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相关文章——C语言实现推箱子小游戏
推箱子
编译软件:VS2019
下载:代码文件我已经上传到GitHub
链接
下载最新的那个!(文件夹形式的)
注意:
- fopen scanf编译器认为的不安全报错
解决:项目属性-C/C+±预处理器-预处理定义-编辑-加入_CRT_SECURE_NO_WARNINGS
- 图形库函数xxx等问题
解决:项目属性-高级-字符集-使用多字节字符集
代码实现
注意:
- 被注释的代码大多数是命令行窗口的,少量是根本就没用的代码(没删)。
- 注释很多
#include<stdio.h>
#include<graphics.h>//EasyX图形库
#include<stdlib.h>//设置黑窗口的大小
#include<conio.h>//获取键盘输入——无需回车
#include<time.h>//计算时间
#include<string.h>
#define ROW 10
#define COL 10
/*
1.绘制地图
2.设置地图上不同的物品,包括:空气,墙,箱子,任务,箱子要放的位置(目的地)
对应数字
空气 0
墙 1
目的地 2
箱子 3
玩家 4
//下面两个是动态发生变化的
箱子被推到了目的地 5
3.
*/
/*
小功能
1.重置关卡
2.跳过关卡
4.计步器
*/
#define Space 0 //空气
#define Wall 1 //墙
#define Final 2 //目的地
#define Box 3 //箱子
#define Player 4 //玩家
//2+3 = 5——箱子到达目的地
//玩家到了目的地和箱子到了目的地不同定义,因为是动态变化的
/*
存储-排序
1.创建一个结构体数组
2.遍历保存到文件中
3.读取
*/
#define RecordPlayerNums 10 //能够记录的玩家数量(次数)
//定义一个结构体用来存储每次玩家的数据——为排序做准备
typedef struct RpArry
{
char name[64];//姓名
int steps;//步数
}RpArry;
//定义一个图片数组,用来贴图
IMAGE img[6];
//加载图片
void Loadimage()
{
for (int i = 0; i < 6; i++)
{
char temFileName[50] = { 0 };
sprintf(temFileName, "./images/%d.bmp", i);
loadimage(img + i, temFileName, 63, 63);
}
}
RpArry rparry[RecordPlayerNums];//直接创建一个全局的结构体数组
int RankPerson = 0;//当期记录的人数
int LEVEL = 0;//当前关卡,地图数量
int Step = 0;//计步器
//先读取文件中的数据,告诉新加入的数据RankPerson从哪开始
int FilePersonNums = 0;
//主菜单
void MainMenu()
{
printf("------------------------\n");
printf("------》推箱子《-------\n");
printf("------0.退出-----------\n");
printf("------1.开始游戏-------\n");
printf("------2.查看排行榜------\n");
printf("------------------------\n");
}
//用二维数组来存储地图
//用三维数组来存储不同的地图
//地图
int Map[6][ROW][COL] =
{
//第一关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0,0},
{0,0,0,1,2,1,0,0,0,0},
{0,0,0,1,3,1,1,1,1,0},
{0,1,1,1,0,0,3,2,1,0},
{0,1,2,3,0,4,1,1,1,0},
{0,1,1,1,1,3,1,0,0,0},
{0,0,0,0,1,2,1,0,0,0},
{0,0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
},
//第二关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,1,1,0,0},
{0,1,0,2,1,1,2,0,1,0},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,3,0,3,0,0,0,1},
{1,0,0,0,4,0,0,0,0,1},
{0,1,0,3,0,3,0,0,1,0},
{0,0,1,2,0,0,2,1,0,0},
{0,0,0,1,0,0,1,0,0,0},
{0,0,0,0,1,1,0,0,0,0}
},
//第三关
{
{0,0,0,0,0,0,0,0,0,0},
{0,1,1,1,1,1,1,1,1,0},
{0,1,2,0,0,0,0,2,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,1,0,3,0,3,0,0,1,0},
{0,1,0,0,4,0,0,0,1,0},
{0,1,0,3,0,3,0,0,1,0},
{0,1,2,0,0,0,0,2,1,0},
{0,1,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第四关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,1,0,0,0},
{0,1,1,1,0,2,1,0,0,0},
{0,1,0,0,0,0,1,1,1,0},
{0,1,2,0,0,3,3,0,1,0},
{0,1,1,2,0,0,3,4,1,0},
{0,0,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第五关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,1,1,1,1,0,0},
{0,1,2,2,3,0,0,2,1,0},
{0,1,3,1,0,0,1,3,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,1,0,1,1,1,1,0,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,0,1,0,4,0,0,1,0,0},
{0,0,0,1,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第六关
{
{0,0,0,0,0,0,0,0,0,0},
