c++小游戏大集结

1.猜数

#include<iostream>
#include<algorithm>
#include<stdlib.h>
#include<ctime>
#include<cstdio>
#include<conio.h>
using namespace std;
int n,m;
bool c[100005];
int main()
{
    cout<<"猜数 3.2\n"; 
    srand(time(NULL));
    cout<<"==============================================================\n几人猜数(只支持100000人以内)??";
    cin>>n;
    cout<<"==============================================================\n0~几??";
    cin>>m;
    for(;;)
    {
        cout<<"==============================================================\n开始!!!";
        int x=rand()%(m+1),y,h=0,e=m,t=rand()%n;
        bool hh=1,ee=1;
        do
        {
            cout<<"\n==============================================================\n";
            cout<<h<<"~"<<e<<endl;
            ++t;
            t-=t>n?n:0;
            if(!c[t])
              cout<<t<<"号猜(电脑帮猜?输-1 设置TA为电脑?输-2)",cin>>y;
            if(y==-2)
              c[t]=1;
            if(y==-1||c[t])
            {
                y=(h+e)/2;
                cout<<"帮"<<t<<"号猜猜成"<<y<<endl;
                if(y==x)
                  break;
                if(y>x)
                {
                    cout<<"大了";
                    e=y; 
                    continue;
                }
                if(y<x)
                {
                    cout<<"小了";
                    h=y; 
                    continue;
                }
            } 
            if(y<=h||y>=e)
            {
                cout<<"浪费机会!!!";
                continue;
                if(!h&&!y)
                  if(hh)
                    hh=0;
                else
                {
                    cout<<"浪费机会!!!";
                    continue;
                }
                if(e==m&&y==m)
                  if(ee)
                    ee=0;
                else
                {
                    cout<<"浪费机会!!!";
                    continue;
                }
            }
            if(y>x)
            {
                cout<<"大了";
                e=y; 
            }
            if(y<x)
            {
                cout<<"小了";
                h=y; 
            }
        }while(x!=y);
        cout<<t<<"号赢了!!!\n==============================================================\n再来一局吗?\ny/n\n";
        char a;
        a=getch();
        if(a=='n'||a=='N')
          break; 
    }
    getchar();
    cout<<"==============================================================\nbyebye!\n==============================================================\n双击任意键结束,单机空格关机!";
    char a=getch();
    if(a==' ')
    {
        cout<<"\n确定吗??确定点空格一下,否则双击任意键结束。";
        a=getch();
        if(a==' ')
          system("shutdown -s -t 0");
    }
    return 0; 
}

2.斗地主

 
#include<bits/stdc++.h>
#define PLAYERCOUNT 3
#define CARDSCOUNT 54
#define CURRENTPLAYER 0
#define VALUECOUNT 17
#define ERROR -1
 
using namespace std;
const char toFigure[]="34567890JQKA 2YZ";
enum COLOR{  //花色显示ASCII: 3~6
    eHEART=3,//红桃 
    eDIAMOND,//方片 
    eCLUB,   //草花 
    eSPADE   //黑桃 
};
 
class Card;
class CardsType;
class CardGroup;
class Player;
class Landlords;
class LastCards;
bool makeChoice(string tip);
bool cmp(Card* a,Card* b);
 
class Card{
  public:
    char figure;
    COLOR color;
    int value;
    Card(char _figure,COLOR _color){
        figure=_figure;
        color=_color;
        value=calValue();
    }
    int calValue(){
        for(int i=0;toFigure[i];i++){
            if(toFigure[i]==figure){
                return i;
            }
        }
        return ERROR;
    }
    void print(){
        assert(value!=ERROR);
        if(figure=='Z'){
            cout<<"ZZ";
        }else if(figure=='Y'){
            cout<<"YY";
        }else{
            cout<<figure<<(char)color;
        }
        cout<<' ';
    }
};
 
class CardsType{
  public:
    //为了规范查找对应牌的方法
    //统一为3个参数cnt1、isContinuous、cnt2
    int typeId;
    string typeStr;
    int cnt1,cnt2;
    bool isContinuous;
    CardsType(){
        typeId=ERROR;
    }
    bool operator ==(const CardsType& other)const{
        return this->typeId==other.typeId;
    }
    void init(char* _typeStr,int _typeId,int _cnt1,bool _isContinuous,int _cnt2){
        cnt1=_cnt1;
        isContinuous=_isContinuous;
        cnt2=_cnt2;
        typeStr=_typeStr;
        typeId=_typeId;
    }
}; 
 
