C语言实现贪吃蛇游戏设计
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C语言实现贪吃蛇,供大家参考,具体内容如下
实验平台:DEV C++
/******************************************************************************** *File name:SnakeGame3.0.c *Description:贪吃蛇游戏源代码(C语言),采用 *宽度优先算法,计算蛇到食物的最短路径(时间复杂度n^3空间复杂度n^2),这个算法遇 * *到自身围困情况将失效,无法计算出最短路径 * *********************************************************************************/ #include<stdio.h> #include<stdlib.h> #include<Windows.h> #include<time.h> #include<math.h> #include<conio.h> #define SIZE 25 //定义地图大小 #define MAX_LENGTH 19 * 19 //定义蛇的最大长度 typedef struct point //地图上的点的节点 { int r; int c; } point; typedef struct queue //迭代搜索最短路径用到的队列 { point * body[5 * SIZE]; //保存蛇的身体的数组(栈的深度最大为5 * SIZE) int num; //记录队列中节点数 int first_in_pos; //第一个进入队列的元素的索引值 } queue; HANDLE stdOutput; //声明windows标准输出句柄 void init(int * length, point * foodAt, int * dir, point body[], char map[][SIZE]); //初始化 int getDir(int dir); //获取蛇的行进方向 int getAIDir(int dir, int length, point body[], point foodAt); //获取AI判断得出的行进方向 int moveable(point moveTo, int length, point body[]); int move(point foodAt, int dir, int length, point body[]); //蛇的运动 void draw(int length, point foodAt, point body[], char map[][SIZE]); //画图 void food(point * foodAt, point body[], int length, char map[][SIZE]); //生成食物 //栈相关的操作 point * pop(queue *queue); //从列队取出最先进入的点,返回取出点的指针,取出失败返回NULL void push(point *point, queue *queue); //推入列队中 int main() { char map[SIZE][SIZE]; //定义地图 point body[MAX_LENGTH], foodAt; //整个蛇身体和食物的所在点(body数组的第一个值为蛇头) int length; //蛇的实际长度 int dir; //行进方向 int rate = 1; //行进速率 int result; //保存蛇运动的结果:【死亡】、【得分】、【无】 init(&length, &foodAt, &dir, body, map); //初始化 while (1) { Sleep(100 / rate); //dir = getDir(dir); //获取蛇的行进方向 dir = getAIDir(dir, length, body, foodAt); //获取AI判断得出的行进方向 result = move(foodAt, dir, length, body); //蛇的运动 if (result == 1) //如果吃到食物 { length++; rate = length / 3; if (length == MAX_LENGTH) { printf("您已通关!"); break; } food(&foodAt, body, length, map); //生成食物 } draw(length, foodAt, body, map); //画图 if (result == -1) //如果死亡 { break; } } Sleep(500); printf(" 失败,此次得分为%d ", (length - 3) * 100); system("pause"); } void init(int * length, point * foodAt, int * dir, point body[], char map[][SIZE]) //初始化 { memset(map, '*', SIZE * SIZE); //初始化地图 body[0].r = 3, body[0].c = 2; //初始化蛇的身体 body[1].r = 2, body[1].c = 2; body[2].r = 1, body[2].c = 2; *length = 3; //初始长度为3 *dir = 2; //初始方向向下 food(foodAt, body, *length, map); //生成食物 draw(*length, *foodAt, body, map); //画图 printf(" 按下任意键开始,用ASDW控制方向,ESC暂停\n"); _getch(); srand((unsigned)time(NULL)); //生成随机数种子,备用 stdOutput = GetStdHandle(STD_OUTPUT_HANDLE); //获取标准输出句柄 CONSOLE_CURSOR_INFO cci; cci.bVisible = 0; cci.dwSize = 1; SetConsoleCursorInfo(stdOutput, &cci); COORD coord = { 0, SIZE * 2 + 3 }; } int getDir(int dir) //获取蛇的行进方向,规定返回值0代表向上,1代表向右,2代表向下,3代表向左 { char key; int newDir = dir; if (_kbhit()) { key = _getch(); switch (key) { case 'A': case 'a': newDir = 3; break; case 'S': case 's': newDir = 2; break; case 'D': case 'd': newDir = 1; break; case 'W': case 'w': newDir = 0; break; case 27: _getch(); break; } } if (newDir - dir == 2 || newDir - dir == -2) //蛇不能反向 { newDir = dir; } return