{0,1,1,1,1,1,1,1,1,0},
{0,1,2,3,0,0,3,2,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,0,1,4,0,1,0,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,2,3,0,0,3,2,1,0},
{0,1,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0}
},
};
//备用地图用来重置
int FakeMap[6][ROW][COL] =
{
//第一关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0,0},
{0,0,0,1,2,1,0,0,0,0},
{0,0,0,1,3,1,1,1,1,0},
{0,1,1,1,0,0,3,2,1,0},
{0,1,2,3,0,4,1,1,1,0},
{0,1,1,1,1,3,1,0,0,0},
{0,0,0,0,1,2,1,0,0,0},
{0,0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
},
//第二关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,1,1,0,0},
{0,1,0,2,1,1,2,0,1,0},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,3,0,3,0,0,0,1},
{1,0,0,0,4,0,0,0,0,1},
{0,1,0,3,0,3,0,0,1,0},
{0,0,1,2,0,0,2,1,0,0},
{0,0,0,1,0,0,1,0,0,0},
{0,0,0,0,1,1,0,0,0,0}
},
//第三关
{
{0,0,0,0,0,0,0,0,0,0},
{0,1,1,1,1,1,1,1,1,0},
{0,1,2,0,0,0,0,2,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,1,0,3,0,3,0,0,1,0},
{0,1,0,0,4,0,0,0,1,0},
{0,1,0,3,0,3,0,0,1,0},
{0,1,2,0,0,0,0,2,1,0},
{0,1,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第四关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,1,0,0,0},
{0,1,1,1,0,2,1,0,0,0},
{0,1,0,0,0,0,1,1,1,0},
{0,1,2,0,0,3,3,0,1,0},
{0,1,1,2,0,0,3,4,1,0},
{0,0,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第五关
{
{0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,1,1,1,1,0,0},
{0,1,2,2,3,0,0,2,1,0},
{0,1,3,1,0,0,1,3,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,1,0,1,1,1,1,0,1,0},
{0,1,0,0,0,0,0,0,1,0},
{0,0,1,0,4,0,0,1,0,0},
{0,0,0,1,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0,0}
},
//第六关
{
{0,0,0,0,0,0,0,0,0,0},
{0,1,1,1,1,1,1,1,1,0},
{0,1,2,3,0,0,3,2,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,0,1,4,0,1,0,1,0},
{0,1,0,1,0,0,1,0,1,0},
{0,1,2,3,0,0,3,2,1,0},
{0,1,1,1,1,1,1,1,1,0},
{0,0,0,0,0,0,0,0,0,0}
},
};
//输出地图-符号-图形
void ShowMap()
{
//利用循环与条件判断语句的嵌套来打印地图
//注意i j的顺序,顺序不同,贴图不同!
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
if (Map[LEVEL][i][j] == Space)
{
putimage(j * 63, i * 63, img + 0);
printf(" ");
}
else if (Map[LEVEL][i][j] == Wall)
{
putimage(j * 63, i * 63, img + 1);
printf("▊");
}
else if (Map[LEVEL][i][j] == Final)
{
putimage(j * 63, i * 63, img + 2);
printf("☆");
}
else if (Map[LEVEL][i][j] == Box)
{
putimage(j * 63, i * 63, img + 3);
printf("★");
}
else if (Map[LEVEL][i][j] == Player)
{
putimage(j * 63, i * 63, img + 4);
printf("♀");
}
else if (Map[LEVEL][i][j] == Box + Final)
{
putimage(j * 63, i * 63, img + 5);
printf("★");
}
else if (Map[LEVEL][i][j] == Final + Player)
{
putimage(j * 63, i * 63, img + 4);
printf("♂");
}
else
{
printf(" ");
}
}
printf("\n");
}
}
//重置关卡
void ReSetLevel()
{
for (int s = 0; s < 10; s++)
{
for (int b = 0; b < 10; b++)
{
Map[LEVEL][s][b] = FakeMap[LEVEL][s][b];
}
}
}
//获取键盘输入,进行箱子和玩家的移动——推箱子
void PushBox()
{
//应该先找到玩家在哪,然后再进行控制
//使用一个循环嵌套来找到玩家Player
//i是行,j是列
//利用i和j来保存找到玩家的下标
int i = 0;//行-上下
int j = 0;//列-左右
//添加标记跳出嵌套循环
int flag = 0;
for (i = 0; i < 10; i++)
{
for (j = 0; j < 10; j++)
{
//什么是玩家?
