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今日主菜:贪吃蛇小游戏,
主厨:邪王真眼
所属专栏: C语言知识点
主厨的主页:Chef‘s blog
好啦,学了这麽久的C语言也该给他画上一个句号了吧,一个400多行代码的贪吃蛇游戏显然是一个不错的选择,那么一起来学习吧!
使⽤C语⾔在Windows环境的控制台中模拟实现经典⼩游戏贪吃蛇实现基本的功能:• 贪吃蛇地图绘制• 蛇吃⻝物的功能 (上、下、左、右⽅向键控制蛇的动作)• 蛇撞墙死亡• 蛇撞⾃⾝死亡• 计算得分• 蛇⾝加速、减速• 暂停游戏
贪吃蛇
mode con cols=100 lines=30
能在控制台窗⼝执行的命令,也可以调用C语言函数system来执行。例如:
#include
int main()
{
//设置控制台窗⼝的⻓宽:设置控制台窗⼝的⼤⼩,30⾏,100列
system("mode con cols=100 lines=30");
//设置cmd窗⼝名称
system("title 贪吃蛇");
return 0;
}
typedef struct _COORD {
SHORT X;
SHORT Y;
} COORD, *PCOORD;
COORD pos = { 10, 15 };
HANDLE hOutput = NULL;
//获取标准输出的句柄(⽤来标识不同设备的数值)
hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
typedef struct _CONSOLE_CURSOR_INFO {
DWORD dwSize;
BOOL bVisible;
} CONSOLE_CURSOR_INFO, *PCONSOLE_CURSOR_INFO;
BOOL WINAPI SetConsoleCursorInfo(
HANDLE hConsoleOutput,
const CONSOLE_CURSOR_INFO *lpConsoleCursorInfo
);
BOOL WINAPI SetConsoleCursorInfo(
HANDLE hConsoleOutput,
const CONSOLE_CURSOR_INFO *lpConsoleCursorInfo
);
示例:
HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//影藏光标操作
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态
BOOL WINAPI SetConsoleCursorPosition(
HANDLE hConsoleOutput,
COORD pos
);
示例:
COORD pos = { 10, 5};
HANDLE hOutput = NULL;
//获取标准输出的句柄(⽤来标识不同设备的数值)
hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//设置标准输出上光标的位置为pos
SetConsoleCursorPosition(hOutput, pos);
//设置光标的坐标
void SetPos(short x, short y)
{
COORD pos = { x, y };
HANDLE hOutput = NULL;
//获取标准输出的句柄(⽤来标识不同设备的数值)
hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//设置标准输出上光标的位置为pos
SetConsoleCursorPosition(hOutput, pos);
}
SHORT GetAsyncKeyState(
int vKey
);
#define KEY_PRESS(VK) ( (GetAsyncKeyState(VK) & 0x1) ? 1 : 0 )
char* setlocale (int category, const char* locale);
setlocale(LC_ALL, "C");
setlocale(LC_ALL, " ");//切换到本地环境
#include
#include
int main() {
setlocale(LC_ALL, "");
wchar_t ch1 = L'●';
wchar_t ch2 = L'人';
printf("%c%c\n", 'a', 'b');
wprintf(L"%c\n", ch1);
wprintf(L"%c\n", ch2);
return 0;
}
效果展示:
typedef struct SnakeNode
{
int x;
int y;
struct SnakeNode* next;
}SnakeNode, * pSnakeNode;
typedef struct Snake
{
pSnakeNode _pSnake;//维护整条蛇的指针
pSnakeNode _pFood;//维护⻝物的指针
enum DIRECTION _Dir;//蛇头的⽅向默认是向右
enum GAME_STATUS _Status;//游戏状态
int _Socre;//当前获得分数
int _foodWeight;//默认每个⻝物10分
int _SleepTime;//每⾛⼀步休眠时间
}Snake, * pSnake;
//⽅向
enum DIRECTION
{
UP = 1,
DOWN,
LEFT,
RIGHT
};
//游戏状态
enum GAME_STATUS
{
OK,//正常运⾏
KILL_BY_WALL,//撞墙
KILL_BY_SELF,//咬到⾃⼰
END_NOMAL//正常结束
};
#include"snack.h"
void test(void)
{
char x = 'Y';
do
{
Snack snack = { 0 };
GameStart(&snack); //游戏开始前的初始化
