贪吃蛇小游戏

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头文件:

游戏界面:

#ifndef __UI_H__
#define __UI_H__


struct UI {
	// 边缘宽度(字符宽度)
	int marginTop;
	int marginLeft;

	// 游戏区域的字符个数
	int gameWidth;
	int gameHeight;

	// 整个窗口大小字符宽度/高度
	int windowWidth;
	int windowHeight;

	char *snakeBlock;	// 蛇的显示块
	char *wallBlock;	// 墙的显示块
	char *foodBlock;	// 食物的显示块
	int blockWidth;		// 每个块的宽度,注意,上面几个块的宽度要相等,否则就对不齐了
};

// UI 初始化
struct UI * UIInitialize(int width, int height);

// 显示游戏向导
void UIDisplayWizard(const struct UI *pUI);

// 显示游戏整体,包括墙、右边的信息,不包括蛇和食物的显示
void UIDisplayGameWindow(const struct UI *pUI, int score, int scorePerFood);

// 在x,y处显示食物,x,y都是字符个数
void UIDisplayFoodAtXY(const struct UI *pUI, int x, int y);

// 在x,y处显示蛇的一个结点,x,y都是字符个数
void UIDisplaySnakeBlockAtXY(const struct UI *pUI, int x, int y);

// 清空x,y处的显示块,x,y都是字符个数
void UICleanBlockAtXY(const struct UI *pUI, int x, int y);

// 显示分数信息
void UIDisplayScore(const struct UI *pUI, int score, int scorePerFood);

// 在游戏区域居中显示游戏退出消息
void UIShowMessage(const struct UI *pUI, const char *message);

// 销毁 UI 资源
void UIDeinitialize(struct UI *pUI);

#endif

贪吃蛇本蛇游走:

#ifndef __SNAKE_H__
#define __SNAKE_H__

// 游戏区域坐标(对应到 UI 显示的时候就是字符个数)
struct Position {
	int x;
	int y;
};

// 链表结点
struct Node {
	struct Position position;
	struct Node *pNext;
};

// 蛇朝向
enum Direction {
	UP,
	DOWN,
	LEFT,
	RIGHT
};

// 蛇结构体
struct Snake {
	enum Direction direction;
	struct Node *pBody;
};

// 游戏结构体
struct Game {
	int width;	// 游戏区域宽度(不包括墙,对应到 UI 部分就是字符个数)
	int height;	// 游戏区域高度(不包括墙,对应到 UI 部分就是字符个数)
	int score;	// 当前得分
	int scorePerFood;	// 每个食物得分

	struct Snake snake;	// 蛇
	struct Position foodPosition;	// 当前食物坐标
};

#endif

创建游戏:

#ifndef __GAME_H__
#define __GAME_H__

#include "Snake.h"

// 创建并初始化游戏
struct Game * CreateGame();
// 开始游戏
void StartGame(struct Game *pGame);
// 销毁游戏资源
void DestroyGame(struct Game *pGame);

#endif

.C文件:

游戏界面:

#define _CRT_SECURE_NO_WARNINGS

#include "UI.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <windows.h>

// 移动光标到x,y处,注意,这里是相对整个屏幕的,而不是游戏区域的
static void _SetPos(int x, int y);

// 显示墙
static void _DisplayWall(const struct UI *pUI);

// 显示右侧信息
static void _DisplayDesc(const struct UI *pUI);

// 将游戏盘的x,y坐标转换为相对整个屏幕的x,y,也就是把字符个数转成最后的字符宽度
static void _CoordinatePosAtXY(const struct UI *pUI, int x, int y);

// 重置光标到屏幕下方,主要是为了显示的美观
static void _ResetCursorPosition(const struct UI *pUI);


struct UI * UIInitialize(int width, int height)
{
	const int left = 2;
	const int top = 2;
	const int descWidth = 50;

	struct UI *pUI = (struct UI *)malloc(sizeof(struct UI));
	pUI->gameWidth = width;
	pUI->gameHeight = height;
	pUI->marginLeft = left;
	pUI->marginTop = top;
	pUI->windowHeight = top + height + 2 + 3;
	pUI->foodBlock = "█";
	pUI->snakeBlock = "█";
	pUI->wallBlock = "█";
	pUI->blockWidth = strlen(pUI->wallBlock);
	pUI->windowWidth = left + (width + 2) * pUI->blockWidth + descWidth;

	char modeCommand[1024];
	sprintf(modeCommand, "mode con cols=%d lines=%d", pUI->windowWidth, pUI->windowHeight);
	system(modeCommand);

	return pUI;
}

void UIDisplayWizard(const struct UI *pUI)
{
	int i;
	const char *messages[3] = {
		"欢迎来到贪吃蛇小游戏",
		"用↑.↓.←.→分别控制蛇的移动, F1为加速,F2为减速。",
		"加速将能得到更高的分数。"
	};

