#include<cstdio>
#include<cstdlib>
#include<cstring>
#include<windows.h>
#include<conio.h>
#include<iostream>
#include<ctime>
#define LEFT 1
#define RIGHT 2
#define UP 3
#define DOWN 4
#define FOODMAX -2
#define FOOD -1
#define F 100000
#define MMM 707070 //乱打的标记数 怪物占位数
#define AMMO 503853 //BOSS子弹占位数
#define PYS 392002 //蛇子弹占位数
#define KIND int
#define IN_map(x,y) 1<=x && x<=m && 1<=y && y<=n
using namespace std;
int map[1000][1000],map_t[1000][1000];
int flag=0,ma_flag=0;
int n=50,m=30,foodn=0,e=0;
struct pos
{
int x,y;
};
struct SKILL
{
char key;
char file[100];
int num;
}list[1000];
pos maste;
class Snake
{
public:pos head,end;
public:int boss;
public:int len,fx,ex;
public:void spawn(int x,int y) //生成蛇
{
map[x][y]=F;
ex=0;
this->fx=RIGHT;
this->len=0;
this->head.x=x,this->head.y=y;
this->end.x=x,this->end.y=y;
return;
}
public:void move() //蛇的移动
{
int gg=1;
if(fx==UP)
{
if(map[this->head.x-1][this->head.y]!=0 && map[this->head.x-1][this->head.y]!=FOOD) flag=1;
else if(map[this->head.x-1][this->head.y]==FOOD) {foodn--;gg=0;}
map[this->head.x-1][this->head.y]=F; //F是指头
map[this->head.x][this->head.y]=UP;
this->head.x-=1;
}
if(fx==DOWN)
{
if(map[this->head.x+1][this->head.y]!=0 && map[this->head.x+1][this->head.y]!=FOOD) flag=1;
else if(map[this->head.x+1][this->head.y]==FOOD) {foodn--;gg=0;}
map[this->head.x+1][this->head.y]=F;
map[this->head.x][this->head.y]=DOWN;
this->head.x+=1;
}
if(fx==LEFT)
{
if(map[this->head.x][this->head.y-1]!=0 && map[this->head.x][this->head.y-1]!=FOOD) flag=1;
else if(map[this->head.x][this->head.y-1]==FOOD) {foodn--;gg=0;}
map[this->head.x][this->head.y-1]=F;
map[this->head.x][this->head.y]=LEFT;
this->head.y-=1;
}
if(fx==RIGHT)
{
if(map[this->head.x][this->head.y+1]!=0 && map[this->head.x][this->head.y+1]!=FOOD) flag=1;
else if(map[this->head.x][this->head.y+1]==FOOD) {foodn--;gg=0;}
map[this->head.x][this->head.y+1]=F;
map[this->head.x][this->head.y]=RIGHT;
this->head.y+=1;
}
if(gg==1 && !this->ex) //这里是指如果吃到FOOD那么就不删除尾节点,与将头结点向前移一位结合,就形成了增长的效果
{
int tx=this->end.x,ty=this->end.y;
if(map[tx][ty]==UP) this->end.x-=1;
if(map[tx][ty]==DOWN) this->end.x+=1;
if(map[tx][ty]==LEFT) this->end.y-=1;
if(map[tx][ty]==RIGHT) this->end.y+=1;
map[tx][ty]=0;
return;
}
this->len++;
return;
}
};
class Ammo //空格发射子弹
{
public:pos state;
public:KIND Cmd;
public:int fx,step,alive;
Ammo()
{
this->alive=0;
}
public:void create(int x,int y,KIND arg)
{
if(map[x][y]!=0) return;
map[x][y]=Cmd;
this->state.x=x;
this->Cmd=arg;
this->state.y=y;
this->alive=1;
return;
}
public:void shoot()
{
if(this->fx==UP)
{
if(map[this->state.x-1][this->state.y]==F) flag=1;
if(map[this->state.x-1][this->state.y]!=0 && !(map[this->state.x-1][this->state.y]==AMMO)){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
if(this->state.x-1<=1 || this->state.x-1>=m || this->state.y<=1 || this->state.y>=n){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
