C语言-推箱子版本4.0-多关卡

不足:
1.缺少统计步数的功能,因为会跟光标跳转函数一起用会出现BUG
2.未使用文件知识,无法重载地图,没有撤回功能,无法返回已完成的关卡

优点:
1.不会闪屏
2.解决了两个箱子堆到一起的BUG
4.解决了箱子进入目的地之后再退一个箱子进去的BUG
3.可以选择关卡
4.解决了直接跳到第八关通关的BUG
5.可以统计已通关数

注意:该版本是对3.0版本的代码优化,调整了难度顺序,增加了界面颜色功能

# include <stdio.h>
# include <conio.h>
# include <stdlib.h>
# include <stdbool.h>
# include <windows.h>

//三维数组可以想象成魔方,第一个二维数组的地图就是第一层,以此类推
//注意每一个地图都只需要一个人
int map[8][10][10] =
{
	1,1,1,1,1,1,1,1,1,1,
	1,3,4,0,0,0,0,4,3,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,5,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,3,4,0,0,0,0,4,3,1,
	1,1,1,1,1,1,1,1,1,1,

	1,1,1,1,1,1,1,1,1,1,
	1,3,4,0,0,0,0,4,3,1,
	1,0,0,3,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,4,0,0,0,0,0,1,
	1,0,1,1,0,1,1,0,0,1,
	1,0,5,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,3,4,0,0,0,0,4,3,1,
	1,1,1,1,1,1,1,1,1,1,

	1,1,1,1,1,1,1,1,1,1,
	1,3,4,0,0,0,0,0,3,1,
	1,0,0,0,0,0,0,4,1,1,
	1,0,1,0,0,0,0,0,0,1,
	1,0,0,0,1,1,0,0,0,1,
	1,0,3,1,1,1,1,0,0,1,
	1,0,0,4,0,0,4,0,0,1,
	1,0,0,0,0,0,0,3,0,1,
	1,0,5,0,0,0,0,4,3,1,
	1,1,1,1,1,1,1,1,1,1,

	1,1,1,1,1,1,1,1,1,1,
	1,3,4,0,0,0,0,4,3,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,0,0,0,0,0,0,1,
	1,0,0,0,1,1,0,0,0,1,
	1,0,0,0,1,1,0,3,0,1,
	1,0,0,0,0,0,4,1,0,1,
	1,0,0,0,0,3,5,4,0,1,
	1,3,4,0,0,0,0,4,3,1,
	1,1,1,1,1,1,1,1,1,1,

	1,1,1,1,1,1,1,1,1,1,
	1,3,4,0,0,0,0,4,3,1,
	1,0,0,1,1,1,0,0,0,1,
	1,0,1,0,0,3,0,0,0,1,
	1,0,1,0,1,1,0,1,0,1,
	1,0,1,0,1,1,0,1,0,1,
	1,0,1,0,1,1,0,1,0,1,
	1,0,0,5,4,0,0,1,0,1,
	1,3,4,0,1,0,0,4,3,1,
	1,1,1,1,1,1,1,1,1,1,

	0,0,0,0,0,0,0,0,0,0,
	0,1,1,1,1,1,1,1,1,0,
	0,1,0,0,1,0,0,0,1,0,
	0,1,0,0,1,0,7,0,1,0,
	0,1,0,0,1,0,3,1,1,0,
	0,1,0,0,4,0,0,0,1,0,
	0,1,0,4,0,0,3,0,1,0,
	0,1,5,0,1,1,0,0,1,0,
	0,1,1,1,1,1,1,1,1,0,
	0,0,0,0,0,0,0,0,0,0,

