文章目录:
用C++编写的小游戏源代码
五子棋的代码:
#includeiostream
#includestdio.h
#includestdlib.h
#include time.h
using namespace std;
const int N=15; //15*15的棋盘
const char ChessBoardflag = ' '; //棋盘标志
const char flag1='o'; //玩家1或电脑的棋子标志
const char flag2='X'; //玩家2的棋子标志
typedef struct Coordinate //坐标类
{
int x; //代表行
int y; //代表列
}Coordinate;
class GoBang //五子棋类
{
public:
GoBang() //初始化
{
InitChessBoard();
}
void Play() //下棋
{
Coordinate Pos1; // 玩家1或电脑
Coordinate Pos2; //玩家2
int n = 0;
while (1)
{
int mode = ChoiceMode();
while (1)
{
if (mode == 1) //电脑vs玩家
{
ComputerChess(Pos1,flag1); // 电脑下棋
if (GetVictory(Pos1, 0, flag1) == 1) //0表示电脑,真表示获胜
break;
PlayChess(Pos2, 2, flag2); //玩家2下棋
if (GetVictory(Pos2, 2, flag2)) //2表示玩家2
break;
}
else //玩家1vs玩家2
{
PlayChess(Pos1, 1, flag1); // 玩家1下棋
if (GetVictory(Pos1, 1, flag1)) //1表示玩家1
break;
PlayChess(Pos2, 2, flag2); //玩家2下棋
if (GetVictory(Pos2, 2, flag2)) //2表示玩家2
break;
}
}
cout "***再来一局***" endl;
cout "y or n :";
char c = 'y';
cin c;
if (c == 'n')
break;
}
}
protected:
int ChoiceMode() //选择模式
{
int i = 0;
system("cls"); //系统调用,清屏
InitChessBoard(); //重新初始化棋盘
cout "***0、退出 1、电脑vs玩家 2、玩家vs玩家***" endl;
while (1)
{
cout "请选择:";
cin i;
if (i == 0) //选择0退出
exit(1);
if (i == 1 || i == 2)
return i;
cout "输入不合法" endl;
}
}
void InitChessBoard() //初始化棋盘
{
for (int i = 0; i N + 1; ++i)
{
for (int j = 0; j N + 1; ++j)
{
_ChessBoard[i][j] = ChessBoardflag;
}
}
}
void PrintChessBoard() //打印棋盘,这个函数可以自己调整
{
system("cls"); //系统调用,清空屏幕
for (int i = 0; i N+1; ++i)
{
for (int j = 0; j N+1; ++j)
{
if (i == 0) //打印列数字
{
if (j!=0)
printf("%d ", j);
else
printf(" ");
}
else if (j == 0) //打印行数字
printf("%2d ", i);
else
{
if (i N+1)
{
printf("%c |",_ChessBoard[i][j]);
}
}
}
cout endl;
cout " ";
for (int m = 0; m N; m++)
{
printf("--|");
}
cout endl;
}
}
void PlayChess(Coordinate pos, int player, int flag) //玩家下棋
{
PrintChessBoard(); //打印棋盘
while (1)
{
printf("玩家%d输入坐标:", player);
cin pos.x pos.y;
if (JudgeValue(pos) == 1) //坐标合法
break;
cout "坐标不合法,重新输入" endl;
}
_ChessBoard[pos.x][pos.y] = flag;
}
void ComputerChess(Coordinate pos, char flag) //电脑下棋
{
PrintChessBoard(); //打印棋盘
int x = 0;
int y = 0;
while (1)
{
x = (rand() % N) + 1; //产生1~N的随机数
srand((unsigned int) time(NULL));
y = (rand() % N) + 1; //产生1~N的随机数
srand((unsigned int) time(NULL));
if (_ChessBoard[x][y] == ChessBoardflag) //如果这个位置是空的,也就是没有棋子
break;
}
pos.x = x;
pos.y = y;
_ChessBoard[pos.x][pos.y] = flag;
}
int JudgeValue(const Coordinate pos) //判断输入坐标是不是合法
{
if (pos.x 0 pos.x = Npos.y 0 pos.y = N)
