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go语言写贪吃蛇 贪吃蛇编写程序

贪吃蛇代码中我看到下面这处初始化蛇身的函数就懵了,还望高手指教!

这个是命令行界面的程序吧。这个程序本质就是移动光标到合适的坐标位置,打印@,对吧。

让客户满意是我们工作的目标,不断超越客户的期望值来自于我们对这个行业的热爱。我们立志把好的技术通过有效、简单的方式提供给客户,将通过不懈努力成为客户在信息化领域值得信任、有价值的长期合作伙伴,公司提供的服务项目有:主机域名、网络空间、营销软件、网站建设、汉台网站维护、网站推广。

而这里的坐标,你可以想象一下整个屏幕都是字符。这个坐标就是字符所在的位置(第一个字符是(0,0),向右x增加,向下y增加)。

你要在命令行界面上面做游戏,所以你要先定义你的游戏窗口大小,就是frame_height,frame_width。

gotoxy(x,y)这个函数是移动光标的函数,将光标移动到指定行y和列x。

snake.x[0]=frame_height/2;//将蛇初始化在框的正中央

snake.y[0]=frame_width/2;//同上

所以,snake.x[0],snake.y[0]的值表示的是打印蛇头的位置。这边我感觉作者x,y自己赋值反了吧。

for(k=1;ksnake.len;k++)//设置蛇身长度及实时变化

{

snake.x[k]=snake.x[k-1]+1;//*

snake.y[k]=snake.y[k-1];//*

gotoxy(snake.x[k], snake.y[k]);

printf("@");

}

循环这边就继续打印蛇身了。x的坐标加+,y的坐标保持不变,然后打印第二个@。再循环打印一次第3个@。

贪吃蛇c语言代码

#define N 200

#include graphics.h

#include stdlib.h

#include dos.h

#define LEFT 0x4b00

#define RIGHT 0x4d00

#define DOWN 0x5000

#define UP 0x4800

#define ESC 0x011b

int i,key;

int score=0;/*得分*/

int gamespeed=50000;/*游戏速度自己调整*/

struct Food

{

int x;/*食物的横坐标*/

int y;/*食物的纵坐标*/

int yes;/*判断是否要出现食物的变量*/

}food;/*食物的结构体*/

struct Snake

{

int x[N];

int y[N];

int node;/*蛇的节数*/

int direction;/*蛇移动方向*/

int life;/* 蛇的生命,0活着,1死亡*/

}snake;

void Init(void);/*图形驱动*/

void Close(void);/*图形结束*/

void DrawK(void);/*开始画面*/

void GameOver(void);/*结束游戏*/

void GamePlay(void);/*玩游戏具体过程*/

void PrScore(void);/*输出成绩*/

/*主函数*/

void main(void)

{

Init();/*图形驱动*/

DrawK();/*开始画面*/

GamePlay();/*玩游戏具体过程*/

Close();/*图形结束*/

}

/*图形驱动*/

void Init(void)

{

int gd=DETECT,gm;

initgraph(gd,gm,"c:\\tc");

cleardevice();

}

/*开始画面,左上角坐标为(50,40),右下角坐标为(610,460)的围墙*/

void DrawK(void)

{

/*setbkcolor(LIGHTGREEN);*/

setcolor(11);

setlinestyle(SOLID_LINE,0,THICK_WIDTH);/*设置线型*/

for(i=50;i=600;i+=10)/*画围墙*/

{

rectangle(i,40,i+10,49); /*上边*/

rectangle(i,451,i+10,460);/*下边*/

}

for(i=40;i=450;i+=10)

{

rectangle(50,i,59,i+10); /*左边*/

rectangle(601,i,610,i+10);/*右边*/

}

}

/*玩游戏具体过程*/

void GamePlay(void)

