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c 语言游戏代码大全 给我提供个小游戏的C 语言代码

时间:2021-06-21 02:02:35

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c 语言游戏代码大全 给我提供个小游戏的C 语言代码

满意答案

fendadoris

.08.16

采纳率:50%等级:9

已帮助:264人

2L你给的什么呀,明明是加密算法调用我给你一个贪吃蛇的 C# #define N 200/*定义全局常量*/

#define m 25

#include

#include

#include

#include

#define LEFT 0x4b00

#define RIGHT 0x4d00

#define DOWN 0x5000

#define UP 0x4800

#define Esc 0x011b

int i,j,key,k;

struct Food/*构造食物结构体*/

{

int x;

int y;

int yes;

}food;

struct Goods/*构造宝贝结构体*/

{

int x;

int y;

int yes;

}goods;

struct Block/*构造障碍物结构体*/

{

int x[m];

int y[m];

int yes;

}block;

struct Snake{/*构造蛇结构体*/

int x[N];

int y[N];

int node;

int direction;

int life;

}snake;

struct Game/*构建游戏级别参数体*/

{

int score;

int level;

int speed;

}game;

/*定义函数*/

void init(void);/*定义图形驱动*/

void close(void);/*定义关闭函数*/

void drawk(void);/*定义界面函数*/

void gameover(void);/*定义游戏结束函数*/

void gameplay(void);/*定义游戏主函数*/

void prscore(void);/*定义得分函数*/

void main(void){/*主函数体,调用以下四个函数*/

init();

setbkcolor(7);

drawk();

gameplay();

close();

}

void init(void){/*构建图形驱动函数*/

int gd=DETECT,gm;

initgraph(&gd,&gm,"");

cleardevice();

}

void drawk(void){/*构建游戏界面函数*/

/*setbkcolor(LIGHTGREEN);*/

char str3[50];

setfillstyle(SOLID_FILL,BLUE);/*条型边框,显示版本信息*/

bar3d(48,9,610,38,1,45);

setcolor(YELLOW);/*版本信息*/

sprintf(str3,"Version:5.01,Powerwing Studio");

outtextxy(330,20,str3);

setfillstyle(LTSLASH_FILL,YELLOW);/*设定墙边的填充形式*/

bar3d(48,48,58,462,0,0);/*设定墙边*/

bar3d(48,39,611,48,0,0);

bar3d(48,452,611,462,0,0);

bar3d(602,39,611,462,0,0);

}

void gameplay(void){/*构建游戏主函数*/

/*初始化游戏角色*/

randomize();/*随机数发生器*/

goods.yes=1;

block.yes=1;

food.yes=1;/*场景中需建立新的食物*/

snake.life=1;/*初始化蛇生命值*/

snake.direction=1;/*蛇起始的移动方向定义为向右*/

snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标初始化*/

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

snake.node=2;/*蛇初始化节数,共两节只有蛇头*/

/*初始化障碍物的数组*/

block.x[0]=170;block.y[0]=270;/*level 1*/

block.x[1]=410;block.y[1]=310;

block.x[2]=300;block.y[2]=200;

block.x[3]=320;block.y[3]=420;

block.x[4]=250;block.y[4]=350;

block.x[5]=220;block.y[5]=320;/*level 2*/

block.x[6]=310;block.y[6]=410;

block.x[7]=400;block.y[7]=500;

block.x[8]=230;block.y[8]=230;

block.x[9]=280;block.y[9]=280;

block.x[10]=170;block.y[10]=280;/*level 3*/

block.x[11]=420;block.y[11]=310;

block.x[12]=310;block.y[12]=200;

block.x[13]=320;block.y[13]=400;

block.x[14]=250;block.y[14]=260;/*level 4*/

block.x[15]=220;block.y[15]=330;

block.x[16]=130;block.y[16]=410;

block.x[17]=310;block.y[17]=510;

block.x[18]=230;block.y[18]=340;

block.x[19]=280;block.y[19]=380;

block.x[20]=270;block.y[20]=170;/*level 5*/

block.x[21]=410;block.y[21]=450;

block.x[22]=190;block.y[22]=200;

block.x[23]=150;block.y[23]=320;

block.x[24]=270;block.y[24]=350;

block.x[25]=340;block.y[25]=320;

game.score=0;

game.speed=50000;

game.level=1;

prscore();/*得分初始化*/

while(1){/*判断为真可以按Esc退出循环结束游戏*/

while(!kbhit()){/*无按键按下时,蛇自己移动身体*/

if(game.level==1){/*画出障碍物*/

for(j=0;j<5;j++){

setcolor(5);/**/

rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10);

block.yes=0;