{
if (_ChessBoard[pos.x][pos.y] == ChessBoardflag)
{
return 1; //合法
}
}
return 0; //非法
}
int JudgeVictory(Coordinate pos, char flag) //判断有没有人胜负(底层判断)
{
int begin = 0;
int end = 0;
int begin1 = 0;
int end1 = 0;
//判断行是否满足条件
(pos.y - 4) 0 ? begin = (pos.y - 4) : begin = 1;
(pos.y + 4) N ? end = N : end = (pos.y + 4);
for (int i = pos.x, j = begin; j + 4 = end; j++)
{
if (_ChessBoard[i][j] == flag_ChessBoard[i][j + 1] == flag
_ChessBoard[i][j + 2] == flag_ChessBoard[i][j + 3] == flag
_ChessBoard[i][j + 4] == flag)
return 1;
}
//判断列是否满足条件
(pos.x - 4) 0 ? begin = (pos.x - 4) : begin = 1;
(pos.x + 4) N ? end = N : end = (pos.x + 4);
for (int j = pos.y, i = begin; i + 4 = end; i++)
{
if (_ChessBoard[i][j] == flag_ChessBoard[i + 1][j] == flag
_ChessBoard[i + 2][j] == flag_ChessBoard[i + 3][j] == flag
_ChessBoard[i + 4][j] == flag)
return 1;
}
int len = 0;
//判断主对角线是否满足条件
pos.x pos.y ? len = pos.y - 1 : len = pos.x - 1;
if (len 4)
len = 4;
begin = pos.x - len; //横坐标的起始位置
begin1 = pos.y - len; //纵坐标的起始位置
pos.x pos.y ? len = (N - pos.x) : len = (N - pos.y);
if (len4)
len = 4;
end = pos.x + len; //横坐标的结束位置
end1 = pos.y + len; //纵坐标的结束位置
for (int i = begin, j = begin1; (i + 4 = end) (j + 4 = end1); ++i, ++j)
{
if (_ChessBoard[i][j] == flag_ChessBoard[i + 1][j + 1] == flag
_ChessBoard[i + 2][j + 2] == flag_ChessBoard[i + 3][j + 3] == flag
_ChessBoard[i + 4][j + 4] == flag)
return 1;
}
//判断副对角线是否满足条件
(pos.x - 1) (N - pos.y) ? len = (N - pos.y) : len = pos.x - 1;
if (len 4)
len = 4;
begin = pos.x - len; //横坐标的起始位置
begin1 = pos.y + len; //纵坐标的起始位置
(N - pos.x) (pos.y - 1) ? len = (pos.y - 1) : len = (N - pos.x);
if (len4)
len = 4;
end = pos.x + len; //横坐标的结束位置
end1 = pos.y - len; //纵坐标的结束位置
for (int i = begin, j = begin1; (i + 4 = end) (j - 4 = end1); ++i, --j)
{
if (_ChessBoard[i][j] == flag_ChessBoard[i + 1][j - 1] == flag
_ChessBoard[i + 2][j - 2] == flag_ChessBoard[i + 3][j - 3] == flag
_ChessBoard[i + 4][j - 4] == flag)
return 1;
}
for (int i = 1; i N + 1; ++i) //棋盘有没有下满
{
for (int j =1; j N + 1; ++j)
{
if (_ChessBoard[i][j] == ChessBoardflag)
return 0; //0表示棋盘没满
}
}
return -1; //和棋
}
bool GetVictory(Coordinate pos, int player, int flag) //对JudgeVictory的一层封装,得到具体那个玩家获胜
{
int n = JudgeVictory(pos, flag); //判断有没有人获胜
if (n != 0) //有人获胜,0表示没有人获胜
{
PrintChessBoard();
if (n == 1) //有玩家赢棋
{
if (player == 0) //0表示电脑获胜,1表示玩家1,2表示玩家2
printf("***电脑获胜***\n");
else
printf("***恭喜玩家%d获胜***\n", player);
}
else
printf("***双方和棋***\n");
return true; //已经有人获胜
}
return false; //没有人获胜
}
private:
char _ChessBoard[N+1][N+1];
};
扩展资料:
设计思路
1、进行问题分析与设计,计划实现的功能为,开局选择人机或双人对战,确定之后比赛开始。
2、比赛结束后初始化棋盘,询问是否继续比赛或退出,后续可加入复盘、悔棋等功能。
3、整个过程中,涉及到了棋子和棋盘两种对象,同时要加上人机对弈时的AI对象,即涉及到三个对象。
C语言 怎么在21点小游戏中加入其他纸牌游戏,求个完整代码,共400行就行
如果你已经有其他牌戏的代码,只要在一开始加一个功能选择就行。
如果你没有其他代码,这个不是牌戏。
#includedos.h
#includegraphics.h
#includestdlib.h
int sheet[20][2],sheeter;
picture(int x,int y,int aim)
{ setcolor(2);
setlinestyle(0,0,3);
setwritemode(0);
line(x+10+aim,y,x+5+aim,y);
line(x-10-aim,y,x-5-aim,y);
line(x,y+10+aim,x,y+5+aim);
line(x,y-10-aim,x,y-5-aim);
delay(15000);
}
target_sheet(int x,int y,int aim)
{ int i;
if(0==rand()%2)x+=rand()%aim;
else x-=rand()%aim;
if(0==rand()%2)y+=rand()%aim-aim/2-aim/3;
else y-=rand()%aim;
sheeter=(sheeter+1)%20;
sheet[sheeter][0]=x;
sheet[sheeter][1]=y;
}
sounding()
{
sound(1500);
delay(2000);
sound(1000);
delay(2000);
sound(500);
delay(2000);
nosound();
}
main()
{ int x,y,i,aim;
int gdriver, gmode;
union REGS regs;
detectgraph(gdriver, gmode);
initgraph(gdriver, gmode, "c:\\turboc2");
while(1)
{ cleardevice();
setcolor(7);
for(i=0;i20;i++)
{ circle(sheet[i][0],sheet[i][1],0);
}
regs.x.ax=3;
int86(0x33,regs,regs);
x=regs.h.cl+regs.h.ch*255;
y=regs.h.dl+regs.h.dh*255;
if(regs.h.bl!=0)
{ sounding();
if(aim4)aim=aim+1+rand()%2;
else aim=aim+3+rand()%5;
if(aim30)aim=25+rand()%15;
target_sheet(x,y,aim);
picture(x,y,aim-5);
}
else if(aim5)aim-=aim/3;
else if(aim0)aim-=1;
picture(x,y,aim);
setlinestyle(0,0,3);
}
closegraph();
}
c语言小游戏代码
最基础的贪吃蛇的代码
#includestdio.h
#includewindows.h//基本型态定义。支援型态定义函数。使用者界面函数 图形装置界面函数。
#includeconio.h //用户通过按键盘产生的对应操作 (控制台)
#includestdlib.h
#includetime.h //日期和时间头文件
#define LEN 30
#define WID 25
int Snake[LEN][WID] = {0}; //数组的元素代表蛇的各个部位
char Sna_Hea_Dir = 'a';//记录蛇头的移动方向
int Sna_Hea_X, Sna_Hea_Y;//记录蛇头的位置
int Snake_Len = 3;//记录蛇的长度
clock_t Now_Time;//记录当前时间,以便自动移动
int Wait_Time ;//记录自动移动的时间间隔
int Eat_Apple = 1;//吃到苹果表示为1
int Level ;
int All_Score = -1;
int Apple_Num = -1;
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE); //获取标准输出的句柄 windows.h
//句柄 :标志应用程序中的不同对象和同类对象中的不同的实例 方便操控,
void gotoxy(int x, int y)//设置光标位置
{
COORD pos = {x,y}; //定义一个字符在控制台屏幕上的坐标POS
SetConsoleCursorPosition(hConsole, pos); //定位光标位置的函数windows.h
}
void Hide_Cursor()//隐藏光标 固定函数
{
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(hConsole, cursor_info);
}
void SetColor(int color)//设置颜色
{
SetConsoleTextAttribute(hConsole, color);
//是API设置字体颜色和背景色的函数 格式:SetConsoleTextAttribute(句柄,颜色);
}
void Print_Snake()//打印蛇头和蛇的脖子和蛇尾
{
int iy, ix, color;
for(iy = 0; iy WID; ++iy)