	i = 0;
	_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2);
	printf("%s\n", messages[i]);
	_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2 + 2);
	system("pause");
	system("cls");

	i = 1;
	_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2);
	printf("%s\n", messages[i]);

	i = 2;
	_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2 + 2);
	printf("%s\n", messages[i]);
	_SetPos(pUI->windowWidth / 2 - strlen(messages[i]) / 2, pUI->windowHeight / 2 + 4);
	system("pause");
	system("cls");
}

void UIDisplayGameWindow(const struct UI *pUI, int score, int scorePerFood)
{
	_DisplayWall(pUI);
	UIDisplayScore(pUI, score, scorePerFood);
	_DisplayDesc(pUI);

	_ResetCursorPosition(pUI);
}

void UIDisplayFoodAtXY(const struct UI *pUI, int x, int y)
{
	_CoordinatePosAtXY(pUI, x, y);
	printf(pUI->foodBlock);

	_ResetCursorPosition(pUI);
}

void UIDisplaySnakeBlockAtXY(const struct UI *pUI, int x, int y)
{
	_CoordinatePosAtXY(pUI, x, y);
	printf(pUI->snakeBlock);

	_ResetCursorPosition(pUI);
}

void UICleanBlockAtXY(const struct UI *pUI, int x, int y)
{
	_CoordinatePosAtXY(pUI, x, y);
	int i;

	for (i = 0; i < pUI->blockWidth; i++) {
		printf(" ");
	}

	_ResetCursorPosition(pUI);
}

void UIDisplayScore(const struct UI *pUI, int score, int scorePerFood)
{
	int blockWidth = strlen(pUI->wallBlock);
	int left = pUI->marginLeft + (pUI->gameWidth + 2) * blockWidth + 2;
	_SetPos(left, pUI->marginTop + 8);
	printf("得分: %3d,每个食物得分: %3d", score, scorePerFood);

	_ResetCursorPosition(pUI);
}

void UIShowMessage(const struct UI *pUI, const char *message)
{
	// 左填充宽度 + (1(左边界个数)+游戏区域的个数/2) * 每个字符的宽度
	// - 字符串的宽度 / 2
	_SetPos(
		pUI->marginLeft + (
		(1 + pUI->gameWidth / 2) * pUI->blockWidth)
		- strlen(message) / 2,
		pUI->marginTop + 1 + pUI->gameHeight / 2);
	printf("%s\n", message);

	_ResetCursorPosition(pUI);
}

void UIDeinitialize(struct UI *pUI)
{
	free(pUI);
}

static void _DisplayWall(const struct UI *pUI)
{
	int left = pUI->marginLeft;
	int top = pUI->marginTop;
	int width = pUI->gameWidth;
	int height = pUI->gameHeight;
	int blockWidth = pUI->blockWidth;
	int i;

	// 上
	_SetPos(left, top);
	for (i = 0; i < width + 2; i++) {
		printf("%s", pUI->wallBlock);
	}

	// 下
	_SetPos(left, top + 1 + height);
	for (i = 0; i < width + 2; i++) {
		printf("%s", pUI->wallBlock);
	}

	// 左
	for (i = 0; i < height + 2; i++) {
		_SetPos(left, top + i);
		printf("%s", pUI->wallBlock);
	}

	// 右
	for (i = 0; i < height + 2; i++) {
		_SetPos(left + (1 + width) * blockWidth, top + i);
		printf("%s", pUI->wallBlock);
	}
}

static void _DisplayDesc(const struct UI *pUI)
{
	int left = pUI->marginLeft + (pUI->gameWidth + 2) * pUI->blockWidth + 2;
	const char *messages[] = {
		"不能穿墙,不能咬到自己。",
		"用 ↑ ↓ ← → 分别控制蛇的移动。",
		"F1 为加速,F2 为减速。",
		"ESC 退出游戏。 SPACE 暂停游戏。",
		"版权 @比特科技"
	};
	int i;

	for (i = 0; i < sizeof(messages) / sizeof(char *); i++) {
		_SetPos(left, pUI->marginTop + 10 + i);
		printf("%s\n", messages[i]);
	}
}

static void _SetPos(int x, int y)
{
	COORD position = { x, y };
	HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(hOutput, position);
}

static void _CoordinatePosAtXY(const struct UI *pUI, int x, int y)
{
	_SetPos(pUI->marginLeft + (1 + x) * pUI->blockWidth,
		pUI->marginTop + 1 + y);
}

static void _ResetCursorPosition(const struct UI *pUI)
{
	_SetPos(0, pUI->windowHeight - 1);
}

游戏设计:

#include "Game.h"
#include "UI.h"
#include <stdlib.h>
#include <stdbool.h>
#include <Windows.h>



static void _Pause();

static void _InitializeSnake(struct Snake *pSnake)
{
}

static int _IsOverlapSnake(const struct Snake *pSnake, int x, int y)
{
}

static void _GenerateNewFood(struct Game *pGame)
{
}


struct Game * CreateGame()
{
	struct Game *pGame = (struct Game *)malloc(sizeof(struct Game));
	// TODO: 异常处理
	pGame->width = 28;
	pGame->height = 27;
	pGame->score = 0;
	pGame->scorePerFood = 10;

	// 关于蛇的初始化和放置食物部分,感兴趣的同学可以做扩展练习
	_InitializeSnake(&pGame->snake);
	_GenerateNewFood(pGame);

	return pGame;
}

static void _DisplaySnake(const struct UI *pUI, const struct Snake *pSnake)
{
}

static struct Position _GetNextPosition(const struct Snake *pSnake)
{
	struct Position nextPosition = { 0 };
	
	return nextPosition;
}

static int _IsWillEatFood(struct Position foodPosition, struct Position nextPosition)
{
}

static void _GrowAndMoveAndDisplay(const struct UI *pUI, 
			struct Snake *pSnake, 
			struct Position nextPosition)
{
}

static void _UpdateScoreAndDisplay(const struct UI *pUI, struct Game *pGame)
{
}


static void _AddHeadAndDisplay(const struct UI *pUI, struct Snake *pSnake,
struct Position nextPosition)
{
}

static void _RemoveTailAndDisplay(const struct UI *pUI, struct Snake *pSnake)
{
}

static void _MoveAndDisplay(const struct UI *pUI, struct Snake *pSnake, 
			struct Position nextPosition)
{
}

static int _IsKilledByWall(const struct Snake *pSnake, int width, int height)
{
}

static int _IsKilledBySelf(const struct Snake *pSnake)
{
}

static void _HandleDirection(struct Snake *pSnake)
{
	if (GetAsyncKeyState(VK_UP)) {
		if (pSnake->direction != DOWN) {
			pSnake->direction = UP;
		}
	}
	else if (GetAsyncKeyState(VK_DOWN)) {
		if (pSnake->direction != UP) {
			pSnake->direction = DOWN;
		}
	}
	else if (GetAsyncKeyState(VK_LEFT)) {
		if (pSnake->direction != RIGHT) {
			pSnake->direction = LEFT;
		}
	}
	else if (GetAsyncKeyState(VK_RIGHT)) {
		if (pSnake->direction != LEFT) {
			pSnake->direction = RIGHT;
		}
	}
}

void StartGame(struct Game *pGame)
{
	struct UI *pUI = UIInitialize(pGame->width, pGame->height);

	UIDisplayWizard(pUI);
	UIDisplayGameWindow(pUI, pGame->score, pGame->scorePerFood);
	UIDisplayFoodAtXY(pUI, pGame->foodPosition.x, pGame->foodPosition.y);
	_DisplaySnake(pUI, &pGame->snake);

	while (1) {
		// 方向
		_HandleDirection(&pGame->snake);

		if (GetAsyncKeyState(VK_ESCAPE)) {
			break;
		}

		if (GetAsyncKeyState(VK_SPACE)) {
			_Pause();
		}

		struct Position nextPosition = _GetNextPosition(&pGame->snake);
		if (_IsWillEatFood(pGame->foodPosition, nextPosition)) {
			_GrowAndMoveAndDisplay(pUI, &pGame->snake, nextPosition);
			_UpdateScoreAndDisplay(pUI, pGame);
			_GenerateNewFood(pGame);
			UIDisplayFoodAtXY(pUI, pGame->foodPosition.x, pGame->foodPosition.y);
		} else {
			_MoveAndDisplay(pUI, &pGame->snake, nextPosition);
		}

		if (_IsKilledByWall(&pGame->snake, pGame->width, pGame->height)) {
			break;
		}
		else if (_IsKilledBySelf(&pGame->snake)) {
			break;
		}

		Sleep(300);
	}

	UIShowMessage(pUI, "游戏结束");

	UIDeinitialize(pUI);
}

static void _DestroySnake(struct Snake *pSnake)
{
}

void DestroyGame(struct Game *pGame)
{
	struct Node *pNode, *pNext;
	
	_DestroySnake(&pGame->snake);

	free(pGame);
}

static void _Pause()
{
	while (1)
	{
		Sleep(300);
		if (GetAsyncKeyState(VK_SPACE))
		{
			break;
		}
	}
}

主函数:

#include <stdlib.h>
#include <time.h>
#include "Game.h"
#include "UI.h"

int main(int argc, const char *argv[])
{
	// 设置根据当前时间戳设置随机种子
	srand((unsigned int)time(NULL));

	struct Game *pGame = CreateGame();

	StartGame(pGame);

	DestroyGame(pGame);

	system("pause");

	return 0;
}



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