP->y -= 5;
break;
case 80://下
p_MP->y += 5;
break;
case 75://左
p_MP->x -= 5;
left -= 5;
break;
case 77://右
p_MP->x += 5;
left += 5;
break;
}
}
if (p_MP->x<(WINDOW_WIDTH / 2 - WIDTH / 2))
p_MP->x = (WINDOW_WIDTH / 2 - WIDTH / 2);
if (p_MP->x>(WINDOW_WIDTH / 2 + WIDTH / 2 - pw))
p_MP->x = (WINDOW_WIDTH / 2 + WIDTH / 2 - pw);
if (p_MP->y<0 )
p_MP->y = 0;
if (p_MP->y>WINDOW_HEIGHT - ph)
p_MP->y = WINDOW_HEIGHT - ph;
if (left < 0)
left = 0;
if (left>1280 - WIDTH)
left = 1280 - WIDTH;
}
EndBatchDraw();
closegraph();
return 0;
}
三、五子棋经典游戏源代码
#define _CRT_SECURE_NO_WARNINGS
#define MAX_ROW 3
#define MAX_COL 3
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
void init(char chessBoard[MAX_ROW][MAX_COL]) {
for (int row = 0; row < MAX_ROW; row++) {
for (int col = 0; col < MAX_COL; col++) {
chessBoard[row][col] = ' ';
}
}
}
void print_chessBoard(char chessBoard[MAX_ROW][MAX_COL]) {
printf("+---+---+---+\n");
for (int row = 0; row < MAX_ROW; row++) {
printf("| %c | %c | %c |\n", chessBoard[row][0],
chessBoard[row][1], chessBoard[row][2]);
printf("+---+---+---+\n");
}
}
void playerMove(char chessBoard[MAX_ROW][MAX_COL]) {
while (1) {
int row = 0;
int col = 0;
printf("请输入坐标(row col):");
scanf("%d %d", &row, &col);
if (row < 0 || row >= MAX_ROW || col < 0 || col >= MAX_COL) {
printf("您的坐标不在合法范围内 [0, 2],请重新输入:\n");
continue;
}
if (chessBoard[row][col] != ' ') {
printf("您的坐标位置已经有子了!\n");
continue;
}
chessBoard[row][col] = 'x';
break;
}
}
void computerMove(char chessBoard[MAX_ROW][MAX_COL]) {
while (1) {
int row = rand() % MAX_ROW;
int col = rand() % MAX_COL;
if (chessBoard[row][col] != ' ') {
continue;
}
chessBoard[row][col] = 'o';
break;
}
}
int isFull(char chessBoard[MAX_ROW][MAX_COL]) {
for (int row = 0; row < MAX_ROW; row++) {
for (int col = 0; col < MAX_COL; col++) {
if (chessBoard[row][col] == ' ') {
return 0;
}
}
}
return 1;
}
char isWin(char chessBoard[MAX_ROW][MAX_COL]) {
for (int row = 0; row < MAX_ROW; row++) {
if (chessBoard[row][0] != ' '
&& chessBoard[row][0] == chessBoard[row][1]
&& chessBoard[row][0] == chessBoard[row][2]) {
return chessBoard[row][0];
}
}
for (int col = 0; col < MAX_COL; col++) {
if (chessBoard[0][col] != ' '
&& chessBoard[0][col] == chessBoard[1][col]
&& chessBoard[0][col] == chessBoard[2][col]) {
return chessBoard[0][col];
}
}
if (chessBoard[0][0] != ' '
&& chessBoard[0][0] == chessBoard[1][1]
&& chessBoard[0][0] == chessBoard[2][2]) {
return chessBoard[0][0];
}
if (chessBoard[2][0] != ' '
&& chessBoard[2][0] == chessBoard[1][1]
&& chessBoard[2][0] == chessBoard[0][2]) {
return chessBoard[2][0];
}
if (isFull(chessBoard)) {
return 'q';
}
return ' ';
}
void game() {
char chessBoard[MAX_ROW][MAX_COL] = { 0 };
init(chessBoard);
char winner = ' ';
while (1) {
system("cls");
print_chessBoard(chessBoard);
playerMove(chessBoard);
winner = isWin(chessBoard);
if (winner != ' ') {
break;
}
computerMove(chessBoard);
winner = isWin(chessBoard);
if (winner != ' ') {
break;
}
}
print_chessBoard(chessBoard);
if (winner == 'x') {
printf("恭喜您, 您赢了!\n");
}
else if (winner == 'o') {
printf("哈哈,您连人工智障都下不过!\n");
}
else {
printf("您只能和人工智障打平手!!\n");
}
}
int menu() {
printf("--------------------------\n");
