基于easyx库的C/C++游戏编程实例-贪吃蛇|

贪吃蛇|双人贪吃蛇游戏设计

1.设计物体结构

蛇结构:

struct SnakePlayer
{
	int size;
	int r;
	int dir;
	int speed;
	POINT pos[SNAKE_SIZE];
	bool live;
	int score;
}snake;

食物结构:

struct Food
{
	int x;
	int y;
	int r;
	bool flag;
	DWORD color;
}food,foodtest[FOOD_SIZE];
2.游戏初始化
void GameInit()
{
	//播放背景音乐
	mciSendString(_T("open ./res/Snake_BGM.mp3 alias BGM"), 0, 0, 0);
	mciSendString(_T("play BGM repeat"), 0, 0, 0);
	//创建一个窗口,控制窗口台是自动创建的,图形窗口是需要自己手动创建的(后加 SHOWCONSOLE)
	initgraph(WIN_WIDTH, WIN_HEIGHT);
	//加载开始界面
	loadimage(&bg, _T("./res/Snake_Background.jpg"));
	putimage(0, 0, &bg);
	//让随机数每次进入时都不同,只调用一次!!!
	srand(GetTickCount());
	//开始界面
	setbkmode(TRANSPARENT);//设置透明背景
	settextcolor(GREEN);
	settextstyle(60, 0, _T("黑体"));
	outtextxy(WIDTH / 2, HEIGHT / 2 - 70,_T("贪吃蛇" ));
	settextstyle(20, 0, _T("黑体"));
	outtextxy(WIDTH / 2 + 30, HEIGHT / 2 + 20, _T("按'C'开始游戏" ));
	while (!GetAsyncKeyState('C'));
	//蛇初始状态
	snake.size = SIZE_BEGIN;
	snake.r = R_BEGIN;
	snake.dir = RIGHT;
	snake.speed=SPEED_MIN;
	snake.live = true;
	snake.score = 0;
	for (int i = 0; i < snake.size; i++)
	{
		snake.pos[i].x = X_BEGIN - 10 * i;
		snake.pos[i].y = Y_BEGIN;
	}
	//产生食物
	ProduceFood();
}
3.游戏界面加载
void GameDraw()
{
	BeginBatchDraw();
	setbkcolor(RGB(28, 115, 119));
	cleardevice();//是用当前背景色清空屏幕,并将当前点移至 (0, 0),EASYX自带

	//游戏外界面
	settextcolor(GREEN);
	settextstyle(50, 0, _T("黑体"));
	outtextxy(WIDTH + 10, 20, _T("贪吃蛇" ));
	settextstyle(20, 0, _T("黑体"));
	outtextxy(WIDTH + 10, 120, _T("开始/继续游戏——C"));
	outtextxy(WIDTH + 10, 150, _T("重新开始——M"));
	outtextxy(WIDTH + 10, 180, _T("暂停游戏——空格"));
	outtextxy(WIDTH + 10, 210,_T("上——W或↑"));
	outtextxy(WIDTH + 10, 240,_T("下——S或↓"));
	outtextxy(WIDTH + 10, 270, _T("左——A或←"));
	outtextxy(WIDTH + 10, 300,_T("右——D或→"));
	outtextxy(WIDTH + 10, 330, _T("加速——B"));

	//line(0, HEIGHT, WIDTH, HEIGHT);//画直线
	rectangle(0, 0, WIDTH, HEIGHT);//画矩形边框

	settextcolor(BLACK);
	settextstyle(20, 0, _T("黑体"));
	outtextxy(10, HEIGHT + 5,_T("当前分数:"));

	char t[SNAKE_SIZE];
	sprintf_s(t, "%d", snake.score);
	outtextxy(140, HEIGHT + 5, *t);