map[this->state.x-1][this->state.y]=Cmd;
map[this->state.x][this->state.y]=0;
state.x-=1;
}
else if(this->fx==DOWN)
{
if(map[this->state.x+1][this->state.y]==F) flag=1;
if(map[this->state.x+1][this->state.y]!=0 && !(map[this->state.x+1][this->state.y]==AMMO)){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
if(this->state.x+1<=1 || this->state.x+1>=m || this->state.y<=1 || this->state.y>=n){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
map[this->state.x+1][this->state.y]=Cmd;
map[this->state.x][this->state.y]=0;
state.x+=1;
}
else if(this->fx==LEFT)
{
if(map[this->state.x][this->state.y-1]==F) flag=1;
if(map[this->state.x][this->state.y-1]!=0 && !(map[this->state.x][this->state.y-1]==AMMO)){/*map[this->state.x][this->state.y]=0;*/this->alive=0;return;}
if(this->state.x<=1 || this->state.x>=m || this->state.y-2<=1 || this->state.y-2>=n){/*map[this->state.x][this->state.y]=0;*/this->alive=0;return;}
map[this->state.x][this->state.y-1]=Cmd;
map[this->state.x][this->state.y]=0;
state.y-=1;
}
else if(this->fx==RIGHT)
{
if(map[this->state.x][this->state.y+1]==F) flag=1;
if(map[this->state.x][this->state.y+1]!=0 && !(map[this->state.x][this->state.y+1]==AMMO)){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
if(this->state.x<=1 || this->state.x>=m || this->state.y+2<=1 || this->state.y+2>=n){/*map[this->state.x][this->state.y]=0*/;this->alive=0;return;}
map[this->state.x][this->state.y+1]=Cmd;
map[this->state.x][this->state.y]=0;
state.y+=1;
}
return;
}
};
void hide()
{
ShowCursor(false);
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=false;
SetConsoleCursorInfo(hOut,&cci);
}
void init() //不必在意
{
FILE *fp=fopen("install.info","r");
if(fp==NULL) return;
char str[100],kk;
int ns=0,conts=0;
while(~fscanf(fp,"%d %c %s",&ns,&kk,&str) && conts<100)
{
conts++;
list[++e].num=ns;
list[e].key=kk;
strcat(list[e].file,str);
}
for(int i=1;i<=e;i++,Sleep(100))
printf("Get Plugin:%d %c %s\n",list[i].num,list[i].key,list[i].file);
system("cls");
}
void cls() //清屏
{
ShowCursor(false);
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
SetConsoleCursorPosition(hOut,(COORD){0,0});
}
void draw(int score,int x,int y) //显示图
{
for(int i=1;i<=m;i++)
{
for(int j=1;j<=n;j++)
{
if(i==1 || j==1 || i==m || j==n) printf("#");
else if(map[i][j]==0) printf(" ");
else if(map[i][j]!=0)
{
if(map[i][j]==F) printf("@");
else if(1<=map[i][j] && map[i][j]<=4) printf("*");
else if(map[i][j]==FOOD) printf("X");
else if(map[i][j]==MMM) printf("O");
else if(map[i][j]==AMMO) printf("$");
else if(map[i][j]==PYS) printf("K");
}
}
puts("");
}
printf(" score:%d\n",score);
printf(" X:%d Y:%d\n",x,y);
return ;
}
void spawn() //生成怪物
{
if(ma_flag==1) return;
int tx=rand()%m,ty=rand()%n;
if(map[tx][ty]==0 && 3<tx && tx<m-3 && 3<ty && ty<n-3)
{