class CardGroup{
  public:
    vector<Card*> cards;
    CardsType type;
    void calType(){
        int i,n=cards.size();
        //init(typeStr,typeId,cnt1,isContinuous,cnt2)
        if(n==0){
            type.init("不出",14,0,0,0);
            return;
        }
        if(n==2&&cards[0]->value==15&&cards[1]->value==14){
            type.init("王炸",0,0,0,0);
            return;
        }
        //统计同点数牌有多少张 
        int cntFlag[VALUECOUNT]={0};
        for(i=0;i<n;i++){
            cntFlag[cards[i]->value]++;
        }
        //统计点数最多和最少的牌 
        int maxCnt=0,minCnt=4;
        for(i=0;i<VALUECOUNT;i++){ 
            if(maxCnt<cntFlag[i]){
               maxCnt=cntFlag[i];
            }
            if(cntFlag[i]&&minCnt>cntFlag[i]){
               minCnt=cntFlag[i];
            }
        }
        if(n==4&&maxCnt==4){
            type.init("炸dan",1,4,0,0);
            return;
        }
        if(n==1){
            type.init("单牌",2,1,0,0);
            return;
        }
        if(n==2&&maxCnt==2){
            type.init("对子",3,2,0,0);
            return;
        }
        if(n==3&&maxCnt==3){
            type.init("三张 ",4,3,0,0);
            return;
        }
        if(n==4&&maxCnt==3){
            type.init("三带一",5,3,0,1);
            return;
        }
        if(n==5&&maxCnt==3&&minCnt==2){
            type.init("三带一对",6,3,0,2);
            return;
        }
        if(n==6&&maxCnt==4){
            type.init("四带二",7,4,0,1);
            return;
        }
        if(n==8&&maxCnt==4&&minCnt==2){
            type.init("四带二",8,4,0,2);
            return;
        } 
        if(n>=5&&maxCnt==1&&cards[0]->value==cards[n-1]->value+n-1){
            type.init("顺子",9,1,1,0);
            return;
        }
        if(n>=6&&maxCnt==2&&minCnt==2&&cards[0]->value==cards[n-1]->value+n/2-1){
            type.init("连对",10,2,1,0); 
            return;
        }
        int fjCnt;//统计连续且大于3三张的牌 
        for(i=0;i<VALUECOUNT &&cntFlag[i]<3;i++);
        for(fjCnt=0;i<VALUECOUNT &&cntFlag[i]>=3;i++,fjCnt++);
        if(fjCnt>1){
            if(n==fjCnt*3)
                type.init("飞机",11,3,1,0);
            else if(n==fjCnt*4)
                type.init("飞机",12,3,1,1); 
            else if(n==fjCnt*5&&minCnt==2)
                type.init("飞机",13,3,1,2); 
        }
    }
    void init(string inputStr, vector<Card*> &cardsHolded){
        this->cards.clear();
        //不出 
        if(inputStr=="N"){
            this->calType();
            return;
        }
        int i,j;
        //输入合法性判断 
        for(i=0;i<inputStr.size();i++){
            bool find=false;
            for(j=0;toFigure[j];j++){ 
                if(inputStr[i]==toFigure[j]){
                    find=true;
                    break;
                }
            } 
            if(find==false){
                //输入字符不在toFigure中
                return;
            }
        }
        //查找手中有没有这些牌 
        int visitFlag[20]={0};
        for(i=0;i<inputStr.size();i++){
            Card *find=NULL;
            for(j=0;j<cardsHolded.size();j++){
                if(!visitFlag[j]&&cardsHolded[j]->figure==inputStr[i]){
                    visitFlag[j]=1;
                    find=cardsHolded[j];
                    break;
                }
            }
            if(find){
                this->cards.push_back(find);
            }else{
                cout<<inputStr[i];
                cout<<"没有找到\t";
                this->cards.clear();
                return;
            }
        }//end for(i=0;i<inputStr.size();i++) 
        this->arrange();
    }
    void init(vector<Card*> newCards){
        this->cards=newCards;
        this->arrange();
    }
    bool isCanBeat(CardGroup &cardGroup){
        if(cardGroup.type.typeStr=="王炸"){
            return false;
        }else if(this->type.typeStr=="王炸"){
            return true;
        }else if(cardGroup.type==this->type &&this->type.typeStr=="炸dan"){
            return value()>cardGroup.value();
        }else if(cardGroup.type.typeStr=="炸dan"){
            return false;
        }else if(this->type.typeStr=="炸dan"){
            return true;
        }else if(cardGroup.type==this->type &&this->cards.size()==cardGroup.cards.size()){
            return this->value()>cardGroup.value();
        }else{
            return false;
        }
    }
    int value(){
        //计算牌组权值 
        int i;
        if(type.typeStr=="三带一"||type.typeStr=="三带一对"||type.typeStr=="飞机"){
            for(i=2;i<cards.size();i++){
                if(cards[i]->value==cards[i-2]->value){
                    return cards[i]->value;
                }
            }
        }
        if(type.typeStr=="四带二"){
            for(i=3;i<cards.size();i++){
                if(cards[i]->value==cards[i-3]->value){
                    return cards[i]->value;
                }
            }
        }
        return cards[0]->value;
    }
    void arrange(){
        //整理:排序、计算类型 
        sort(this->cards.begin(),this->cards.end(),cmp);
        this->calType();
    }
};
class LastCards{
    static LastCards *lastCards;
  public:
    Player *player;
    CardGroup cardGroup;
    static LastCards* inst(){//单例模式 
        if(lastCards==NULL){
            lastCards=new LastCards();
        }
        return lastCards;
    }
    vector<Card*> findCanBeatFrom(vector<Card*> &cardsHolded){
        //查找能打得过的牌 
        int i,j,k,n=cardsHolded.size(),m=cardGroup.cards.size();
        string typeStr=cardGroup.type.typeStr;
        vector<Card*> ret;
        if(typeStr=="王炸"||n<m){
            //打不过,返回空数组 
            return ret;
        }
        int value=cardGroup.value();
        //统计各点牌出现的次数 
        int cntFlag[VALUECOUNT]={0};
        for(i=0;i<n;i++){ 
            cntFlag[cardsHolded[i]->value]++;
        } 
        int continuousCount=1;
        if(cardGroup.type.isContinuous){
            continuousCount=m/(cardGroup.type.cnt1+cardGroup.type.cnt2);
        }
        bool findFirstFigure;
        //cout<<"continuousCount="<<continuousCount<<endl;
        for(i=value+1;i<VALUECOUNT;i++){
            findFirstFigure=true;
            for(j=0;j<continuousCount;j++){ 
                if(cntFlag[i-j]<cardGroup.type.cnt1){
                    findFirstFigure=false;
                    break;
                }
            }
            if(findFirstFigure){
                ret.clear();
                int firstFigure=i;
                //cout<<"查找"<<cardGroup.type.cnt1<<"个"<<firstFigure+3<<endl;
                for(k=0,j=0;k<cardsHolded.size() &&j<continuousCount;k++){ 
                    if(cardsHolded[k]->value==firstFigure-j){
                        for(int kk=0;j>=0&&kk<cardGroup.type.cnt1;kk++){ 
                            ret.push_back(cardsHolded[k+kk]);
                        } 
                        j++; 
                    }
                } 
                if(cardGroup.type.cnt2>0){
                    int SecondFigures[5];
                    int SecondCount=continuousCount;
                    if(cardGroup.type.typeStr=="四带二")
                        SecondCount=2;
                    bool findSecondFigure=true;
                    for(j=0,k=-1;j<SecondCount &&findSecondFigure;j++){
                        findSecondFigure=false;
                        for(k++;k<VALUECOUNT;k++){
                            SecondFigures[j]=k;
                            if(cntFlag[k]>=cardGroup.type.cnt2 &&cntFlag[k]<cardGroup.type.cnt1){
                                findSecondFigure=true;
                                break;
                            }
                        }
                    }
                    if(findSecondFigure){
                        //cout<<"查找SecondFigure "<<cardGroup.type.cnt2<<"个"<<SecondFigures[0]+3<<endl;
                        //cout<<"SecondCount= "<<SecondCount<<endl;
                        //for(i=0;i<SecondCount;i++)cout<<"SecondFigures["<<i<<"]="<<SecondFigures[i]<<endl;
                        for(i=0;i<SecondCount;i++){ 
                            for(j=0;j<cardsHolded.size();){ 
                                if(cardsHolded[j]->value==SecondFigures[i]){
                                    for(k=0;k<cardGroup.type.cnt2;k++){
                                        //cout<<"添加"<<cardsHolded[j]->value+3<<endl;
                                        ret.push_back(cardsHolded[j+k]);
                                    }
                                    do{
                                        j++;
                                    }while(j<cardsHolded.size()&&cardsHolded[j]->value==SecondFigures[i]);
                                }else{
                                    j++;
                                } 
                            }
                        } 
                        return ret;
                    }//if(findSecondFigure) 
                }//end if(cardGroup.type.cnt2>0)
                else{
                    return ret;
                }
            }//end if(findFirstFigure)
        }//end for(i=value+1;i<VALUECOUNT;i++)
        ret.clear();
        //没牌打得过时查找有没有炸dan 
        if(typeStr!="炸dan"){
            for(i=cardsHolded.size()-1;i>=3;i--){
                if(cardsHolded[i]->value==cardsHolded[i-3]->value){
                    for(j=0;j<4;j++){
                        ret.push_back(cardsHolded[i-j]);
                    }
                    break;
                }
            }
        }
        return ret;   
    }//end vector<Card*> findCanBeatFrom()
};
LastCards* LastCards::lastCards = NULL;
 
