智能贪吃蛇

#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
#include <math.h>
//#include <unistd.h>
#include <conio.h>
#include <string.h>
#include <time.h>
void food();
void show();
void move();
void turn();
void check();
void ini();
void calculate();
int movable[4] = { 0, 1, 1, 0 }; //数组的下标表示方向,0123分别表示上下左右,下同
int distance[4] = { 9999, 9999, 9999, 9999 };
int dy[4] = { 0, 1, 0, -1 };
int dx[4] = { -1, 0, 1, 0 };
int sum = 5; //蛇总长度
int over = 0;
int speed;
int foodx, foody; //食物的坐标
char map[17][17];

struct snake {
int x, y; //身体坐标
int dir; //方向(只有蛇头的方向是有用的)
} A[100];

void ini() { //初始化界面
speed = 500;
over = 0;
sum = 5;
movable[0] = 0; movable[1] = 1; movable[2] = 1; movable[3] = 0;
distance[0] = 9999; distance[1] = 9999; distance[2] = 9999; distance[3] = 9999;
int i, j;
for (i = 0; i < 100; i++) { //初始化蛇头和蛇身的数据
A[i].dir = 0;
A[i].x = 0;
A[i].y = 0;
}
A[0].x = 1; A[0].y = 1; //地图左上角设置一条长度为5的蛇
A[1].x = 1; A[1].y = 2;
A[2].x = 1; A[2].y = 3;
A[3].x = 1; A[3].y = 4;
A[4].x = 1; A[4].y = 5; A[4].dir = 1;
srand(time(0));
for (i = 0; i < 17; i++) { //设置地图
for (j = 0; j < 17; j++) {
map[i][j] = ‘’;
}
}
for (i = 1; i < 16; i++) {
for (j = 1; j < 16; j++) {
map[i][j] = ’ ';
}
}
//map[6][5] = '
’; map[6][6] = ‘’; map[6][7] = '’;
//map[7][5] = ‘’; map[7][7] = '’;
map[A[4].x][A[4].y] = ‘H’; //设置蛇头
for (i = 0; i < sum - 1; i++) { //设置蛇身
map[A[i].x][A[i].y] = ‘X’;
}
food();
calculate();
}

void show() { //显示界面
int i, j, x, y;
for (i = 0; i < 17; i++) { //显示界面
for (j = 0; j < 17; j++) {
printf("%c", map[i][j]);
}
printf("\n");
}
while (1) {
Sleep(speed); //界面刷新速度
turn();
move();
if (over) { //设置蛇死掉后可以进行的操作
while (1) {
char ch = _getch();
if (ch == 113) { //输入‘q’结束
return;
}
else if (ch == 114) { //输入‘r’重新开始
ini();
break;
}
}
}
system(“cls”); //清屏
for (i = 0; i < 17; i++) { //重新显示界面
for (j = 0; j < 17; j++) {
printf("%c", map[i][j]);
}
printf("\n");
}
calculate(); //计算并记录蛇头与食物距离
}
}

void food() { //生成食物
int x, y;
while (1) {
x = (int)(15 * rand() / (RAND_MAX + 1.0)); //随机产生一组食物坐标
y = (int)(15 * rand() / (RAND_MAX + 1.0));
if (map[x][y] == ’ ') { //如果是空格则在该处生成食物
map[x][y] = ‘O’;
foodx = x; //记录食物坐标
foody = y;
break;
}
}
}

