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C++基于控制臺實現的貪吃蛇小游戲

2020-01-26 15:07:48
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本文實例講述了C++基于控制臺實現的貪吃蛇小游戲。分享給大家供大家參考。具體實現方法如下:

#include <windows.h>#include <time.h>#include <stdio.h>#define MAX   100#define UP    1#define DOWN  2#define LEFT   3#define RIGHT  4#define MOVING 5#define STOP   0HANDLE hMain_Out = NULL;HANDLE hMain_In = NULL;struct Pos{ int x; int y;};struct Body{ int state; int len; int Direction;// int ZZZZ;// int HHHH; Pos pos[MAX];};Pos NewPos[MAX];Pos Food;SMALL_RECT Wall;int count = 0;int grade = 0;int level = 1;int amount = 0;int speed = 200;void Init(Body &b);void Print(const Body &b);void Print(int x,int y);void Move(Body &b);void Clean(int x,int y);void Clean(const Body &b);void ShowInfo();int GetDirection(Body &b);void TurnRound(int Direction,Body &b);void PosCopy(Body &b,Pos NewPos[]);void MoveBody(Body &b);void HideCursor();void CreateWall();void CreateFood();bool IsKnock_Food(const Body &b);bool IsKnock_Wall(const Body &b);void AddBody(Body &b);int main(){ Body b; Init(b); Print(b); HideCursor(); while(TRUE) {  Sleep(speed);  Move(b);  GetDirection(b); } return 0;}void Init(Body &b){ b.len = 3; b.Direction = RIGHT; b.state = STOP; b.pos[0].x = 2; b.pos[0].y = 1; b.pos[1].x = 4; b.pos[1].y = 1; b.pos[2].x = 6; b.pos[2].y = 1; hMain_Out = GetStdHandle(STD_OUTPUT_HANDLE); hMain_In = GetStdHandle(STD_INPUT_HANDLE); CreateWall(); CreateFood(); ShowInfo();}void Print(const Body &b){ COORD coord; for(int ix = b.len -1;ix >= 0;--ix) {  coord.X = b.pos[ix].x;  coord.Y = b.pos[ix].y;  SetConsoleCursorPosition(hMain_Out,coord);  printf("●"); }}void Move(Body &b){ ShowInfo(); if(IsKnock_Wall(b)) {  MessageBox(NULL,"You are dead !","Oh my God",0);  exit(0); } if(IsKnock_Food(b)) {  if(amount > 5)  {   ++level;   amount = 0;   speed-= 50;  }  AddBody(b);  grade += 10;  ++amount;  Clean(Food.x,Food.y);  CreateFood(); } if(STOP == b.state) {  if(RIGHT == b.Direction)  {   for(int ix = 0;ix < b.len;++ix)   {    Clean(b.pos[ix].x,b.pos[ix].y);    b.pos[ix].x+=2;   }  }  if(UP == b.Direction)  {   for(int ix = 0;ix < b.len;++ix)   {    Clean(b.pos[ix].x,b.pos[ix].y);    b.pos[ix].y--;   }  }  if(DOWN == b.Direction)  {   for(int ix = 0;ix < b.len;++ix)   {    Clean(b.pos[ix].x,b.pos[ix].y);    b.pos[ix].y++;   }  }  if(LEFT == b.Direction)  {   for(int ix = 0;ix < b.len;++ix)   {    Clean(b.pos[ix].x,b.pos[ix].y);    b.pos[ix].x-=2;   }  } } if(MOVING == b.state) {  PosCopy(b,NewPos);  if(UP == b.Direction)  {   if(b.len == count)   {    b.state = STOP;    b.Direction = UP;    count = 0;   }   if(count < b.len && MOVING == b.state)   {    b.pos[b.len - 1].y--;    Clean(b.pos[0].x,b.pos[0].y);    MoveBody(b);    Print(b);   }  }  if(DOWN == b.Direction)  {   if(b.len == count)   {    b.state = STOP;    b.Direction = DOWN;    count = 0;   }   if(count < b.len && MOVING == b.state)   {    b.pos[b.len - 1].y++;    Clean(b.pos[0].x,b.pos[0].y);    MoveBody(b);    Print(b);   }  }  if(LEFT == b.Direction)  {   if(b.len == count)   {    b.state = STOP;    b.Direction = LEFT;    count = 0;   }   if(count < b.len && MOVING == b.state)   {    b.pos[b.len - 1].x-=2;    Clean(b.pos[0].x,b.pos[0].y);    MoveBody(b);    Print(b);   }  }  if(RIGHT == b.Direction)  {   if(b.len == count)   {    b.state = STOP;    b.Direction = RIGHT;    count = 0;   }   if(count < b.len && MOVING == b.state)   {    b.pos[b.len - 1].x+=2;    Clean(b.pos[0].x,b.pos[0].y);    MoveBody(b);    Print(b);   }   } } Print(b);}void Clean(int x,int y){ COORD c; c.X = x; c.Y = y; SetConsoleCursorPosition(hMain_Out,c); printf(" ");}void Clean(const Body &b){ for(int ix = 0;ix < b.len;++ix) {  Clean(b.pos[ix].x,b.pos[ix].y); }}int GetDirection(Body &b){ if(GetAsyncKeyState(VK_UP)) {  