	for (int i = 0; i < snake.size; i++)
	{
		setfillcolor(RED);
		solidcircle(snake.pos[i].x, snake.pos[i].y, snake.r);
	}
	if (food.flag)
	{
		setfillcolor(food.color);
		solidcircle(food.x, food.y, food.r);
	}
	/*//测试用
	for (int j = 0; j < FOOD_SIZE; j++)
	{
		if (foodtest[j].flag)
		{
			setfillcolor(foodtest[j].color);
			solidcircle(foodtest[j].x, foodtest[j].y, foodtest[j].r);
		}
	}*/
	EndBatchDraw();
}
4.随机生成一个食物
void ProduceFood()
{
	food.r = rand() % 3 + 7;
	//随机生成食物位置,不能在蛇的身体上
	food.x = rand() % (WIDTH - 30) + food.r;
	food.y = rand() % (HEIGHT - 30) + food.r;
	while(1)
	{
		int i = 0;
		for(; i < snake.size; i++)
		{
			if (snake.pos[i].x + snake.r >= food.x - food.r && snake.pos[i].x - snake.r <= food.x + food.r
				&& snake.pos[i].y + snake.r >= food.y - food.r && snake.pos[i].y - snake.r <= food.y + food.r)
			{
				food.x = rand() % (WIDTH - 30) + food.r;
				food.y = rand() % (HEIGHT - 30) + food.r;
				break;
			}
		}
		if (i == snake.size)
			break;
	}
	//随机生成食物颜色,不能与背景相同
	food.color = RGB(rand() % 256, rand() % 256, rand() % 256);
	while (food.color == RGB(28, 115, 119))
	{
		food.color = RGB(rand() % 256, rand() % 256, rand() % 256);
	}
	food.flag = true;
}
5.蛇吃食物机制
void EatFood()
{
	if (food.flag && snake.pos[0].x+snake.r > food.x - food.r && snake.pos[0].x - snake.r < food.x + food.r
		&& snake.pos[0].y + snake.r > food.y - food.r && snake.pos[0].y - snake.r < food.y + food.r)
	{
		food.flag = false;
		snake.size++;
		snake.score++;
	}
	if (!food.flag)
	{
		ProduceFood();
	}
}
6.控制蛇移动

蛇移动机制:

void SnakeMove()
{
	//蛇的身体移动
	for (int i = snake.size - 1; i > 0; i--)
	{
		//Sleep(1);
		snake.pos[i] = snake.pos[i - 1];
	}
	//碰墙死亡机制
	switch (snake.dir)
	{
	case UP:
		snake.pos[0].y -= snake.speed;
		break;
	case DOWN:
		snake.pos[0].y += snake.speed;
		break;
	case LEFT:
		snake.pos[0].x -= snake.speed;
		break;
	case RIGHT:
		snake.pos[0].x += snake.speed;
		break;
	}
	//穿墙所需机制
	/*
	switch (snake.dir)
	{
	case UP:
		snake.pos[0].y -= speed;
		if (snake.pos[0].y < 0)
		{
			snake.pos[0].y = HEIGHT;
		}
		break;
	case DOWN:
		snake.pos[0].y += speed;
		if (snake.pos[0].y > HEIGHT)
		{
			snake.pos[0].y = 0;
		}
		break;
	case LEFT:
		snake.pos[0].x -= speed;
		if (snake.pos[0].x < 0)
		{
			snake.pos[0].x = WIDTH;
		}
		break;
	case RIGHT:
		snake.pos[0].x += speed;
		if (snake.pos[0].x > WIDTH)
		{
			snake.pos[0].x = 0;
		}
		break;
	}*/
}

按键控制:

void KeyCtrl()
{
	//Windows函数,	非阻塞
	//按键大写可检测到大小写,小写都检测不到
	//按键需要顺序+else if,这样目前检测连续按不能往回走
	if (GetAsyncKeyState(VK_UP) || GetAsyncKeyState('W'))
	{
		if (snake.dir != DOWN)
		{
			snake.dir = UP;
		}
	}
	else if (GetAsyncKeyState(VK_LEFT) || GetAsyncKeyState('A'))
	{
		if (snake.dir != RIGHT)
		{
			snake.dir = LEFT;
		}
	}
	else if (GetAsyncKeyState(VK_DOWN) || GetAsyncKeyState('S'))
	{
		if (snake.dir != UP)
		{
			snake.dir = DOWN;
		}
	}
	else if (GetAsyncKeyState(VK_RIGHT) || GetAsyncKeyState('D'))
	{
		if (snake.dir != LEFT)
		{
			snake.dir = RIGHT;
		}
	}