}

}

if(game.level==2){/*画出障碍物*/

for(j=0;j<9;j++){

setcolor(5);/**/

rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10);

block.yes=0;

}

}

if(game.level==3){/*画出障碍物*/

for(j=0;j<14;j++){

setcolor(5);/**/

rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10);

block.yes=0;

}

}

if(game.level==4){/*画出障碍物*/

for(j=0;j<19;j++){

setcolor(5);/**/

rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10);

block.yes=0;

}

}

if(game.level==5){/*画出障碍物*/

for(j=0;j<25;j++){

setcolor(5);/**/

rectangle(block.x[j],block.y[j],block.x[j]+10,block.y[j]-10);

block.yes=0;

}

}

if(food.yes==1){/*需要画出新的食物*/

food.x=rand()%400+60;/*获得间隔60的随机数食物坐标值*/

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

while(food.x%10!=0)/*判断坐标值是否满足被10整除,否,自动增加*/

food.x++;

while(food.y%10!=0)

food.y++;

food.yes=0;/*新的食物已经产生*/

}

if(goods.yes==1){/*需要画出新的宝物*/

goods.x=rand()%380+60;/*获得间隔60的随机数宝贝坐标值*/

goods.y=rand()%320+80;

while(goods.x%10!=0)/*判断坐标值是否满足被10整除,否,自动增加*/

goods.x++;

while(goods.y%10!=0)

goods.y++;

goods.yes=0;/*新的宝贝已经产生*/

}

if(goods.yes==0){/*新宝贝产生,应显示出来*/

setcolor(0);/*擦除*/

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

delay(50);/*延时*/

setcolor(YELLOW);

goods.x=goods.x+random(10)-random(20);/*随机数增量*/

goods.y=goods.y+random(10)-random(20);

while(goods.x%10!=0)/*判断变化后的坐标值是否满足被10整除,否,自动增加*/

goods.x++;

while(goods.y%10!=0)

goods.y++;

rectangle(goods.x,goods.y,goods.x+10,goods.y-10);/*重画出宝贝*/

if(goods.x<65||goods.x>585||goods.y<65|goods.y>445){/*判定宝贝是否越界*/

setcolor(0);/*擦除越界的宝贝*/

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

goods.yes=1;/*越界后重新生成宝贝*/

}

}

if(food.yes==0){/*新食物产生,应显示出来*/

setcolor(GREEN);

setlinestyle(SOLID_LINE,0,THICK_WIDTH);/*设定当前线型*/

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

}

for(i=snake.node-1;i>0;i--){/*取得需重画的蛇的节数*/

snake.x[i]=snake.x[i-1];/*最后一节的坐标值等于倒数第二节的坐标值*/

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

}

switch(snake.direction){/*判断蛇头的移动方向*/

case 1:snake.x[0]+=10;break;/*向右*/

case 2:snake.x[0]-=10;break;/*向左*/

case 3:snake.y[0]-=10;break;/*向上*/

case 4:snake.y[0]+=10;break;/*向下*/

}

for(i=3;i

if(snake.x[i]==snake.x[0]&&snake.y[i]==snake.y[0]){/*即自身的任一节坐标值与蛇头坐标相等*/

for(i=1;i

setcolor(0);

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

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

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

}

snake.life-=1;/*生命值减少一*/

snake.node-=5;

prscore();/*输出结果*/

if(snake.life==0){/*判断生命值是否为0*/

gameover();/*游戏结束*/

break;/*退出内循环*/

}

}

}

if(snake.x[0]<55||snake.x[0]>595||snake.y[0]<55||snake.y[0]>455){/*判断蛇是否与墙体碰撞*/

for(i=1;i

setcolor(0);

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

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

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

}

snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标重新初始化*/

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

snake.direction=1;/*蛇起始的移动方向定义为向右*/

snake.life-=1;/*生命值减少一*/

snake.node-=5;/*相应节数减少5节*/

prscore();

if(snake.life==0){

gameover();

break;

