用c语言写的期末作业:C语言实现控制台版贪吃蛇游戏的具体代码,供大家参考,具体内容如下
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/* { conio.h 阻塞式: getch(): 从无回显的控制台获取字符。无缓冲区,只有当按下一个键才会执行后面的程序。 非阻塞式: kbhit() 检测缓冲区中是否有字符;执行该函数后程序不会停下,而是继续执行下面的代码 由于getch()和kbhit()已弃用, 在编译时会产生警告, 可以用_getch()和_kbhit()替换它们, 或者在包含头文件前加上#pragma warning(disable : 4996)关闭警告 } */ #pragma warning(disable : 4996) //用来关闭警告 #include<stdio.h> #include <stdlib.h> #include <conio.h> //_kbhit()函数获取键盘事件 #include <time.h> #include<Windows.h> #define WIN_HEIGH 30 //窗口高度 #define WIN_WIDTH 105 //窗口宽度 #define G_HEIGHT 30 //游戏界面高度 #define G_WIDTH 80 //游戏界面宽度 #define STATUS int //函数返回状态属性 #define SUCCESS 1 //执行成功 #define FAIL 0 //执行失败 typedef struct snake_node{ //蛇的某个点的信息 char direct; //即将前进的方向 udlr分别对应上下左右,刚吃掉的身体部分方向为o COORD postion; //该点所在位置 struct snake_node* next_node; //下个节点的指针 }*Ps_node,S_node; typedef struct snake { char head_type; //蛇头的样子 char body_type; //蛇身的样子 WORD color; //颜色 int level; //等级 int speed; //速度 int score; //成绩 int control; //控制器 即按wasd进行移动,或者按上下左右进行移动 S_node head; //蛇头 }*Psnake,Snake; //蛇结构 // 0输出空格 -1输出# char canvas[G_HEIGHT][G_WIDTH] ; //画布 int bean_count; //已创建食物的数量 POINT reward_position; //奖励的位置 int reward_time = -1000; //奖励剩余时间 int run_snake_threads; //正在运行的蛇的数量 char keyboard_out[2]; //键盘的输出控制器 keyboard_out[0],代表控制器1,keyboard_out[1],代表控制器2, int init_snake_speed = 400; //蛇的初始速度 ,例=400时,蛇0.4s前进一步 //关于颜色取值,请查看help.txt void gotoxy( int x, int y); //设置光标到指定位置 void setcolor( WORD wAttributes); //设置输出颜色 void prc_toxy( char c, int x, int y); //指定位置输出字符 void prs_toxy( char * str, int x, int y); //指定位置输出字符串 void prc_colortoxy( char str, int x, int y, WORD wAttributes); //在指定位置,以wAttributes颜色输出字符 void prs_colortoxy( char * str, int x, int y, WORD wAttributes); //在指定位置,以wAttributes颜色输出字符字符串 void one_play_mod(); //进入单人模式 void two_play_mod(); //进入双人模式 /*********************** 函数名:init_system 功能: 获取窗口句柄 设置控制台颜色和大小 隐藏光标显示 ************************/ void init_system(); /*********************** 函数名:init_snode 功能:初始化新的身体节点 输入参数: direct:这个节点的下一个运动方向; snake_x,snake_y:这个节点的位置(x,y) next_node:下一个节点的指针 返回值: Ps_node:返回已初始化的节点的指针 ************************/ Ps_node init_snode(Ps_node n_snode, char drect, int x, int y,Ps_node next_node); /************************ 函数名:init_snake 功能:初始化蛇的相关参数,并为其创建身体,长度为三 输入参数: she: 要初始化的蛇指针 color: 蛇的颜色 head_type: 用该字符显示蛇的身体 x,y: 蛇最开始的位置 direct: 默认前进方向 control: 移动蛇的方式:默认1为WASD键,2为方向键盘上下左右键 返回值:初始化后的蛇指针 **************************/ Psnake init_snake(Psnake she , WORD color, char head_type, char body_type, int x, int y, char direct, int control); //初始化小蛇 DWORD WINAPI Run_Snake_Thread( LPVOID lpParam); //线程:运行一条蛇 DWORD WINAPI Del_reward_Thread( LPVOID lpParam); //线程:生成奖励后,一段时间内不迟到奖励会消失 DWORD WINAPI Render_Thread( LPVOID lpParam); //线程:用来渲染,游戏运行时,所有的打印显示由该进程完成 DWORD WINAPI Keyboard_Thread( LPVOID lpParam); //线程:游戏运行时,监听按键输入,并设置keyboard_out /************************ 