printf("--------1.开始游戏--------\n");
printf("--------0.退出游戏--------\n");
printf("--------------------------\n");
int choice = 0;
printf("请输入你的选择:");
scanf("%d", &choice);
return choice;
}
int main()
{
srand((unsigned int)time(0));
while (1) {
int choice = menu();
if (choice == 1) {
game();
}
else if (choice == 0) {
printf("退出游戏,GOODBYE!!!!!\n");
break;
}
else {
printf("输入错误!请重新输入!\n");
continue;
}
}
system("pause");
return 0;
}
四、贪吃蛇完整版EN
// 必要的头文件
#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <time.h>
#include <windows.h>
#include <string.h>
// 定义标记上下左右的明示常量
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define ESC 5
#define FOOD 10
// 定义表示位置的结构体类型
typedef struct snake{
int x;
int y;
struct snake *next;
}snake;
// 定义全局变量
int score = 0; // 当前得分
int speed = 200; // 存储当前速度
int status;
snake *tail, *head; // 存储蛇头蛇尾
snake *food, *q;// q用于遍历链表
HANDLE hOUT;
void gotoxy(int x, int y); // 设置光标位置
int choice(void); // 载入游戏界面
int color(int c); // 设置字体颜色
void printGame(void); // 打印游戏界面
void printSnake(void); // 打印蛇身
void printFood(void); // 打印食物
void printTips(void); // 打印提示
void snakeMove(void); // 主操作函数
int biteSelf(void); // 判断是否咬到了自己
int encounterWall(void); // 判断是否撞墙
void keyboardControl(void); // 获取击键
void speedUp(void); // 加速
void speedDown(void); // 减速
int endGame(void); // 结束函数;
char *s_gets(char *st, int n); // 读取字符
void frees(snake *); // 释放内存
int main(int argc, char *argv[]){
while (1)
{
if (choice() == 1)
keyboardControl();
else
{
gotoxy(5, 15);
printf("按任意键返回");
getchar(); // 去除前一个前导换行
while (1)
{
if (getchar())
{
system("cls");
break;
}
}
}
}
frees(head);
return 0;
}
void gotoxy(int x, int y)
{
COORD c;
c.X = x;
c.Y = y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), c);
}
int choice(void)
{
int yourchoice;
// 画出界面
gotoxy(35, 5);
color(11);
printf("\t贪吃蛇大作战\n");
printf("\n\n");
color(13);
printf("\t\t★★★★★★★★ Snake!");
printf("\t\t★★★★★★★★ Snake!");
gotoxy(25, 15);
color(12);
printf("1.进入游戏\t2.查看说明\t3.退出游戏\n");
color(11);
printf("请选择:");
scanf("%d", &yourchoice);
switch (yourchoice)
{
case 1:
system("cls");
// 初始化
printGame();
printSnake();
printFood();
break;
case 2:
system("cls");
printTips();
break;
case 3:
system("cls");
gotoxy(30, 10);
color(11);
printf("Bye!");
exit(0);
default:
system("cls");
printf("没有此序号,请输入1,2或3\n");
Sleep(2000);
system("cls");
}
return yourchoice;
}
int color(int c)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c); //更改文字颜色
return 0;
}
void printGame()
{
int i, j;
gotoxy(5, 5);
printf("游戏载入中...请稍后");
Sleep(2000);
system("cls");
// 打印上下界面
for (i = 0; i <= 50; i += 2)
{
gotoxy(i, 0);
printf("□");
gotoxy(i, 25);
printf("□");
}
// 打印左右界面
for (i = 0; i <= 25; i += 1)
{
gotoxy(0, i);
printf("□");
gotoxy(50, i);
printf("□");
}
// 打印中间网格
for (i = 1; i <= 24; i += 1)
{
for (j = 2; j <= 48; j += 2)
{
gotoxy(j, i);
color(11);
printf("■");
}
}
// 打印右侧的规则和计分栏
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
gotoxy(60, 15);
printf("用↑ ↓ ← →分别控制蛇的移动\n");
gotoxy(60, 18);
printf("每次获取食物加10分 按下F1加速,F2减速,空格暂停\n");
gotoxy(60, 20);
printf("不能撞墙和咬到自己!");
gotoxy(60, 22);
printf("速度不低于100,不高于300");
}
void printSnake(void)
{
int i;