if(map[tx+1][ty-1]==0 && map[tx+1][ty]==0 && map[tx+1][ty+1]==0 && map[tx][ty-1]==0 && map[tx][ty]==0 && map[tx][ty+1]==0 && map[tx-1][ty-1]==0 && map[tx-1][ty]==0 && map[tx-1][ty+1]==0)
{
maste.x=tx;
maste.y=ty;
ma_flag=1;
map[maste.x+1][maste.y-1]=map[maste.x+1][maste.y]=map[maste.x+1][maste.y+1]=MMM;
map[maste.x][maste.y-1]=map[maste.x][maste.y]=map[maste.x][maste.y+1]=MMM;
map[maste.x-1][maste.y-1]=map[maste.x-1][maste.y]=map[maste.x-1][maste.y+1]=MMM;
}
}
}
void boss(int num) //不必在意
{
//cout<<list[num].num;
int ans=list[num].num,s=1;
while(s<=ans)
{
char sss[100];
memcpy(sss,list[num].file,sizeof(list[num].file));
char sg,ta[10];
sg=s+'0';
ta[0]=sg,ta[1]='\0';
strcat(sss,ta);
Sleep(50);
FILE *fp=fopen(sss,"r");
if(fp==NULL) return;
for(int i=1;i<=m;i++)
for(int j=1;j<=n;j++)
{
char pos;
fscanf(fp,"%c",&pos);
if(pos=='\n'){j--;continue;}
map_t[i][j]=(int)(pos-'0');
}
for(int i=1;i<=m;i++)
{
for(int j=1;j<=n;j++)
{
if(map_t[i][j]==1) printf("*");
else printf(" ");
if(map[i][j]==MMM)
{
map[i][j]=0;
ma_flag=0;
}
if(map[i][j]==AMMO) map[i][j]=0;
if(map[i][j]==PYS) map[i][j]=0;
}
puts("");
}
s++;
fclose(fp);
cls();
}
}
void ma_move(Snake *s) //怪物向S移动
{
if(ma_flag)
{
int a=maste.x,b=maste.y;
if(s->head.x-a>0) //向下
{
maste.x+=1;
map[a-1][b-1]=map[a-1][b]=map[a-1][b+1]=0;
if(map[a+2][b-1]!=0 || map[a+2][b]!=0 || map[a+2][b+1]!=0) {ma_flag=0;goto s;}
map[a+2][b-1]=map[a+2][b]=map[a+2][b+1]=MMM;
}
else if(s->head.y-b>0) //向右 -=
{
maste.y+=1;
map[a-1][b-1]=map[a][b-1]=map[a+1][b-1]=0;
if(map[a-1][b+2]!=0 || map[a][b+2]!=0 || map[a+1][b+2]!=0) {ma_flag=0;goto s;}
map[a-1][b+2]=map[a][b+2]=map[a+1][b+2]=MMM;
}
else if(s->head.x-a<0) //向上
{
maste.x-=1;
map[a+1][b-1]=map[a+1][b]=map[a+1][b+1]=0;
if(map[a-2][b-1]!=0 || map[a-2][b]!=0 || map[a-2][b+1]!=0) {ma_flag=0;goto s;}
map[a-2][b-1]=map[a-2][b]=map[a-2][b+1]=MMM;
}
else if(s->head.y-b<0) //向左 --BUG
{
maste.y-=1;
map[a-1][b+1]=map[a][b+1]=map[a+1][b+1]=0;
if(map[a-1][b-2]!=0 || map[a][b-2]!=0 || map[a+1][b-2]!=0) {ma_flag=0;goto s;}
map[a-1][b-2]=map[a][b-2]=map[a+1][b-2]=MMM;
}
s:
if(ma_flag==0) //撞到东西怪物死亡
{
for(int i=1;i<=m;i++)
for(int j=1;j<=n;j++)
if(map[i][j]==MMM) map[i][j]=0;
}
}
}
int play_1() //主进程
{
cls();
Snake player_1;
player_1.spawn(m/2,n/2); //出生
int scor=0;
player_1.move(); //移动
draw(scor,player_1.head.x,player_1.head.y);
int zh=0;
Ammo skill[20];
Ammo py[30];
int ammonum=0;
int ff=0;
while(flag==0 && (1<=player_1.head.x && player_1.head.x<=m && 1<=player_1.head.y && player_1.head.y<=n)) //如果没死且没撞墙
{
Sleep(10);//调节速度,也可去掉
player_1.boss=0; //毫无意义的东西
int ggg=0,ggk=0; //标记是否还有子弹存在
for(int i=1;i<=5;i++)
if(py[i].alive==1)
{
py[i].shoot(); //移动子弹
ggk=1;
}
for(int i=1;i<=12;i++)
if(skill[i].alive==1)
{
skill[i].shoot();
ggg=1;
}
zh++;
cls();
if(kbhit())
{
char cmd=getch();
for(int i=1;i<=e;i++)
if(cmd==list[i].key)
boss(i);
switch(cmd) //按键
{
case 'W':
case 'w':
if(player_1.fx==UP || player_1.fx==DOWN) break;
