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用C语言实现推箱子小游戏基础程序

时间:2020-06-01 20:37:04

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用C语言实现推箱子小游戏基础程序

目录

设计一个简单的推箱子游戏

功能设计要求:

代码实现

基础代码要求

基本数据定义

主要函数

Windows_Init函数

Windows_Show函数

void Flash_Frame()函数

代码整合

代码优化方向

第一次发布文章,写的可能有点多,想直接看码的可以跳到代码整合目录,程序中也有注释,也可以移步用C语言实现推箱子小游戏基础程序plus_Cheat_陈十一的博客-CSDN博客,全新推出的优化过的plus代码

设计一个简单的推箱子游戏

该游戏是通过控制人的走向来移动箱子,箱子只能向前推,不能向后拉,且一次只能推动一个箱子。

功能设计要求:

人机操控平台:启动程序后,系统提供给用户一个操作界面,以便用户有效操作游戏。创建并绘制地图:推箱子游戏需要创建不同的地图以增加游戏的趣味性。选择地图:系统应提供两个及以上不同难度的地图以供用户选择。移动操作:本游戏主要通过人或人和箱子的移动来进行的。系统接收用户输入一个字符(按键)来控制人的走向,并且可以在允许的情况下推动箱子。移动步数和得分:移动步数是统计从开始游戏到游戏结束(通关)所走的总步数,在游戏过程中这是实时变化的。得分是统计每将一个箱子移动到目的地所获得的分数,只有当把所有箱子移动到指定目标位置后游戏结束(通关)。游戏操作说明:系统给用户提供地图元素组成、操作规则等信息

代码实现

基础代码要求

基本数据定义

代码实现主要使用graphics.h和conio.h库实现人机交互等。

用死循环对键盘进行轮询检测键盘输入。

代码初期参考第9章 推箱子 - CodeBus,初学graphics.h。

下面介绍本程序中运用到的graphics.h中的一些函数。#include <stdio.h>

#include <stdio.h>#include <graphics.h>#include <stdlib.h>#include <conio.h>

#define Box_Size 60//每个格子所占像素大小#define Box_Num 9//格子数//记录玩家位置struct Player{int x;int y;};Player player;

enum Element{empty,wall,role,target,box,achieve,data_bg,role_target};//empty=0表示空地,wall=1表示墙,role=2玩家位置,target=3目标位置,box=4箱子位置,achieeve=5成功位置(箱子位置与目标位置重合时),data_bg=6数据背景,role_target=7当role与target重合时int origin_windows[Round_Num][Box_Num][Box_Num+1] = {{{1,1,1,1,1,1,1,1,1,6},{1,1,0,0,0,1,1,1,1,6},{1,1,0,0,0,1,0,0,1,6},{1,1,1,0,0,0,0,3,1,6},{1,1,1,0,1,1,1,3,1,6},{1,0,4,0,1,1,1,3,1,6},{1,0,4,4,1,1,1,1,1,6},{1,2,0,0,1,1,1,1,1,6},{1,1,1,1,1,1,1,1,1,6},},};

enum Element方便书写已经后续查验代码时使用

//第一关卡地图int First_Round[Box_Num][Box_Num+1];/** targetNum目标数目* achievementNum成功数目* steps记录步数* Mode 切换模式,用于重玩*/int targetNum = 0, achievementNum = 0, steps, Mode = 0;

主要函数

int main(){Windows_Init();while (1){if (Mode == 0)Windows_Show();else{Windows_Init();Mode = 0;}Flash_Frame();};return 0;}

先确定主要实现流程:窗口初始化->通过First_Round数组元素进行游戏场景展示->轮询键盘->改变First_Round数组元素->重新进行场景展示->...->游戏结束

