今天我们来回顾一下简单版贪吃蛇的基础实现
目录
1.基础功能介绍
使⽤C语⾔在Windows环境的控制台中模拟实现经典⼩游戏贪吃蛇。
实现基本的功能:
• 贪吃蛇地图绘制
• 蛇吃⻝物的功能 (上、下、左、右⽅向键控制蛇的动作)
• 蛇撞墙死亡
• 蛇撞⾃⾝死亡
• 计算得分
• 蛇⾝加速、减速
• 暂停游戏
基础操作界面如上图所示:
2.游戏核心逻辑实现分析
##此游戏窗口设置为30行 100列,游戏地图大小设置为27行,58列
2.0 准备工作
在游戏开始之前,我们需要用结构体,枚举,链表对游戏状态,蛇身,方向以及贪吃蛇游戏各项数据的维护。
enum Game_Status//游戏状态
{
OK,
KILL_BY_WALL,
KILL_BY_SELF,
END_NORMAL
};
enum DIRECTION//移动方向
{
UP=1,
DOWN,
LEFT,
RIGHT
};
//创建链表节点
typedef struct SnakeNode
{
int x;
int y;
struct SnakeNode* next;
}SnakeNode,* pSnakeNode;
//创建结构体来维护贪吃蛇所有需要的信息
typedef struct Snake
{
pSnakeNode _pSnake;//蛇头节点
pSnakeNode _Food;//食物节点
int _Score;//总分数
int _FoodWeight;//单个食物的分数
enum DIRECTION _Dir;//方向
enum Game_Status _Status;//游戏状态
int _SleepTime;//休眠时间
}Snake,* pSnake;
由于涉及到光标位置设置,我们分装一个光标位置设定函数
//涉及到光标位置设定,我们在此分装一个函数
void SetPos(short x, short y)
{
COORD pos = { x,y };
//获取操作柄
HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//设置光标坐标
SetConsoleCursorPosition(hOutput, pos);
}
涉及到多次宽字符的打印,我们提前用宏替换掉
#define WALL L'□'
#define BODY L'●'
#define FOOD L'★'
2.1 游戏主逻辑
程序开始就设置程序⽀持本地模式,然后进⼊游戏的主逻辑。
•
主逻辑分为3个过程:
•
游戏开始(GameStart)完成游戏的初始化
•
游戏运⾏(GameRun)完成游戏运⾏逻辑的实现
•
游戏结束(GameEnd)完成游戏结束的说明,实现资源释放
2.2 游戏开始(GameStart)
这个模块完成游戏的初始化任务:
•
控制台窗⼝⼤⼩的设置
•
控制台窗⼝名字的设置
•
⿏标光标的隐藏
•
打印欢迎界⾯
•
创建地图
•
初始化蛇身
•
创建第⼀个⻝物
void GameStart(pSnake ps)
{
//设置控制台大小
system("mode con cols=100 lines=30");
//设置控制台名称
system("title 贪吃蛇");
//隐藏鼠标光标
//获取标准输出柄
HANDLE houtput = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(houtput,&CursorInfo);
CursorInfo.bVisible = false;
SetConsoleCursorInfo(houtput,&CursorInfo);
//打印欢迎界⾯
Welcome();
//创建地图
CreateMap();
//初始化第蛇
InitSnake(ps);
//创建第⼀个⻝物
CreateFood(ps);
}
2.2.1打印欢迎界面
void Welcome()
{
SetPos(40, 15);
printf("欢迎来到贪吃蛇⼩游戏");
SetPos(40, 25);//让按任意键继续的出现的位置好看点
system("pause");
system("cls");
SetPos(25, 12);
printf("⽤ ↑ . ↓ . ← . → 分别控制蛇的移动, F3为加速,F4为减速\n");
SetPos(25, 13);
printf("加速将能得到更⾼的分数。\n");
SetPos(40, 25);//让按任意键继续的出现的位置好看点
system("pause");
system("cls");
}
2.2.2创建地图
void CreateMap()
{
//行的数据是从56,0 56,26
for (int i = 0; i <= 56; i += 2)
{
SetPos(i, 0);
wprintf(L"%lc", WALL);
}
for (int i = 0; i <= 56; i += 2)
{
SetPos(i, 26);
wprintf(L"%lc", WALL);
}
//列的数据是从0,25 ,56,25
for (int i = 1; i <= 25; i ++)
{
SetPos(0,i);
wprintf(L"%lc", WALL);
}
for (int i = 1; i <= 25; i++)
{
SetPos(56, i);
wprintf(L"%lc", WALL);
}
}
2.2.3 初始化蛇身
蛇最开始⻓度为5节,每节对应链表的⼀个节点,蛇⾝的每⼀个节点都有⾃⼰的坐标。