player_1.fx=UP; //更新方向
break;
case 'A':
case 'a':
if(player_1.fx==RIGHT || player_1.fx==LEFT) break;
player_1.fx=LEFT;
break;
case 'D':
case 'd':
if(player_1.fx==RIGHT || player_1.fx==LEFT) break;
player_1.fx=RIGHT;
break;
case 'S':
case 's':
if(player_1.fx==UP || player_1.fx==DOWN) break;
player_1.fx=DOWN;
break;
case ' ': //放子弹
player_1.boss=1;
break;
case 'g': //开挂
if(player_1.ex==0) player_1.ex=1;
else player_1.ex=0;
break;
case 'n':
if(!ff) ff=1;
else ff=0;
break;
default:
break;
}
}
if(foodn<=0) //如果没有FOOD,则生成
while(1)
{
int x=rand()%m,y=rand()%n;
if(map[x][y]==0 && 1<x && x<m && 1<y && y<n)
{
map[x][y]=FOOD;
foodn++;
scor++;
break;
}
}
if(player_1.boss && !ggk) //放子弹
{
int bornx,borny;
py[1].fx=player_1.fx;
py[2].fx=player_1.fx;
py[3].fx=player_1.fx;
if(player_1.fx==LEFT)
{
bornx=player_1.head.x;
borny=player_1.head.y-2;
py[1].create(bornx-1,borny,PYS);
py[2].create(bornx,borny,PYS);
py[3].create(bornx+1,borny,PYS);
}
else if(player_1.fx==RIGHT)
{
bornx=player_1.head.x;
borny=player_1.head.y+2;
py[1].create(bornx-1,borny,PYS);
py[2].create(bornx,borny,PYS);
py[3].create(bornx+1,borny,PYS);
}
else if(player_1.fx==UP)
{
bornx=player_1.head.x-2;
borny=player_1.head.y;
py[1].create(bornx,borny-1,PYS);
py[2].create(bornx,borny,PYS);
py[3].create(bornx,borny+1,PYS);
}
else if(player_1.fx==DOWN)
{
bornx=player_1.head.x+2;
borny=player_1.head.y;
py[1].create(bornx,borny-1,PYS);
py[2].create(bornx,borny,PYS);
py[3].create(bornx,borny+1,PYS);
}
player_1.boss=0;
}
if(player_1.len>=10 && !ma_flag && !ff){ spawn();scor+=20;} //生成怪物
if(zh%5==0 && ma_flag) ma_move(&player_1); //移动BOSS
int sk=rand()%10;
if(sk<5 && !ggg && ma_flag && !ff) //怪物放子弹
{
skill[1].create(maste.x+4,maste.y-1,AMMO);
skill[1].fx=DOWN;
skill[2].create(maste.x+4,maste.y,AMMO);
skill[2].fx=DOWN;
skill[3].create(maste.x+4,maste.y+1,AMMO);
skill[3].fx=DOWN;
skill[4].create(maste.x-4,maste.y-1,AMMO);
skill[4].fx=UP;
skill[5].create(maste.x-4,maste.y,AMMO);
skill[5].fx=UP;
skill[6].create(maste.x-4,maste.y+1,AMMO);
skill[6].fx=UP;
skill[7].create(maste.x-1,maste.y+4,AMMO);
skill[7].fx=RIGHT;
skill[8].create(maste.x,maste.y+4,AMMO);
skill[8].fx=RIGHT;
skill[9].create(maste.x+1,maste.y+4,AMMO);
skill[9].fx=RIGHT;
skill[10].create(maste.x-1,maste.y-4,AMMO);
skill[10].fx=LEFT;
skill[11].create(maste.x,maste.y-4,AMMO);
skill[11].fx=LEFT;
skill[12].create(maste.x+1,maste.y-4,AMMO);
skill[12].fx=LEFT;
}
player_1.move();
draw(scor,player_1.head.x,player_1.head.y); //显示地图
zh%=100000007;
}
system("cls");
printf(" LOSE!!!!\n Again\n");
getchar();
system("cls");
player_1.len=0;
ma_flag=0;
return 0;
}
int play_2() //同上,只是多一个人
{
cls();
Snake player_1,player_2;
player_1.spawn(m/2,n/2);
player_1.move();
player_2.spawn(10,10);
player_2.move();
draw(0,player_1.head.x,player_1.head.y);
int zh=0;
