学习c第一个月,记录一下学习成果。
使用了Easyx图形库,采取比较笨的办法,定义了两个包含大量元素的数组来存储蛇头坐标,以及很多标志位,让代码看起来很臃肿。在学习更多知识后会继续改进。
int r_l = 0;//左右前进标志位
int u_d = 0;//上下前进标志位
int flag = 0;//按键标志位
int count = 0;//干饭数量标志位
int game = 0;//是否进入游戏标志位
int play = 1;//是否进入菜单标志位
int food = 0, foodx = 0, foody = 0;//食物存在标志位,食物坐标
int x = 100, y = 100, sz = 3;//初始坐标,身体初始长度
int arrx[1000];//最大长度1000
int arry[1000];
在编写该程序使自己进一步认识了图形库相关函数,并对所学的指针等知识进行运用。 具体代码如下,运行结果为,使用WASD按键进行移动,继续加油。
#define _CRT_SECURE_NO_WARNNINGS
#include <stdio.h>
#include <easyx.h>
#include <time.h>
#include <stdlib.h>
#define width 450
#define height 450
int speed = 150;
void Init(int arrx[], int arry[], int* x, int* y)//初始位置及长度函数
{
arrx[0] = *x;
arry[0] = *y;
arrx[1] = (*x) - 15;
arry[1] = *y;
arrx[2] = (*x) - 30;
arry[2] = *y;
}
void Hand(int key, int* r_l, int* u_d, int* flag)//头部移动函数
{
if (key == 68 && (*r_l == 0 || *r_l == 1))
{
*r_l = 1;
*u_d = 0;
*flag = 1;
}
else if (key == 87 && (*u_d == 0 || *u_d == 1))
{
*r_l = 0;
*u_d = 1;
*flag = 2;
}
else if (key == 65 && (*r_l == 0 || *r_l == 2))
{
*r_l = 2;
*u_d = 0;
*flag = 3;
}
else if (key == 83 && (*u_d == 0 || *u_d == 2))
{
*r_l = 0;
*u_d = 2;
*flag = 4;
}
}
void Move(int arrx[], int arry[], int* sz, int* flag, int* x, int* y)//移动函数
{
setfillcolor(YELLOW);
for (int i = *sz - 1; i > 0; i--)
{
arrx[i] = arrx[i - 1];
arry[i] = arry[i - 1];
fillrectangle(arrx[i], arry[i], arrx[i] + 10, arry[i] + 10);
}
switch (*flag)
{
case 1:
*x += 15;
break;
case 2:
*y -= 15;
break;
case 3:
*x -= 15;
break;
case 4:
*y += 15;
break;
}
arrx[0] = *x;
arry[0] = *y;
fillrectangle(arrx[0], arry[0], arrx[0] + 10, arry[0] + 10);
}
void Food(int* sz,int* food, int* foodx, int* foody, int arrx[], int arry[])//食物随机函数
{
for (int i = 0; i < *sz; i++)
{
if (*food == 0)
{
*foodx = rand() % (width - 50);
*foody = rand() % (height - 50);;
}
if (*foodx != arrx[i] && *foody != arry[i] && *foodx > 15 && *foody > 15)
{
*food = 1;
setfillcolor(RED);
fillrectangle(*foodx, *foody, (*foodx) + 10, (*foody) + 10);
setfillcolor(WHITE);
break;
}
}
}
void Eat(int* sz, int* food, int* foodx, int* foody, int* count, int arrx[], int arry[])//干饭函数
{
if (arrx[0] <= (*foodx) + 10 && arrx[0] >= (*foodx) - 10 && arry[0] <= (*foody) + 10 && arry[0] >= (*foody) - 10)
{
(*sz)++;
(*count)++;
*food = 0;
}
}
void Crash(int* sz, int* game, int arrx[], int arry[])//碰撞函数
{
for (int i = 1; i < *sz; i++)
{
if (arrx[0] <= arrx[i] + 10 && arrx[0] >= arrx[i] && arry[0] <= arry[i] + 10 && arry[0] >= arry[i])
{
*game = 0;
}
}
if (arrx[0] >= width - 10 || arrx[0] <= 10 || arry[0] >= height - 10 || arry[0] <= 10)