	0,0,0,0,0,0,0,0,0,0,
	0,1,1,1,1,1,1,1,1,0,
	0,1,1,0,5,0,0,0,1,0,
	0,1,0,1,1,0,1,0,1,0,
	0,1,0,1,1,0,4,0,1,0,
	0,1,0,0,0,7,3,0,1,0,
	0,1,0,1,4,3,1,0,1,0,
	0,1,0,0,0,0,0,1,1,0,
	0,1,1,1,1,1,1,1,1,0,
	0,0,0,0,0,0,0,0,0,0,

	0,0,0,0,0,0,0,0,0,0,
	0,1,1,1,1,1,1,1,1,0,
	0,1,0,0,1,1,0,0,1,0,
	0,1,0,3,0,0,3,4,1,0,
	0,1,0,4,1,0,4,3,1,0,
	0,1,1,0,5,0,1,0,1,0,
	0,1,1,1,1,0,0,0,1,0,
	0,0,0,0,1,1,0,0,1,0,
	0,0,0,0,0,1,1,1,1,0,
	0,0,0,0,0,0,0,0,0,0,

};

int  role_i, role_j;//角色的下标
int count;//游戏地图加载的下标
int isFinishCount[8] = { 0 };//记录对应下标的地图是否通关,以便地图跳转
int finishSum;//统计已通关数


//注意:此游戏无法使用光标跳转函数,会出现步数错误的BUG
void gotoxy(int x, int y)
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD pos;
	pos.X = x;
	pos.Y = y;
	SetConsoleCursorPosition(handle, pos);
}
void HideCursor()
{
	CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}

void startup() {
	HideCursor();
	role_i = 6;
	role_j = 2;
	count = 0;//初始化地图下标为0
	finishSum = 0;//初始化通关总数为0
}

void show() {
	system("color f9");

	int i, j;
	gotoxy(0, 0);
	printf("请切换英文输出,操作为 wasd 或者 ↑↓←→\n");
	printf("主要目标:把★推到☆即可进入下一关\n");
	printf("您可以通过按键选择关卡(1-8)\n");
	printf("您现在正处于第 %d 关\n\n", count + 1);
	printf("已通关数:%d\n", finishSum);
	for (i = 0; i < 10; i++)
	{
		for (j = 0; j < 10; j++)
		{
			switch (map[count][i][j])
			{
			case 0://空地
				printf("  ");//注意下面的符号是占两个输出位置,所以为了对齐,需要显示两个空格
				break;
			case 1://printf("■");
				break;
			case 3://目的地
				printf("☆");
				break;
			case 4://箱子
				printf("★");
				break;
			case 7://箱子推进目的地
				printf("●");
				break;
			case 5://case 8://printf("♀");
				break;
			}
		}
		printf("\n");
	}

}

void updateWithoutInput() {
	//判断是否过关,如果过关,则进入下一个地图
	//注意:需要先加载地图,再查找位置
	bool isMapFinish = true;
	int i, j;
	for (i = 0; i < 10; i++)
	{
		for (j = 0; j < 10; j++)
		{
			if (map[count][i][j] == 4)
			{
				isMapFinish = false;
				goto NEXT;
			}
		}
	}
NEXT:

	//统计已通关数
	finishSum = 0;

	for (i = 0; i < 8; i++)
	{
		if (isFinishCount[i] == 1)
		{
			finishSum++;
		}
	}

	//如果箱子都到达目的地,则加载下一个地图
	if (isMapFinish)
	{
		printf("\a");
		isFinishCount[count] = 1;

		//查找未通关地图下标
		for (i = 0; i < 8; i++)
		{
			if (isFinishCount[i] == 0)
			{
				break;
			}
		}

		if (i == 8)//如果通关,则显示提示信息
		{
			printf("OK! You Win!\n");
			system("pause");
			exit(-1);
		}

		//限制加载地图下标,最后一关通关后不再继续加载地图,如果未通关,则进入未通关的地图
		if (count < 8)
		{
			count++;
		}
		else
		{
			count = i;
		}