newDir; } int getAIDir(int dir, int length, point body[], point foodAt) //获取AI判断得出的行进方向 { static int *shortestPathDir, count = 0; //保存最短路径的方向(方向的先后顺序为倒序,即排在后面的方向先走) if (count == 0) //如果最短路径还没生成,那么重新生成 { int map_of_steps[SIZE][SIZE]; //保存到达地图上某一点的最小步数 queue queue = { 0,0 }; point *last_body = (point *)malloc(length * sizeof(point)); //保存计算过程中上次蛇的身体位置 point *next_body; //保存下一次蛇的身体 point next_point; int i, step = 0; point moveTo; memcpy(last_body, body, length * sizeof(point)); memset(map_of_steps, 0, SIZE * SIZE * sizeof(int)); //向队列中放入初始body push(last_body, &queue); push(NULL, &queue); //插入NULL来标识宽度优先搜索的某一层的结束 step++; //用step来表示步数,也代表层数 while (queue.num != 0) { last_body = pop(&queue); if (last_body == NULL) //如果某一层结束 { if (queue.num != 0) //如果还有下一层的元素 { step++; push(NULL, &queue); //插入下一层的结束标志 continue; } else { break; } } for (i = 0; i < 4; i++) //分别检测四个方向能否移动 { switch (i) { case 0: moveTo.r = last_body[0].r - 1, moveTo.c = last_body[0].c; break; case 1: moveTo.r = last_body[0].r, moveTo.c = last_body[0].c + 1; break; case 2: moveTo.r = last_body[0].r + 1, moveTo.c = last_body[0].c; break; case 3: moveTo.r = last_body[0].r, moveTo.c = last_body[0].c - 1; break; } if (moveable(moveTo, length, last_body) && map_of_steps[moveTo.r][moveTo.c] == 0) //如果移向的点之前没有移到过 //(即当前路径是到该点的最短路径),而且该点是moveable的 { map_of_steps[moveTo.r][moveTo.c] = step; if (moveTo.r == foodAt.r && moveTo.c == foodAt.c) //如果下一步就可以到达食物所在点 { //先free一些没用的动态内存 free(last_body); while (queue.num != 0) { free(pop(&queue)); } goto outer; //跳出循环 } //生成next_body并将其推入队列 next_body = (point *)malloc(length * sizeof(point)); for (i = length - 1; i > 0; i--) //移动蛇的位置 { next_body[i] = body[i - 1]; } next_body[0] = moveTo; //换一个头 push(next_body, &queue);//推入队列 } } //free一些没用的动态内存 free(last_body); } outer:; if (map_of_steps[foodAt.r][foodAt.c] == 0) //如果无法到达食物所在点,那么按原路走,直到死亡 { return dir; } //生成shortestPath shortestPathDir = (int *)malloc(step * sizeof(int)); count = step; next_point = foodAt; for (i = 0; i < step - 1; i++) //利用map_of_steps和下一个点推知到上一个点到下一个点的方向dir { if (next_point.r + 1 < SIZE && map_of_steps[next_point.r][next_point.c] == map_of_steps[next_point.r + 1][next_point.c] + 1) { shortestPathDir[i] = 0; next_point.r += 1; } else if (next_point.c - 1 >= 0 && map_of_steps[next_point.r][next_point.c] == map_of_steps[next_point.r][next_point.c - 1] + 1) { shortestPathDir[i] = 1; next_point.c -= 1; } else if (next_point.r - 1 >= 0 && map_of_steps[next_point.r][next_point.c] == map_of_steps[next_point.r - 1][next_point.c] + 1) { shortestPathDir[i] = 2; next_point.r -= 1; } else { shortestPathDir[i] = 3; next_point.c += 1; } } //第一步要单独判断(因为map_of_steps的值为0的点可能是蛇头,也可能是蛇身,这样会对蛇第一步方向判断产生干扰) if (body[0].r > next_point.r) { shortestPathDir[step - 1] = 0; } else if (body[0].r < next_point.r) { shortestPathDir[step - 1] = 2; } else if (body[0].c > next_point.c) { shortestPathDir[step - 1] = 3; } else { shortestPathDir[step - 1] = 1; } /*printf("\n\n\n"); int j; for (i = 0; i < SIZE; i++) { for (j = 0; j < SIZE; j++) { printf("%3d", map_of_steps[i][j]); } printf("\n"); } printf("\n");*/ } //沿着最短路径走 return shortestPathDir[--count]; } int moveable(point