for(ix = 0; ix LEN; ++ix)
{
if(Snake[ix][iy] == 1)//蛇头
{
SetColor(0xf); //oxf代表分配的内存地址 setcolor:34行自定义设置颜色的函数
gotoxy(ix*2, iy);
printf("※");
}
if(Snake[ix][iy] == 2)//蛇的脖子
{
color = rand()%15 + 1; //rand()函数是产生随机数的一个随机函数。C语言里还有 srand()函数等。
//头文件:stdlib.h
if(color == 14)
color -= rand() % 13 + 1; //变色
SetColor(color);
gotoxy(ix*2, iy);
printf("■");
}
if(Snake[ix][iy] == Snake_Len)
{
gotoxy(ix*2, iy);
SetColor(0xe);
printf("≈");
}
}
}
void Clear_Snake()//擦除贪吃蛇
{
int iy, ix;
for(iy = 0; iy WID; ++iy)
for(ix = 0; ix LEN; ++ix)
{
gotoxy(ix*2, iy);
if(Snake[ix][iy] == Snake_Len)
printf(" ");
}
}
void Rand_Apple()//随机产生苹果
{
int ix, iy;
do
{
ix = rand() % LEN;
iy = rand() % WID;
}while(Snake[ix][iy]);
Snake[ix][iy] = -1;
gotoxy(ix*2, iy);
printf("⊙");
Eat_Apple = 0;
}
void Game_Over()//蛇死掉了
{
gotoxy(30, 10);
printf("Game Over");
Sleep(3000);
system("pause nul");
exit(0);
}
void Move_Snake()//让蛇动起来
{
int ix, iy;
for(ix = 0; ix LEN; ++ix)//先标记蛇头
for(iy = 0; iy WID; ++iy)
if(Snake[ix][iy] == 1)
{
switch(Sna_Hea_Dir)//根据新的蛇头方向标志蛇头
{
case 'w':
if(iy == 0)
Game_Over();
else
Sna_Hea_Y = iy - 1;
Sna_Hea_X = ix;
break;
case 's':
if(iy == (WID -1))
Game_Over();
else
Sna_Hea_Y = iy + 1;
Sna_Hea_X = ix;
break;
case 'a':
if(ix == 0)
Game_Over();
else
Sna_Hea_X = ix - 1;
Sna_Hea_Y = iy;
break;
case 'd':
if(ix == (LEN - 1))
Game_Over();
else
Sna_Hea_X = ix + 1;
Sna_Hea_Y = iy;
break;
default:
break;
}
}
if(Snake[Sna_Hea_X][Sna_Hea_Y]!=1Snake[Sna_Hea_X][Sna_Hea_Y]!=0Snake[Sna_Hea_X][Sna_Hea_Y]!=-1)
Game_Over();
if(Snake[Sna_Hea_X][Sna_Hea_Y] 0)//吃到苹果
{
++Snake_Len;
Eat_Apple = 1;
}
for(ix = 0; ix LEN; ++ix)//处理蛇尾
for(iy = 0; iy WID; ++iy)
{
if(Snake[ix][iy] 0)
{
if(Snake[ix][iy] != Snake_Len)
Snake[ix][iy] += 1;
else
Snake[ix][iy] = 0;
}
}
Snake[Sna_Hea_X][Sna_Hea_Y] = 1;//处理蛇头
}
void Get_Input()//控制蛇的移动方向
{
if(kbhit())
{
switch(getch())
{
case 87:
Sna_Hea_Dir = 'w';
break;
case 83:
Sna_Hea_Dir = 's';
break;
case 65:
Sna_Hea_Dir = 'a';
break;
case 68:
Sna_Hea_Dir = 'd';
break;
default:
break;
}
}
if(clock() - Now_Time = Wait_Time)//蛇到时间自动行走
{
Clear_Snake();
Move_Snake();
Print_Snake();
Now_Time = clock();
}
}
void Init()//初始化
{
system("title 贪吃毛毛蛇");
system("mode con: cols=80 lines=25");
Hide_Cursor();
gotoxy(61, 4);
printf("You Score:");
gotoxy(61, 6);
printf("You Level:");
gotoxy(61, 8);
printf("The Lenght:");
gotoxy(61, 10);
printf("The Speed:");
gotoxy(61, 12);
printf("Apple Num:");
int i;
for(i = 0; i Snake_Len; ++i)//生成蛇
Snake[10+i][15] = i+1;
int iy, ix;//打印蛇
