每天一个C语言小项目,提升你的编程能力!
贪吃蛇游戏大家都玩过,它的玩法也很简单:用游戏按键上下左右控制蛇的方向,寻找吃的东西,每吃一口就能得到一定的积分,而且蛇的身子会越吃越长,身子越长玩的难度就越大,不能碰墙,不能咬到自己的身体,更不能咬自己的尾巴,等到了一定的分数,就能过关,然后继续玩下一关。
不过我们今天要做的贪吃蛇就不是单人本了,你可以理解为C语言贪吃蛇的双人模式——贪吃蛇游戏的双人对战版。
游戏双方分别控制蓝色和红色两条小蛇的前进,碰壁或咬到蛇身体算输。
这个对战版的贪吃蛇游戏网上有不少源代码,这个代码的特点就是为两个游戏者分别增加了命令队列,以实现更舒服的控制。
本项目编译环境:Visual Studio 2019/2022,EasyX插件
代码展示:
1.定义变量和游戏元素
#include <graphics.h>
#include <stdio.h>
#include <conio.h>
#include <time.h>
#include <queue>
using namespace std;
#define WIDTH 64 // 游戏区域网格宽度
#define HEIGHT 48 // 游戏区域网格高度
#define ITEMSIZE 10 // 游戏元素大小
#define CMD_A_UP 0x1 // 控制命令:游戏者 A 向上
#define CMD_A_DOWN 0x2 // 控制命令:游戏者 A 向下
#define CMD_A_LEFT 0x4 // 控制命令:游戏者 A 向左
#define CMD_A_RIGHT 0x8 // 控制命令:游戏者 A 向右
#define CMD_B_UP 0x10 // 控制命令:游戏者 B 向上
#define CMD_B_DOWN 0x20 // 控制命令:游戏者 B 向下
#define CMD_B_LEFT 0x40 // 控制命令:游戏者 B 向左
#define CMD_B_RIGHT 0x80 // 控制命令:游戏者 B 向右
#define CMD_QUIT 0x100 // 控制命令:退出游戏
// 定义游戏元素
enum ITEM { EMPTY = 0, WALL, PLAYER_A, PLAYER_B, PLAYER_DEAD, PLAYER_A_NEXT, PLAYER_B_NEXT };
// 全局变量
ITEM g_world[WIDTH][HEIGHT]; // 保存游戏区
POINT g_player_a; // 游戏者 A 的坐标
POINT g_player_b; // 游戏者 B 的坐标
POINT g_offset_a; // 游戏者 A 的移动偏移方向
POINT g_offset_b; // 游戏者 B 的移动偏移方向
2.绘制游戏元素
void DrawItem(int x, int y, ITEM item)
{
switch(item)
{
case EMPTY: setfillcolor(BLACK); break;
case WALL: setfillcolor(LIGHTGRAY); break;
case PLAYER_A: setfillcolor(BLUE); break;
case PLAYER_B: setfillcolor(RED); break;
case PLAYER_DEAD: setfillcolor(MAGENTA); break;
}
bar(x * ITEMSIZE + 1, y * ITEMSIZE + 1, (x + 1) * ITEMSIZE - 2, (y + 1) * ITEMSIZE - 2);
g_world[x][y] = item;
}
3.初始化游戏(将游戏地图和蛇给绘制出来)
void init()
{
int x, y;
// 绘制墙壁
for(x = 0; x < WIDTH; x++)
{
DrawItem(x, 0, WALL);
DrawItem(x, HEIGHT - 1, WALL);
}
for(y = 1; y < HEIGHT - 1; y++)
{
DrawItem(0, y, WALL);
DrawItem(WIDTH - 1, y, WALL);
}
// 绘制游戏区域
for (x = 1; x < WIDTH - 1; x++)
for (y = 1; y < HEIGHT - 1; y++)
DrawItem(x, y, EMPTY);
// 随机产生两个游戏者的位置(至少间隔 5 格)
do
{
g_player_a.x = rand() % (WIDTH - 6) + 3; g_player_a.y = rand() % (HEIGHT - 6) + 3;
g_player_b.x = rand() % (WIDTH - 6) + 3; g_player_b.y = rand() % (HEIGHT - 6) + 3;
}while ( (g_player_b.x - g_player_a.x) * (g_player_b.x - g_player_a.x)
+ (g_player_b.y - g_player_a.y) * (g_player_b.y - g_player_b.x) <= 25);
// 画出两个游戏者的位置
DrawItem(g_player_a.x, g_player_a.y, PLAYER_A);
DrawItem(g_player_b.x, g_player_b.y, PLAYER_B);
// 随机产生两个游戏者的移动方向
// 该方法的原理详见:http://www.easyx.cn/skills/View.aspx?id=115
int n;
n = (rand() % 4) * 2 + 1; g_offset_a.x = n / 3 - 1; g_offset_a.y = n % 3 - 1;
n = (rand() % 4) * 2 + 1; g_offset_b.x = n / 3 - 1; g_offset_b.y = n % 3 - 1;
// 绘制 Player A 空心方块提示移动方向
int tx = g_player_a.x + g_offset_a.x;
int ty = g_player_a.y + g_offset_a.y;
setcolor(BLUE);
rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);
// 绘制 Player B 空心方块提示移动方向
tx = g_player_b.x + g_offset_b.x;
ty = g_player_b.y + g_offset_b.y;
setcolor(RED);
rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);
// 按确定开始游戏
MessageBox(GetHWnd(), _T("对战贪吃蛇 游戏说明:\n\n") _T("游戏目标:两条蛇,先碰到墙壁或碰到任何蛇的身体就算输。\n") _T("Player A 使用 A S D W 控制蓝色小蛇移动方向。\n") _T("Player B 使用上下左右控制红色小蛇移动方向。\n\n") _T("点“确定”按钮开始游戏。"), _T("游戏说明"), MB_OK | MB_ICONINFORMATION);
}
4.获取游戏双方(用户)的按键指令
int GetCmd()
{
// 定义两个用户的命令队列
static queue<int> PLAYER_A_CMD;
static queue<int> PLAYER_B_CMD;
// 定义每次返回的命令
int cmd = 0;
// 处理按键
while(_kbhit())
{
switch(_getch())
{
case 27: cmd = CMD_QUIT; break;
case 'W': case 'w': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_UP); break;