{
*game = 0;
}
}
void wall(int* count,int* speed)//墙壁函数
{
setfillcolor(BLUE);
fillrectangle(0, 0, 10, height);
fillrectangle(0, 0, width, 10);
fillrectangle(0, height - 10, width, height);
fillrectangle(width - 10, 0, width, height);
if (*speed > 100)
{
*speed = 150 - *count;
}
}
void End(int* game, int* count)//结束函数
{
if (*game == 0)
{
setbkcolor(BLUE);
cleardevice();
settextcolor(RED);
settextstyle(50, 0, "黑体", 0, 0, 0, 0, 1, 0);
char str[] = "LOW逼";
char num[4];
sprintf_s(num, "%d", *count);//将数字转化为字符串
int wid = textwidth(str);
int heg = textheight(str);
int wid1 = textwidth(num);
int heg1 = textheight(num);
outtextxy((width - wid) / 2, (height - heg) / 2 - 100, str);
outtextxy((width - wid1) / 2, (height - heg1) / 2 - 10, num);
}
}
void Menu(int* mx, int* my, int* mz, int* game, int* play)//菜单函数
{
settextcolor(RED);
settextstyle(30, 0, "黑体", 0, 0, 0, 0, 1, 0);
setfillcolor(BLUE);
fillrectangle(100, 100, 200, 150);
fillrectangle(250, 100, 350, 150);
outtextxy(110, 110, "开玩");
outtextxy(260, 110, "玩屁");
if (*mx <= 200 && *mx >= 100 && *my <= 150 && *my >= 100 && *mz == 1)
{
*game = 1;
*play = 0;
}
else if (*mx <= 350 && *mx >= 250 && *my <= 150 && *my >= 100 && *mz == 1)
{
*game = 0;
*play = 0;
cleardevice();
settextcolor(RED);
settextstyle(30, 0, "黑体", 0, 0, 0, 0, 1, 0);
char str[] = "娘希匹";
int wid = textwidth(str);
int heg = textheight(str);
outtextxy((width - wid) / 2, (height - heg) / 2, str);
}
}
int main()
{
int r_l = 0;//左右前进标志位
int u_d = 0;//上下前进标志位
int flag = 0;//按键标志位
int count = 0;//干饭数量标志位
int game = 0;//是否进入游戏标志位
int play = 1;//是否进入菜单标志位
int food = 0, foodx = 0, foody = 0;//食物存在标志位,食物坐标
int x = 100, y = 100, sz = 3;//初始坐标,身体初始长度
int arrx[1000];//最大长度1000
int arry[1000];
initgraph(width, height);
Init(arrx, arry, &x, &y);//初始化函数
ExMessage msg;
srand((unsigned int)time(NULL));
while (play)
{
if (peekmessage(&msg, EM_MOUSE))
{
int mx = msg.x;
int my = msg.y;
int mz = msg.lbutton;
Menu(&mx, &my, &mz, &game, &play);//菜单函数
}
}
while (game)
{
BeginBatchDraw();
cleardevice();
if (peekmessage(&msg, EM_KEY))//现在结构体变量msg已经被存入信息,有按键按下时为真
{
Hand(msg.vkcode, &r_l, &u_d, &flag);//头部移动函数
}
wall(&count, &speed);//墙体函数
Eat(&sz, &food, &foodx, &foody, &count, arrx, arry);//干饭函数
Food(&sz, &food, &foodx, &foody, arrx, arry);//食物函数
Crash(&sz, &game, arrx, arry);//碰撞函数
End(&game, &count);//结束函数
if (!flag)
{
for (int i = 0; i < sz; i++)
{
fillrectangle(arrx[i], arry[i], arrx[i] + 10, arry[i] + 10);
}
}
else
{
Move(arrx, arry, &sz, &flag, &x, &y);
}
EndBatchDraw();
Sleep(speed);
}
getchar();
return 0;
}