for(iy = 0; iy WID; ++iy)
for(ix = 0; ix LEN; ++ix)
{
if(Snake[ix][iy])
{
SetColor(Snake[ix][iy]);
gotoxy(ix*2, iy);
printf("■");
}
}
}
void Pri_News()//打印信息
{
SetColor(0xe);
gotoxy(73,4);
All_Score += Level;
printf("%3d", All_Score);
gotoxy(73, 6);
printf("%3d", Level);
gotoxy(73, 8);
printf("%3d",Snake_Len);
gotoxy(73, 10);
printf("0.%3ds", Wait_Time/10);
gotoxy(73, 12);
printf("%d", Apple_Num);
}
void Lev_Sys()//等级系统
{
if(((Apple_Num-1) / 10) == Level)
{
++Level;
if(Wait_Time 50)
Wait_Time -= 50;
else
if(Wait_Time 10)
Wait_Time -= 10;
else
Wait_Time -= 1;
}
}
int main(void)
{
Init();
srand((unsigned)time(NULL));//设置随机数的种子
Now_Time = clock();
int speed1=1000,speed2,a;
printf("\n");
printf("请输入你想要的速度\n");
scanf("%d",speed2);
Level=1;
Wait_Time=speed1-speed2;
printf("请输入你想要的苹果数\n");
scanf("%d",a);
while(a--)
Rand_Apple();
while(1)
{
if(Eat_Apple)
{
++Apple_Num;
Rand_Apple();
Lev_Sys();
Pri_News();
}
Get_Input();
Sleep(10);
}
return 0;
}
关于用C语言编写的小游戏的游戏代码,如黑白棋贪吃蛇等
我这儿有c语言的自写俄罗斯方块,请指教:#include
#include
#include
#include
#include
#include
#include
#define ESC 0x011b
#define UP 0x4800
#define DOWN 0x5000
#define LEFT 0x4b00
#define RIGHT 0x4d00
#define SPACE 0x3920
#define Y 0x1579
#define N 0x316e
#define clearkbd(); while(bioskey(1)) bioskey(0); /*清空键盘缓冲队列*/
void update();
void messagebox();
void process();
void initremove();
void initinfo();
void initbox();
void initposition();
void next_shape();
typedef struct shape /*形状单一状态的记录*/
{ int attr;
int co[8];
}shape;
typedef struct RE_AB /*相对,绝对坐标记录*/
{ int Rx,Ry;
int x1,x2,y1,y2;
}RE_AB;
RE_AB RA;
shape p[19]={ { RED,0,1,1,0,1,1,2,1 }, /*数组中保证y最大的在最后,以便initposition使用*/
{ RED,0,1,1,0,1,1,1,2 },
{ RED,0,0,1,0,2,0,1,1 },
{ RED,0,0,0,1,1,1,0,2 },
{ GREEN,0,0,1,0,2,0,3,0 },
{ GREEN,0,0,0,1,0,2,0,3 },
{ CYAN,0,0,0,1,1,0,1,1 },
{ BROWN,0,0,1,0,1,1,2,1 },
{ BROWN,1,0,0,1,1,1,0,2 },
{ BLUE,1,0,2,0,1,1,0,1 },
{ BLUE,0,0,0,1,1,1,1,2 },
{ MAGENTA,0,0,0,1,0,2,1,2 },
{ MAGENTA,2,0,0,1,1,1,2,1},
{ MAGENTA,0,0,1,0,1,1,1,2 },
{ MAGENTA,0,0,0,1,1,0,2,0 },
{ YELLOW,0,2,1,0,1,1,1,2 },
{ YELLOW,0,0,1,0,2,0,2,1 },
{ YELLOW,1,0,0,0,0,1,0,2},
{ YELLOW,0,0,0,1,1,1,2,1 },
};
int nback,nleft,nright,r_f[12][22],rs1,rs2,xcors,xcorb,ycors,ycorb;
/*检查方快有没有左,右,下接触,游戏区内所有格子有无颜色记录数组,rs1形状记录,rs2为提示框用,记录小格子在游戏区中的位置,按键存储*/
void interrupt (*oldint)(); /*系统定时中断*/
int count_down=0,count_other=0; /*中断记时*/
void interrupt newint() /*设置新的中断程序*/
{ count_down++;
count_other++;
oldint();
}
void intenable() /*设置中断向量表,启动新的中断程序*/
{ oldint=getvect(0x1c);
disable();
