贪吃蛇游戏源码


贪吃蛇游戏源码


 // greedsnake.cpp

  #include <bios.h>

  #include <conio.h>

  #include <dos.h>

  #include <graphics.h>

  #include <stdlib.h>

  #include <time.h>

  #include "conf.h"

  typedef struct node

  {

  int x,y;

  struct node *next;

  }Node;

  typedef struct

  {

  Node *head,*tail;

  int length;

  }Snake;

  typedef struct                   

  {

  int left,top,right,bottom;

  }Frame;

 

  typedef enum                    //四个方向

  {

  up,down,left,right

  }Direction;

  typedef enum

  {

  false,true

  }bool;

  void InitGraphMode();                     //初始化图形驱动

  void CloseGraphMode();               

  void Foot(int,int);                           

  void Head(int,int);

  void CreateFrame();                    //完成整个游戏框架的绘制   

  void CreateSnake();                    //创建一条两个节点的蛇,蛇的每一节是队列中的一个节点

  bool PlayGame();                        //游戏的主体函数,

  int Hit(int,int);                               //判断是否越界,或者撞到自身,两个参数分别是新的头接点的x,y坐标

  bool GameOver();                        //绘制游戏结束时弹出的对话框                      

  void Enqueue(Node);                    //入队函数

  Node Dequeue();                        //出队函数

  void ClearKeyBuf();                       //清除键盘缓冲,此函数可以消除不停的按无效键的影响

  Snake snake;

  Frame frame;

  void main()

  {

  InitGraphMode();

  do

  {

  CreateFrame();

  }while(PlayGame());

  CloseGraphMode();

  }

  void InitGraphMode()

  {

  int gdriver=DETECT,gmode;

  initgraph(&gdriver,&gmode,"../bgi/");

  cleardevice();

  }

  void CloseGraphMode()

  {

  cleardevice();

  closegraph();

  }

  void CreateFrame()

  {

  setbkcolor(CYAN);                   

  //下面的四行代码用于计算主框架的左上角和右下角的坐标

  frame.left=(getmaxx()+1-BlockWidth*RowOfFrame)/2;

  frame.top=(getmaxy()+1-BlockHeight*ColumnOfFrame)/2;

  frame.right=frame.left+BlockWidth*RowOfFrame;

  frame.bottom=frame.top+BlockHeight*ColumnOf

Frame;

  Head(frame.left+100,frame.top-20);

  setfillstyle(SOLID_FILL,LIGHTGRAY);

  bar(frame.left,frame.top,frame.right,frame.bottom);

  setlinestyle(SOLID_LINE,1,1);

  setcolor(DARKGRAY);

  line(frame.left,frame.top,frame.right,frame.top);

  line(frame.left,frame.top,frame.left,frame.bottom);

  setlinestyle(SOLID_LINE,1,1);

  setcolor(WHITE);

  line(frame.left,frame.bottom,frame.right,frame.bottom);

  line(frame.right,frame.top,frame.right,frame.bottom);

  setlinestyle(DOTTED_LINE,1,1);

  setcolor(BLUE);

  for(int row=1;row<RowOfFrame;row++)

  line(frame.left+row*BlockWidth,frame.top,frame.left+row*BlockWidth,frame.bottom);

  for(int column=1;column<ColumnOfFrame;column++)

  line(frame.left,frame.top+column*BlockHeight,frame.right,frame.top+column*BlockHeight);

  Foot(frame.left,frame.bottom+20);

  }

  void CreateSnake()

  {

  Node *node1=new Node;

  Node *node2=new Node;

  node1->x=frame.left+BlockWidth;

  node1->y=frame.top;

  node1->next=NULL;

  snake.tail=node1;

  node2->x=frame.left;

  node2->y=frame.top;

  node2->next=snake.tail;

  snake.head=node2;

  snake.length=2;

  setfillstyle(SOLID_FILL,BLUE);

  bar(snake.head->x+1,snake.head->y+1,snake.head->x+BlockWidth-1,snake.head->y+BlockHeight-1);

  bar(snake.tail->x+1,snake.tail->y+1,snake.tail->x+BlockWidth-1,snake.tail->y+BlockHeight-1);

  }

  bool PlayGame()

  {

  int speed=300,key;

  Direction CurrentDirection=right;

  Node randomNode;

  Node newNode,outNode;

  bool neednode=true;

  bool overlap=false;

  int randx,randy;

  CreateSnake();

  while(true)

  {

  if(neednode==true)

  {

  randomize();

  do

  {

  randx=frame.left+rand()%RowOfFrame*BlockWidth;

  randy=frame.top+rand()%ColumnOfFrame*BlockHeight; 

  for(Node *p=snake.head;p!=NULL;p=p->next)//hit itself

  if(randx==p->x&&randy==p->y)

