亲宝软件园·资讯

展开

C++基于控制台实现的贪吃蛇小游戏 C++基于控制台实现的贪吃蛇小游戏

司青 人气:0
想了解C++基于控制台实现的贪吃蛇小游戏的相关内容吗,司青在本文为您仔细讲解C++基于控制台实现的贪吃蛇小游戏的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:C++,控制台,贪吃蛇,游戏,下面大家一起来学习吧。

本文实例讲述了C++基于控制台实现的贪吃蛇小游戏。分享给大家供大家参考。具体实现方法如下:

#include <windows.h>
#include <time.h>
#include <stdio.h>
#define MAX   100
#define UP    1
#define DOWN  2
#define LEFT   3
#define RIGHT  4
#define MOVING 5
#define STOP   0
HANDLE hMain_Out = NULL;
HANDLE hMain_In = NULL;
struct Pos
{
 int x;
 int y;
};
struct Body
{
 int state;
 int len;
 int Direction;
// int ZZZZ;
// int HHHH;
 Pos pos[MAX];
};
Pos NewPos[MAX];
Pos Food;
SMALL_RECT Wall;
int count = 0;
int grade = 0;
int level = 1;
int amount = 0;
int speed = 200;
void Init(Body &b);
void Print(const Body &b);
void Print(int x,int y);
void Move(Body &b);
void Clean(int x,int y);
void Clean(const Body &b);
void ShowInfo();
int GetDirection(Body &b);
void TurnRound(int Direction,Body &b);
void PosCopy(Body &b,Pos NewPos[]);
void MoveBody(Body &b);
void HideCursor();
void CreateWall();
void CreateFood();
bool IsKnock_Food(const Body &b);
bool IsKnock_Wall(const Body &b);
void AddBody(Body &b);

int main()
{
 Body b;
 Init(b);
 Print(b);
 HideCursor();
 while(TRUE)
 {
  Sleep(speed);
  Move(b);
  GetDirection(b);
 }
 return 0;
}

void Init(Body &b)
{
 b.len = 3;
 b.Direction = RIGHT;
 b.state = STOP;
 b.pos[0].x = 2;
 b.pos[0].y = 1;
 b.pos[1].x = 4;
 b.pos[1].y = 1;
 b.pos[2].x = 6;
 b.pos[2].y = 1;
 hMain_Out = GetStdHandle(STD_OUTPUT_HANDLE);
 hMain_In = GetStdHandle(STD_INPUT_HANDLE);
 CreateWall();
 CreateFood();
 ShowInfo();
}
void Print(const Body &b)
{
 COORD coord;
 for(int ix = b.len -1;ix >= 0;--ix)
 {
  coord.X = b.pos[ix].x;
  coord.Y = b.pos[ix].y;
  SetConsoleCursorPosition(hMain_Out,coord);
  printf("●");
 }
}
void Move(Body &b)
{
 ShowInfo();
 if(IsKnock_Wall(b))
 {
  MessageBox(NULL,"You are dead !","Oh my God",0);
  exit(0);
 }
 if(IsKnock_Food(b))
 {
  if(amount > 5)
  {
   ++level;
   amount = 0;
   speed-= 50;
  }
  AddBody(b);
  grade += 10;
  ++amount;
  Clean(Food.x,Food.y);
  CreateFood();
 }
 if(STOP == b.state)
 {
  if(RIGHT == b.Direction)
  {
   for(int ix = 0;ix < b.len;++ix)
   {
    Clean(b.pos[ix].x,b.pos[ix].y);
    b.pos[ix].x+=2;
   }
  }
  if(UP == b.Direction)
  {
   for(int ix = 0;ix < b.len;++ix)
   {
    Clean(b.pos[ix].x,b.pos[ix].y);
    b.pos[ix].y--;
   }
  }
  if(DOWN == b.Direction)
  {
   for(int ix = 0;ix < b.len;++ix)
   {
    Clean(b.pos[ix].x,b.pos[ix].y);
    b.pos[ix].y++;
   }
  }
  if(LEFT == b.Direction)
  {
   for(int ix = 0;ix < b.len;++ix)
   {
    Clean(b.pos[ix].x,b.pos[ix].y);
    b.pos[ix].x-=2;
   }
  }
 }