函数名:get_canvas_toxy 功能: 获取画布上该点的值 输入参数:postion 返回值:char类型,画布上该点的值 ************************/ char get_canvas_toxy(COORD postion); /*********************** 函数名:snode_gonext 功能: 蛇身体上的点移动到下个位置 输入参数: snode:要移动的点 direct:要移动的方向 返回值:char ,未移动前,该点要前进的方向 ************************/ char snode_gonext(Ps_node snode, char direct); /*********************** 函数名:snake_gonext 功能: 蛇移动到下个位置 输入参数: she:要移动的蛇 direct:蛇头移动的方向 返回值:无 ************************/ void snake_gonext(Psnake she, char direct); /******************** 函数名:init_canvas 功能: 初始化画布,并为画布设置边框 输入参数: 无 返回值: 无 ********************/ void init_canvas(); void draw_wall(); //在canvas上设置边框位置 /*********************** 函数名:snaketocanvas 功能:将蛇的坐标信息拷贝到画布canvas上,在canvas上删除原来的位置信息, 输入参数:she :要拷贝的蛇的指针 ***********************/ void snaketocanvas(Psnake she); /************************** 函数名:eat_node 功能:蛇吃食物,并把它加入蛇身,并增加成绩,触发升级加速 (注:加入到蛇身后该点的位置还在原来的地方,需要身体都经过那里后长度才会增加) 输入参数: she:吃食物的那条蛇 position:食物的位置 **************************/ void eat_node(Psnake she, COORD postion); /********************** 函数名:create_bean 功能:在画布的一个随机位置创建豆 返回值: status:返回是否创建成功 **********************/ STATUS createrand_bean(); /********************** 函数名:free_snake 功能:释放小蛇的内存 输入参数: she:要释放内存的小蛇 ************************/ void free_snake(Psnake she); void menu(); //开始菜单, 用来选择模式,单人或者双人 void show_menu( int flag); //根据不同的flag显示不同的菜单 HANDLE handle; int main() { init_system(); menu(); return 0; } void init_system() { system ( "color F0 " ); handle = GetStdHandle(STD_OUTPUT_HANDLE); //获取窗口句柄 char chCmd[32]; sprintf (chCmd, "mode con cols=%d lines=%d" , WIN_WIDTH, WIN_HEIGH); //设置控制台大小 system (chCmd); CONSOLE_CURSOR_INFO cursor_info = { 1,0 }; //设置光标不可见,第一个值为光标厚度,第二个值为光标是否显示 SetConsoleCursorInfo(handle, &cursor_info); // srand (( int ) time (NULL)); //初始化随机数种子 } void menu() { int ch1, ch2; int flag = 1; //标志当前选择模式 show_menu(flag); while (1) { ch1 = _getch(); if (ch1 == 13) { printf ( "此处是进入函数\n" ); if (flag == 1) one_play_mod(); else if (flag == 2) two_play_mod(); else { system ( "cls" ); printf ( "退出\n" ); break ; } } if (ch1==224) { ch2 = _getch(); if (ch2 == 72) { flag = (flag + 2)% 3; } else if (ch2 == 80) { flag = (flag + 4) % 3; } } show_menu(flag); } } void show_menu( int flag) { char gamename[30] = "贪 吃 蛇" ; char mod1[20] = "单人模式" ; char mod2[20] = "双人模式" ; char modexit[20] = "退出" ; int xstr = (WIN_WIDTH - strlen (mod1)) / 2; //要打印选项的位置x列 int ystr; //要打印选项的位置y行 WORD color[3] = {0xf0,0xf0,0xf0}; //要设置的颜色 system ( "cls" ); setcolor(0xf0); prs_toxy(gamename, (WIN_WIDTH - strlen (gamename) )/ 2, 5); color[flag] = FOREGROUND_RED | 0xf0; prs_colortoxy(mod1, (WIN_WIDTH - strlen (mod1)) / 2, 11, color[1]); prs_colortoxy(mod2, (WIN_WIDTH - strlen (mod2)) / 2, 13, color[2]); prs_colortoxy(modexit, (WIN_WIDTH - strlen (modexit)) / 2, 15, color[0]); if (flag == 1) ystr = 11; else if (flag == 2) ystr = 13; else ystr = 