}

}

/*判断蛇与障碍物碰撞,食物是否与障碍物重叠*/

if(game.level==1){/*判断级别,并设定相应的障碍物数量,即数组个数*/

k=5;

}

else if(game.level==2){

k=9;

}

else if(game.level==3){

k=14;

}

else if(game.level==4){

k=19;

}

else if(game.level==5){

k=25;

}

for(j=0;j

if(snake.x[0]==block.x[j]&&snake.y[0]==block.y[j]){

for(i=1;i

setcolor(0);

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

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

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

}

if(food.x==block.x[j]&&block.y[j]==food.y){/*防止障碍物与食物重叠*/

setcolor(0);/*设定食物的颜色为背景色,即擦除*/

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

food.yes=1;/*食物重新生成*/

}

snake.x[0]=100;snake.y[0]=100;/*蛇头的位置坐标重新初始化*/

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

snake.direction=1;/*蛇起始的移动方向定义为向右*/

snake.life-=1;

snake.node-=5;

prscore();

if(snake.life==0){

gameover();

break;

}

}

}

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

setcolor(0);/*设定食物的颜色为背景色,即擦除*/

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

snake.x[snake.node]=-20;/*新的一节放在不可见的位置*/

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

snake.node++;/*蛇身增加一节*/

if(snake.node>2){/*当节数每增加5节生命值增加一*/

snake.life=1+fabs((snake.node-2)/5);

}

food.yes=1;/*场景需要增加食物*/

game.score+=20;/*加分*/

prscore();/*输出得分*/

}

if(snake.x[0]==goods.x&&snake.y[0]==goods.y){/*判定蛇是否得到宝贝*/

setcolor(0);/*设定宝贝的颜色为背景色,即擦除*/

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

goods.yes=1;/*场景需要增加新的宝贝*/

game.score+=100;/*得到宝贝后加100分*/

prscore();/*输出得分*/

}

if(game.score<500){/*设定游戏速度和难度级别*/

game.speed=50000;

game.level=1;}

else if(game.score>=500&&game.score<1000){

game.level=2;

game.speed=40000;}

else if(game.score>=1000&&game.score<1500){

game.level=3;

game.speed=30000;}

else if(game.score>=1500&&game.score<2000){

game.level=4;

game.speed=20000; }

else if(game.score>=5000){

game.level=5;

game.speed=10000;}

setcolor(4);/*画出移动的蛇*/

setlinestyle(SOLID_LINE,0,THICK_WIDTH);/*设定当前线型*/

for(i=0;i

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

delay(game.speed);

setcolor(0);/*用背景色擦去最后一节*/

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==0)/*判断循环结束条件:蛇死或者检测到Esc按键*/

break;

key=bioskey(0);/*判断按键*/

if(key==Esc)

break;

/*判断蛇头接收到的用户按键响应的移动方向*/

else if(key==UP&&snake.direction!=4)

snake.direction=3;

else if(key==RIGHT&&snake.direction!=2)

snake.direction=1;

else if(key==LEFT&&snake.direction!=1)

snake.direction=2;

else if(key==DOWN&&snake.direction!=3)

snake.direction=4;

}/*endwhile(1)*/

}

void gameover(void){/*游戏结束处理*/

cleardevice();/*清屏*/

prscore();/*输出得分*/

setcolor(RED);/*打印出“Game Over”字样*/

settextstyle(0,0,4);

outtextxy(200,200,"Game Over!");

getch();

}

void prscore(void){/*定义分数输出函数*/

char str1[10];

char str2[10];

char str4[20];

setfillstyle(SOLID_FILL,BLUE);/*用于清除旧的显示信息*/

bar(49,10,320,37);

setcolor(WHITE);

settextstyle(0,0,1);

sprintf(str1,"score:%d",game.score);/*输出得分*/

outtextxy(55,20,str1);

sprintf(str2,"level:%d",game.level);/*输出级别*/

outtextxy(250,20,str2);

sprintf(str4,"life:%d",snake.life);/*输出级别*/

outtextxy(150,20,str4);

}

void close(void){/*定义关闭函数,退出图形模式*/

getch();

closegraph();

}

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