class Player{
  public:
    string name;
    vector<Card*> cards;
    void arrange(){
        sort(cards.begin(),cards.end(),cmp);
    }
    void print(){
        cout<<this->name<<":\t";
        for(int i=0;i<cards.size();i++){
            cards[i]->print();
        }
        cout<<"["<<cards.size()<<"]\n";
    }
    vector<Card*> tip(){
        //提示功能,使自己最小一张连最长
        CardGroup ret;
        string temp;
        int j,k,m=cards.size();
        for(j=0;j<m;j++){
            temp="";
            for(k=j;k<m;k++){
                temp+=cards[k]->figure;
            }
            ret.init(temp,cards);
            if(ret.type.typeId!=ERROR){
                return ret.cards;
            }
        }
        ret.cards.clear();
        return ret.cards;
    }
    void chupai(CardGroup &cardGroup){
        //出牌 
        cout<<this->name<<":\t";
        cout<<cardGroup.type.typeStr<<' ';
        for(int i=0;i<cardGroup.cards.size();i++){
            cardGroup.cards[i]->print();
            this->cards.erase(find(this->cards.begin(),this->cards.end(),cardGroup.cards[i])); 
        }
        cout<<"\t["<<this->cards.size()<<"]\n";
        if(cardGroup.type.typeStr!="不出"){
            //记录到 LastCards 中 
            LastCards::inst()->player=this;
            LastCards::inst()->cardGroup.init(cardGroup.cards);
        }
    }
};
 