	}

	//搜索角色当前所在位置
	for (i = 0; i < 10; i++)
	{
		for (j = 0; j < 10; j++)
		{
			if (map[count][i][j] == 5 || map[count][i][j] == 8)
			{
				role_i = i;
				role_j = j;
				goto NEXT_1;
			}
		}
	}
NEXT_1:
	;
}

void updateWithInput() {
	//用户按键输入
	char hit;
	if (_kbhit())
	{
		hit = _getch();
		//根据按键输入更新关卡下标
		if (hit >= '1' && hit <= '8')
		{
			count = hit - 1 - '0';
		}
		switch (hit)
		{
		case 'w':
		case 'W':
		case 72:
			if (map[count][role_i - 1][role_j] == 0 || map[count][role_i - 1][role_j] == 3)//当角色前面一个位置是空地或者目的地
			{
				map[count][role_i - 1][role_j] += 5;//人来了,加5
				map[count][role_i][role_j] -= 5;//人走了,减5
			}
			if (map[count][role_i - 1][role_j] == 4 || map[count][role_i - 1][role_j] == 7)//角色前面一个位置是箱子或者是推进目的地的箱子
			{
				if (map[count][role_i - 2][role_j] != 1 && map[count][role_i - 2][role_j] != 4 && map[count][role_i - 2][role_j] != 7)//当箱子可以推动时
				{
					map[count][role_i - 2][role_j] += 4;//箱子来了加4
					map[count][role_i - 1][role_j] += 1;//箱子走了减4,人来了加5
					map[count][role_i][role_j] -= 5;//人走了减5
				}
			}
			break;
		case 's':
		case 'S':
		case 80:
			if (map[count][role_i + 1][role_j] == 0 || map[count][role_i + 1][role_j] == 3)
			{

				map[count][role_i + 1][role_j] += 5;
				map[count][role_i][role_j] -= 5;
			}
			if (map[count][role_i + 1][role_j] == 4 || map[count][role_i + 1][role_j] == 7)
			{
				if (map[count][role_i + 2][role_j] != 1 && map[count][role_i + 2][role_j] != 4 && map[count][role_i + 2][role_j] != 7)
				{
					map[count][role_i + 2][role_j] += 4;
					map[count][role_i + 1][role_j] += 1;
					map[count][role_i][role_j] -= 5;
				}

			}
			break;
		case 'a':
		case 'A':
		case 75:
			if (map[count][role_i][role_j - 1] == 0 || map[count][role_i][role_j - 1] == 3)
			{
				map[count][role_i][role_j - 1] += 5;
				map[count][role_i][role_j] -= 5;
			}
			if (map[count][role_i][role_j - 1] == 4 || map[count][role_i][role_j - 1] == 7)
			{
				if (map[count][role_i][role_j - 2] != 1 && map[count][role_i][role_j - 2] != 4 && map[count][role_i][role_j - 2] != 7)
				{
					map[count][role_i][role_j - 2] += 4;
					map[count][role_i][role_j - 1] += 1;
					map[count][role_i][role_j] -= 5;
				}
			}
			break;
		case'd':
		case'D':
		case 77:
			if (map[count][role_i][role_j + 1] == 0 || map[count][role_i][role_j + 1] == 3)
			{
				map[count][role_i][role_j + 1] += 5;
				map[count][role_i][role_j] -= 5;
			}
			if (map[count][role_i][role_j + 1] == 4 || map[count][role_i][role_j + 1] == 7)
			{
				if (map[count][role_i][role_j + 2] != 1 && map[count][role_i][role_j + 2] != 4 && map[count][role_i][role_j + 2] != 7)
				{
					map[count][role_i][role_j + 2] += 4;
					map[count][role_i][role_j + 1] += 1;
					map[count][role_i][role_j] -= 5;
				}
			}
			break;
		}
	}
}

//主函数,游戏主体框架
int main()
{
	startup();

	while (1) {
		show();
		updateWithoutInput();
		updateWithInput();
	}


	return 0;
}

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