GameRun(&snack);//游戏游玩过程
GameEnd(&snack);//游戏结束的善后
SetPos(20, 15);
printf("再来一局吗?(Y/N):");
x=getchar();
getchar();
} while (x == 'Y' || x == 'y');
}
int main()
{
//配置本地环境
setlocale(LC_ALL, "");
test();
SetPos(0, 26);
return 0;
}
void GameStart(pSnake ps)
{
//设置控制台窗⼝的⼤⼩,30⾏,100列
//mode 为DOS命令
system("mode con cols=100 lines=30");
//设置cmd窗⼝名称
system("title 贪吃蛇");
//获取标准输出的句柄(⽤来标识不同设备的数值)
HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//影藏光标操作
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态
//打印欢迎界⾯
WelcomeToGame();
//打印地图
CreateMap();
//初始化蛇
InitSnake(ps);
//创造第⼀个⻝物
CreateFood(ps);
}
void WelcomeToGame()
{
SetPos(40, 15);
printf("欢迎来到贪吃蛇⼩游戏");
让按任意键继续的出现的位置好看点
system("pause");
system("cls");
SetPos(25, 12);
printf("⽤ ↑ . ↓ . ← . → 分别控制蛇的移动, F3为加速,F4为减速\n");
SetPos(25, 13);
printf("加速将能得到更⾼的分数。\n");
SetPos(40, 25);//让按任意键继续的出现的位置好看点
system("pause");
system("cls");
}
#define WALL L'□'
void CreateMap()
{
int i = 0;
//上(0,0)-(56, 0)
SetPos(0, 0);
for (i = 0; i < 58; i += 2)
{
wprintf(L"%c", WALL);
}
//下(0,26)-(56, 26)
SetPos(0, 26);
for (i = 0; i < 58; i += 2)
{
wprintf(L"%c", WALL);
}
//左
//x是0,y从1开始增⻓
for (i = 1; i < 26; i++)
{
SetPos(0, i);
wprintf(L"%c", WALL);
}
//x是56,y从1开始增⻓
for (i = 1; i < 26; i++)
{
SetPos(56, i);
wprintf(L"%c", WALL);
}
}
蛇最开始⻓度为5节,每节对应链表的⼀个节点,蛇⾝的每⼀个节点都有⾃⼰的坐标。
创建5个节点,然后将每个节点存放在链表中进⾏管理。创建完蛇⾝后,将蛇的每⼀节打印在屏幕上。
再设置当前游戏的状态,蛇移动的速度,默认的⽅向,初始成绩,蛇的状态,每个⻝物的分数。
#define BODY L'●'
void InitSnake(pSnake ps)
{
pSnakeNode cur = NULL;
int i = 0;
//创建蛇⾝节点,并初始化坐标
//头插法
for (i = 0; i < 5; i++)
{
//创建蛇⾝的节点
cur = (pSnakeNode)malloc(sizeof(SnakeNode));
if (cur == NULL)
{
perror("InitSnake()::malloc()");
return;
}
//设置坐标
cur->next = NULL;
cur->x = POS_X + i * 2;
cur->y = POS_Y;
//头插法
if (ps->_pSnake == NULL)
{
ps->_pSnake = cur;
}
else
{
cur->next = ps->_pSnake;
ps->_pSnake = cur;
}
}
//打印蛇的⾝体
cur = ps->_pSnake;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%c", BODY);
cur = cur->next;
}
//初始化贪吃蛇数据
ps->_SleepTime = 200;
ps->_Socre = 0;
ps->_Status = OK;
ps->_Dir = RIGHT;
ps->_foodWeight = 10;
}
#define FOOD L'★'
void CreateFood(pSnake ps)
{
int x = 0;
int y = 0;
again:
//产⽣的x坐标应该是2的倍数,这样才可能和蛇头坐标对⻬。
do
{
x = rand() % 53 + 2;
y = rand() % 25 + 1;
} while (x % 2 != 0);
pSnakeNode cur = ps->_pSnake;//获取指向蛇头的指针
//⻝物不能和蛇⾝冲突
while (cur)
{
if (cur->x == x && cur->y == y)
{
goto again;
}
cur = cur->next;
}
pSnakeNode pFood = (pSnakeNode)malloc(sizeof(SnakeNode)); //创建⻝物
if (pFood == NULL)
{
perror("CreateFood::malloc()");
return;
}
else
{
pFood->x = x;
pFood->y = y;
SetPos(pFood->x, pFood->y);
wprintf(L"%c", FOOD);