{

randomize();/*随机数发生器*/

food.yes=1;/*1表示需要出现新食物,0表示已经存在食物*/

snake.life=0;/*活着*/

snake.direction=1;/*方向往右*/

snake.x[0]=100;snake.y[0]=100;/*蛇头*/

snake.x[1]=110;snake.y[1]=100;

snake.node=2;/*节数*/

PrScore();/*输出得分*/

while(1)/*可以重复玩游戏,压ESC键结束*/

{

while(!kbhit())/*在没有按键的情况下,蛇自己移动身体*/

{

if(food.yes==1)/*需要出现新食物*/

{

food.x=rand()%400+60;

food.y=rand()%350+60;

while(food.x%10!=0)/*食物随机出现后必须让食物能够在整格内,这样才可以让蛇吃到*/

food.x++;

while(food.y%10!=0)

food.y++;

food.yes=0;/*画面上有食物了*/

}

if(food.yes==0)/*画面上有食物了就要显示*/

{

setcolor(GREEN);

rectangle(food.x,food.y,food.x+10,food.y-10);

}

for(i=snake.node-1;i0;i--)/*蛇的每个环节往前移动,也就是贪吃蛇的关键算法*/

{

snake.x[i]=snake.x[i-1];

snake.y[i]=snake.y[i-1];

}

/*1,2,3,4表示右,左,上,下四个方向,通过这个判断来移动蛇头*/

switch(snake.direction)

{

case 1:snake.x[0]+=10;break;

case 2: snake.x[0]-=10;break;

case 3: snake.y[0]-=10;break;

case 4: snake.y[0]+=10;break;

}

for(i=3;isnake.node;i++)/*从蛇的第四节开始判断是否撞到自己了,因为蛇头为两节,第三节不可能拐过来*/

{

if(snake.x[i]==snake.x[0]snake.y[i]==snake.y[0])

{

GameOver();/*显示失败*/

snake.life=1;

break;

}

}

if(snake.x[0]55||snake.x[0]595||snake.y[0]55||

snake.y[0]455)/*蛇是否撞到墙壁*/

{

GameOver();/*本次游戏结束*/

snake.life=1; /*蛇死*/

}

if(snake.life==1)/*以上两种判断以后,如果蛇死就跳出内循环,重新开始*/

break;

if(snake.x[0]==food.xsnake.y[0]==food.y)/*吃到食物以后*/

{

setcolor(0);/*把画面上的食物东西去掉*/

rectangle(food.x,food.y,food.x+10,food.y-10);

snake.x[snake.node]=-20;snake.y[snake.node]=-20;

/*新的一节先放在看不见的位置,下次循环就取前一节的位置*/

snake.node++;/*蛇的身体长一节*/

food.yes=1;/*画面上需要出现新的食物*/

score+=10;

PrScore();/*输出新得分*/

}

setcolor(4);/*画出蛇*/

for(i=0;isnake.node;i++)

rectangle(snake.x[i],snake.y[i],snake.x[i]+10,

snake.y[i]-10);

delay(gamespeed);

setcolor(0);/*用黑色去除蛇的的最后一节*/

rectangle(snake.x[snake.node-1],snake.y[snake.node-1],

snake.x[snake.node-1]+10,snake.y[snake.node-1]-10);

} /*endwhile(!kbhit)*/

if(snake.life==1)/*如果蛇死就跳出循环*/

break;

key=bioskey(0);/*接收按键*/

if(key==ESC)/*按ESC键退出*/

break;

else

if(key==UPsnake.direction!=4)

/*判断是否往相反的方向移动*/

snake.direction=3;

else

if(key==RIGHTsnake.direction!=2)

snake.direction=1;

else

if(key==LEFTsnake.direction!=1)

snake.direction=2;

else

if(key==DOWNsnake.direction!=3)

snake.direction=4;

}/*endwhile(1)*/

}

/*游戏结束*/

void GameOver(void)

{

cleardevice();

PrScore();

setcolor(RED);

settextstyle(0,0,4);

outtextxy(200,200,"GAME OVER");

getch();

}

/*输出成绩*/

void PrScore(void)

{

char str[10];

setfillstyle(SOLID_FILL,YELLOW);

bar(50,15,220,35);

setcolor(6);

settextstyle(0,0,2);

sprintf(str,"score:%d",score);

outtextxy(55,20,str);

}

/*图形结束*/

void Close(void)

{

getch();

closegraph();