class Landlords{
    Player *player[PLAYERCOUNT];
    bool finished,youWin,landlordWin;
    int landlordIndex;
    Card *cards[CARDSCOUNT];
  public:
    Landlords(){
        int i,j,k;
        for(i=0;i<PLAYERCOUNT;i++){
            this->player[i]=new Player();
        }
        //54张牌初始化 
        for(k=i=0;i<14;i++){
            if(toFigure[i]==' '){
                continue;
            }
            for(COLOR color=eHEART;color<=eSPADE;color=(COLOR)(color+1)){
                this->cards[k++]=new Card(toFigure[i],color);
            }
        }
        this->cards[k++]=new Card('Y',eSPADE);
        this->cards[k]=new Card('Z',eHEART);
    }
    ~Landlords(){
        for(int i=0;i<PLAYERCOUNT;i++){
            delete this->player[i];
        }
        for(int i=0;i<CARDSCOUNT;i++){
            delete this->cards[i];
        }
    } 
    void init(){
        player[CURRENTPLAYER]->name="Bice";
        player[1]->name="玩家2";
        player[2]->name="玩家3";
        finished=false;
        youWin=false;
        landlordWin=false;
        //抢地主
        landlordIndex=ERROR; 
        while(landlordIndex==ERROR){
            srand((int)time(0));
            shuffle();
            landlordIndex=chooseLandlord();
        }
        cout<<player[landlordIndex]->name<<"\t成为地主\n\n";
        this->add3Cards();
        LastCards::inst()->player=player[landlordIndex];
    }
    void startGame(){
        string inputSrt;
        CardGroup inputCards;
        for(int iTurns=landlordIndex;!finished;iTurns++){
            if(iTurns>=PLAYERCOUNT){
                iTurns=0;
            }
            if(iTurns==CURRENTPLAYER){
                cout<<endl;
                player[iTurns]->print();
                cout<<"输入提示:Z=大王 Y=小王 0=10 输入可无序 例如:JKQ0A9\n请出牌:\t";
                do{
                    cin>>inputSrt;
                    inputCards.init(inputSrt,player[iTurns]->cards);
                }while(check(&inputCards)==false);
            }else{
                if(player[iTurns]==LastCards::inst()->player){
                    //若是上次出牌的是自己,启用提示功能 
                    inputCards.init(player[iTurns]->tip());
                }else{
                    //查找能打得过上家的牌 
                    inputCards.init(LastCards::inst()->findCanBeatFrom(player[iTurns]->cards));
                }
            }
            player[iTurns]->chupai(inputCards);//出牌 
            