15; //设置箭头位于哪一行 prs_colortoxy( "→" , xstr - 4, ystr, color[flag]); gotoxy(0, 0); } void gotoxy( int x, int y) { COORD pos; pos.X = x; pos.Y = y; SetConsoleCursorPosition(handle, pos); } void setcolor( WORD wAttributes) { SetConsoleTextAttribute(handle, wAttributes); } void prc_toxy( char c, int x, int y) { gotoxy(x, y); printf ( "%c" , c); } void prs_toxy( char * str, int x, int y) { gotoxy(x, y); printf ( "%s" , str); } void prc_colortoxy( char c, int x, int y, WORD wAttributes) { gotoxy(x, y); SetConsoleTextAttribute(handle, wAttributes); printf ( "%c" , c); } void prs_colortoxy( char * str, int x, int y, WORD wAttributes) { gotoxy(x, y); SetConsoleTextAttribute(handle, wAttributes); printf ( "%s" , str); } Ps_node init_snode(Ps_node n_snode, char drect, int x, int y, Ps_node next_node) { n_snode->direct = drect; n_snode->postion.X = x; n_snode->postion.Y = y; n_snode->next_node = next_node; return n_snode; } Psnake init_snake(Psnake she , WORD color, char head_type, char body_type, int x, int y, char direct, int control) { int ax=x,ay=y,bx=x,by=y; she->head_type = head_type; she->body_type = body_type; she->color = color; she->control = control; she->level = 1; she->speed = init_snake_speed; she->score = 0; Ps_node s1 = (Ps_node) malloc ( sizeof (S_node)); Ps_node s2 = (Ps_node) malloc ( sizeof (S_node)); switch (direct) { case 'l' : ax = x + 2; bx = x + 1; break ; case 'r' : ax = x - 2; bx = x - 1; break ; case 'u' : ay = y + 2; by = y + 1; break ; case 'd' : ay = y - 2; by = y - 1; break ; default : break ; } init_snode(s2, direct, ax, ay, NULL); //要根据方向设置下一个节点的位置 init_snode(s1, direct, bx , by, s2); init_snode(&she->head, direct, x, y,s1); return she; } void one_play_mod() { HANDLE hThread; HANDLE hThread_render; HANDLE hT_getkey; Snake xiaoshe; system ( "cls" ); bean_count = 0; init_canvas(); init_snake(&xiaoshe,0xf2, '@' , '*' , G_WIDTH/2, G_HEIGHT/2, 'r' , 2); snaketocanvas(&xiaoshe); createrand_bean(); run_snake_threads = 1; draw_wall(); hThread = CreateThread(NULL, 0, Run_Snake_Thread,( LPVOID )&xiaoshe, 0, NULL); hThread_render = CreateThread(NULL, 0, Render_Thread, ( LPVOID )&xiaoshe, 0, NULL); hT_getkey= CreateThread(NULL, 0,Keyboard_Thread, NULL, 0, NULL); WaitForSingleObject(hThread, INFINITE); run_snake_threads = 0; WaitForSingleObject(hT_getkey, INFINITE); WaitForSingleObject(hThread_render, INFINITE); CloseHandle(hThread); CloseHandle(hT_getkey); CloseHandle(hThread_render); gotoxy(G_WIDTH / 2-2, G_HEIGHT / 2); printf ( "游戏结束\n" ); Sleep(2000); } void two_play_mod() { HANDLE hThread_a; HANDLE hThread_b; HANDLE hThread_render; HANDLE hT_getkey; Snake she[2]; system ( "cls" ); bean_count = 0; init_canvas(); init_snake(&she[0], 0xf2, '@' , '*' , G_WIDTH / 2-4, G_HEIGHT / 2 -4, 'r' , 2); init_snake(&she[1], 0xE5, 'U' , 'S' , G_WIDTH / 2, G_HEIGHT / 2, 'l' , 