//玩家个体或者玩家进入到目的地里
if (Map[LEVEL][i][j] == Player || Map[LEVEL][i][j] == Player + Final)
{
flag = 1;
break;
}
}
if (flag == 1)
{
break;
}
}
//提示
if (LEVEL < 4)
{
printf("按空格重置关卡\n");
printf("按回车跳过关卡\n");
printf("当前步数%d", Step);
}
//_getch接收键盘输入
char KeyBorad = _getch();
//移动操作
switch (KeyBorad)//利用方向键和wasd来进行操作
{
/*
什么时候可以进行移动?
前面是空气,或者是箱子,并且箱子后面不能是墙
*/
//向上移动
case 'w':
case 'W':
case 72:
{
//如果玩家前面是-空气或者-目的地就可以移动
if (Map[LEVEL][i - 1][j] == Space || Map[LEVEL][i - 1][j] == Final)
{
//玩家进行移动——加减操作——宏定义中已经给出都代表的是什么
Map[LEVEL][i - 1][j] += Player;
//之前那个位置同样发生了变化
Map[LEVEL][i][j] -= Player;
Step++;
}
//如果玩家的前面是箱子
else if (Map[LEVEL][i - 1][j] == Box)
{
//并且箱子的前面是目的地或者空气
if (Map[LEVEL][i - 2][j] == Space || Map[LEVEL][i - 2][j] == Final)
{
//箱子向上移动
Map[LEVEL][i - 2][j] += Box;
//玩家跟着移动——覆盖之前箱子所在的位置
Map[LEVEL][i - 1][j] -= Box;
Map[LEVEL][i - 1][j] += Player;
//玩家之前的位置发生变化
Map[LEVEL][i][j] -= Player;
Step++;
}
}
break;
}
//向下移动
case 's':
case 'S':
case 80:
{
//如果下面是空气或者是目的地就可以进行移动
if (Map[LEVEL][i + 1][j] == Space || Map[LEVEL][i + 1][j] == Final)
{
Map[LEVEL][i + 1][j] += Player;
Map[LEVEL][i][j] -= Player;
Step++;
}
//如果下面是箱子
else if (Map[LEVEL][i + 1][j] == Box)
{
//并且箱子下面是空气或者是目的地
if (Map[LEVEL][i + 2][j] == Space || Map[LEVEL][i + 2][j] == Final)
{
//箱子往下面移动一个位置——其实并不是发生移动,而是要移动方向的位置上面显示的内容发生了变化,道理同上
Map[LEVEL][i + 2][j] += Box;
//人往下面移动一个位置
Map[LEVEL][i + 1][j] -= Box;
Map[LEVEL][i + 1][j] += Player;
//人之前位置上变成空气
Map[LEVEL][i][j] -= Player;
Step++;
}
}
break;
}
//判断同上不做解释
//向左移动
case 'a':
case'A':
case 75:
{
if (Map[LEVEL][i][j - 1] == Space || Map[LEVEL][i][j - 1] == Final)
{
Map[LEVEL][i][j - 1] += Player;
Map[LEVEL][i][j] -= Player;
Step++;
}
else if (Map[LEVEL][i][j - 1] == Box)
{
if (Map[LEVEL][i][j - 2] == Space || Map[LEVEL][i][j - 2] == Final)
{
Map[LEVEL][i][j - 2] += Box;
Map[LEVEL][i][j - 1] -= Box;
Map[LEVEL][i][j - 1] += Player;
Map[LEVEL][i][j] -= Player;
Step++;
}
}
break;
}
//向右移动
case 'd':
case 'D':
case 77:
{
if (Map[LEVEL][i][j + 1] == Space || Map[LEVEL][i][j + 1] == Final)
{
Map[LEVEL][i][j + 1] += Player;
Map[LEVEL][i][j] -= Player;
Step++;
}
else if (Map[LEVEL][i][j + 1] == Box)
{
if (Map[LEVEL][i][j + 2] == Space || Map[LEVEL][i][j + 2] == Final)
{
Map[LEVEL][i][j + 2] += Box;
Map[LEVEL][i][j + 1] -= Box;
Map[LEVEL][i][j + 1] += Player;
Map[LEVEL][i][j] -= Player;
Step++;
}
}
break;
}
//空格重置关卡
case 32:
{
ReSetLevel();
ShowMap();
break;
}
//跳关
case 13:
if (LEVEL < 5)
{
LEVEL++;
}
break;
}
}
//判断是否过关
bool PassLevel()
{
//如果里面所有的箱子全到了目的地,就通关
//嵌套循环,地图里面没有箱子了就是通关了
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
if (Map[LEVEL][i][j] == Box)
{
return false;
}
}
}
//system()
//过了就重置关卡(有点重复)
ReSetLevel();