// 设定蛇尾(16,13),头插入,初始向右
tail = (snake*)malloc(sizeof(snake));
tail->x = 16;
tail->y = 13;
tail->next = NULL;
// 设定初始蛇长是4
for (i = 1; i <= 4; i++)
{
head = (snake*)malloc(sizeof(snake));
head->next = tail;
head->x = 16 + 2 * i;
head->y = 13;
tail = head; // 头成为尾
}
// 输出蛇身
while (tail->next)
{
gotoxy(tail->x, tail->y);
color(14);
printf("★");
tail = tail->next;
}
}
void printFood(void)
{
srand((unsigned)time(NULL)); // 利用时钟修改种子
food = (snake*)malloc(sizeof(snake));
food->x = 1; // 初始化x坐标
while (food->x % 2 && food->x)
{
food->x = rand() % 46 + 2;// 2-48
}
food->y = rand() % 23 + 1; // 1-24
q = head; // 不改变头遍历链表
while (q->next)
{
if (q->x == food->x && q->y == food->y)
{
free(food);
printFood();
}
else
{
gotoxy(food->x, food->y);
color(12);
printf("●");
break;
}
}
}
void printTips(void)
{
color(11);
printf("***********Tips************\n");
printf("1.采用合理的速度可以获得更高的分数哦!\n");
printf("2.一定不要撞到自己或者两边的墙!\n");
printf("3.游戏过程中按ESC退出游戏!\n");
}
void snakeMove(void)
{
snake *snakenext;
snakenext = (snake*)malloc(sizeof(snake));
if (biteSelf())
{
gotoxy(60, 11);
printf("咬到自己啦!");
free(snakenext);
Sleep(1500);
system("cls");
exit(0);
}
else if (encounterWall())
{
gotoxy(60, 11);
printf("撞到墙啦!");
free(snakenext);
Sleep(1500);
system("cls");
exit(0);
}
else
{
// 前两个条件判断完成才开始移动
Sleep(350 - speed);
if (status == UP)
{
snakenext->x = head->x;
snakenext->y = head->y - 1;
snakenext->next = head;
head = snakenext;
q = head;
if (snakenext->x == food->x && snakenext->y == food->y)
{
while (q)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
score += FOOD;
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
printFood();
}
else
{
while (q->next->next)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
gotoxy(q->next->x, q->next->y);
color(11);
printf("■");
free(q->next);
q->next = NULL;
}
}
else if (status == DOWN)
{
snakenext->x = head->x;
snakenext->y = head->y + 1;
snakenext->next = head;
head = snakenext;
q = head;
if (snakenext->x == food->x && snakenext->y == food->y)
{
while (q)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
score += FOOD;
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
printFood();
}
else
{
while (q->next->next)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
gotoxy(q->next->x, q->next->y);
color(11);
printf("■");
free(q->next);
q->next = NULL;
}
}
else if (status == LEFT)
{
snakenext->x = head->x - 2;
snakenext->y = head->y;
snakenext->next = head;
head = snakenext;
q = head;
if (snakenext->x == food->x && snakenext->y == food->y)
{
while (q)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
score += FOOD;
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
printFood();
}
else
{
while (q->next->next)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
gotoxy(q->next->x, q->next->y);
color(11);
printf("■");
free(q->next);
q->next = NULL;
}
}
else if (status == RIGHT)
{
snakenext->x = head->x + 2;
snakenext->y = head->y;
snakenext->next = head;
head = snakenext;
q = head;
if (snakenext->x == food->x && snakenext->y == food->y)
{
while (q)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
score += FOOD;
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