setvect(0x1c,newint);
enable();
}
void intrestore() /*恢复中断向量*/
{ disable();
setvect(0x1c,oldint);
enable();
}
void HZ12(int x0,int y0,int w,int color,char *s) /*根据字模,在dos下显示汉字*/
/*横坐标,纵坐标,字间隔,汉字颜色,汉字字符串*/
{ FILE *fp;
register char buffer[24];
register char str[2];
unsigned long fpos;/*fpos为最终偏移动量*/
register int i,j,k;
fp=fopen(hzk12,r);/*打开12*12汉字苦*/
while(*s)/*一直到字符串结束为止*/
{
if(*s0)/*汉字输出*/
{ str[0]=(*s)-0xa0;
str[1]=*(s+1)-0xa0;
fpos=((str[0]-1)*94+(str[1]-1))*24L;/*计算汉字在hzk12的偏移量*/
fseek(fp,fpos,SEEK_SET);/*指针移动到当前位置*/
fread(buffer,24,1,fp);/*读取一个汉字到数组中*/
for(i=0;i12;i++)/*12行*/
for(j=0;j2;j++)/*两个字节*/
for(k=0;k8;k++)/*8位*/
if (((buffer[i*2+j](7-k))0x1)!=NULL)/*是一就画点*/
putpixel(x0+8*j+k,y0+i,color);
s+=2;/*一个汉字占两个字节,现在将指针移动两个字节*/
x0+=w;/*显示坐标也按照间隔移动*/
}
else/*显示非汉字字符*/
{ settextstyle(0,0,1);
setcolor(color);
str[0]=*s;str[1]=0;
outtextxy(x0,y0+3,str);/*显示单个字符*/
x0+=w-7;/*显示单个字符后的x坐标变化*/
s++;/*指针移动到下一个字节*/
}
}
fclose(fp);
}
void translation() /*把相对坐标解释为绝对坐标*/
{ if(RA.Rx==1)
{ RA.x1=1; RA.x2=16; }
else
{ RA.x1=16*(RA.Rx-1); RA.x2=16*RA.Rx; }
if(RA.Ry==1)
{ RA.y1=1; RA.y2=16; }
else
{ RA.y1=16*(RA.Ry-1); RA.y2=16*RA.Ry; }
}
int check_b() /*检查是否到达低部*/
{ int x,y,i,zf=0; /*zf为是否有颜色填充记录*/
for(i=0;i7;i++,i++)
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y=6)
zf+=r_f[x-15][y-6+1];
}
if(zf==0)
return 1;
else
return 0;
}
int finish()
{ int tfull=0,i; /*判断顶层空间是否有填充*/
for(i=1;i11;i++)
tfull+=r_f[i][1];
if(tfull!=0)
return 1; /*告诉judge()可以结束了*/
}
int check_l() /*检查形状是否与左接触*/
{ int x,y,i,zf=0;
for(i=0;i7;i++,i++)
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15-1][y-6];
if(y=6x==16)
zf+=1;
}
if(zf==0)
return 1;
else
return 0;
}
int check_r() /*检查形状是否与右接触*/
{ /*zf为是否有颜色填充记录*/
int x,y,i,zf=0; /*zf为是否有颜色填充记录*/
for(i=0;i7;i++,i++)
{
x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15+1][y-6];
if(y=6x==25)
zf+=1;
}
if(zf==0)
return 1;
else
return 0;
}
void check_touch()
{ nback=check_b();
nleft=check_l();
nright=check_r();
}
void draw(int cb) /*画形状,cb=1以填充色画形状,cb=2以背景色画形状,cb=3以白色画形状*/
{ int i,recordx=RA.Rx,recordy=RA.Ry;
for(i=0;i7;i++,i++)
{ RA.Rx+=p[rs1].co[i];
RA.Ry+=p[rs1].co[i+1];
if(RA.Ry=6)
{ RA.Rx=recordx;
RA.Ry=recordy;
continue;
}
translation();
if(cb==1)
setfillstyle(1,p[rs1].attr);
else
if(cb==2)
setfillstyle(1,BLACK);
else
if(cb==3)
{ setfillstyle(1,WHITE);
r_f[RA.Rx-15][RA.Ry-6]=1; /*置对应数组标记元素*/
}
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
RA.Rx=recordx;
RA.Ry=recordy;
}
}
void mov(int key) /*向下,左,右移动方块*/
{ draw(2);
if(key==LEFTnleft)