ps->_pFood = pFood;
}
}
void GameRun(pSnake ps)
{
//打印右侧帮助信息
PrintHelpInfo();
do
{
SetPos(64, 10);
printf("得分:%d ", ps->_Socre);
printf("每个⻝物得分:%d分", ps->_foodWeight);
if (KEY_PRESS(VK_UP) && ps->_Dir != DOWN)
{
ps->_Dir = UP;
}
else if (KEY_PRESS(VK_DOWN) && ps->_Dir != UP)
{
ps->_Dir = DOWN;
}
else if (KEY_PRESS(VK_LEFT) && ps->_Dir != RIGHT)
{
ps->_Dir = LEFT;
}
else if (KEY_PRESS(VK_RIGHT) && ps->_Dir != LEFT)
{
ps->_Dir = RIGHT;
}
else if (KEY_PRESS(VK_SPACE))
{
pause();
}
else if (KEY_PRESS(VK_ESCAPE))
{
ps->_Status = END_NOMAL;
break;
}
else if (KEY_PRESS(VK_F3))
{
if (ps->_SleepTime >= 50)
{
ps->_SleepTime -= 30;
ps->_foodWeight += 2;
}
}
else if (KEY_PRESS(VK_F4))
{
if (ps->_SleepTime < 350)
{
ps->_SleepTime += 30;
ps->_foodWeight -= 2;
if (ps->_SleepTime == 350)
{
ps->_foodWeight = 1;
}
}
}
//蛇每次⼀定之间要休眠的时间,时间短,蛇移动速度就快
Sleep(ps->_SleepTime);
SnakeMove(ps);
} while (ps->_Status == OK);
}
#define KEY_PRESS(VK) ((GetAsyncKeyState(VK)&0x1) ? 1 : 0)
void PrintHelpInfo()
{
//打印提⽰信息
SetPos(64, 15);
printf("不能穿墙,不能咬到⾃⼰\n");
SetPos(64, 16);
printf("⽤↑.↓.←.→分别控制蛇的移动.");
SetPos(64, 17);
printf("F1 为加速,F2 为减速\n");
SetPos(64, 18);
printf("ESC :退出游戏.space:暂停游戏.");
SetPos(64, 20);
}
void SnakeMove(pSnake ps)
{
//创建下⼀个节点
pSnakeNode pNextNode = (pSnakeNode)malloc(sizeof(SnakeNode));
if (pNextNode == NULL)
{
perror("SnakeMove()::malloc()");
return;
}
//确定下⼀个节点的坐标,下⼀个节点的坐标根据,蛇头的坐标和⽅向确定
switch (ps->_Dir)
{
case UP:
{
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y - 1;
}
break;
case DOWN:
{
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y + 1;
}
break;
case LEFT:
{
pNextNode->x = ps->_pSnake->x - 2;
pNextNode->y = ps->_pSnake->y;
}
break;
case RIGHT:
{
pNextNode->x = ps->_pSnake->x + 2;
pNextNode->y = ps->_pSnake->y;
}
break;
}
//如果下⼀个位置就是⻝物
if (NextIsFood(pNextNode, ps))
{
EatFood(pNextNode, ps);
}
else//如果没有⻝物
{
NoFood(pNextNode, ps);
}
KillByWall(ps);
KillBySelf(ps);
}
//pSnakeNode psn 是下⼀个节点的地址
//pSnake ps 维护蛇的指针
int NextIsFood(pSnakeNode psn, pSnake ps)
{
return (psn->x == ps->_pFood->x) && (psn->y == ps->_pFood->y);
}
//pSnakeNode psn 是下⼀个节点的地址
//pSnake ps 维护蛇的指针
void EatFood(pSnakeNode psn, pSnake ps)
{
//头插法
psn->next = ps->_pSnake;
ps->_pSnake = psn;
pSnakeNode cur = ps->_pSnake;
//打印蛇
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%c", BODY);
cur = cur->next;
}
ps->_Socre += ps->_foodWeight;
//释放⻝物节点
free(ps->_pFood);
//创建新的⻝物
CreateFood(ps);
}
//pSnakeNode psn 是下⼀个节点的地址
//pSnake ps 维护蛇的指针
void NoFood(pSnakeNode psn, pSnake ps)
{
//头插法
psn->next = ps->_pSnake;
ps->_pSnake = psn;
pSnakeNode cur = ps->_pSnake;
//打印蛇