count = 0;  TurnRound(UP,b); } if(GetAsyncKeyState(VK_DOWN)) {  count = 0;  TurnRound(DOWN,b); } if(GetAsyncKeyState(VK_LEFT)) {  count = 0;  TurnRound(LEFT,b); } if(GetAsyncKeyState(VK_RIGHT)) {  count = 0;  TurnRound(RIGHT,b); } return 0;}void TurnRound(int d,Body &b){ switch(d) { case UP:  if(RIGHT == b.Direction || LEFT == b.Direction)  {   PosCopy(b,NewPos);   --b.pos[b.len -1].y;   Clean(b.pos[0].x,b.pos[0].y);   MoveBody(b);   Print(b);   b.Direction = d;   b.state = MOVING;  }  break; case DOWN:  if(RIGHT == b.Direction || LEFT == b.Direction)  {   PosCopy(b,NewPos);   ++b.pos[b.len -1].y;   Clean(b.pos[0].x,b.pos[0].y);   MoveBody(b);   Print(b);   b.Direction = d;   b.state = MOVING;  }  break; case LEFT:  if(UP == b.Direction || DOWN == b.Direction)  {   PosCopy(b,NewPos);   b.pos[b.len -1].x-=2;   Clean(b.pos[0].x,b.pos[0].y);   MoveBody(b);   Print(b);   b.Direction = d;   b.state = MOVING;  }  break; case RIGHT:  if(UP == b.Direction || DOWN == b.Direction)  {   PosCopy(b,NewPos);   b.pos[b.len -1].x+=2;   Clean(b.pos[0].x,b.pos[0].y);   MoveBody(b);   Print(b);   b.Direction = d;   b.state = MOVING;  }  break; default:  break; }}void PosCopy(Body &b,Pos NewPos[]){ for(int ix = 0;ix < b.len;++ix) {  NewPos[ix].x=0;  NewPos[ix].y=0; } for(int ix = 0;ix <b.len;++ix) {  NewPos[ix] = b.pos[ix]; }}void MoveBody(Body &b){ for(int ix = b.len - 1;ix > 0;--ix) {  b.pos[ix - 1] = NewPos[ix]; } ++count; PosCopy(b,NewPos);}void HideCursor(){ CONSOLE_CURSOR_INFO info; GetConsoleCursorInfo(hMain_Out,&info); info.bVisible = FALSE; SetConsoleCursorInfo(hMain_Out,&info);}void CreateWall(){ CONSOLE_SCREEN_BUFFER_INFO info; GetConsoleScreenBufferInfo(hMain_Out,&info); info.srWindow.Right-=19; info.srWindow.Bottom-=5; Wall = info.srWindow; for(int i = 0;i <= info.srWindow.Right;i+=2) {  Print(i,info.srWindow.Top);  Print(i,info.srWindow.Bottom); } for(int y = 0;y <= info.srWindow.Bottom;++y) {  Print(0,y);  Print(info.srWindow.Right,y); }}void Print(int x,int y){ COORD c; c.X = x; c.Y = y; SetConsoleCursorPosition(hMain_Out,c); printf("■");}void CreateFood(){ srand(unsigned(time(NULL))); unsigned x_t = RAND_MAX / Wall.Right; unsigned y_t = RAND_MAX / Wall.Bottom; while(true) {  int x = rand() / x_t;  int y = rand() / y_t;  Food.x = x - 4;  Food.y = y - 4;  if((0 == Food.x % 2) && (0 == Food.y % 2))  {   if(Food.x < 5)   {    Food.x+=8;   }   if(Food.y<5)   {    Food.y+=8;   }   Print(Food.x,Food.y);   break;  } }}bool IsKnock_Food(const Body &b){ if(b.pos[b.len - 1].x == Food.x && b.pos[b.len - 1].y== Food.y) {  return true; } else {  return false; }}bool IsKnock_Wall(const Body &b){ if(0 == b.pos[b.len - 1].x || 0 == b.pos[b.len - 1].y || Wall.Right == b.pos[b.len - 1].x || Wall.Bottom == b.pos[b.len - 1].y) {  return true; } Pos Head = b.pos[b.len - 1]; for(int ix = 0;ix <= b.len - 3;++ix) {  if(Head.x == b.pos[ix].x && Head.y == b.pos[ix].y)  {   return true;  } } return false;}void ShowInfo(){ COORD c; c.X = Wall.Right + 2; c.Y = 3; SetConsoleCursorPosition(hMain_Out,c); printf("  分數:%d",grade); c.Y+=10; SetConsoleCursorPosition(hMain_Out,c); printf("  難度等級:%d",level);}void AddBody(Body &b){ if(b.len < MAX) {  if(UP == b.Direction)  {   b.pos[b.len].y = b.pos[b.len - 1].y - 1;   b.pos[b.len].x = b.pos[b.len - 1].x;   ++b.len;  }  if(DOWN == b.Direction)  {   b.pos[b.len].y = b.pos[b.len - 1].y + 1;   b.pos[b.len].x = b.pos[b.len - 1].x;   ++b.len;  }  if(LEFT == b.Direction)  {   b.pos[b.len].x = b.pos[b.len - 1].x - 2;   b.pos[b.len].y = b.pos[b.len - 1].y;   ++b.len;  }  if(RIGHT == b.Direction)  {   b.pos[b.len].x = b.pos[b.len - 1].x + 2;   b.pos[b.len].y = b.pos[b.len - 1].y;   ++b.len;  } }}

效果圖如下所示:

希望本文所述對大家的C++程序設計有所幫助。

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