void move() { //蛇移动
int i, x, y;
int t = sum; //t记录当前蛇总长度
check(); //移动前检查按当前方向移动一步后的情况
if (t == sum) { //没有吃到苹果
for (i = 0; i < sum - 1; i++) {
if (i == 0) { //蛇尾坐标处变成空格,把蛇尾坐标变成前一个蛇身的坐标
map[A[i].x][A[i].y] = ’ ';
A[i].x = A[i + 1].x;
A[i].y = A[i + 1].y;
}
else { //每个蛇身坐标都变为它前一个蛇身的坐标
A[i].x = A[i + 1].x;
A[i].y = A[i + 1].y;
}
map[A[i].x][A[i].y] = ‘X’; //把地图上蛇身坐标处的字符设置成‘X’
}
A[sum - 1].x = A[sum - 1].x + dx[A[sum - 1].dir]; //蛇头按当前方向移动一格
A[sum - 1].y = A[sum - 1].y + dy[A[sum - 1].dir];
map[A[sum - 1].x][A[sum - 1].y] = ‘H’; //把地图上蛇头坐标处的字符设置成‘H’
}
else { //吃到苹果(sum会加1)
map[A[sum - 2].x][A[sum - 2].y] = ‘X’; //把地图上原蛇头坐标处的字符设置成‘X’
A[sum - 1].x = A[sum - 2].x + dx[A[sum - 2].dir]; //新蛇头的坐标是原蛇头沿当前方向移动一格后的坐标
A[sum - 1].y = A[sum - 2].y + dy[A[sum - 2].dir];
A[sum - 1].dir = A[sum - 2].dir; //新蛇头方向为原蛇头的方向
map[A[sum - 1].x][A[sum - 1].y] = ‘H’; //把地图上蛇头坐标处的字符设置成‘H’
food();
}
for(i = 0; i < 4; i++) { //记录下能走的方向
x = A[sum - 1].x + dx[i];
y = A[sum - 1].y + dy[i];
if(map[x][y] == ’ ’ || map[x][y] == ‘O’) {
movable[i] = 1; //能走就把对应方向的值设置为1
} else {
if(x != A[0].x || y != A[0].y) {
movable[i] = 0; //不能走就把对应方向的值设置为0
} else {
movable[i] = 1;
}
}
}
}

void check() { //检查是否死亡或者吃到食物
int x, y, i, j;
x = A[sum - 1].x + dx[A[sum - 1].dir]; //记录按当前方向移动一格后蛇头的坐标
y = A[sum - 1].y + dy[A[sum - 1].dir];
if (map[x][y] == '’ || map[x][y] == ‘X’) { //如果地图上该坐标处字符为‘’或‘X’就死亡
if (x != A[0].x || y != A[0].y) { //蛇尾除外
map[8][4] = ‘G’; map[8][5] = ‘A’; map[8][6] = ‘M’; map[8][7] = ‘E’; //输出“GAME OVER”
map[8][9] = ‘O’; map[8][10] = ‘V’; map[8][11] = ‘E’; map[8][12] = ‘R’;
map[8][8] = ’ ';
system(“cls”);
for (i = 0; i < 17; i++) {
for (j = 0; j < 17; j++) {
printf("%c", map[i][j]);
}
printf("\n");
}
printf(“Input ‘r’ to restart\nInput ‘q’ to quit\n”);
over = 1;
}
}
else if (map[x][y] == ‘O’) { //吃到苹果
sum++; //蛇身总长加1
speed = ((600 - sum * 20)>100) ? (600 - sum * 20) : 100; //速度加快
}
}

void turn() { //转弯
int i, k = 0;
for(i = 1; i < 4; i++) { //找到走一步后离食物距离最短的方向
if(distance[k] > distance[i]) {
k = i;
}
}
switch (k) { //把把蛇头方向改为该方向
case 0: A[sum - 1].dir = (A[sum - 1].dir == 2)?2:0; break;
case 1: A[sum - 1].dir = (A[sum - 1].dir == 3)?3:1; break;
case 2: A[sum - 1].dir = (A[sum - 1].dir == 0)?0:2; break;
case 3: A[sum - 1].dir = (A[sum - 1].dir == 1)?1:3; break;
}
}

void calculate() { //计算并记录蛇头与食物距离
int i = 0, x, y;
for(i = 0; i < 4; i++) {
if(movable[i] == 1) { //如果该方向能走,则记录下沿该方向走一步后与食物的距离
x = A[sum - 1].x + dx[i];
y = A[sum - 1].y + dy[i];
distance[i] = abs(foodx-x)+abs(foody-y);
} else { //如果不能走则把距离设置为9999
distance[i] = 9999;
}
}
}

int main() {
printf(“你只需要静静地看着它跑\n”);
printf(“按任意键开始\n”);
char ch = _getch();
system(“cls”);
ini();
show();
return 0;
}