创建5个节点,然后将每个节点存放在链表中进⾏管理。创建完蛇⾝后,将蛇的每⼀节打印在屏幕上。
•
蛇的初始位置从 (24,5) 开始。
再设置当前游戏的状态,蛇移动的速度,默认的⽅向,初始成绩,每个⻝物的分数。
•
游戏状态是:OK
•
蛇的移动速度:200毫秒
•
蛇的默认⽅向:RIGHT
•
初始成绩:0
•
每个⻝物的分数:10
void InitSnake(pSnake ps)
{
pSnakeNode cur = NULL;
//初始化蛇身节点
for (int i = 0; i < 5; i++)
{
cur = (pSnakeNode)malloc(sizeof(SnakeNode));
if (cur == NULL)
{
perror("InitSnake()::malloc()");
exit(1);
}
//设置节点位置
cur->next = NULL;
cur->x = POS_X + 2 * i;
cur->y = POS_Y;
//打印蛇身
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
//头插法
if (ps->_pSnake == NULL)
{
ps->_pSnake = cur;
}
else
{
cur->next = ps->_pSnake;
ps->_pSnake = cur;
}
}
//初始化蛇身数据
ps->_Score = 0;
ps->_Dir = RIGHT;
ps->_SleepTime = 200;
ps->_Status = OK;
ps->_FoodWeight = 10;
}
2.2.4 创建第一个食物
首先随机创建在范围中的横竖坐标,然后判断是否和蛇身重复 随后打印食物,注意不能打印在墙上
void CreateFood(pSnake ps)
{
//选取食物的坐标
int x = 0, y = 0;
again:
do
{
x = rand() % 53 + 2;//2~54
y = rand() % 25 + 1;//1~25
} while (x % 2 != 0);
//判断食物坐标是否与蛇身重合
pSnakeNode cur = ps->_pSnake;
while (cur)
{
if (x == cur->x && y == cur->y)
{
goto again;
}
cur = cur->next;
}
//将food结点放进去
pSnakeNode newfoodnode = (pSnakeNode*)malloc(sizeof(SnakeNode));
if (newfoodnode == NULL)
{
perror("CreateFood()::malloc");
exit(1);
}
else {
newfoodnode->x = x;
newfoodnode->y = y;
newfoodnode->next = NULL;
}//打印食物
SetPos(x, y);
wprintf(L"%lc", FOOD);
ps->_Food = newfoodnode;
}
2.3 游戏运行(GameRun)
游戏运⾏期间,右侧打印帮助信息,
根据游戏状态检查游戏是否继续,如果是状态是OK,游戏继续,否则游戏结束。
如果游戏继续,就是检测按键情况,确定蛇下⼀步的⽅向,或者是否加速减速,是否暂停或者退出游
戏。
需要的虚拟按键的罗列:
•
上:VK_UP
•
下:VK_DOWN
•
左:VK_LEFT
•
右:VK_RIGHT
•
空格:VK_SPACE
•
ESC:VK_ESCAPE
•
F3:VK_F3
•
F4:VK_F4
void GameRun(pSnake ps)
{
PrintHelpInfo();
do
{
SetPos(64, 10);
printf("得分 = %d", ps->_Score);
printf("每个食物分数 = %d", ps->_FoodWeight);
if (KEY_PRESS(VK_DOWN) && ps->_Dir != UP)
{
ps->_Dir = DOWN;
}
else if (KEY_PRESS(VK_UP) && ps->_Dir != DOWN)
{
ps->_Dir = UP;
}
else if (KEY_PRESS(VK_RIGHT) && ps->_Dir != LEFT)
{
ps->_Dir = RIGHT;
}
else if (KEY_PRESS(VK_LEFT) && ps->_Dir != RIGHT)
{
ps->_Dir = LEFT;
}
else if (KEY_PRESS(VK_SPACE))
{
pause();
}
else if (KEY_PRESS(VK_ESCAPE))
{
ps->_Status = END_NORMAL;
break;
}
else if (KEY_PRESS(VK_F3))
{
if (ps->_FoodWeight < 18)
{
ps->_SleepTime -= 30;
ps->_FoodWeight += 2;
}
}
else if (KEY_PRESS(VK_F4))
{
if (ps->_FoodWeight >2)
{
ps->_SleepTime += 30;
ps->_FoodWeight -= 2;
}
}
//蛇休眠
Sleep(ps->_SleepTime);
SnakeMove(ps);
} while (ps->_Status == OK);