while (cur->next->next)
{
SetPos(cur->x, cur->y);
wprintf(L"%c", BODY);
cur = cur->next;
}
//最后⼀个位置打印空格,然后释放节点
SetPos(cur->next->x, cur->next->y);
printf(" ");
free(cur->next);
cur->next = NULL;
}
//pSnake ps 维护蛇的指针
int KillByWall(pSnake ps)
{
if ((ps->_pSnake->x == 0)
|| (ps->_pSnake->x == 56)
|| (ps->_pSnake->y == 0)
|| (ps->_pSnake->y == 26))
{
ps->_Status = KILL_BY_WALL;
return 1;
}
return 0;
}
//pSnake ps 维护蛇的指针
int KillBySelf(pSnake ps)
{
pSnakeNode cur = ps->_pSnake->next;
while (cur)
{
if ((ps->_pSnake->x == cur->x)
&& (ps->_pSnake->y == cur->y))
{
ps->_Status = KILL_BY_SELF;
return 1;
}
cur = cur->next;
}
return 0;
}
void GameEnd(pSnake ps)
{
pSnakeNode cur = ps->_pSnake;
SetPos(24, 12);
switch (ps->_Status)
{
case END_NOMAL:
printf("您主动退出游戏\n");
break;
case KILL_BY_SELF:
printf("您撞上⾃⼰了 ,游戏结束!\n");
break;
case KILL_BY_WALL:
printf("您撞墙了,游戏结束!\n");
break;
}
//释放蛇⾝的节点
while (cur)
{
pSnakeNode del = cur;
cur = cur->next;
free(del);
}
}
#include"snack.h"
void SetPos(int x, int y)
{//获得设备句柄
COORD pos = { x, y };
HANDLE hOutput = NULL;
//获取标准输出的句柄(⽤来标识不同设备的数值)
hOutput = GetStdHandle(STD_OUTPUT_HANDLE);
//设置标准输出上光标的位置为pos
SetConsoleCursorPosition(hOutput, pos);
}
void GameStart(pSnack snack)
{
//设置控制台信息,窗口大小,窗口名
system("mode con cols=100 lines=30");
system("title 贪吃蛇");
HANDLE handle= GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cursorInfo;
GetConsoleCursorInfo(handle, &cursorInfo);
cursorInfo.bVisible = false;
SetConsoleCursorInfo(handle, &cursorInfo);
//打印欢迎界面
WelcomeTogame();
//绘制地图
CreatMap();
//初始化蛇
InitSnack(snack);
//创建食物
CreatFood(snack);
}
void WelcomeTogame(void)
{
//打印的是欢迎信息
SetPos(35, 10);
printf("欢迎来到贪吃蛇小游戏\n");
SetPos(38, 20);
system("pause");
system("cls");
//打印的是功能介绍信息
SetPos(15, 10);
printf("用 ↑ ↓ ← → 来表示蛇的移动方向,F3是加速,F4是减速\n");
SetPos(15, 11);
printf("加速可以获得更高的分数");
SetPos(38, 20);
system("pause");
system("cls");
}
void CreatMap(void)
{
//上
SetPos(0, 0);
int i = 0;
for(i;i<=56;i+=2)
wprintf(L"%lc", WALL);
//下
SetPos(0, 26);
for (i=0; i <= 56; i += 2)
wprintf(L"%lc", WALL);
//左
for (i = 0; i <= 25; i++)
{
SetPos(0, i);
wprintf(L"%lc", WALL);
}
//右
for (i = 0; i <= 25; i++)
{
SetPos(56,i);
wprintf(L"%lc",WALL);
}
}
void InitSnack(pSnack ps)
{
pSnackNode cur;
int i = 0;
for (int i = 0; i < 5; i++)
{
cur=(pSnackNode)malloc(sizeof(SnackNode));
if (!cur)
{
perror("malloc fail : ");
return;
}
cur->x = POS_X + i * 2;
cur->y = POS_Y;
cur->next = NULL;
//头插法
if (ps->pSnack == NULL)
ps->pSnack = cur;
else
{
cur->next = ps->pSnack;
ps->pSnack = cur;
}
}
//打印蛇身
cur = ps->pSnack;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//贪吃蛇其他信息初始化