则定义函数

void Windows_Init(void);//窗口及数据初始化

void Windows_Show(void);//展示游戏窗口

void Flash_Frame(void);//轮询键盘

Windows_Init函数

void Windows_Init(void){initgraph(Box_Num * Box_Size+80, Box_Num * Box_Size);setbkcolor(RGB(255, 255, 255));BeginBatchDraw();int i, j;targetNum = 0;//遍历第一关卡for (i = 0; i < Box_Num; i++){for (j = 0; j < Box_Num; j++){First_Round[i][j] = origin_windows[0][i][j];//将所有关卡中的某一关赋给本轮游戏的关卡数组if (origin_windows[0][i][j] == role){player.x = i;player.y = j;}else if (origin_windows[0][i][j] == target)targetNum++;}}achievementNum = 0;steps = 0;}

initgraph(w,h):设置一个w宽h高的绘图窗口

setbkcolor():设置绘图窗口背景色

BeginBatchDraw():用于开始批量绘图。执行后,任何绘图操作都将暂时不输出到绘图窗口上,直到执行 FlushBatchDraw 或 EndBatchDraw 才将之前的绘图输出。

Windows_Show函数

void Windows_Show(){int i, j;//cleardevice() :清空屏幕,之后会界面内容全部清空,显示为默认背景颜色。cleardevice();//遍历二维关卡数据for (i = 0; i < Box_Num; i++){for (j = 0; j < Box_Num; j++){if (First_Round[i][j] == empty||First_Round[i][j]==data_bg)//空格为白色{//setfillcolor():设置填充绘制图形式所用的颜色。setfillcolor(RGB(255, 255, 255));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == wall)//墙的样式{setfillcolor(RGB(0x93, 0x84, 0x5c));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == role || First_Round[i][j] == role_target){setfillcolor(RGB(0xf5, 0xc3, 0x42));setlinecolor(RGB(255, 255, 255));fillcircle((j + 0.5) * Box_Size, (i + 0.5) * Box_Size, 0.5 * Box_Size);}else if (First_Round[i][j] == box)//盒子的样式{setfillcolor(RGB(0, 0, 255));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == target)//目标点的样式{setfillcolor(RGB(0, 255, 150));setlinecolor(RGB(255, 255, 255));fillrectangle((j + 0.3) * Box_Size, (i + 0.3) * Box_Size, (j + 0.7) * Box_Size, (i + 0.7) * Box_Size);}else if (First_Round[i][j] == achieve)成功的样式{setfillcolor(RGB(15, 99, 60));setlinecolor(RGB(255, 255, 255));fillcircle((j + 0.5) * Box_Size, (i + 0.5) * Box_Size, 0.5 * Box_Size);}}}//OPAQUE不透明//SetBkMode函数来设置DrawText函数的输出方式wchar_t step_str[10];setbkmode(OPAQUE);settextcolor(RGB(0, 0, 0));settextstyle(30, 0, _T("宋体"));outtextxy(Box_Size * Box_Num + 5, 60, _T("steps"));_stprintf_s(step_str, _T("%d"), steps);outtextxy(Box_Size * Box_Num + 5, 90, step_str);//记步wchar_t score_str[10];setbkmode(OPAQUE);settextcolor(RGB(0, 0, 0));settextstyle(30, 0, _T("宋体"));outtextxy(Box_Size*Box_Num+5, 120, _T("score"));_stprintf_s(score_str, _T("%d"), achievementNum);//计分outtextxy(Box_Size * Box_Num + 5, 150, score_str);if (check_lose()){//TRANSPARENT透明setbkmode(TRANSPARENT);settextcolor(RGB(255, 255, 0));settextstyle(80, 0, _T("宋体"));outtextxy(80, 200, _T("lose"));}else if (achievementNum == targetNum){setbkmode(TRANSPARENT);settextcolor(RGB(255, 255, 0));settextstyle(80, 0, _T("宋体"));outtextxy(80, 200, _T("win"));}FlushBatchDraw();}

cleardevice():清空屏幕,之后会界面内容全部清空,显示为默认背景颜色。(一般用在更改背景色后)

setfillcolor(RGB( , , )):设置填充绘制图形式所用的颜色。

setlinecolorRGB()):设置线的填充样式

fillrectangle(x1,y1,x2,y2):长方形,左上顶点(x1,y1),右下顶点(x2,y2)

setbkmode():设置text的输出属性,OPAQUE不透明,TRANSPARENT透明

settextcolor(RGB()):设置text颜色

#其中RGB()也可为0xff000000,分组形式为0x|ff|000000,ff为透明度,000000为RGB

settextstyle(cHeight,cWidth,ctype);cHeight指定高度,cWidth字符的平均宽度(0为自适应),ctype字体名称

outtextxy(x,y,s),在起始位置为(x,y)处输出s

#参考EasyX 文档 - outtextxy,s的具体字符类型可以在程序实现过程中尝试

#例如当我们为outtextxy传入char s[10]的参数时,会报

无法将参数 1 从“char [10]”转换为“wchar_t *const ”