}
2.3.1打印地图旁边的帮助信息
void PrintHelpInfo()
{
//打印提⽰信息
SetPos(64, 15);
printf("不能穿墙,不能咬到⾃⼰\n");
SetPos(64, 16);
printf("⽤↑.↓.←.→分别控制蛇的移动.");
SetPos(64, 17);
printf("F3 为加速,F4 为减速\n");
SetPos(64, 18);
printf("ESC :退出游戏.space:暂停游戏.");
SetPos(64, 20);
}
2.3.2 检测按键状态
我们需要检测按键状态来判断蛇的移动,那么我们会需要一个叫做GetAsyncKeyState(VK)函数来进行判断,它会返回二进制的最小一位,那么我们可以通过这个来分装一个宏:
#define KEY_PRESS(VK) ((GetAsyncKeyState(VK))&0x1?1:0)
这样按下会返回不等于0的数,反之返回0
2.3.3 蛇身移动
先创建下⼀个节点,根据移动⽅向和蛇头的坐标,蛇移动到下⼀个位置的坐标。
确定了下⼀个位置后,看下⼀个位置是否是⻝物(NextIsFood),是⻝物就做吃⻝物处理
(EatFood),如果不是⻝物则做前进⼀步的处理(NoFood)。
蛇⾝移动后,判断此次移动是否会造成撞墙(KillByWall)或者撞上⾃⼰蛇⾝(KillBySelf),从⽽影
响游戏的状态。
void SnakeMove(pSnake ps)
{
//创建下一个节点
pSnakeNode pNextNode = (pSnakeNode*)malloc(sizeof(SnakeNode));
if (pNextNode == NULL)
{
perror("SnakeMove()::malloc");
exit(1);
}
switch (ps->_Dir)
{
case UP:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y - 1;
break;
case DOWN:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y + 1;
break;
case RIGHT:
pNextNode->x = ps->_pSnake->x + 2;
pNextNode->y = ps->_pSnake->y;
break;
case LEFT:
pNextNode->x = ps->_pSnake->x - 2;
pNextNode->y = ps->_pSnake->y;
break;
}
if ((pNextNode->x == ps->_Food->x) &&
(pNextNode->y == ps->_Food->y))
EatFood(pNextNode, ps);
else
NoFood(pNextNode, ps);
KillByWall(ps);
KillBySelf(ps);
}
2.3.3.1 EatFood
void EatFood(pSnakeNode psn, pSnake ps)
{
//头插
psn->next = ps->_pSnake;
ps->_pSnake = psn;
//打印蛇身
pSnakeNode cur = ps->_pSnake;
while (cur)
{
SetPos(cur->x,cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//加上得分
ps->_Score += ps->_FoodWeight;
//释放食物节点并重新创建食物
free(ps->_Food);
CreateFood(ps);
}
2.3.3.2 NoFood
void NoFood(pSnakeNode psn, pSnake ps)
{
//头插
psn->next = ps->_pSnake;
ps->_pSnake = psn;
//打印
pSnakeNode cur = ps->_pSnake;
while (cur->next->next)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
SetPos(cur->next->x, cur->next->y);
printf(" ");
free(cur->next);
cur->next = NULL;
}
2.3.3.3 KillByWall
int KillByWall(pSnake ps)
{
if ((ps->_pSnake->x == 0)
|| (ps->_pSnake->x == 56)
|| (ps->_pSnake->y == 0)
|| (ps->_pSnake->y == 26))
{
ps->_Status = KILL_BY_WALL;
return 1;
}
return 0;
}
2.3.3.4 KillBySelf
int KillBySelf(pSnake ps)
{
pSnakeNode cur = ps->_pSnake->next;
while (cur)
{
if (ps->_pSnake->x == cur->x &&
ps->_pSnake->y == cur->y)
{
ps->_Status = KILL_BY_SELF;
return 1;
}
cur = cur->next;
}
return 0;
}
2.4 游戏结束
游戏状态不再是OK(游戏继续)的时候,要告知游戏结束的原因,并且释放蛇⾝节点