}

贪吃蛇程序设计报告

#includegraphics.h

#includestdlib.h

#includedos.h

#define LEFT 0x4b00

#define RIGHT 0x4d00

#define DOWN 0x5000

#define UP 0x4800

#define ESC 0x011b

int i,key;

int score=0;

int gamespeed=32000;

struct Food /*食物的结构体*/

{

int x; /*食物的横坐标*/

int y; /*食物的纵坐标*/

int yes; /*食物是否出现的变量*/

}food;

struct Snack /*蛇的结构体*/

{

int x[N];

int y[N];

int node; /*蛇的节数*/

int direction; /*蛇的方向*/

int life; /*蛇的生命,0活着,1死亡*/

}snake;

void Init(void); /*图形驱动*/

void Close(void); /*关闭游戏函数*/

void DrawK(void); /*画图函数*/

void GameOver(void);/*输出失败函数*/

void GamePlay(); /*游戏控制函数 主要程序*/

void PrScore(void); /*分数输出函数*/

DELAY(char ch)/*调节游戏速度*/

{

if(ch=='3')

{

delay(gamespeed); /*delay是延迟函数*/

delay(gamespeed);

}

else if(ch=='2')

{

delay(gamespeed);

}

}

Menu()/*游戏开始菜单*/

{

char ch;

printf("Please choose the gamespeed:\n");

printf("1-Fast 2-Normal 3-Slow\n");

printf("\nPlease Press The numbers..\n");

do

{ch=getch();}

while(ch!='1'ch!='2'ch!='3');

clrscr();

return(ch);

}

/*主函数*/

void main(void)

{

int ch;

ch=Menu();

Init();

DrawK();

GamePlay(ch);

Close();

}

void Init(void)

{

int gd=DETECT,gm;

initgraph(gd,gm,"c:\\tc");

cleardevice();

}

void DrawK(void)

{

setcolor(11);

setlinestyle(SOLID_LINE,0,THICK_WIDTH);

for(i=50;i=600;i+=10)

{

rectangle(i,40,i+10,49); /*画出上边框*/

rectangle(i,451,i+10,460); /*画出下边框*/

}

for(i=40;i=450;i+=10)

{

rectangle(50,i,59,i+10); /*画出左边框*/

rectangle(601,i,610,i+10); /*画出右边框*/

}

}

void GamePlay(char ch)

{

randomize(); /*随机数发生器*/

food.yes=1; /*1代表要出现食物,0表示以存在食物*/

snake.life=0;

snake.direction=1;

snake.x[0]=100;snake.y[0]=100;

snake.x[1]=110;snake.y[1]=100;

snake.node=2;

PrScore();

while(1) /*可以重复游戏*/

{

while(!kbhit()) /*在没有按键的情况下蛇自己移动*/

{

if(food.yes==1) /*需要食物*/

{

food.x=rand()%400+60;

food.y=rand()%350+60; /*使用rand函数随机产生食物坐标*/

while(food.x%10!=0)

food.x++;

while(food.y%10!=0)

food.y++; /*判断食物是否出现在整格里*/

food.yes=0; /*现在有食物了*/

}

if(food.yes==0) /*有食物了就要显示出来*/

{

setcolor(GREEN);

rectangle(food.x,food.y,food.x+10,food.y-10);

}

for(i=snake.node-1;i0;i--) /*贪吃蛇的移动算法*/

{

snake.x[i]=snake.x[i-1];

snake.y[i]=snake.y[i-1]; /*贪吃蛇的身体移动算法*/

}

switch(snake.direction) /*贪吃蛇的头部移动算法,以此来控制移动*/

{

case 1:snake.x[0]+=10;break;

case 2:snake.x[0]-=10;break;

case 3:snake.y[0]-=10;break;

case 4:snake.y[0]+=10;break;

}

for(i=3;isnake.node;i++) /*判断是否头部与身体相撞*/

{

if(snake.x[i]==snake.x[0]snake.y[i]==snake.y[0])

{

GameOver();

snake.life=1;

break;

}

}

/*下面是判断是否撞到墙壁*/

if(snake.x[0]55||snake.x[0]595||snake.y[0]55||snake.y[0]455)

{

GameOver();

snake.life=1;

}

if(snake.life==1) /*如果死亡就退出循环*/

break;

if(snake.x[0]==food.xsnake.y[0]==food.y) /*判断蛇是否吃到食物*/

{

setcolor(0);

rectangle(food.x,food.y,food.x+10,food.y-10); /*吃的食物后用黑色将食物擦去*/

snake.x[snake.node]=-20;snake.y[snake.node]=-20; /*现把增加的一节放到看不到的地方去*/

snake.node++;

food.yes=1;

score+=10;