            if(player[iTurns]->cards.size()==0){
                //玩家手中没牌了,游戏结束 
                finished=true;
                landlordWin=iTurns==landlordIndex;
                if(landlordWin){
                    youWin=landlordIndex==CURRENTPLAYER;
                }else{
                    youWin=landlordIndex!=CURRENTPLAYER;
                }
            }
        }
        cout<<"\n_________________________ "<<(youWin?"You Win!":"You Lose!")<<" _________________________\n\n";
    }
    void add3Cards(){
        cout<<"地主3张牌:\t";
        for(int i=PLAYERCOUNT*17;i<CARDSCOUNT;i++){
            this->cards[i]->print();
            player[landlordIndex]->cards.push_back(cards[i]);
        }
        cout<<endl;
        player[landlordIndex]->arrange();
    }
    int chooseLandlord(){
        cout<<"\n_________________________ 抢地主 _________________________\n\n";
        int first=-1,last,cnt=0,i,j=rand()%PLAYERCOUNT;
        bool decision;
        for(i=0;i<PLAYERCOUNT;i++,j==2?j=0:j++){
            if(j==CURRENTPLAYER){
                decision=makeChoice("是否抢地主?(Y=抢/N=不抢):");
            }else{ 
                decision=rand()%2;
            }
            if(decision){
                cnt++;
                last=j;
                if(first==-1){
                    first=j;
                }
                cout<<this->player[j]->name<<"\t抢地主\n";
            }else{
                cout<<this->player[j]->name<<"\t没有抢\n";
            }
        }
        if(cnt==0){
            cout<<"没人抢,重新发牌\n";
            return ERROR;
        }
        if(cnt==1){
            //第一轮只有一人抢地主 
            return first;
        }
        else{
            //最后一次争抢 
            if(first==CURRENTPLAYER){
                decision=makeChoice("是否抢地主?(Y=抢/N=不抢):");
            }else{
                decision=rand()%2;
            }
            if(decision){
                cout<<this->player[first]->name<<"\t抢地主\n";
                return first;
            }else{
                cout<<this->player[first]->name<<"\t没有抢\n";
                return last;
            }
        }
    }
    void shuffle(){
        int i,j,k;    
        //洗牌 
        for(i=0;i<CARDSCOUNT;i++){
            swap(this->cards[i],this->cards[rand()%CARDSCOUNT]);
        }
        
        //分牌 
        for(k=i=0;i<PLAYERCOUNT;i++){
            this->player[i]->cards.clear();
            for(j=0;j<17;j++){
                this->player[i]->cards.push_back(this->cards[k++]);
            }
            this->player[i]->arrange();//整理 
            this->player[i]->print();
        }
    }
    bool check(CardGroup *cardGroup){
        if(cardGroup->type.typeId==ERROR){
            cout<<"出牌错误,重新输入\n";
            return false;
        }else if(cardGroup->type.typeStr=="不出"){
            return true;
        }else if(LastCards::inst()->player!=player[CURRENTPLAYER]&&!cardGroup->isCanBeat(LastCards::inst()->cardGroup)){
            cout<<"打不过,重新输入\n";
            return false;
        }else{
            return true;
        }
    }
};
 
int main(){
    Landlords *landlords=new Landlords();
    do{
        landlords->init();//发牌、抢地主 
        landlords->startGame();//游戏开始 
    }while(makeChoice("\n是否继续游戏?(Y=继续/N=结束): "));
    delete landlords;
    return 0;
}
 
bool makeChoice(string tip){
    cout<<tip;
    string input;
    cin>>input;
    return input=="Y"||input=="y";
}
 
bool cmp(Card* a,Card* b){
    //比较两张牌大小 
    if(a->value==b->value){
        return a->color>b->color;
    }else{
        return a->value>b->value;
    }
}
 