RA.Rx--;
else
if(key==RIGHTnright)
RA.Rx++;
else
RA.Ry++;
nback=check_b();
if(nback) /*判断形状有没有到达底部,有就将其颜色变为白色*/
draw(1);
else
draw(3);
}
void change() /*变换形状*/
{ int status=rs1,buffer,i,x,y,zf=0;
if(p[rs1].attr==p[rs1+1].attr)
rs1++;
else
while(p[rs1].attr==p[rs1-1].attr)
rs1--;
for(i=0;i7;i++,i++) /*检查变化形状后是否与已存形状发生冲突*/
{ x=RA.Rx+p[rs1].co[i];
y=RA.Ry+p[rs1].co[i+1];
if(y6)
zf+=r_f[x-15][y-6];
}
if(zf!=0)
rs1=status;
buffer=rs1;
rs1=status;
status=buffer;
draw(2);
buffer=rs1;
rs1=status;
status=buffer;
nback=check_b(); /*判断变化后的形状是不是到达了低部,这个检查是十分必要的*/
if(nback)
draw(1);
else
draw(3);
}
void accelerate()
{ if(count_down=1)
{ check_touch(); /*消除上一步动作对方块状态的影响*/
count_down=0;
if(nback) /*0表示到达底部,1表示没有到达*/
mov(DOWN);
}
}
void drawbox() /*画方块所在方框*/
{ int xcor,ycor;
for(xcor=xcors;xcor=xcorb;xcor++)
for(ycor=ycors;ycor=ycorb;ycor++)
{ if(xcor==xcors||xcor==xcorb||ycor==ycors||ycor==ycorb)
{ RA.Rx=xcor;
RA.Ry=ycor;
translation();
setfillstyle(1,DARKGRAY);
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
}
}
}
void erasure(int k)
{ int i,j,recordx=RA.Rx,recordy=RA.Ry;
{ j=k-1;
for(;j0;j--)
{ for(i=1;i11;i++)
{ r_f[i][j+1]=r_f[i][j];
RA.Rx=i+15;
RA.Ry=j+1+6;
translation();
if(r_f[i][j+1]==1)
setfillstyle(1,WHITE);
else
setfillstyle(1,BLACK);
bar(RA.x1+1,RA.y1+1,RA.x2-1,RA.y2-1);
RA.Rx=recordx;
RA.Ry=recordy;
}
}
}
}
void pause()
{ HZ12(450,400,15,BLACK,正常);
HZ12(450,400,15,GREEN,暂停);
for(;;)
if(bioskey(1)bioskey(0)==SPACE)
{ clearkbd();
HZ12(450,400,15,BLACK,暂停);
HZ12(450,400,15,RED,正常);
return;
}
}
void judge()
{ int i,j,full=0; /*full等于10说明某一行满,该消除了*/
if(finish()) /*判断游戏是否该结束了*/
messagebox(); /*win编程里有这个函数*/
for(j=1;j21;j++) /*判断某一行是否满了*/
{ for(i=1;i11;i++)
full+=r_f[i][j];
if(full==10)
erasure(j); /*消除这行*/
full=0;
}
}
void update() /*使程序可以重新运行*/
{ cleardevice();
setbkcolor(BLACK);
initinfo(); /*提示信息初始化*/
initbox(); /*游戏框架初始化*/
srand((unsigned)time(NULL)); /*随机器函数的初始化*/
rs1=random(19);
rs2=random(19);
next_shape();
initposition(); /*方块最开始的出现位置*/
initremove(); /*记录每个方格有无颜色填充数组初始化*/
HZ12(450,400,15,RED,正常);
process();
}
void EXIT()
{ closegraph();
intrestore(); /*恢复中断向量*/
exit(0);
}
void initremove()
{ int i,j;
for(i=0;i12;i++)
for(j=0;j22;j++)
if(i==0||i==11||j==0||j==21)
r_f[i][j]=1;
else
r_f[i][j]=0;
}
void initinfo()
{ char aStr[2];
setcolor(RED);
outtextxy(450,100,This game's writer is:);
HZ12(450,140,15,RED,该程序作者:NULL);
outtextxy(525,110,NULL);
outtextxy(450,180,FUNCTION FOR KEYS:);
outtextxy(450,200,UP:change the shape);
outtextxy(450,210,DOWN:accelerate);