ps->dir = RIGHT;
ps->pFood = NULL;
ps->Socre = 0;
ps->FoodWeight = 10;
ps->SleepTime = 200;
ps->status = OK;
}
void CreatFood(pSnack ps)
{
srand((unsigned int)time(NULL));
int x = 0, y = 0;
again:
do
{
x = rand() % 53 + 2;
y = rand() % 24 + 1;
} while (x % 2);
//食物坐标与蛇的身体每个节点坐标比较
pSnackNode cur = ps->pSnack;
while (cur)
{
if (cur->x == x && cur->y == y)
goto again;
cur = cur->next;
}
pSnackNode food = (pSnackNode)malloc(sizeof(SnackNode));
if (!food)
{
perror("malloc fail : ");
return;
}
food->next = NULL;
food->x = x;
food->y = y;
ps->pFood = food;
SetPos(x, y);
wprintf(L"%lc", FOOD);
}
void GameRun(pSnack ps)
{
//打印帮助信息
PrintHelpInfo();
do
//打印得分
{
SetPos(60, 10);
printf("总分:%5d", ps->Socre);
SetPos(60, 12);
printf("食物的分值%2d", ps->FoodWeight);
//检测按键
//上下左右,空格,ESC,F3,F4
if (KEY_PESS(VK_UP) && ps->dir != DOWN)
ps->dir = UP;
else if (KEY_PESS(VK_DOWN) && ps->dir != UP)
ps->dir = DOWN;
else if (KEY_PESS(VK_LEFT) && ps->dir != RIGHT)
ps->dir = LEFT;
else if (KEY_PESS(VK_RIGHT) && ps->dir != LEFT)
ps->dir = RIGHT;
else if (KEY_PESS(VK_ESCAPE))
{
ps->status = ESC;
break;
}
else if (KEY_PESS(VK_SPACE))
pause();
else if (KEY_PESS(VK_F3))
{
if (ps->SleepTime >= 80)
{
ps->SleepTime -= 30;
ps->FoodWeight += 2;
}
}
else if (KEY_PESS(VK_F4))
{
if (ps->FoodWeight>2 )
{
ps->SleepTime += 30;
ps->FoodWeight -= 2;
}
}
//睡眠一下
Sleep(ps->SleepTime);
//走下一步
SnackMove(ps);
//是否撞墙
if (IsKillWall(ps))
ps->status = KILL_BY_WALL;
//是否咬到自己
if (IsKillSelf(ps))
ps->status = KILL_BY_SELF;
} while (ps->status==OK);
}
void PrintHelpInfo(void)
{
SetPos(60, 15);
printf("1.不能穿墙 不能咬到自己\n");
SetPos(60, 17);
printf("2.用 ↑ ↓ ← → 来表示蛇的移动方向\n");
SetPos(60, 19);
printf("3.按F3是加速,按F4是减速\n");
}
void pause(void)
{
while (1)
{
if (KEY_PESS(VK_SPACE))
break;
Sleep(100);
}
}
void SnackMove(pSnack ps)
{
pSnackNode p=(pSnackNode)malloc(sizeof(SnackNode));
if (p == NULL)
{
perror("malloc fail : ");
return;
}
p->next = NULL;
switch (ps->dir)
{
case UP:
p->x = ps->pSnack->x;
p->y = ps->pSnack->y-1;
break;
case DOWN:
p->x = ps->pSnack->x;
p->y = ps->pSnack->y + 1;
break;
case LEFT:
p->x = ps->pSnack->x-2;
p->y = ps->pSnack->y;
break;
case RIGHT:
p->x = ps->pSnack->x+2;
p->y = ps->pSnack->y;
break;
}
//下一个坐标是食物吗
if (NextIsFood(ps, p))
{
//吃掉食物
EatFood(ps,p);
}
//不吃食物
else
{
NotEatFood(ps, p);
}
}
bool NextIsFood(pSnack ps, pSnackNode p)
{
return ps->pFood->x == p->x&&p->y==ps->pFood->y;
}
void EatFood(pSnack ps,pSnackNode p)
{
p->next = ps->pSnack;
ps->pSnack = p;
//打印蛇身
pSnackNode cur = ps->pSnack;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
ps->Socre += ps->FoodWeight;