void GameEnd(pSnake ps)
{
SetPos(24, 12);
switch (ps->_Status)
{
case KILL_BY_SELF:
printf("您撞到自己了\n");
break;
case KILL_BY_WALL:
printf("您撞墙了\n");
break;
case END_NORMAL:
printf("退出\n");
break;
}
//释放节点
pSnakeNode cur = ps->_pSnake;
while (cur)
{
pSnakeNode next = cur->next;
free(cur);
cur = next;
}
}
3.完整代码
test.cpp
#define _CRT_SECURE_NO_WARNINGS 1
#include "snake.h"
void test()
{
char ch;
do {
system("cls");
Snake ps = { 0 };
GameStart(&ps);
GameRun(&ps);
GameEnd(&ps);
SetPos(20, 15);
printf("再来一局吗(Y/N)?");
ch = getchar();
while (getchar() != '\n'); //把除了enter的字符全读掉
} while (ch == 'Y' || ch == 'y');
SetPos(0, 27);
}
int main()
{
srand((unsigned int)time(NULL));
//本地初始化
setlocale(LC_ALL, "");
test();
return 0;
}
Snake.c
#define _CRT_SECURE_NO_WARNINGS 1
#include "snake.h"
void SetPos(short x, short y)
{
COORD pos = { x,y };
//获取操作柄
HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//设置光标坐标
SetConsoleCursorPosition(hOutput, pos);
}
void Welcome()
{
SetPos(40, 15);
printf("欢迎来到贪吃蛇⼩游戏");
SetPos(40, 25);//让按任意键继续的出现的位置好看点
system("pause");
system("cls");
SetPos(25, 12);
printf("⽤ ↑ . ↓ . ← . → 分别控制蛇的移动, F3为加速,F4为减速\n");
SetPos(25, 13);
printf("加速将能得到更⾼的分数。\n");
SetPos(40, 25);//让按任意键继续的出现的位置好看点
system("pause");
system("cls");
}
void CreateMap()
{
//行的数据是从56,0 56,26
for (int i = 0; i <= 56; i += 2)
{
SetPos(i, 0);
wprintf(L"%lc", WALL);
}
for (int i = 0; i <= 56; i += 2)
{
SetPos(i, 26);
wprintf(L"%lc", WALL);
}
//列的数据是从0,25 ,56,25
for (int i = 1; i <= 25; i ++)
{
SetPos(0,i);
wprintf(L"%lc", WALL);
}
for (int i = 1; i <= 25; i++)
{
SetPos(56, i);
wprintf(L"%lc", WALL);
}
}
void InitSnake(pSnake ps)
{
pSnakeNode cur = NULL;
//初始化蛇身节点
for (int i = 0; i < 5; i++)
{
cur = (pSnakeNode)malloc(sizeof(SnakeNode));
if (cur == NULL)
{
perror("InitSnake()::malloc()");
exit(1);
}
//设置节点位置
cur->next = NULL;
cur->x = POS_X + 2 * i;
cur->y = POS_Y;
//打印蛇身
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
//头插法
if (ps->_pSnake == NULL)
{
ps->_pSnake = cur;
}
else
{
cur->next = ps->_pSnake;
ps->_pSnake = cur;
}
}
//初始化蛇身数据
ps->_Score = 0;
ps->_Dir = RIGHT;
ps->_SleepTime = 200;
ps->_Status = OK;
ps->_FoodWeight = 10;
}
void CreateFood(pSnake ps)
{
//选取食物的坐标
int x = 0, y = 0;
again:
do
{
x = rand() % 53 + 2;//2~54
y = rand() % 25 + 1;//1~25
} while (x % 2 != 0);
//判断食物坐标是否与蛇身重合
pSnakeNode cur = ps->_pSnake;
while (cur)