moveTo, int length, point body[]) //判断是否可以移动到moveTo点,能1,不能0 { int i; for (i = 0; i < length - 1; i++) { if (moveTo.r == body[i].r && moveTo.c == body[i].c) { return 0; } } if (moveTo.r < 0 || moveTo.r >= SIZE || moveTo.c < 0 || moveTo.c >= SIZE) //如果超出边界 { return 0; } return 1; } int move(point foodAt, int dir, int length, point body[]) //蛇的运动,规定返回值-1代表死亡,0代表没有吃到食物,1代表吃到食物 { int i, flag = 0; point head = body[0]; switch (dir) { case 0: head.r -= 1; break; case 1: head.c += 1; break; case 2: head.r += 1; break; case 3: head.c -= 1; break; } if (head.r < 0 || head.r >= SIZE || head.c < 0 || head.c >= SIZE) //出界了死亡 { return -1; } for (i = 0; i < length - 1; i++) { if (head.r == body[i].r && head.c == body[i].c) //咬到了自己死亡 { return -1; } } if (head.r == foodAt.r && head.c == foodAt.c) //吃到了食物 { length++; flag = 1; //标记一下,便与等下返回值为1 } for (i = length - 1; i > 0; i--) //移动蛇的位置 { body[i] = body[i - 1]; } body[0] = head; //换一个头 if (flag == 1) { return 1; } return 0; } void draw(int length, point foodAt, point body[], char map[][SIZE]) //画图 { static char bitmap[SIZE + 2][SIZE + 2]; //定义一个数组,用于把地图背景、边界、蛇、食物都画上去 int i, j; for (i = 0; i < SIZE; i++) //背景 { for (j = 0; j < SIZE; j++) { bitmap[i + 1][j + 1] = map[i][j]; } } //边框 bitmap[0][0] = '0', bitmap[0][SIZE + 1] = '1'; bitmap[SIZE + 1][0] = '2', bitmap[SIZE + 1][SIZE + 1] = '3'; for (i = 0; i < SIZE; i++) { bitmap[0][i + 1] = '4', bitmap[SIZE + 1][i + 1] = '4'; bitmap[i + 1][0] = '5', bitmap[i + 1][SIZE + 1] = '5'; } bitmap[foodAt.r + 1][foodAt.c + 1] = 'f'; //食物 bitmap[body[0].r + 1][body[0].c + 1] = 'h'; //蛇头 for (i = 1; i < length; i++) //蛇身 { bitmap[body[i].r + 1][body[i].c + 1] = 'b'; } COORD coord = { 0, 0 }; //座标0,0 SetConsoleCursorPosition(stdOutput, coord); //把光标设置到0,0位置 for (i = 0; i < SIZE + 2; i++) { for (j = 0; j < SIZE + 2; j++) { switch (bitmap[i][j]) { case 'f': printf("★"); break; case 'b': printf("●"); break; case 'h': printf("○"); break; case '0': printf("┏"); break; case '1': printf("━┓"); break; case '2': printf("┗"); break; case '3': printf("━┛"); break; case '4': printf(" ━"); break; case '5': printf("┃ "); break; default: printf(" "); } } printf("\n"); } } void food(point * foodAt, point body[], int length, char map[][SIZE]) //生成食物 { int i; while (1) { foodAt->r = rand() % SIZE, foodAt->c = rand() % SIZE; //随机生成食物位置 for (i = 0; i < length; i++) { if (foodAt->r == body[i].r && foodAt->c == body[i].c) //如果该位置在蛇的身体上 { goto retry; } } break; retry:; } } //队列相关的函数 point * pop(queue *queue) //从队列中取出,返回取出点的指针 { queue->num--; if (queue->first_in_pos == 5 * SIZE - 1) //返回第一进入队列的点,并将变量fist_in_pos改变 { queue->first_in_pos = 0; return queue->body[5 * SIZE - 1]; } else { return queue->body[queue->first_in_pos++]; } } void push(point * body, queue *queue) { if (queue->num == 0) //如果队列已空 { queue->num++; queue->first_in_pos = 0; //将第一进入队列的位置设为0 queue->body[queue->first_in_pos] = body; } else //否则插入队列 { if (queue->first_in_pos + queue->num > 5 * SIZE - 1) { queue->body[queue->first_in_pos + queue->num++ - 5 * SIZE] = body; } else { queue->body[queue->first_in_pos + queue->num++] = body; } } }
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