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好的,我可以用Java语言编写一个简单的贪吃蛇游戏示例,以下是代码: ``` java import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AIGreedySnake extends JPanel implements ActionListener { private final int WIDTH = 600; private final int HEIGHT = 500; private final int BOX_SIZE = 20; private final int TOTAL_BOXES = (WIDTH * HEIGHT) / (BOX_SIZE * BOX_SIZE); private int[] snakeX = new int[TOTAL_BOXES]; private int[] snakeY = new int[TOTAL_BOXES]; private int snakeLength = 3; private int foodX; private int foodY; private boolean isRunning = false; private Timer timer; private AIGreedySnake() { setPreferredSize(new Dimension(WIDTH, HEIGHT)); setBackground(Color.black); setFocusable(true); setLayout(null); addKeyListener(new TAdapter()); initGame(); } private void initGame() { snakeLength = 3; snakeX[0] = WIDTH / 2; snakeY[0] = HEIGHT / 2; snakeX[1] = snakeX[0] + BOX_SIZE; snakeY[1] = snakeY[0]; snakeX[2] = snakeX[1] + BOX_SIZE; snakeY[2] = snakeY[1]; generateFood(); isRunning = true; timer = new Timer(140, this); timer.start(); } private void generateFood() { int random = (int) (Math.random() * (TOTAL_BOXES - snakeLength)); int foodIndex = 0; for (int i = 0; i < TOTAL_BOXES; i++) { boolean isSnakeSegment = false; for (int j = 0; j < snakeLength; j++) { if (i == snakeIndex(j)) { isSnakeSegment = true; } } if (!isSnakeSegment) { if (foodIndex == random) { foodX = (i % (WIDTH / BOX_SIZE)) * BOX_SIZE; foodY = (i / (WIDTH / BOX_SIZE)) * BOX_SIZE; break; } foodIndex++; } } } public void actionPerformed(ActionEvent e) { if (isRunning) { moveSnake(); checkCollisions(); repaint(); } } private void moveSnake() { for (int i = snakeLength; i > 0; i--) { snakeX[i] = snakeX[i - 1]; snakeY[i] = snakeY[i - 1]; } snakeX[0] += BOX_SIZE; } private void checkCollisions() { if (snakeX[0] == foodX && snakeY[0] == foodY) { snakeLength++; generateFood(); } for (int i = snakeLength; i > 0; i--) { if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) { isRunning = false; } } if (snakeX[0] >= WIDTH || snakeY[0] >= HEIGHT || snakeX[0] < 0 || snakeY[0] < 0) { isRunning = false; } } private int snakeIndex(int i) { return snakeY[i] / BOX_SIZE * (WIDTH / BOX_SIZE) + snakeX[i] / BOX_SIZE; } public void paintComponent(Graphics g) { super.paintComponent(g); drawSnake(g); drawFood(g); } private void drawSnake(Graphics g) { g.setColor(Color.green); for (int i = 0; i < snakeLength; i++) { g.fillRect(snakeX[i], snakeY[i], BOX_SIZE, BOX_SIZE); } } private void drawFood(Graphics g) { g.setColor(Color.red); g.fillRect(foodX, foodY, BOX_SIZE, BOX_SIZE); } private class TAdapter extends KeyAdapter { public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if ((key == KeyEvent.VK_LEFT || key == KeyEvent.VK_A) && snakeX[1] != snakeX[0] - BOX_SIZE) { snakeX[0] -= BOX_SIZE; } else if ((key == KeyEvent.VK_RIGHT || key == KeyEvent.VK_D) && snakeX[1] != snakeX[0] + BOX_SIZE) { snakeX[0] += BOX_SIZE; } else if ((key == KeyEvent.VK_UP || key == KeyEvent.VK_W) && snakeY[1] != snakeY[0] - BOX_SIZE) { snakeY[0] -= BOX_SIZE; } else if ((key == KeyEvent.VK_DOWN || key == KeyEvent.VK_S) && snakeY[1] != snakeY[0] + BOX_SIZE) { snakeY[0] += BOX_SIZE; } checkCollisions(); } } public static void main(String[] args) { JFrame frame = new JFrame("AI Greedy Snake"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setResizable(false); frame.getContentPane().add(new AIGreedySnake(), BorderLayout.CENTER); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } } ``` 这里的AI部分可以通过编写一个自动操作的方法实现,不过需要注意的是,在这个游戏中,贪吃蛇的方向可能会发生变化,因此需要修改自动操作的策略。
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