	if (GetAsyncKeyState('B'))
	{
		snake.speed += SPEED_GAP;
		if (snake.speed>= SPEED_MAX)
		{
			snake.speed = SPEED_MIN;
		}
	}
	if (GetAsyncKeyState(VK_SPACE))
	{
		while (!GetAsyncKeyState('C'));
	}
}
7.蛇碰撞死亡机制

bool Bump()
{
	//碰身体死亡
	for (int i = 4; i < snake.size; i++)	//最小情况为4
	{
		if (snake.pos[0].x == snake.pos[i].x && snake.pos[0].y == snake.pos[i].y)
		{
			//snake.live = false;
			return false;
		}
	}
	//碰墙死亡
	if (snake.dir == LEFT && snake.pos[0].x - snake.r<0 || snake.dir == RIGHT && snake.pos[0].x + snake.r>WIDTH
		|| snake.dir == UP && snake.pos[0].y - snake.r<0 || snake.dir == DOWN && snake.pos[0].y + snake.r>HEIGHT)
	{
		//snake.live = false;
		return false;
	}
	return true;	//	默认true,可不写
}
8.执行
int main()
{
	while (1)
	{
		GameInit();
		while (1)
		{
			//Producefoodtest();
			GameDraw();
			EatFood();
			KeyCtrl();
			SnakeMove();
			FlushBatchDraw();
			Sleep(100);	//可以让速度更慢
			if (!Bump() || GetAsyncKeyState('M'))
				break;
		}
		//播放死亡时的背景音乐
		mciSendString(_T("close BGM"), 0, 0, 0);
		mciSendString(_T("open ./res/Snake_Dead.mp3"), 0, 0, 0);
		mciSendString(_T("play ./res/Snake_Dead.mp3"), 0, 0, 0);

		settextcolor(RED);
		settextstyle(40, 0, _T("黑体"));
		outtextxy(WIDTH + 7, 400, _T("GAME OVER!"));
		settextstyle(20, 0, _T("黑体"));
		outtextxy(WIDTH + 10, 450, _T("获得总分:"));
		settextstyle(30, 0, _T("黑体"));
		char t[SNAKE_SIZE];
		sprintf_s(t, "%d", snake.score);
		outtextxy(WIDTH + 140, 445, *t);

		while (!GetAsyncKeyState('M'));
		//停住播放。不能和play相邻,它会立即关闭,因为程序执行太快!
		mciSendString(_T("close ./res/Snake_Dead.mp3"), 0, 0, 0);
	}
	return 0;
}

结果演示视频:

可见,我还对游戏画面进行了优化,添加了文字描述,画面较为美观。

基于此设计,我们可以衍生出双人贪吃蛇的游戏设计,这只不过是在贪吃蛇设计上添加一个蛇,再修改一下碰撞机制,比如说双方碰撞检测:


    	for (int k = 1; k < snake[i].size; k++)
		{
			if (i + 1 < SNAKE_NUM&&snake[i].live && snake[i+1].live)
			{
				if (snake[i].pos[0].x - snake[i].r < snake[i + 1].pos[k].x + snake[i].r && snake[i].pos[0].x + snake[i].r > snake[i + 1].pos[k].x - snake[i].r
					&& snake[i].pos[0].y - snake[i].r < snake[i + 1].pos[k].y + snake[i].r && snake[i].pos[0].y + snake[i].r > snake[i + 1].pos[k].y - snake[i].r)
				{
					snake[i].live = false;
					DeadFood(i);
				}
			}
			if ((i - 1) >= 0&&snake[i].live && snake[i - 1].live)
			{
				if (snake[i].pos[0].x - snake[i].r < snake[i - 1].pos[k].x + snake[i].r && snake[i].pos[0].x + snake[i].r > snake[i - 1].pos[k].x - snake[i].r
					&& snake[i].pos[0].y - snake[i].r < snake[i - 1].pos[k].y + snake[i].r && snake[i].pos[0].y + snake[i].r > snake[i - 1].pos[k].y - snake[i].r)
				{
					snake[i].live = false;
					DeadFood(i);
				}
			}
		}

还可以添加一些玩法,增加游戏的可玩性。此外,可以设计游戏初始画面和结束画面,添加鼠标控制等。以下是我的双人贪吃蛇设计:

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