 if(MOVING == b.state)
 {
  PosCopy(b,NewPos);
  if(UP == b.Direction)
  {
   if(b.len == count)
   {
    b.state = STOP;
    b.Direction = UP;
    count = 0;
   }
   if(count < b.len && MOVING == b.state)
   {
    b.pos[b.len - 1].y--;
    Clean(b.pos[0].x,b.pos[0].y);
    MoveBody(b);
    Print(b);
   }
  }
  if(DOWN == b.Direction)
  {
   if(b.len == count)
   {
    b.state = STOP;
    b.Direction = DOWN;
    count = 0;
   }
   if(count < b.len && MOVING == b.state)
   {
    b.pos[b.len - 1].y++;
    Clean(b.pos[0].x,b.pos[0].y);
    MoveBody(b);
    Print(b);
   }
  }
  if(LEFT == b.Direction)
  {
   if(b.len == count)
   {
    b.state = STOP;
    b.Direction = LEFT;
    count = 0;
   }
   if(count < b.len && MOVING == b.state)
   {
    b.pos[b.len - 1].x-=2;
    Clean(b.pos[0].x,b.pos[0].y);
    MoveBody(b);
    Print(b);
   }
  }
  if(RIGHT == b.Direction)
  {
   if(b.len == count)
   {
    b.state = STOP;
    b.Direction = RIGHT;
    count = 0;
   }
   if(count < b.len && MOVING == b.state)
   {
    b.pos[b.len - 1].x+=2;
    Clean(b.pos[0].x,b.pos[0].y);
    MoveBody(b);
    Print(b);
   } 
  }
 }
 Print(b);
}
void Clean(int x,int y)
{
 COORD c;
 c.X = x;
 c.Y = y;
 SetConsoleCursorPosition(hMain_Out,c);
 printf(" ");
}
void Clean(const Body &b)
{
 for(int ix = 0;ix < b.len;++ix)
 {
  Clean(b.pos[ix].x,b.pos[ix].y);
 }
}
int GetDirection(Body &b)
{
 if(GetAsyncKeyState(VK_UP))
 {
  count = 0;
  TurnRound(UP,b);
 }
 if(GetAsyncKeyState(VK_DOWN))
 {
  count = 0;
  TurnRound(DOWN,b);
 }
 if(GetAsyncKeyState(VK_LEFT))
 {
  count = 0;
  TurnRound(LEFT,b);
 }
 if(GetAsyncKeyState(VK_RIGHT))
 {
  count = 0;
  TurnRound(RIGHT,b);
 }
 return 0;
}
void TurnRound(int d,Body &b)
{
 switch(d)
 {
 case UP:
  if(RIGHT == b.Direction || LEFT == b.Direction)
  {
   PosCopy(b,NewPos);
   --b.pos[b.len -1].y;
   Clean(b.pos[0].x,b.pos[0].y);
   MoveBody(b);
   Print(b);
   b.Direction = d;
   b.state = MOVING;
  }
  break;
 case DOWN:
  if(RIGHT == b.Direction || LEFT == b.Direction)
  {
   PosCopy(b,NewPos);
   ++b.pos[b.len -1].y;
   Clean(b.pos[0].x,b.pos[0].y);
   MoveBody(b);
   Print(b);
   b.Direction = d;
   b.state = MOVING;
  }
  break;
 case LEFT:
  if(UP == b.Direction || DOWN == b.Direction)
  {
   PosCopy(b,NewPos);
   b.pos[b.len -1].x-=2;
   Clean(b.pos[0].x,b.pos[0].y);
   MoveBody(b);
   Print(b);
   b.Direction = d;
   b.state = MOVING;
  }
  break;
 case RIGHT:
  if(UP == b.Direction || DOWN == b.Direction)
  {
   PosCopy(b,NewPos);
   b.pos[b.len -1].x+=2;
   Clean(b.pos[0].x,b.pos[0].y);
   MoveBody(b);
   Print(b);
   b.Direction = d;
   b.state = MOVING;
  }
  break;
 default:
  break;
 }
}
void PosCopy(Body &b,Pos NewPos[])
{
 for(int ix = 0;ix < b.len;++ix)
 {
  NewPos[ix].x=0;
  NewPos[ix].y=0;
 }
 for(int ix = 0;ix <b.len;++ix)
 {
  NewPos[ix] = b.pos[ix];
 }
}