  {overlap=true;break;}

  }

  while(overlap==true);

  randomNode.x=randx;

  randomNode.y=randy;

  randomNode.next=NULL;

  setfillstyle(SOLID_FILL,RED);

  bar(randomNode.x+1,randomNode.y+1,randomNode.x+BlockWidth-1,randomNode.y+BlockHeight-1);

  neednode=false;

  }

  if((key=bioskey(1))!=0)

  {

  switch(key)

  {

  case ESC: return false;

  case UP:

  if(CurrentDirection!=down)

  CurrentDirection=up;

  ClearKeyBuf();

  break;

  case DOWN:

  if(CurrentDirection!=up)

  CurrentDirection=down;

  ClearKeyBuf();

  break;

  case LEFT:

  if(CurrentDirection!=right)

  CurrentDirection=left;

  ClearKeyBuf();

  break;

  case RIGHT:

  if(CurrentDirection!=left)

  CurrentDirection=right;

  ClearKeyBuf();

  break;

  case PAGEUP:speed=speed-100;

  if(speed<100)

  speed=100;

  ClearKeyBuf();

  break;

  case PAGEDOWN:speed=speed+100;

  if(speed>500)

  speed=500;

  ClearKeyBuf();

  break;

  default :break;

  }

  }

  int headx=snake.tail->x;

  int heady=snake.tail->y;

  switch(CurrentDirection)

  {

  case up: heady-=BlockHeight;break;

  case down: heady+=BlockHeight;break;

  case left: headx-=BlockWidth;break;

  case right: headx+=BlockWidth;break;

  }

  if(Hit(headx,heady))    //whether the snake hit the wall or itself

  return GameOver();

  else

  {       //eat

  if(headx==randomNode.x&&heady==randomNode.y)

  {

  Enqueue(randomNode);

  setfillstyle(SOLID_FILL,BLUE);

  bar(randomNode.x+1,randomNode.y+1,randomNode.x-1+BlockWidth,randomNode.y-1+BlockHeight);

  neednode=true;

  }

  else     //no eat

  {

  newNode.x=headx;

  newNode.y=heady;

  newNode.next=NULL;

Enqueue(newNode);

  outNode=Dequeue();

  setfillstyle(SOLID_FILL,LIGHTGRAY);

  bar(outNode.x+1,outNode.y+1,outNode.x+BlockWidth-1,outNode.y+BlockHeight-1);

  setfillstyle(SOLID_FILL,BLUE);

  bar(newNode.x+1,newNode.y+1,newNode.x-1+BlockWidth,newNode.y-1+BlockHeight);

  }

  }

  delay(speed);

  }

  }

  void ClearKeyBuf()

  {

  do

  bioskey(0);

  while(bioskey(1));

  }

  void Foot(int x,int y)

  {

  setcolor(BLUE);

  outtextxy(x,y,"writer:[T]RealXL E-MAIL:[email protected]");

  }

  void Head(int x,int y)

  {

  setcolor(RED);

  outtextxy(x,y,"GREEDY SNAKE");

  }

  void Enqueue(Node inNode)

  {

  Node *p=new Node;

  p->x=inNode.x;

  p->y=inNode.y;

  p->next=inNode.next;

  snake.tail->next=p;

  snake.tail=p;

  snake.length++;

  }

  Node Dequeue()

  {

  Node *p=snake.head;

  Node outNode=*p;

  snake.head=p->next;

  snake.length--;

  delete p;

  return outNode;

  }

  int Hit(int x,int y)

  {

  if(x<frame.left||x>=frame.right||y<frame.top||y>=frame.bottom)//hit the wall

  return 1;

  Node *p=snake.head->next;

  for(int i=snake.length-1;i>3;i--,p=p->next)//hit itself

  if(x==p->x&&y==p->y)

  return 1;

  return 0;

  }

  bool GameOver()

  {

  int x=getmaxx()/2-50;

  int y=getmaxy()/2-20;

  setfillstyle(SOLID_FILL,DARKGRAY);

  bar(x+3,y+3,x+103,y+43);

  setfillstyle(SOLID_FILL,MAGENTA);

  bar(x,y,x+100,y+40);

  setlinestyle(0,3,1);

  setcolor(RED);

  rectangle(x,y,x+100,y+40);

  outtextxy(x+20,y+10,"GAGE OVER!");

  char c;

  while(true)                                        //按q或Q表示退出程序,按r或R表示重新开始游戏

  {

  c=getch();

  if(c=='q'||c=='Q')

  return false;

  else if(c=='r'||c=='R')

  return true;

  }

  }

  //conf.h                                                          

  #ifndef _conf_h

  #define _conf_h

  #define RowOfFrame    20         //主框架的行数

  #define ColumnOfFrame 20         //主框架的列数

  #define BlockWidth    15        //每个蛇节点的宽度

  #define BlockHeight   15        //每个蛇节点的高度

  #define UP   18432

  #define DOWN 20480

  #define LEFT 19200

  #define RIGHT 19712

  #define ESC   283

  #define ENTER 7181

  #define PAGEUP 18688

  #define PAGEDOWN 20736

  #endif

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