return true;
}
void PopWindow();//前置声明
//开始游戏
void StartGame()
{
//system("cls");
ShowMap();
settextstyle(30, 0, NULL);
settextcolor(RGB(0, 0, 0));
setbkmode(TRANSPARENT);
outtextxy(0, 0, "当前步数:");
outtextxy(200,0,"第");
char q[5];
sprintf(q, "%d", LEVEL+1);
outtextxy(300,0, q);
outtextxy(380,0,"关");
char s[5];
sprintf(s, "%d", Step);
outtextxy(0, 30, s);
outtextxy(0, 570, "空格键重置当前关卡");
outtextxy(0, 600, "回车键跳过当前关卡");
if (PassLevel())//判断是否过关,过关就切换下一张地图
{
//过关——切换关卡
LEVEL++;
//通关
if (LEVEL > 5)
{
//进入到这里说明所有关卡都已经通过
//int End = clock();//结束——计时
//int TimeResult = End - Begin;
printf("恭喜你%s,完成了游戏\n", rparry[RankPerson].name);
//printf("用时%d秒\n", TimeResult / 600);
//将步数存储进结构体数组
printf("走了%d步\n", Step);
PopWindow();//恭喜过关的弹窗提示
}
}
PushBox();
}
//保存记录-文件
void SavePlayerRecord()
{
//文件操作
FILE* fp = fopen("PlayerRecord.txt", "a");
if (fp == NULL)
{
printf("读取文件失败\n");
return;
}
fprintf(fp, "\t%s\t%d\n", rparry[RankPerson].name, rparry[RankPerson].steps);
fclose(fp);
system("pause");
system("cls");
}
/*
要实现一个按照步数大小的排行榜
也可以不往文件里面写,而是再读取文件的时候读出来,先输出步数小的
*/
读取记录-文件
//void ReadPlayerRecord()
//{
// FILE* fp = fopen("PlayerRecord.txt", "r");
// if (fp == NULL)
// {
// printf("当前记录为空!\n");
// return;
// }
//
// //左侧侧边栏
// int i = 1;
//
// //先将原来的文件读取到结构体数组中——主函数第一行已经实现
// //读取完毕,现在数据已经被保存到结构体数组中
// //按照从小到大的顺序输出即可
//
// //读取器
// char Gets[164];
// while (!feof(fp))
// {
// fgets(Gets, 164, fp);
// //feop的问题——需要第二次检查结尾
// if (feof(fp))
// {
// break;
// }
// else
// {
//
// }
// }
//}
//将文件读取到当前结构体数组——得出文件中有几个人
void ReadRecordFile()
{
FILE* fp = fopen("PlayerRecord.txt", "r");//另一个文件
if (fp == NULL)
{
//printf("打开文件失败\n");
return;
}
for (int i = 0; i < RecordPlayerNums; i++)
{
fscanf(fp, "%s%d", rparry[i].name, &rparry[i].steps);
}
//读取出文件中数据的人数个数
for (int i = 0; i < RecordPlayerNums; i++)
{
if (rparry[i].steps != 0)
{
//当前人数
RankPerson = ++FilePersonNums;
}
}
fclose(fp);
}
//排序&更新到文件中
void RecordBubbSort()
{
//冒泡排序
//交换的时候注意是结构体
for (int i = 0; i < RankPerson; i++)
{
RpArry Temprparry;
for (int j = 1; j < RankPerson - i; j++)
{
if (rparry[j - 1].steps >= rparry[j].steps)
{
Temprparry = rparry[j];
rparry[j] = rparry[j - 1];
rparry[j - 1] = Temprparry;
}
}
}
//printf("排名\t玩家\t\t步数\t\n");
//for (int i = 0; i < RankPerson; i++)
//{
// printf("%d", i + 1);
// printf("\t%s\t\t%d\n", rparry[i].name, rparry[i].steps);
//}
//FILE* fp = fopen("PlayerRecord.txt", "w");
//for (int i = 0; i < RankPerson; i++)
//{
// if (rparry[i].steps != 0)
// {
// fprintf(fp,"\t%s\t%d\n",rparry[i].name,rparry[i].steps);
// }
//}
}
/*
排行榜思路
1.自动读取文件中的内容,保存当前的结构体数组中
2.对结构体数组按照步数的大小进行重新排序
3.打印输出
*/
//删除文件&清空用户记录
void DeletePlayerRecord()
{
//提示
//printf("确定清空?\n");