1); snaketocanvas(&she[0]); snaketocanvas(&she[1]); draw_wall(); createrand_bean(); /*createrand_bean(); //创建多个食物 createrand_bean(); createrand_bean();*/ run_snake_threads = 2; hThread_b = CreateThread(NULL, 0, Run_Snake_Thread, ( LPVOID )&she[0], 0, NULL); hThread_a = CreateThread(NULL, 0, Run_Snake_Thread, ( LPVOID )&she[1], 0, NULL); hThread_render= CreateThread(NULL, 0, Render_Thread, ( LPVOID )&she, 0, NULL); hT_getkey = CreateThread(NULL, 0, Keyboard_Thread, NULL, 0, NULL); WaitForSingleObject(hThread_a, INFINITE); WaitForSingleObject(hThread_b, INFINITE); run_snake_threads = 0; WaitForSingleObject(hT_getkey, INFINITE); WaitForSingleObject(hThread_render, INFINITE); CloseHandle(hThread_a); CloseHandle(hThread_b); CloseHandle(hT_getkey); CloseHandle(hThread_render); gotoxy(G_WIDTH / 2, G_HEIGHT / 2); printf ( "游戏结束\n" ); Sleep(1000); } DWORD WINAPI Keyboard_Thread( LPVOID lpParam) { int ch1; int ch2; keyboard_out[0] = 'n' ; keyboard_out[1] = 'n' ; while (run_snake_threads > 0) { while (_kbhit()) { ch1 = _getch(); switch (ch1) { case 'w' : keyboard_out[0] = 'u' ; break ; case 's' : keyboard_out[0] = 'd' ; break ; case 'd' : keyboard_out[0] = 'r' ; break ; case 'a' : keyboard_out[0] = 'l' ; break ; case 224: ch2 = _getch(); switch (ch2) { case 72: keyboard_out[1] = 'u' ; break ; case 80: keyboard_out[1] = 'd' ; break ; case 77: keyboard_out[1] = 'r' ; break ; case 75: keyboard_out[1] = 'l' ; break ; default : break ; } break ; default : break ; } } Sleep(50); } } char get_canvas_toxy(COORD postion) { return canvas[postion.Y][postion.X]; } char snode_gonext(Ps_node snode, char direct) { char old_direct = snode->direct; snode->direct = direct; switch (direct) { case 'u' : snode->postion.Y = snode->postion.Y - 1; break ; case 'd' : snode->postion.Y = snode->postion.Y + 1; break ; case 'l' : snode->postion.X = snode->postion.X - 1; break ; case 'r' : snode->postion.X = snode->postion.X + 1; break ; default : break ; } return old_direct; } void snake_gonext(Psnake she, char direct) { Ps_node temp=&she->head; Ps_node end = temp; char dta=direct; //方向 while (temp!=NULL) //不处理最后一个节点 { if (temp->next_node!=NULL && temp->next_node->direct== 'n' ){ if (temp->postion.X == temp->next_node->postion.X && temp->postion.Y == temp->next_node->postion.Y) { dta = snode_gonext(temp, dta); temp->next_node->direct = dta; } else dta = snode_gonext(temp, dta); break ; } dta=snode_gonext(temp, dta); temp = temp->next_node; } snaketocanvas(she); } void snaketocanvas(Psnake she) { Ps_node temp=&she->head; int i, j,x,y; char body_type = she->body_type; for (i = 1; i < G_HEIGHT - 1; i++) for (j = 1; j < G_WIDTH - 1; j++) if (canvas[i][j] == she->head_type || canvas[i][j] == she->body_type) canvas[i][j] = '0' ; x = temp->postion.X; y = temp->postion.Y; while (temp->next_node != NULL) { canvas[temp->next_node->postion.Y][temp->next_node->postion.X] = body_type; temp = temp->next_node; } canvas[y][x] = she->head_type; //单独处理蛇头,放在最后防止被覆盖 } void draw_wall() { int i, j; setcolor(0xf0); gotoxy(0, 0); for (i = 0; i < G_HEIGHT; i++) { gotoxy(0, i); for (j = 0; j < G_WIDTH; j++) { if (canvas[i][j] == '#' ) printf ( "#" ); else printf ( " " ); } } } DWORD WINAPI Render_Thread( LPVOID lpParam) { Psnake shea = (Psnake)lpParam; Psnake sheb = (run_snake_threads==2)?