case 'S': case 's': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_DOWN); break;
case 'A': case 'a': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_LEFT); break;
case 'D': case 'd': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_RIGHT); break;
case 0 : case 0xE0:
switch(_getch())
{
case 72: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_UP); break;
case 80: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_DOWN); break;
case 75: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_LEFT); break;
case 77: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_RIGHT); break;
}
}
}
// 读取 Player A 的命令
int c = 0;
while(!PLAYER_A_CMD.empty())
{
c = PLAYER_A_CMD.front();
PLAYER_A_CMD.pop();
if ((c == CMD_A_UP || c == CMD_A_DOWN) && g_offset_a.x != 0) break;
if ((c == CMD_A_LEFT || c == CMD_A_RIGHT) && g_offset_a.y != 0) break;
}
if (c != 0)
cmd |= c;
// 读取 Player B 的命令
c = 0;
while(!PLAYER_B_CMD.empty())
{
c = PLAYER_B_CMD.front();
PLAYER_B_CMD.pop();
if ((c == CMD_B_UP || c == CMD_B_DOWN) && g_offset_b.x != 0) break;
if ((c == CMD_B_LEFT || c == CMD_B_RIGHT) && g_offset_b.y != 0) break;
}
if (c != 0) cmd |= c;
// 返回命令
return cmd;
}
5.处理用户指令
bool DealCmd(int cmd)
{
if ((cmd & CMD_A_UP) && g_offset_a.x != 0) { g_offset_a.x = 0; g_offset_a.y = -1; }
if ((cmd & CMD_A_DOWN) && g_offset_a.x != 0) { g_offset_a.x = 0; g_offset_a.y = 1; }
if ((cmd & CMD_A_LEFT) && g_offset_a.y != 0) { g_offset_a.x = -1; g_offset_a.y = 0; }
if ((cmd & CMD_A_RIGHT) && g_offset_a.y != 0) { g_offset_a.x = 1; g_offset_a.y = 0; }
if ((cmd & CMD_B_UP) && g_offset_b.x != 0) { g_offset_b.x = 0; g_offset_b.y = -1; }
if ((cmd & CMD_B_DOWN) && g_offset_b.x != 0) { g_offset_b.x = 0; g_offset_b.y = 1; }
if ((cmd & CMD_B_LEFT) && g_offset_b.y != 0) { g_offset_b.x = -1; g_offset_b.y = 0; }
if ((cmd & CMD_B_RIGHT) && g_offset_b.y != 0) { g_offset_b.x = 1; g_offset_b.y = 0; }
if (cmd & CMD_QUIT)
if (MessageBox(GetHWnd(), _T("您要退出游戏吗?"), _T("游戏暂停"), MB_OKCANCEL) == IDOK)
return false;
return true;
}
6.判断蛇的状态&游戏结束后的弹窗选择
bool DealGame()
{
// Player A、B 前进
g_player_a.x += g_offset_a.x;
g_player_a.y += g_offset_a.y;
g_player_b.x += g_offset_b.x;
g_player_b.y += g_offset_b.y;
// 判断 Player A、B 的生死状态
bool dead_a = false, dead_b = false, dead_ab = false;
if (g_player_a.x == g_player_b.x && g_player_a.y == g_player_b.y)
{
DrawItem(g_player_a.x, g_player_a.y, PLAYER_DEAD);
dead_ab = true;
}
else if (g_world[g_player_a.x][g_player_a.y] != EMPTY)
{
DrawItem(g_player_a.x, g_player_a.y, PLAYER_DEAD);
dead_a = true;
}
else if (g_world[g_player_b.x][g_player_b.y] != EMPTY)
{
DrawItem(g_player_b.x, g_player_b.y, PLAYER_DEAD);
dead_b = true;
}
else
{
DrawItem(g_player_a.x, g_player_a.y, PLAYER_A);
DrawItem(g_player_b.x, g_player_b.y, PLAYER_B);
return true;
}
// 判断是否要重新开始
bool restart = false;
if (dead_ab || (dead_a && dead_b))
restart = MessageBox(GetHWnd(), _T("Player A 和 Player B 都死了。\n要再来一局吗?"),
_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;
else if (dead_a)
restart = MessageBox(GetHWnd(), _T("Player A 死了。\n要再来一局吗?"),
_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;
else if(dead_b)
restart = MessageBox(GetHWnd(), _T("Player B 死了。\n要再来一局吗?"),
_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;
if (restart)
{
init();
return true;
}
else
return false;
}
7.补上入口函数
void main()
{
initgraph(640, 480);
srand((unsigned)time(NULL));
// 初始化
init();
// 游戏主循环
while(true)
{
int cmd = GetCmd(); // 获取用户命令
if (!DealCmd(cmd)) break; // 处理命令
if (!DealGame()) break; // 处理游戏
Sleep(200); // 延时
}
// 关闭绘图窗口
closegraph();
}