//printf("1.确定 2.取消\n");
//int select = 0;
//scanf("%d", &select);
//if (select == 1)
//{
// //直接删除记录文件
// remove("PlayerRecord.txt");
// //将当前人数置空
// RankPerson = 0;
// printf("清空完毕!\n");
//}
//else
//{
// printf("记录并未清除。\n");
//}
//直接删除记录文件
remove("PlayerRecord.txt");
//将当前人数置空
RankPerson = 0;
//测试
printf("清空完毕!\n");
}
void GraphInputName();
void GraphRankPage();
//图形界面的首页
void GraphFirImagesPg()
{
MOUSEMSG m;
//设置图形窗口大小
initgraph(ROW * 63, COL * 63);//SHOWCONSOLE显示命令行窗口
Loadimage();
setbkcolor(BLACK);
cleardevice();//刷新一次 略等于那个system(cls)
IMAGE picture1;
loadimage(&picture1, "./topbc.jpg", 630, 630);
putimage(0, 0, &picture1);
setfillcolor(GREEN);
fillrectangle(230, 405, 400, 430);
fillrectangle(230, 445, 400, 470);
fillrectangle(230, 485, 400, 510);
settextstyle(85, 0, "黑体");
char Title[] = "推箱子";
char Select1[] = "开始游戏";
char Select2[] = "排行榜";
char Select3[] = "退出游戏";
//大标题
outtextxy(210, 150, Title);
//下面的选项
settextstyle(30, 0, NULL);
setbkmode(TRANSPARENT);// 去掉文字背景
outtextxy(252, 405, Select1);
outtextxy(268, 445, Select2);
outtextxy(255, 485, Select3);
while (1)
{
m = GetMouseMsg();//鼠标
if (m.x >= 230 && m.x <= 400 && m.y >= 405 && m.y <= 430)//开始游戏
{
setlinecolor(RED);
rectangle(220, 400, 410, 440);
if (m.uMsg == WM_LBUTTONDOWN)
{
GraphInputName();
cleardevice();//清空绘图设备
while (LEVEL < 6)
{
StartGame();
}
//先给对应的人赋值存进结构体
rparry[RankPerson].steps = Step;
//保存数据进文件
SavePlayerRecord();
//重置关数
LEVEL = 0;
//重置步数
Step = 0;
//数组存储下一个
RankPerson++;
//重置关卡
ReSetLevel();
//清除
cleardevice();
GraphFirImagesPg();
}
}
else if (m.x >= 230 && m.x <= 400 && m.y >= 445 && m.y <= 470)//查看排行榜&清空加在这里面
{
setlinecolor(RED);
rectangle(220, 440, 410, 480);
if (m.uMsg == WM_LBUTTONDOWN)
{
cleardevice();
GraphRankPage();
}
}
else if (m.x >= 230 && m.x <= 400 && m.y >= 485 && m.y <= 510)//退出游戏
{
setlinecolor(RED);
rectangle(220, 480, 410, 520);
if (m.uMsg == WM_LBUTTONDOWN)
{
exit(0);
break;
}
}
//鼠标不在相应的范围内边框就消失
else
{
setlinecolor(BLACK);
rectangle(220, 400, 410, 440);
rectangle(220, 440, 410, 480);
rectangle(220, 480, 410, 520);
}
}
}
//图形界面开始游戏-输入昵称
void GraphInputName()
{
TCHAR InputWindow[] = _T("请输入你的昵称");
InputBox(rparry[RankPerson].name, 10, InputWindow);//输入昵称
}
//一把玩完后的弹窗
void PopWindow()
{
//获取窗口句柄
HWND hnd = GetHWnd();
//弹出窗口提示用户操作
//加上窗口句柄 强制用户先点击再进行操作
//用一个字符数组来总结句子
int isok = MessageBox(hnd, "恭喜通关", "提示", MB_OK);
}
void GraphDeleteRankPage();
//图形界面排行榜
void GraphRankPage()
{
MOUSEMSG m1;//鼠标
cleardevice();
//清空按钮
setbkcolor(BLACK);
cleardevice();//刷新一次 略等于那个system(cls)
setfillcolor(GREEN);
fillrectangle(440, 90, 580, 140);
fillrectangle(440, 150, 580, 200);
settextstyle(30, 0, "黑体");
setbkmode(TRANSPARENT);
char Delete[10] = { "清空数据" };//清空按钮