((Psnake)lpParam+1):(shea); WORD color; char heada = shea->head_type; char headb = shea->head_type; char pr; char pr_score[50]; char show_time[30]; int snakes_counts = run_snake_threads; int i, j; if (snakes_counts == 1) { //单人模式 prs_colortoxy( "player 1" , G_WIDTH + 3, 6, 0xf0); prs_colortoxy( "↑" , G_WIDTH + 15, 5, 0xf0); prs_colortoxy( "←↓→" ,G_WIDTH + 13, 6, 0xf0); } else { prs_colortoxy( "player 1" , G_WIDTH + 3, 6, 0xf0); prs_colortoxy( "↑" , G_WIDTH + 15, 5, 0xf0); prs_colortoxy( "←↓→" , G_WIDTH + 13, 6, 0xf0); prs_colortoxy( "player 2" , G_WIDTH + 3, 19, 0xf0); prs_colortoxy( "W" , G_WIDTH + 14, 18, 0xf0); prs_colortoxy( "ASD" , G_WIDTH + 13, 19, 0xf0); } while (run_snake_threads != 0) //根据snake线程数结束循环 { for (i = 1; i < G_HEIGHT-1; i++) { gotoxy(1, i); for (j = 1; j < G_WIDTH-1; j++) { switch (canvas[i][j]) { case '@' : //蛇头 color = (heada == '@' ) ? shea->color : sheb->color; pr = '@' ; break ; case '*' : //蛇身 color = (shea->body_type == '*' ) ? shea->color : sheb->color; pr = '*' ; break ; case 'U' : //蛇头 color = (shea->head_type == 'U' ) ? shea->color : sheb->color; pr = 'U' ; break ; case 'S' : //蛇身 color = (shea->body_type == 'S' ) ? shea->color : sheb->color; pr = 'S' ; break ; case '$' : //豆子 color = 0xf6; pr = '$' ; break ; case '&' : //奖励 color = 0xa4; pr = '&' ; break ; case '0' : color = 0xf0; pr = ' ' ; break ; default : break ; } setcolor(color); printf ( "%c" , pr); } } sprintf (pr_score, "分数: %d" , shea->score); prs_colortoxy(pr_score, G_WIDTH + 3, 8, 0xf0); if (snakes_counts == 2) { sprintf (pr_score, "分数: %d" , sheb->score); prs_colortoxy(pr_score, G_WIDTH + 3, 21, 0xf0); } if (reward_time >= 0) { sprintf (show_time, "奖励剩余时间:%ds " , reward_time / 1000); prs_colortoxy(show_time, G_WIDTH + 5, G_HEIGHT - 3, 0xf4); } else { prs_colortoxy( " " , G_WIDTH + 5, G_HEIGHT - 3, 0xf4); } Sleep(50); //显示频率 } } STATUS createrand_bean() { int ran; //canvas的第n个点为奖励位置 int i,j,count,sum=0; char c = '$' ; HANDLE delrewarthread; for (i = 1; i < G_HEIGHT - 1; i++) for (j = 1; j < G_WIDTH - 1; j++) if (canvas[i][j] == '0' ) sum++; if (sum == 0) return FAIL; if (bean_count % 5 == 0 && bean_count!