void MoveBody(Body &b)
{
 for(int ix = b.len - 1;ix > 0;--ix)
 {
  b.pos[ix - 1] = NewPos[ix];
 }
 ++count;
 PosCopy(b,NewPos);
}

void HideCursor()
{
 CONSOLE_CURSOR_INFO info;
 GetConsoleCursorInfo(hMain_Out,&info);
 info.bVisible = FALSE;
 SetConsoleCursorInfo(hMain_Out,&info);
}

void CreateWall()
{
 CONSOLE_SCREEN_BUFFER_INFO info;
 GetConsoleScreenBufferInfo(hMain_Out,&info);
 info.srWindow.Right-=19;
 info.srWindow.Bottom-=5;
 Wall = info.srWindow;
 for(int i = 0;i <= info.srWindow.Right;i+=2)
 {
  Print(i,info.srWindow.Top);
  Print(i,info.srWindow.Bottom);
 }
 for(int y = 0;y <= info.srWindow.Bottom;++y)
 {
  Print(0,y);
  Print(info.srWindow.Right,y);
 }
}

void Print(int x,int y)
{
 COORD c;
 c.X = x;
 c.Y = y;
 SetConsoleCursorPosition(hMain_Out,c);
 printf("■");
}

void CreateFood()
{
 srand(unsigned(time(NULL)));
 unsigned x_t = RAND_MAX / Wall.Right;
 unsigned y_t = RAND_MAX / Wall.Bottom;
 while(true)
 {
  int x = rand() / x_t;
  int y = rand() / y_t;
  Food.x = x - 4;
  Food.y = y - 4;
  if((0 == Food.x % 2) && (0 == Food.y % 2))
  {
   if(Food.x < 5)
   {
    Food.x+=8;
   }
   if(Food.y<5)
   {
    Food.y+=8;
   }
   Print(Food.x,Food.y);
   break;
  }
 }
}

bool IsKnock_Food(const Body &b)
{
 if(b.pos[b.len - 1].x == Food.x && b.pos[b.len - 1].y== Food.y)
 {
  return true;
 }
 else
 {
  return false;
 }
}

bool IsKnock_Wall(const Body &b)
{
 if(0 == b.pos[b.len - 1].x || 0 == b.pos[b.len - 1].y || Wall.Right == b.pos[b.len - 1].x || Wall.Bottom == b.pos[b.len - 1].y)
 {
  return true;
 }
 Pos Head = b.pos[b.len - 1];
 for(int ix = 0;ix <= b.len - 3;++ix)
 {
  if(Head.x == b.pos[ix].x && Head.y == b.pos[ix].y)
  {
   return true;
  }
 }
 return false;
}

void ShowInfo()
{
 COORD c;
 c.X = Wall.Right + 2;
 c.Y = 3;
 SetConsoleCursorPosition(hMain_Out,c);
 printf("  分数:%d",grade);
 c.Y+=10;
 SetConsoleCursorPosition(hMain_Out,c);
 printf("  难度等级:%d",level);

}

void AddBody(Body &b)
{
 if(b.len < MAX)
 {
  if(UP == b.Direction)
  {
   b.pos[b.len].y = b.pos[b.len - 1].y - 1;
   b.pos[b.len].x = b.pos[b.len - 1].x;
   ++b.len;
  }
  if(DOWN == b.Direction)
  {
   b.pos[b.len].y = b.pos[b.len - 1].y + 1;
   b.pos[b.len].x = b.pos[b.len - 1].x;
   ++b.len;
  }
  if(LEFT == b.Direction)
  {
   b.pos[b.len].x = b.pos[b.len - 1].x - 2;
   b.pos[b.len].y = b.pos[b.len - 1].y;
   ++b.len;
  }
  if(RIGHT == b.Direction)
  {
   b.pos[b.len].x = b.pos[b.len - 1].x + 2;
   b.pos[b.len].y = b.pos[b.len - 1].y;
   ++b.len;
  }
 }
}

效果图如下所示:

希望本文所述对大家的C++程序设计有所帮助。

加载全部内容

相关教程
猜你喜欢
用户评论