char Back[10] = { "返回" };
outtextxy(480, 158, Back);
outtextxy(450, 100, Delete);
outtextxy(60, 100, "排名");
outtextxy(220, 100, "昵称");
outtextxy(350, 100, "步数");
if (RankPerson == 0)
{
settextstyle(50, 0, "黑体");
char TIPS[20] = { "当前记录为空!" };
outtextxy(130, 238, TIPS);
}
RecordBubbSort();
for (int i = 1; i <= RankPerson; i++)
{
char a[5];
sprintf(a, "%d", rparry[i - 1].steps);
char b[5];
sprintf(b, "%d", i);
outtextxy(60, 100 + (50 * i), b);
outtextxy(220, 100 + (50 * i), rparry[i - 1].name);
outtextxy(350, 100 + (50 * i), a);
}
//清空按钮
while (1)
{
m1 = GetMouseMsg();
if (m1.x >= 440 && m1.x <= 580 && m1.y >= 85 && m1.y <= 150)
{
rectangle(430, 85, 590, 150);
setlinecolor(RED);
if (m1.uMsg == WM_LBUTTONDOWN)
{
GraphDeleteRankPage();//清空排行榜
cleardevice();//清屏
GraphRankPage();
}
}
else if (m1.x>=440 && m1.x<=580&&m1.y >=150 && m1.y<200)
{
rectangle(430, 145, 590, 210);
setlinecolor(RED);
if (m1.uMsg == WM_LBUTTONDOWN)
{
cleardevice();
GraphFirImagesPg();
}
}
else
{
setlinecolor(BLACK);
rectangle(430, 85, 590, 150);
rectangle(430, 145, 590, 210);
}
}
}
//清空记录的图形界面
void GraphDeleteRankPage()
{
//获取窗口句柄
HWND hnd = GetHWnd();
//弹出窗口提示用户操作
//加上窗口句柄 强制用户先点击再进行操作
//用一个字符数组来总结句子
int isok = MessageBox(hnd, "确认清空?", "提示", MB_OKCANCEL);
if (isok == IDOK)
{
int tips1 = MessageBox(hnd, "清空成功!", "提示", MB_OK);
DeletePlayerRecord();
}
else if (isok == IDCANCEL)
{
//点击取消不做反应
}
}
//主函数
int main(void)
{
//先把文件中本来有的个数计算出来
ReadRecordFile();
//图形界面以及鼠标点击
GraphFirImagesPg();
//设置命令行黑窗口的大小
//system("mode con cols=30 lines=20");//设置cols和lines数值的时候不能有空格,否则会报错。
//while (1)
//{
// MainMenu();
// printf("请输入你的选择:\n");
// int Select = 0;
// scanf_s("%d", &Select);
// system("cls");
// switch (Select)
// {
// /退出
// case 0:
// printf("游戏结束,再见:)。\n");
// exit(0);
// /开始游戏
// case 1:
// //图形界面输入用户名
// GraphInputName();
// //进入游戏之前会提示你输入用户名
// //printf("请输入你的昵称:\n");
// //
// //scanf("%s", rparry[RankPerson].name);
// system("cls");
// //cleardevice();//清空绘图设备
// while (LEVEL < 4)
// {
// StartGame();
//
// }
// //先给对应的人赋值存进结构体
// rparry[RankPerson].steps = Step;
// //保存数据进文件
// SavePlayerRecord();
// //重置关数
// LEVEL = 0;
// //重置步数
// Step = 0;
// //数组存储下一个
// RankPerson++;
// //重置关卡
// ReSetLevel();
// //清除
// cleardevice();
// break;
// //排行榜
// case 2:
//图形界面的排行榜
//成功代替之前的ReadPlayerRecord
//if (RankPerson == 0)
//{
// printf("当前记录为空!\n");
//}
//else
//{
// //当前记录数
// printf("当前记录数:%d\n", RankPerson);
// //排序&输出
// RecordBubbSort();
//}
//system("pause");
//break;
///清空排行榜&清空文件
// case 3:
// //DeletePlayerRecord();
// GraphDeleteRankPage();
// break;
// //输入有误
// default:
// printf("选择有误,请重新输入。\n");
// system("pause");
// break;
// }
// system("cls");
//}
return 0;
}