=0) { ran = rand () % sum; count = 0; for (i = 1; i < G_HEIGHT - 1; i++) for (j = 1; j < G_WIDTH - 1; j++) if (canvas[i][j] == '0' ) { if (count == ran) { reward_position.x = j; reward_position.y = i; canvas[i][j] = '&' ; delrewarthread= CreateThread(NULL, 0, Del_reward_Thread, NULL, 0, NULL); CloseHandle(delrewarthread); } count++; } } bean_count++; ran = rand () % sum; count = 0; for (i = 1; i < G_HEIGHT - 1; i++) for (j = 1; j < G_WIDTH - 1; j++) if (canvas[i][j] == '0' ) { if (count == ran) { canvas[i][j] = c; return SUCCESS; } count++; } return FAIL; } void eat_node(Psnake she, COORD postion) { Ps_node end = &she->head; Ps_node s = (Ps_node) malloc ( sizeof (S_node)); while (end->next_node != NULL) end = end->next_node; init_snode(s, 'n' , postion.X, postion.Y, NULL); end->next_node = s; canvas[postion.Y][postion.X]=she->head_type; she->score++; if (she->score / 10 >= she->level) { she->level++; she->speed = ( int )(she->speed * 0.75); } } void free_snake(Psnake she) { Ps_node body = she->head.next_node; Ps_node temp; while (body!=NULL) { temp = body->next_node; free (body); body = temp; } } DWORD WINAPI Run_Snake_Thread( LPVOID lpParam) { Psnake pshe = (Psnake)lpParam; char direct; COORD next_node; //下一个蛇头位置 char v_canvas; boolean end = 0; while (!end) { direct = pshe->head.direct; if (keyboard_out[pshe->control - 1] != 'n' ) { //获取键盘输入的目的是,获取蛇要前往的下一个方向 switch (keyboard_out[pshe->control - 1]) //输入方向与运行方向相反 { case 'u' : direct = (direct != 'd' ) ? 'u' : direct; break ; case 'd' : direct = (direct != 'u' ) ? 'd' : direct; break ; case 'l' : direct = (direct != 'r' ) ? 'l' : direct; break ; case 'r' : direct = (direct != 'l' ) ? 'r' : direct; break ; default : break ; } keyboard_out[pshe->control - 1] = 'n' ; } next_node = pshe->head.postion; switch (direct) { case 'u' : next_node.Y = next_node.Y - 1; break ; case 'd' : next_node.Y = next_node.Y + 1; break ; case 'l' : next_node.X = next_node.X - 1; break ; case 'r' : next_node.X = next_node.X + 1; break ; default : break ; } v_canvas = get_canvas_toxy(next_node); switch (v_canvas) { case '0' : //表示该点安全,没有东西 snake_gonext(pshe, direct); break ; case '$' : eat_node(pshe, next_node); snake_gonext(pshe, direct); end = !createrand_bean(); break ; case '&' : //吃下道具,触发减速 eat_node(pshe, next_node); snake_gonext(pshe, direct); pshe->speed =( int ) (pshe->speed * 1.25); break ; default : end = 1; break ; } Sleep(pshe->speed); } free_snake(pshe); //这里只释放了蛇的身体其他信息仍保留 Sleep(500); return 0; } DWORD WINAPI Del_reward_Thread( LPVOID lpParam) { reward_time = 10000; while (reward_time >=0) { if (canvas[reward_position.y][reward_position.x] == '&' && run_snake_threads>0) { Sleep(1000); reward_time = reward_time - 1000; } else break ; } canvas[reward_position.y][reward_position.x] = '0' ; reward_time = -1000; return 0; } void init_canvas() { int i, j; for (i = 0; i < G_HEIGHT; i++) for (j = 0; j < G_WIDTH; j++) canvas[i][j] = '0' ; for (i = 0; i < G_HEIGHT ; i++) { canvas[i][0] = '#' ; canvas[i][G_WIDTH - 1] = '#' ; } for (j = 0; j < G_WIDTH; j++) { canvas[0][j] = '#' ; canvas[G_HEIGHT - 1][j] = '#' ; } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/YiLiuF/article/details/108134110