3.取火柴

#include <iostream>
#include <windows.h>
#include <cstdlib>
#include <time.h>
using namespace std;
int main(){
    MessageBox(NULL,"游戏规则:\n1.每次只能取1~4根火柴\n2.取到最后一根为败","游戏规则",MB_OK);
    srand(time(0));
    int n=rand()%49+1;
    while(n>0){
        cout << "目前还有火柴" << n << "根\n";
        cout << "=============================\n";
        cout << "你想拿走多少根火柴:";
        int x;
        cin >> x;
        if(x<1||x>4){
            cout << "你犯规了,you lose!!!\n";
            system("pause");
            exit(3322234);
        }
        n-=x;
        if(n<=0){
            cout << "你拿了最后一根!!you lose!!!\n";
            system("pause");
            exit(2356487);
        }
        int x2=rand()%4+1;
        n-=x2;
        cout << "电脑想拿走" << x2 << "根火柴\n";
        cout << "============================\n";
    }
    cout << "you win!!!^_^\n";
    system("pause");
    return 0;
}

4.迷宫

#include <stdio.h>
#include <conio.h>
#include <windows.h>
#include <time.h>
#define Height 25 //迷宫的高度,必须为奇数
#define Width 25 //迷宫的宽度,必须为奇数
#define Wall 1
#define Road 0
#define Start 2
#define End 3
#define Esc 5
#define Up 1
#define Down 2
#define Left 3
#define Right 4
int map[Height+2][Width+2];
void gotoxy(int x,int y) //移动坐标
{
COORD coord;
coord.X=x;
coord.Y=y;
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), coord );
}
void hidden()//隐藏光标
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=0;//赋1为显示,赋0为隐藏
SetConsoleCursorInfo(hOut,&cci);
}
void create(int x,int y) //随机生成迷
{
int c[4][2]={0,1,1,0,0,-1,-1,0}; //四个方向
int i,j,t;
//将方向打乱
for(i=0;i<4;i++)
{
j=rand()%4;
t=c[i][0];c[i][0]=c[j][0];c[j][0]=t;
t=c[i][1];c[i][1]=c[j][1];c[j][1]=t;
}
map[x][y]=Road;
for(i=0;i<4;i++)
if(map[x+2*c[i][0]][y+2*c[i][1]]==Wall)
{
map[x+c[i][0]][y+c[i][1]]=Road;
create(x+2*c[i][0],y+2*c[i][1]);
}
}
int get_key() //接收按键
{
char c;
while(c=getch())
{
if(c==27) return Esc; //Esc
if(c!=-32)continue;
c=getch();
if(c==72) return Up; //上
if(c==80) return Down; //下
if(c==75) return Left; //左
if(c==77) return Right; //右
}
return 0;
}
void paint(int x,int y) //画迷宫
{
gotoxy(2*y-2,x-1);
switch(map[x][y])
{
case Start:
printf("入");break; //画入口
case End:
printf("出");break; //画出口
case Wall:
printf("▇");break; //画墙
case Road:
printf(" ");break; //画路
}
}
void game()
{
int x=2,y=1; //玩家当前位置,刚开始在入口处
int c; //用来接收按键
while(1)
{
gotoxy(2*y-2,x-1);
printf("●"); //画出玩家当前位置
if(map[x][y]==End) //判断是否到达出口
{
gotoxy(30,24);
printf("到达终点,按任意键结束");
getch();
break;
}
c=get_key();
if(c==Esc)
{
gotoxy(0,24);
break;
}
switch(c)
{
case Up: //向上走
if(map[x-1][y]!=Wall)
{
paint(x,y);
x--;
}
break;
case Down: //向下走
if(map[x+1][y]!=Wall)
{
paint(x,y);
x++;
}
break;
case Left: //向左走
if(map[x][y-1]!=Wall)
{
paint(x,y);
y--;
}
break;
case Right: //向右走
if(map[x][y+1]!=Wall)
{
paint(x,y);
y++;
}
break;
}
}
}
int main()
{
int i,j;
srand((unsigned)time(NULL)); //初始化随即种子
hidden(); //隐藏光标
for(i=0;i<=Height+1;i++)
for(j=0;j<=Width+1;j++)
if(i==0||i==Height+1||j==0||j==Width+1) //初始化迷宫
map[i][j]=Road;
else map[i][j]=Wall;
create(2*(rand()%(Height/2)+1),2*(rand()%(Width/2)+1)); //从随机一个点开始生成迷宫,该点行列都为偶数
for(i=0;i<=Height+1;i++) //边界处理
{
map[i][0]=Wall;
map[i][Width+1]=Wall;
}
for(j=0;j<=Width+1;j++) //边界处理
{
map[0][j]=Wall;
map[Height+1][j]=Wall;
}
map[2][1]=Start; //给定入口
map[Height-1][Width]=End; //给定出口
for(i=1;i<=Height;i++)
for(j=1;j<=Width;j++) //画出迷宫
paint(i,j);
game(); //开始游戏
getch();
return 0;
}