outtextxy(450,220,LEFT:move left);
outtextxy(450,230,RIGHT:move right);
outtextxy(450,240,ESC:exit this game);
outtextxy(450,250,SPACE:pause);
HZ12(450,260,20,RED,上:);
HZ12(450,280,20,RED,下:);
HZ12(450,300,20,RED,左:);
HZ12(450,320,20,RED,右:);
HZ12(450,340,20,RED,ESC:退出);
HZ12(450,360,15,RED,空格: 暂停/开始);
HZ12(450,380,15,RED,目前状态:);
HZ12(20,200,15,RED,下一个形状);
aStr[0]=24;
aStr[1]=0;
aStr[6]=0;
HZ12(480,260,12,GREEN,aStr);
HZ12(500,260,12,GREEN,( 变形 ));
aStr[0]=25;
aStr[1]=0;
HZ12(480,280,12,GREEN,aStr);
HZ12(500,280,12,GREEN,( 加速 ));
aStr[0]=27;
aStr[1]=0;
HZ12(480,300,12,GREEN,aStr);
HZ12(500,300,12,GREEN,向左);
aStr[0]=26;
aStr[1]=0;
HZ12(480,320,12,GREEN,aStr);
HZ12(500,320,12,GREEN,向右);
}
void messagebox()
{ int key;
setcolor(GREEN);
setfillstyle(1,DARKGRAY);
rectangle(220,200,420,300);
bar(221,201,419,299);
HZ12(280,210,15,GREEN,GAME OVER);
HZ12(275,230,15,GREEN,重新游戏: Y);
HZ12(275,270,15,GREEN,退出游戏: N);
HZ12(450,400,15,BLACK,正常);
HZ12(450,400,15,GREEN,GAME OVER);
for(;;)
if(bioskey(1))
{ key=bioskey(0);
if(key==Y)
{ clearkbd();
update();
}
else
if(key==N)
{ clearkbd();
EXIT();
}
else
clearkbd();
}
}
void initbox()
{ xcors=15; /*画游戏框*/
xcorb=26;
ycors=6;
ycorb=27;
drawbox();
xcors=2; /*画提示框*/
xcorb=7;
ycors=6;
ycorb=11;
drawbox();
}
void initposition()
{ RA.Rx=18;
RA.Ry=6-p[rs1].co[7];;
RA.x1=0;
RA.x2=0;
RA.y1=0;
RA.y2=0;
}
void next_shape() /*画下一形状提示框*/
{ int recordx=RA.Rx,recordy=RA.Ry,buffer;
RA.Rx=3;
RA.Ry=7;
draw(2);
buffer=rs1;
rs1=rs2;
rs2=buffer;
draw(1);
RA.Rx=recordx;
RA.Ry=recordy;
buffer=rs1;
rs1=rs2;
rs2=buffer;
}
void process() /*游戏过程*/
{ for(;;)
{ check_touch();
if(!nback)
{ rs1=rs2;
rs2=random(19); /*产生另一种方块的码数*/
initposition();
judge(); /*判断某一行是否满了和这个游戏是否可以结束了*/
draw(1);
next_shape();
}
if(count_other=1)
{ count_other=0;
if(bioskey(1)) /*对按键的处理*/
{ int key=bioskey(0);
clearkbd(); /*清除键盘缓冲队列*/
if(key==ESC)
EXIT();
if(key==LEFTnleftnback)
mov(LEFT);
if(key==RIGHTnrightnback)
mov(RIGHT);
if(key==UPnback)
change();
if(key==SPACE)
pause();
if(key==DOWN)
accelerate();
}
}
if(count_down=4)
{ check_touch(); /*消除上一步动作对方块状态的影响*/
count_down=0;
if(nback) /*0表示到达底部,1表示没有到达*/
mov(DOWN);
}
}/*for*/
}
main()
{ int gdriver=DETECT,gmode=0;
initgraph(gdriver,gmode,d:turboc); /*启动图形与中断部分*/
intenable();
update();
}
RA.Ry=recordy;buffer=rs1;rs1=rs2;rs2=buffer;}void process() /*游戏过程*/{ for(;;){ check
if(color == 14) color -= rand() % 13 + 1; //变色 SetColor(col
else Snake[ix][iy] = 0; } }Sn
ls"); //系统调用,清空屏幕for (int i = 0; i N+1; ++i){for (int j = 0; j N+1; ++j){if (i