的错误,此时将char s更改为wchar_t s;

#使用_stprintf_s(s, _T("%d"), Num);来将数字转为wchar_t类型的字符串。

FlushBatchDraw():执行未完成的绘制任务

随后根据First_Round中不同的元素属性绘制不同的图案

void Flash_Frame()函数

在此函数中进行键盘轮询以及对关卡数组进行相应的改变

使用conio.h库与键盘进行交互

先写一个上移操作

char input;int role_x,role_y;//当收到键盘操作时,人物即将移动到的点位//_kbhit检查当前是否有键盘输入,若有则返回一个非0值,否则返回0if (_kbhit() && (achievementNum < targetNum)){//getch从键盘读取单个字符。 但它不使用任何缓冲区,因此输入的字符会立即返回,无需等待回车键。input = _getch();steps++;switch (input){case('w')://上移role_x=player.x-1;if (First_Round[role_x][player.y] == empty){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role;player.x = role_x;}else if (First_Round[role_x][player.y] == target){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target;player.x = role_x;}else if ((First_Round[role_x][player.y] == box|| First_Round[role_x][player.y] == achieve) && (First_Round[role_x - 1][player.y] == empty|| First_Round[role_x - 1][player.y] == target))//判断有wall{if (First_Round[role_x][player.y] == box){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role;player.x = role_x;if (First_Round[role_x - 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x - 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x - 1][player.y] = box;}else if(First_Round[role_x][player.y] == achieve){achievementNum--;if (First_Round[player.x][player.y] == role)//此位置是玩家位置First_Round[player.x][player.y] = empty;//此位置变为空else //此位置是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target; //将box从target中推走,则此位置变成role_targetplayer.x = role_x;if (First_Round[role_x - 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x - 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x - 1][player.y] = box;}}break;

此函数没有新内容,看码就行

并且类推写出左右下移,放入switch中

case('r'):Mode = 1;break;