printFood();
}
else
{
while (q->next->next)
{
gotoxy(q->x, q->y);
color(14);
printf("★");
q = q->next;
}
gotoxy(q->next->x, q->next->y);
color(11);
printf("■");
free(q->next);
q->next = NULL;
}
}
}
}
int biteSelf(void)
{
int x = 0; // 默认未咬到自己
q = head->next;
// 遍历蛇身
while (q->next)
{
if (q->x == head->x && q->y == head->y)
{
x = 1;
}
q = q->next;
}
return x;
}
int encounterWall(void)
{
int x = 0; // 默认未撞到墙
if (head->x == 0 || head->x == 50 || head->y == 0 || head->y == 25)
x = 1;
return x;
}
void keyboardControl(void)
{
status = RIGHT; // 初始蛇向右移动
while (1)
{
if (GetAsyncKeyState(VK_UP) && status != DOWN) // GetAsyncKeyState函数用来判断函数调用时指定虚拟键的状态
{
status = UP; //如果蛇不是向下前进的时候,按上键,执行向上前进操作
}
else if (GetAsyncKeyState(VK_DOWN) && status != UP) // 如果蛇不是向上前进的时候,按下键,执行向下前进操作
{
status = DOWN;
}
else if (GetAsyncKeyState(VK_LEFT) && status != RIGHT) // 如果蛇不是向右前进的时候,按左键,执行向左前进
{
status = LEFT;
}
else if (GetAsyncKeyState(VK_RIGHT) && status != LEFT) // 如果蛇不是向左前进的时候,按右键,执行向右前进
{
status = RIGHT;
}
if (GetAsyncKeyState(VK_SPACE))// 空格暂停
{
while (1)
{
Sleep(300);
if (GetAsyncKeyState(VK_SPACE)) // 再次按空格改变状态
{
break;
}
}
}
else if (GetAsyncKeyState(VK_ESCAPE))
{
status = ESC; // 按esc键,直接到结束界面
if (endGame())
{
Sleep(500);
system("cls");
break;
}
}
else if (GetAsyncKeyState(VK_F1)) // 按F1键,加速
{
speedUp();
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
}
else if (GetAsyncKeyState(VK_F2)) // 按F2键,减速
{
speedDown();
gotoxy(60, 13);
printf("当前分数:%d分,当前速度%d", score, speed);
}
snakeMove();
}
}
void speedUp(void)
{
if (speed <= 280)
speed += 20;
}
void speedDown(void)
{
if (speed >= 120)
speed -= 20;
}
int endGame(void)
{
char x = 0;
char judge[5];
getchar();
gotoxy(60, 9);
printf("确定退出吗?(Yes/No)");
gotoxy(60, 11);
s_gets(judge, 5);
if (strcmp(judge, "Yes") == 0)
{
Sleep(250);
system("cls");
gotoxy(40, 11);
printf("\tBye!");
x = 1;
}
else
x = 0;
return x;
}
char *s_gets(char *st, int n)
{
char *ret_val;
char *find;
gotoxy(60, 11);
ret_val = fgets(st, n, stdin);
if (ret_val)
{
find = strchr(st, '\n');
if (find)
*find = '\0';
else
while (getchar() != '\n')
continue;
}
return ret_val;
}
void frees(snake *s)
{
snake *current = s;
while (current)
{
current = s;
s = current->next;
free(current);
}
}
- ```python
- class BertPooler(nn.Module):
- def __init__(self, config):
- super().__init__()
- self.dense = nn.Linear(config.hidden_size, config.hidden_size)
- self.activation = nn.Tanh()
-
- def forward(self, hidden_states):
- # We "pool" the model by simply taking the hidden state corresponding
- # to the first token.
- first_token_tensor = hidden_states[:, 0]
- pooled_output = self.dense(first_token_tensor)
- pooled_output = self.activation(pooled_output)
- return pooled_output
- from transformers.models.bert.configuration_bert import *
- import torch
- config = BertConfig.from_pretrained("bert-base-uncased")
- bert_pooler = BertPooler(config=config)
- print("input to bert pooler size: {}".format(config.hidden_size))
- batch_size = 1
- seq_len = 2
- hidden_size = 768
- x = torch.rand(batch_size, seq_len, hidden_size)
- y = bert_pooler(x)
- print(y.size())
- ```
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