free(ps->pFood);
CreatFood(ps);
}
void NotEatFood(pSnack ps, pSnackNode p)
{
p->next = ps->pSnack;
ps->pSnack = p;
//寻找尾节点同时打印蛇身
while (p->next->next)//不对劲
{
SetPos(p->x, p->y);
wprintf(L"%lc",BODY);
p = p->next;
}
SetPos(p->x, p->y);
wprintf(L"%lc", BODY);
//把尾节点的位置打印为空白字符
SetPos(p->next->x, p->next->y);
printf(" ");
//释放尾节点
free(p->next);
p->next = NULL;
}
bool IsKillWall(pSnack ps)
{
if (ps->pSnack->x ==0 || ps->pSnack->x==56 || ps->pSnack->y ==0 || ps->pSnack->y==26)
return true;
return false;
}
bool IsKillSelf(pSnack ps)
{
pSnackNode cur = ps->pSnack->next;
while (cur)
{
if (ps->pSnack->x == cur->x && cur->y == ps->pSnack->y)
return true;
cur = cur->next;
}
return false;
}
void GameEnd(pSnack ps)//游戏结束的善后
{
SetPos(15, 12);
switch (ps->status)
{
case ESC:
printf("主动退出游戏退出成功\n");
break;
case KILL_BY_SELF:
printf("很遗憾,你咬到自己了,游戏结束\n");
break;
case KILL_BY_WALL:
printf("很遗憾,你撞墙了,游戏结束\n");
break;
}
//释放开辟的空间
pSnackNode cur = ps->pSnack;
while (cur)
{
pSnackNode new = cur;
cur = cur->next;
free(new);
}
free(ps->pFood);
ps->pFood = NULL;
ps = NULL;
}
#pragma once
#define _CRT_SECURE_NO_WARNINGS 1
#include
#include
#include
#include
#include
#define WALL L'□'
#define BODY L'●'
#define FOOD L'★'
#define POS_X 24
#define POS_Y 5
#define KEY_PESS(VK) (GetAsyncKeyState(VK)&1)
//贪吃蛇蛇身节点的定义
typedef struct SnackNode
{
int x, y;
struct SnackNode* next;
}SnackNode,*pSnackNode;
//游戏状态
enum GAME_STATUS
{
OK=1,
ESC,
KILL_BY_WALL,
KILL_BY_SELF
};
enum DIRECTION
{
UP,
DOWN,
LEFT,
RIGHT
};
//贪吃蛇信息
typedef struct Snack
{
pSnackNode pSnack;//维护整条蛇
pSnackNode pFood;//指向食物的指针
int Socre;//当前分数
int FoodWeight;//单个食物分数
int SleepTime;//蛇的速度
enum GAME_STATUS status;//当前游戏状态
enum DIRECTION dir;//蛇运动方向
}Snack,*pSnack;
void SetPos(int x, int y);
void GameStart(pSnack snack);
void WelcomeTogame(void);
void CreatMap(void);
void pause(void);
void InitSnack(pSnack ps);
void CreatFood(pSnack ps);
void GameRun(pSnack ps);
void PrintHelpInfo(void);
void SnackMove(pSnack ps);
bool NextIsFood(pSnack ps, pSnackNode p);
void EatFood(pSnack ps, pSnackNode p);
void NotEatFood(pSnack ps, pSnackNode p);
bool IsKillWall(pSnack ps);
bool IsKillSelf(pSnack ps);
void GameEnd(pSnack ps);//游戏结束的善后
#include"snack.h"
void test(void)
{
int x = 0;
do
{
Snack snack = { 0 };
GameStart(&snack); //游戏开始前的初始化
GameRun(&snack);//游戏游玩过程
GameEnd(&snack);//游戏结束的善后
SetPos(20, 15);
printf("再来一局吗?(Y/N):");
x = getchar();
getchar();
} while (x == 'Y' || x == 'y');
}
int main()
{
//配置本地环境
setlocale(LC_ALL, "");
test();
SetPos(0, 26);
return 0;
}
好了,朋友,恭喜你看完了这~么长的博客,现在试试把它自己写写吧,我们数据结构再见!
C语言,完结撒花!