r用于重玩游戏

代码整合

#include <stdio.h>#include <graphics.h>#include <stdlib.h>#include <time.h>#include <conio.h>#define Box_Size 60#define Box_Num 9#define Round_Num 3//记录玩家位置struct Player{int x;int y;};Player player,playernext;enum Element{empty,wall,role,target,box,achieve,data_bg,role_target};//1表示墙,0表示空地,2表示玩家位置,3目标位置,4箱子位置int origin_windows[Round_Num][Box_Num][Box_Num+1] = {{{1,1,1,1,1,1,1,1,1,6},{1,1,0,0,0,1,1,1,1,6},{1,1,0,0,0,1,0,0,1,6},{1,1,1,0,0,0,0,3,1,6},{1,1,1,0,1,1,1,3,1,6},{1,0,4,0,1,1,1,3,1,6},{1,0,4,4,1,1,1,1,1,6},{1,2,0,0,1,1,1,1,1,6},{1,1,1,1,1,1,1,1,1,6},},};int last_step[Box_Num][Box_Num+1],First_Round[Box_Num][Box_Num+1];int targetNum = 0, achievementNum = 0, steps, Mode = 0;int check_lose(){int i, j;for (i = 1; i < Box_Num - 1; i++){for (j = 1; j < Box_Num - 1; j++){if (First_Round[i][j] == box && (First_Round[i + 1][j] == wall && First_Round[i][j + 1] == wall || First_Round[i - 1][j] == wall && First_Round[i][j - 1] == wall))return 1;}}return 0;}void Windows_Init(void){initgraph(Box_Num * Box_Size+80, Box_Num * Box_Size);setbkcolor(RGB(255, 255, 255));BeginBatchDraw();int i, j;targetNum = 0;//遍历第一关卡for (i = 0; i < Box_Num; i++){for (j = 0; j < Box_Num; j++){First_Round[i][j] = origin_windows[0][i][j];//将所有关卡中的某一关赋给本轮游戏的关卡数组if (origin_windows[0][i][j] == role){player.x = i;player.y = j;}else if (origin_windows[0][i][j] == target)targetNum++;}}achievementNum = 0;steps = 0;}void Windows_Show(){int i, j;//cleardevice() :清空屏幕,之后会界面内容全部清空,显示为默认背景颜色。cleardevice();//遍历二维关卡数据for (i = 0; i < Box_Num; i++){for (j = 0; j < Box_Num; j++){if (First_Round[i][j] == empty||First_Round[i][j]==data_bg){//setfillcolor():设置填充绘制图形式所用的颜色。setfillcolor(RGB(255, 255, 255));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == wall){setfillcolor(RGB(0x93, 0x84, 0x5c));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == role || First_Round[i][j] == role_target){setfillcolor(RGB(0xf5, 0xc3, 0x42));setlinecolor(RGB(255, 255, 255));fillcircle((j + 0.5) * Box_Size, (i + 0.5) * Box_Size, 0.5 * Box_Size);}else if (First_Round[i][j] == box){setfillcolor(RGB(0, 0, 255));setlinecolor(RGB(255, 255, 255));fillrectangle(j * Box_Size, i * Box_Size, (j + 1) * Box_Size, (i + 1) * Box_Size);}else if (First_Round[i][j] == target){setfillcolor(RGB(0, 255, 150));setlinecolor(RGB(255, 255, 255));fillrectangle((j + 0.3) * Box_Size, (i + 0.3) * Box_Size, (j + 0.7) * Box_Size, (i + 0.7) * Box_Size);}else if (First_Round[i][j] == achieve){setfillcolor(RGB(15, 99, 60));setlinecolor(RGB(255, 255, 255));fillcircle((j + 0.5) * Box_Size, (i + 0.5) * Box_Size, 0.5 * Box_Size);}}}//OPAQUE不透明//SetBkMode函数来设置DrawText函数的输出方式wchar_t step_str[10];setbkmode(OPAQUE);settextcolor(RGB(0, 0, 0));settextstyle(30, 0, _T("宋体"));outtextxy(Box_Size * Box_Num + 5, 60, _T("steps"));_stprintf_s(step_str, _T("%d"), steps);outtextxy(Box_Size * Box_Num + 5, 90, step_str);wchar_t score_str[10];setbkmode(OPAQUE);settextcolor(RGB(0, 0, 0));settextstyle(30, 0, _T("宋体"));outtextxy(Box_Size*Box_Num+5, 120, _T("score"));_stprintf_s(score_str, _T("%d"), achievementNum);outtextxy(Box_Size * Box_Num + 5, 150, score_str);if (check_lose()){//TRANSPARENT透明setbkmode(TRANSPARENT);settextcolor(RGB(255, 255, 0));settextstyle(80, 0, _T("宋体"));outtextxy(80, 200, _T("lose"));}else if (achievementNum == targetNum){setbkmode(TRANSPARENT);settextcolor(RGB(255, 255, 0));settextstyle(80, 0, _T("宋体"));outtextxy(80, 200, _T("win"));}FlushBatchDraw();} void Flash_Frame(){char input;int role_x,role_y;//当收到键盘操作时,人物即将移动到的点位//_kbhit检查当前是否有键盘输入,若有则返回一个非0值,否则返回0if (_kbhit() && (achievementNum < targetNum)){//getch从键盘读取单个字符。 但它不使用任何缓冲区,因此输入的字符会立即返回,无需等待回车键。input = _getch();steps++;switch (input){case('w')://上移role_x=player.x-1;if (First_Round[role_x][player.y] == empty){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role;player.x = role_x;}else if (First_Round[role_x][player.y] == target){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target;player.x = role_x;}else if ((First_Round[role_x][player.y] == box|| First_Round[role_x][player.y] == achieve) && (First_Round[role_x - 1][player.y] == empty|| First_Round[role_x - 1][player.y] == target))//判断有wall{if (First_Round[role_x][player.y] == box){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role;player.x = role_x;if (First_Round[role_x - 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x - 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x - 1][player.y] = box;}else if(First_Round[role_x][player.y] == achieve){achievementNum--;if (First_Round[player.x][player.y] == role)//此位置是玩家位置First_Round[player.x][player.y] = empty;//此位置变为空else //此位置是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target; //将box从target中推走,则此位置变成role_targetplayer.x = role_x;if (First_Round[role_x - 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x - 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x - 1][player.y] = box;}}break;case('s')://下移role_x = player.x + 1;if (First_Round[role_x][player.y] == empty){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role;player.x = role_x;}else if (First_Round[role_x][player.y] == target){if (First_Round[player.x][player.y] == role)//如果此处是roleFirst_Round[player.x][player.y] = empty;else//如果此处是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target;player.x = role_x;}else if ((First_Round[role_x][player.y] == box || First_Round[role_x][player.y] == achieve) && (First_Round[role_x + 1][player.y] == empty || First_Round[role_x + 1][player.y] == target)){if (First_Round[role_x][player.y] == box){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y]=role;player.x = role_x;if (First_Round[role_x + 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x + 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x + 1][player.y] = box;}else if (First_Round[role_x][player.y] == achieve){achievementNum--;if (First_Round[player.x][player.y] == role)//此位置是玩家位置First_Round[player.x][player.y] = empty;//此位置变为空else //此位置是role_targetFirst_Round[player.x][player.y] = target;First_Round[role_x][player.y] = role_target; //将box从target中推走,则此位置变成role_targetplayer.x = role_x;if (First_Round[role_x + 1][player.y] == target)//如果box和target重叠,合为achieve{First_Round[role_x + 1][player.y] = achieve;achievementNum++;}elseFirst_Round[role_x + 1][player.y] = box;}}break;case('a')://左移role_y = player.y - 1;if (First_Round[player.x][role_y] == empty){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role;player.y = role_y;}else if (First_Round[player.x][role_y] == target){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role_target;player.y = role_y;}else if ((First_Round[player.x][role_y] == box || First_Round[player.x][role_y] == achieve)&& (First_Round[player.x][role_y-1] == empty || First_Round[player.x][role_y - 1] == target)){if (First_Round[player.x][role_y] == box){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role;player.y = role_y;}else if (First_Round[player.x][role_y] == achieve){achievementNum--;if (First_Round[player.x][player.y] == role)//此位置是玩家位置First_Round[player.x][player.y] = empty;//此位置变为空else if (First_Round[player.x][player.y] == role_target)First_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role_target;}if (First_Round[player.x][role_y - 1] == target)//如果box和target重叠,合为achieve{First_Round[player.x][role_y - 1] = achieve;achievementNum++;}elseFirst_Round[player.x][role_y - 1] = box;}break;case('d')://右移role_y = player.y + 1;if (First_Round[player.x][role_y] == empty){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role;player.y = role_y;}else if (First_Round[player.x][role_y] == target){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role_target;player.y = role_y;}else if ((First_Round[player.x][role_y] == box || First_Round[player.x][role_y] == achieve)&& (First_Round[player.x][role_y + 1] == empty || First_Round[player.x][role_y + 1] == target)){if (First_Round[player.x][role_y] == box){if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role;player.y = role_y;}else{achievementNum--;if (First_Round[player.x][player.y] == role)First_Round[player.x][player.y] = empty;elseFirst_Round[player.x][player.y] = target;First_Round[player.x][role_y] = role_target;player.y = role_y;}if (First_Round[player.x][role_y + 1] == target)//如果box和target重叠,合为achieve{First_Round[player.x][role_y + 1] = achieve;achievementNum++;}elseFirst_Round[player.x][role_y + 1] = box;}break;case('r'):Mode = 1;break;default:break;}}}int main(){Windows_Init();while (1){if (Mode == 0)Windows_Show();else{Windows_Init();Mode = 0;}Flash_Frame();};return 0;}

代码整合

成果展示

代码优化方向

此程序代码过于冗长,并且进行了许多重复操作,并且功能不完善,注意到steps不是有效步数,achievementNum和score是等价的。

那么可以:模块化程序+定义重复操作的函数

可以利用转置矩阵+上移操作来替换switch中的大量代码,例如左移操作便是将原矩阵顺时针旋转90后进行上移操作,再转回去便成功完成左移操作。

更新后续用C语言实现推箱子小游戏基础程序plus_Cheat_陈十一的博客-CSDN博客

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