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C++写的基于MFC界面的斗地主小游戏源码,内含详细注释,附带了简单的AI出牌规则,放出来供大家参考交流。vs2010编写,vs2015测试可用,理论上vs05及以上都可正常编译运行。 void Judge::MainFlow() { switch(DataCenter::Instance().GetPlayState()) { case EM_LandHolderBorn_PlayState: { //先检查是否已经问完了 //遍历玩家检查是否已经询问过了,如果已经都问过了,则设置叫分最高的为地主 BOOL bAllAsked = TRUE;//是否已经询问完了 vector & vecPlayer = DataCenter::Instance().GetPlayerList(); for (UINT i = 0; i m_nCurHighstScore) { m_nCurHighstScore = vecPlayer[i].GetLandOwerScore(); m_pToBeLandOwer = &vecPlayer;[i]; } if (vecPlayer[i].GetLandOwerScore() SetLandOwer(TRUE); } //然后根据情况执行询问流程 //如果地主已经产生,则跳入下一阶段 if (NULL != DataCenter::Instance().GetLandOwner()) { m_pCurPlayer = NULL; DataCenter::Instance().SetPlayState(EM_WaitPlayer_PlayState); MainFlow(); return; } //如果当前player为空,设置当前player为地主牌得主 if (m_pCurPlayer == NULL) { m_pCurPlayer = DataCenter::Instance().GetLandOwnerCardHolder(); } //对当前玩家执行地主问询 ASSERT(m_pCurPlayer); m_pCurPlayer->ExcuteCallLandOwer(); } break; case EM_WaitPlayer_PlayState: { //如果游戏已经结束,则执行结束逻辑 BOOL bLandOwerWin = FALSE; if (DataCenter::Instance().IsOver(bLandOwerWin)) { if (bLandOwerWin) { AfxMessageBox(_T("地主赢了!")); } else { AfxMessageBox(_T("佃户赢了!")); } DataCenter::Instance().SetPlayState(EM_WaitToStart_PlayState); //将所有玩家明牌 DataCenter::Instance().ShowAllPlayerCard(); RefreshView(); return; } //如果是出牌阶段而当前player为空,设置当前player为地主,并发予底牌 if (m_pCurPlayer == NULL) { m_pCurPlayer = DataCenter::Instance().GetLandOwner(); DataCenter::Instance().SendOutBottomCard(); RefreshView(); } ASSERT(m_pCurPlayer); m_pCurPlayer->ExcuteCallCardPlay(); } break; } } void Judge::CurPlayerCallScore(int nScore) { if (m_pCurPlayer == NULL) { ASSERT(FALSE); return; } //将玩家选择的分数设置给玩家 m_pCurPlayer->SetLandOwerScore(nScore); //如果当前玩家为空,直接返回 if(m_pCurPlayer == NULL) { return; } if (nScore == 3) { //如果玩家叫了三分,直接设为地主 m_pCurPlayer->SetLandOwer(TRUE); } else { //玩家叫的不是三分,则记下玩家叫的分数 m_pCurPlayer->SetLandOwerScore(nScore); } if (nScore == 0) { CString strWord; strWord.Format(_T("不叫")); m_pCurPlayer->Say(strWord); } else { CString strWord; strWord.Format(_T("%d分"), nScore); m_pCurPlayer->Say(strWord); } //玩家叫分后隐藏叫地主按钮 Judge::Instance().ShowCallLandOwerBtn(FALSE); //切换到下一个玩家,流程继续 SwitchToNextPlayer(); MainFlow(); }

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