{
if (x == cur->x && y == cur->y)
{
goto again;
}
cur = cur->next;
}
//将food结点放进去
pSnakeNode newfoodnode = (pSnakeNode*)malloc(sizeof(SnakeNode));
if (newfoodnode == NULL)
{
perror("CreateFood()::malloc");
exit(1);
}
else {
newfoodnode->x = x;
newfoodnode->y = y;
newfoodnode->next = NULL;
}//打印食物
SetPos(x, y);
wprintf(L"%lc", FOOD);
ps->_Food = newfoodnode;
}
void pause()
{
while (1)
{
Sleep(200);
if (KEY_PRESS(VK_SPACE))
return;
}
}
void GameStart(pSnake ps)
{
//设置控制台大小
system("mode con cols=100 lines=30");
//设置控制台名称
system("title 贪吃蛇");
//隐藏鼠标光标
//获取标准输出柄
HANDLE houtput = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(houtput, &CursorInfo);
CursorInfo.bVisible = false;
SetConsoleCursorInfo(houtput, &CursorInfo);
//打印欢迎界⾯
Welcome();
//创建地图
CreateMap();
//初始化第蛇
InitSnake(ps);
//创建第⼀个⻝物
CreateFood(ps);
}
void PrintHelpInfo()
{
//打印提⽰信息
SetPos(64, 15);
printf("不能穿墙,不能咬到⾃⼰\n");
SetPos(64, 16);
printf("⽤↑.↓.←.→分别控制蛇的移动.");
SetPos(64, 17);
printf("F3 为加速,F4 为减速\n");
SetPos(64, 18);
printf("ESC :退出游戏.space:暂停游戏.");
SetPos(64, 20);
}
void NoFood(pSnakeNode psn, pSnake ps)
{
//头插
psn->next = ps->_pSnake;
ps->_pSnake = psn;
//打印
pSnakeNode cur = ps->_pSnake;
while (cur->next->next)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
SetPos(cur->next->x, cur->next->y);
printf(" ");
free(cur->next);
cur->next = NULL;
}
int KillByWall(pSnake ps)
{
if ((ps->_pSnake->x == 0)
|| (ps->_pSnake->x == 56)
|| (ps->_pSnake->y == 0)
|| (ps->_pSnake->y == 26))
{
ps->_Status = KILL_BY_WALL;
return 1;
}
return 0;
}
int KillBySelf(pSnake ps)
{
pSnakeNode cur = ps->_pSnake->next;
while (cur)
{
if (ps->_pSnake->x == cur->x &&
ps->_pSnake->y == cur->y)
{
ps->_Status = KILL_BY_SELF;
return 1;
}
cur = cur->next;
}
return 0;
}
void EatFood(pSnakeNode psn, pSnake ps)
{
//头插
psn->next = ps->_pSnake;
ps->_pSnake = psn;
//打印蛇身
pSnakeNode cur = ps->_pSnake;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//加上得分
ps->_Score += ps->_FoodWeight;
//释放食物节点并重新创建食物
free(ps->_Food);
CreateFood(ps);
}
void SnakeMove(pSnake ps)
{
//创建下一个节点
pSnakeNode pNextNode = (pSnakeNode*)malloc(sizeof(SnakeNode));
if (pNextNode == NULL)
{
perror("SnakeMove()::malloc");
exit(1);
}
switch (ps->_Dir)
{
case UP:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y - 1;
break;
case DOWN:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y + 1;
break;
case RIGHT:
pNextNode->x = ps->_pSnake->x + 2;
pNextNode->y = ps->_pSnake->y;
break;
case LEFT:
pNextNode->x = ps->_pSnake->x - 2;
pNextNode->y = ps->_pSnake->y;
break;
}
if ((pNextNode->x == ps->_Food->x) &&
(pNextNode->y == ps->_Food->y))
EatFood(pNextNode, ps);
else
NoFood(pNextNode, ps);
KillByWall(ps);
KillBySelf(ps);
}
void GameRun(pSnake ps)
{
PrintHelpInfo();
do
{
SetPos(64, 10);
printf("得分 = %d", ps->_Score);
printf("每个食物分数 = %2d", ps->_FoodWeight);
if (KEY_PRESS(VK_DOWN) && ps->_Dir != UP)
{
ps->_Dir = DOWN;
}
else if (KEY_PRESS(VK_UP) && ps->_Dir != DOWN)
{
ps->_Dir = UP;
}
else if (KEY_PRESS(VK_RIGHT) && ps->_Dir != LEFT)
{
ps->_Dir = RIGHT;
}
else if (KEY_PRESS(VK_LEFT) && ps->_Dir != RIGHT)
{
ps->_Dir = LEFT;
}
else if (KEY_PRESS(VK_SPACE))
{
pause();
}
else if (KEY_PRESS(VK_ESCAPE))
{
ps->_Status = END_NORMAL;
break;
}
else if (KEY_PRESS(VK_F3))
{
if (ps->_FoodWeight < 18)
{
ps->_SleepTime -= 30;
ps->_FoodWeight += 2;
}
}
else if (KEY_PRESS(VK_F4))
{
if (ps->_FoodWeight >2)
{
ps->_SleepTime += 30;
ps->_FoodWeight -= 2;
}
}
//蛇休眠
Sleep(ps->_SleepTime);
SnakeMove(ps);
} while (ps->_Status == OK);
}
void GameEnd(pSnake ps)
{
SetPos(24, 12);
switch (ps->_Status)
{
case KILL_BY_SELF:
printf("您撞到自己了\n");
break;
case KILL_BY_WALL:
printf("您撞墙了\n");
break;
case END_NORMAL:
printf("退出\n");
break;
}
//释放节点
pSnakeNode cur = ps->_pSnake;
while (cur)
{
pSnakeNode next = cur->next;
free(cur);
cur = next;
}
}
Snake.h
#pragma once
#include <stdio.h>
#include <stdlib.h>
#include <Windows.h>
#include <stdbool.h>
#include <locale.h>
#include <time.h>
#define WALL L'□'
#define POS_X 24
#define POS_Y 5
#define BODY L'●'
#define FOOD L'★'
#define KEY_PRESS(VK) ((GetAsyncKeyState(VK))&0x1?1:0)
enum Game_Status//游戏状态
{
OK,
KILL_BY_WALL,
KILL_BY_SELF,
END_NORMAL
};
enum DIRECTION
{
UP = 1,
DOWN,
LEFT,
RIGHT
};
//创建链表节点
typedef struct SnakeNode
{
int x;
int y;
struct SnakeNode* next;
}SnakeNode, * pSnakeNode;
//创建结构体来维护贪吃蛇所有需要的信息
typedef struct Snake
{
pSnakeNode _pSnake;//蛇头节点
pSnakeNode _Food;//食物节点
int _Score;//总分数
int _FoodWeight;//单个食物的分数
enum DIRECTION _Dir;//方向
enum Game_Status _Status;//游戏状态
int _SleepTime;//休眠时间
}Snake, * pSnake;
//设置光标位置
void SetPos(int x, int y);
//打印欢迎界面
void Welcome();
//创建地图
void CreateMap();
//初始化蛇身体
void InitSnake(pSnake ps);
//创建食物
void CreateFood(pSnake ps);
//运行游戏
void GameRun(pSnake ps);
//结束游戏
void GameEnd(pSnake ps);