PrScore();

}

setcolor(4); /*每次移动后将后面的身体擦去*/

for(i=0;isnake.node;i++)

rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10);

delay(gamespeed);

DELAY(ch);

setcolor(0);

rectangle(snake.x[snake.node-1],snake.y[snake.node-1],snake.x[snake.node-1]+10,snake.y[snake.node-1]-10);

}

if(snake.life==1)

break;

key=bioskey(0); /*接受按键*/

if(key==ESC)

break;

else

if(key==UPsnake.direction!=4)/*判断是否改变方向*/

snake.direction=3;

else

if(key==RIGHTsnake.direction!=2)

snake.direction=1;

else

if(key==LEFTsnake.direction!=1)

snake.direction=2;

else

if(key==DOWNsnake.direction!=3)

snake.direction=4;

}

}

void GameOver(void)

{

cleardevice();

setcolor(RED);

settextstyle(0,0,4);

outtextxy(200,200,"GAME OVER");

getch();

}

void PrScore(void)

{

char str[10];

setfillstyle(SOLID_FILL,YELLOW);

bar(50,15,220,35);

setcolor(6);

settextstyle(0,0,2);

sprintf(str,"scord:%d",score);

outtextxy(55,20,str);

}

void Close(void)

{

getch();

closegraph();

}

贪吃蛇

#include "graphics.h"

#include "stdio.h"

#define MAX 200

#define MAXX 30

#define MAXY 30

#define UP 18432

#define DOWN 20480

#define LEFT 19200

#define RIGHT 19712

#define ESC 283

#define ENTER 7181

#define PAGEUP 18688

#define PAGEDOWN 20736

#define KEY_U 5749

#define KEY_K 9579

#define CTRL_P 6512

#define TRUE 1

#define FALSE 0

#define GAMEINIT 1

#define GAMESTART 2

#define GAMEHAPPY 3

#define GAMEOVER 4

struct SPlace

{

int x;

int y;

int st;

} place[MAX];

int speed;

int count;

int score;

int control;

int head;

int tear;

int x,y;

int babyx,babyy;

int class;

int eat;

int game;

int gamedelay[]={5000,4000,3000,2000,1000,500,250,100};

int gamedelay2[]={1000,1};

static int hitme=TRUE,hit = TRUE;

void init(void);

void nextstatus(void);

void draw(void);

void init(void)

{

int i;

for(i=0;iMAX;i++)

{

place[i].x = 0;

place[i].y = 0;

place[i].st = FALSE;

}

place[0].st = TRUE;

place[1].st = TRUE;

place[1].x = 1;

speed = 9;

count = 0;

score = 0;

control = 4;

head = 1;

tear = 0;

x = 1;

y = 0;

babyx = rand()%MAXX;

babyy = rand()%MAXY;

eat = FALSE;

game = GAMESTART;

}

void nextstatus(void)

{

int i;

int exit;

int xx,yy;

xx = x;

yy = y;

switch(control)

{

case 1: y--; yy = y-1; break;

case 2: y++; yy = y+1; break;

case 3: x--; xx = x-1; break;

case 4: x++; xx = x+1; break;

}

hit = TRUE;

if ( ((control == 1) || (control ==2 )) ( (y 1) ||(y = MAXY-1)) ||

(((control == 3) || (control == 4)) ((x 1) ||(x = MAXX-1) ) ) )

{

hit = FALSE;

}

if ( (y 0) ||(y = MAXY) ||

(x 0) ||(x = MAXX) )

{

game = GAMEOVER;

control = 0;

return;

}

for (i = 0; i MAX; i++)

{

if ((place[i].st)

(x == place[i].x)

(y == place[i].y) )

{

game = GAMEOVER;

control = 0;

return;

}

if ((place[i].st)

(xx == place[i].x)

(yy == place[i].y) )

{

hit = FALSE;

goto OUT;

}

}

OUT:

if ( (x == babyx) (y == babyy) )

{

eat = TRUE;

count ++;

score += (1+class) * 10;

}

head ++;

if (head = MAX) head = 0;

place[head].x = x;

place[head].y = y;

place[head].st= TRUE;

if (eat == FALSE)

{

place[tear].st = FALSE;

tear ++;

if (tear = MAX) tear = 0;

