一下是源码可供参考
#include <stdio.h>
#include <stdlib.h>
#include "SDL.h"
// 取消宏定义main,因为C++中main函数不能被宏定义覆盖
#undef main
// 定义屏幕宽度和高度以及蛇的块大小
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define SNAKE_BLOCK 20
// 定义一个点结构体
typedef struct {
int x;
int y;
} Point;
// 定义蛇结构体
typedef struct {
Point* body; // 蛇的身体数组指针
int length; // 蛇的身体长度
int direction; // 蛇的方向:0=右,1=下,2=左,3=上
} Snake;
// 蛇的实例
Snake* snake;
// 食物的位置
Point food;
// 初始化蛇的位置和方向
void init_snake(Snake* snake) {
snake->length = 3; // 初始长度为3
snake->direction = 0; // 初始方向向右
snake->body = (Point*)malloc(snake->length * sizeof(Point));
for (int i = 0; i < snake->length; i++) {
snake->body[i].x = 200 - i * SNAKE_BLOCK;
snake->body[i].y = 200;
}
}
// 初始化食物的位置
void init_food(Point* food) {
food->x = rand() % (SCREEN_WIDTH / SNAKE_BLOCK) * SNAKE_BLOCK;
food->y = rand() % (SCREEN_HEIGHT / SNAKE_BLOCK) * SNAKE_BLOCK;
}
// 绘制蛇
void draw_snake(Snake* snake, SDL_Renderer* renderer) {
SDL_Rect block;
for (int i = 0; i < snake->length; i++) {
block.x = snake->body[i].x;
block.y = snake->body[i].y;
block.w = SNAKE_BLOCK;
block.h = SNAKE_BLOCK;
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderFillRect(renderer, &block);
}
}
// 绘制食物
void draw_food(Point* food, SDL_Renderer* renderer) {
SDL_Rect block;
block.x = food->x;
block.y = food->y;
block.w = SNAKE_BLOCK;
block.h = SNAKE_BLOCK;
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, &block);
}
// 移动蛇
void move_snake(Snake* snake) {
Point newHead = snake->body[0];
switch (snake->direction) {
case 0: newHead.x += SNAKE_BLOCK; break; // 向右移动
case 1: newHead.y += SNAKE_BLOCK; break; // 向下移动
case 2: newHead.x -= SNAKE_BLOCK; break; // 向左移动
case 3: newHead.y -= SNAKE_BLOCK; break; // 向上移动
}
for (int i = snake->length - 1; i > 0; i--) {
snake->body[i] = snake->body[i - 1]; // 将身体的每个部分向前移动一位
}
snake->body[0] = newHead; // 更新头部位置
}
// 检测碰撞
int check_collision(Snake* snake, Point* food) {
return (snake->body[0].x == food->x && snake->body[0].y == food->y);
}
// 更新游戏状态
void update_game(Snake* snake, Point* food) {
move_snake(snake); // 移动蛇
if (check_collision(snake, food)) { // 如果碰到食物
snake->length++; // 增加蛇的长度
snake->body = (Point*)realloc(snake->body, snake->length * sizeof(Point)); // 重新分配内存
init_food(food); // 重新初始化食物位置
}
}
// 主函数
int main(int argc, char* argv[]) {
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
bool running = true;
if (SDL_Init(SDL_INIT_VIDEO) < 0) { // 初始化SDL
SDL_Log("无法初始化SDL: %s", SDL_GetError());
return -1;
}
window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) { // 创建窗口
SDL_Log("无法创建窗口: %s", SDL_GetError());
return -1;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL) { // 创建渲染器
SDL_Log("无法创建渲染器: %s", SDL_GetError());
return -1;
}
snake = (Snake*)malloc(sizeof(Snake));
init_snake(snake); // 初始化蛇
init_food(&food); // 初始化食物
while (running) { // 游戏主循环
SDL_Event event;
while (SDL_PollEvent(&event)) { // 处理事件
switch (event.type) {
case SDL_QUIT:
running = false; // 如果关闭窗口则退出循环
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) { // 控制蛇的方向
case SDLK_UP:
if (snake->direction != 1) snake->direction = 3;
break;
case SDLK_DOWN:
if (snake->direction != 3) snake->direction = 1;
break;
case SDLK_LEFT:
if (snake->direction != 0) snake->direction = 2;
break;
case SDLK_RIGHT:
if (snake->direction != 2) snake->direction = 0;
break;
}
break;
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer); // 清除屏幕
draw_snake(snake, renderer); // 绘制蛇
draw_food(&food, renderer); // 绘制食物
SDL_RenderPresent(renderer); // 显示绘制的内容
update_game(snake, &food); // 更新游戏状态
SDL_Delay(100); // 设置延迟,控制游戏速度
}
free(snake->body); // 释放内存
free(snake);
SDL_DestroyRenderer(renderer); // 销毁渲染器
SDL_DestroyWindow(window); // 销毁窗口
SDL_Quit(); // 退出SDL
return 0;
}