while(flag==0 && (1<=player_1.head.x && player_1.head.x<=m && 1<=player_1.head.y && player_1.head.y<=n) && (1<=player_2.head.x && player_2.head.x<=m && 1<=player_2.head.y && player_2.head.y<=n))
{
zh++;
Sleep(10);
cls();
if(kbhit())
{
char cmd=getch();
switch(cmd)
{
case 'W':
case 'w':
if(player_1.fx==UP || player_1.fx==DOWN) break;
player_1.fx=UP;
break;
case '5':
if(player_2.fx==UP || player_2.fx==DOWN) break;
player_2.fx=UP;
break;
case 'A':
case 'a':
if(player_1.fx==RIGHT || player_1.fx==LEFT) break;
player_1.fx=LEFT;
break;
case '1':
if(player_2.fx==RIGHT || player_2.fx==LEFT) break;
player_2.fx=LEFT;
break;
case 'D':
case 'd':
if(player_1.fx==RIGHT || player_1.fx==LEFT) break;
player_1.fx=RIGHT;
break;
case '3':
if(player_2.fx==RIGHT || player_2.fx==LEFT) break;
player_2.fx=RIGHT;
break;
case 'S':
case 's':
if(player_1.fx==UP || player_1.fx==DOWN) break;
player_1.fx=DOWN;
break;
case '2':
if(player_2.fx==UP || player_2.fx==DOWN) break;
player_2.fx=DOWN;
break;
case 'g':
if(player_1.ex==0) player_1.ex=1;
else player_1.ex=0;
break;
case '9':
if(player_2.ex==0) player_2.ex=1;
else player_2.ex=0;
break;
default:
break;
}
}
if(foodn<=0)
while(1)
{
int x=rand()%m,y=rand()%n;
if(map[x][y]==0 && 1<x && x<m && 1<y && y<n)
{
map[x][y]=FOOD;
foodn++;
break;
}
}
if(player_1.len>=20 || player_2.len>=20) spawn();
if(zh%177==0) ma_move(&player_1);
if(zh%13==0) ma_move(&player_2);
player_1.move();
player_2.move();
draw(0,player_1.head.x,player_1.head.y);
zh%=100000007;
}
system("cls");
printf(" LOSE!!!!\n Again\n");
getchar();
system("cls");
player_1.len=0;
player_2.len=0;
ma_flag=0;
return 0;
}
int menu()
{
printf(" *****************************************\n");
printf(" * The Snack Game *\n");
printf(" * -To Commemorate LSZ Who Has Gone *\n");
printf(" * 1.Play now 1 player *\n");
printf(" * *\n");
printf(" * 2.Play now 2 player *\n");
printf(" * *\n");
printf(" * 3.Help *\n");
printf(" * *\n");
printf(" * 4.Change Color *\n");
printf(" * *\n");
printf(" *****************************************\n");
printf(" Please Input:");
}
int main()
{
int i,j,k,m,n;
hide();
srand(time(0));
while(1)
{
system("cls");
init();
menu();
char c;
scanf("%c",&c);
if(c=='1')
while(1)
{
system("cls");
foodn=0;
flag=0;
play_1();
memset(map,0,sizeof(map));
}
if(c=='2')
while(1)
{
system("cls");
foodn=0;
flag=0;
play_2();
memset(map,0,sizeof(map));
}
else if(c=='3')
{
system("cls");
printf(" There Is Noting For Help!!!!!\n");
printf(" You Don Not 贪吃蛇?????\n");
printf(" You Kidding me???? 'a' to LEFT 'd' to RIGHT 'w' to UP 's' to DOWN!\n");
printf(" *:The Snack\n");
printf(" @:The Head\n");
printf(" X:The Food\n");
printf(" #:The Wall\n");
getchar();
getchar();
}
else if(c=='4')
{
char c='0',c2='0';
int arg=rand()%7;
int arg2=rand()%7;
c=c+arg;c2=c2+arg2;
char ss[2];
ss[0]=c,ss[1]=c2;
ss[2]='\0';
char sss[100]="color ";
strcat(sss,ss);
system(sss);
}
}
return 0;
}
贪吃蛇
最新推荐文章于 2024-04-20 15:20:30 发布