}

else

{

eat = FALSE;

exit = TRUE;

while(exit)

{

babyx = rand()%MAXX;

babyy = rand()%MAXY;

exit = FALSE;

for( i = 0; i MAX; i++ )

if( (place[i].st)( place[i].x == babyx) (place[i].y == babyy))

exit ++;

}

}

if (head == tear) game = GAMEHAPPY;

}

void draw(void)

{

char temp[50];

int i,j;

for (i = 0; i MAX; i++ )

{

setfillstyle(1,9);

if (place[i].st)

bar(place[i].x*15+1,place[i].y*10+1,place[i].x*15+14,place[i].y*10+9);

}

setfillstyle(1,4);

bar(babyx*15+1,babyy*10+1,babyx*15+14,babyy*10+9);

setcolor(8);

setfillstyle(1,8);

bar(place[head].x*15+1,place[head].y*10+1,place[head].x*15+14,place[head].y*10+9);

/* for( i = 0; i = MAXX; i++ )

line( i*15,0, i*15, 10*MAXY);

for( j = 0; j = MAXY; j++ )

line( 0, j*10, 15*MAXX, j*10);

*/

rectangle(0,0,15*MAXX,10*MAXY);

sprintf(temp,"Count: %d",count);

settextstyle(1,0,2);

setcolor(8);

outtextxy(512,142,temp);

setcolor(11);

outtextxy(510,140,temp);

sprintf(temp,"1P: %d",score);

settextstyle(1,0,2);

setcolor(8);

outtextxy(512,102,temp);

setcolor(12);

outtextxy(510,100,temp);

sprintf(temp,"Class: %d",class);

setcolor(8);

outtextxy(512,182,temp);

setcolor(11);

outtextxy(510,180,temp);

}

main()

{

int pause = 0;

char temp[50];

int d,m;

int key;

int p;

static int keydown = FALSE;

int exit = FALSE;

int stchange = 0;

d = VGA;

m = VGAMED;

initgraph( d, m, "" );

setbkcolor(3);

class = 3;

init();

p = 1;

while(!exit)

{

if (kbhit())

{

key = bioskey(0);

switch(key)

{

case UP: if( (control != 2) !keydown)

control = 1;

keydown = TRUE;

break;

case DOWN: if( (control != 1) !keydown)

control = 2;

keydown = TRUE;

break;

case LEFT: if( (control != 4) !keydown)

control = 3;

keydown = TRUE;

break;

case RIGHT: if( (control != 3) !keydown)

control = 4;

keydown = TRUE;

break;

case ESC: exit = TRUE;break;

case ENTER: init();break;

case PAGEUP: class --; if (class0) class = 0; break;

case PAGEDOWN: class ++;if (class7) class = 7; break;

case KEY_U: if( ( (control ==1) ||(control ==2)) !keydown)

control = 3;

else if(( (control == 3) || (control == 4)) !keydown)

control = 1;

keydown = TRUE;

break;

case KEY_K: if( ( (control ==1) ||(control ==2)) !keydown)

control = 4;

else if(( (control == 3) || (control == 4)) !keydown)

control = 2;

keydown = TRUE;

break;

case CTRL_P:pause = 1 - pause; break;

}

}

stchange ++ ;

putpixel(0,0,0);

if (stchange gamedelay[class] + gamedelay2[hit])

{

stchange = 0;

keydown = FALSE;

p = 1 - p;

setactivepage(p);

cleardevice();

if (!pause)

nextstatus();

else

{

settextstyle(1,0,4);

setcolor(12);

outtextxy(250,100,"PAUSE");

}

draw();

if(game==GAMEOVER)

{

settextstyle(0,0,6);

setcolor(8);

outtextxy(101,101,"GAME OVER");

setcolor(15);

outtextxy(99,99,"GAME OVER");

setcolor(12);

outtextxy(100,100,"GAME OVER");

sprintf(temp,"Last Count: %d",count);

settextstyle(0,0,2);

outtextxy(200,200,temp);

}

if(game==GAMEHAPPY)

{

settextstyle(0,0,6);

setcolor(12);

outtextxy(100,300,"YOU WIN");

sprintf(temp,"Last Count: %d",count);

settextstyle(0,0,2);

outtextxy(200,200,temp);

}

setvisualpage(p);

}

}

closegraph();

}

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