关键字 用C++(TC3.0)做的贪吃蛇游戏---(1)
出处
//游戏中使用链表的思路来自于金色甲虫站点,在此表示感谢。
/*贪吃蛇游戏引擎:MADE BY EMILMATTHEW 05/1/16
COMPILE ENVIROMENT TC3.0
注意事宜
1请设定好BGI文件路径
2上下左右键控制蛇移动,回车键暂停,ESC键退出.
*/
/*
难点及重点:
1) 采用链表的结构来表示蛇对象,要求我们学会用用一个链表类.
2) 画图时,使用一个抽象类AbstractDraw,它的派生类有三个:
Drawhead,Drawbody,Drawtail,DrawBean;分别用以画头,身体,尾部及豆子.
一开始都要画,游戏过程中,只要重画头及擦去尾巴即可。
3) 由于TC3不支持友元,所以对链表的插入工作需要放在Snake类本身中,稍显不适。
3) 碰撞检测:
a)用一个数组加一个随机数过程生成不与蛇相交的一个位置,画出豆子.用以标识蛇头的坐标与豆子坐标重合时,蛇增长一节。
b)与墙的碰撞检测,进行X,Y是否出界的CHECK 即可.
核心算法描述:
1声明游戏中相关的对象及标志变量:
ScreenLayOut Test; Drawhead sDh; Drawbody sDb ;Cleantail sCt…
2初始化图形库,绘制场景图形及一开始的完整的蛇。
sDh.Draw(h.getx(),h.gety());sDb.Draw(b1.getx(),b1.gety());….
同时用一个检测函数在不与蛇相交处随机生成一粒豆子.
3利用一个while(Gamestatur!=Exit)来控制整个游戏的进程{
4.1利用while(bioskey(1)==0)进入一个不按键时的循环{
a)Render,首先进入的动态绘制区,通过每次传回的GotBean来确定以何种方式画新的一帧:是否要增长一节?
if(GotBean)
在头部与第二节处做链表插入动作,并改变相关的方向值及mx,my,mdir值。
蛇头变蛇身,在MDIR(方向标识变量)处画蛇头。并生成新的豆子.
Else
遍历蛇的链表,把前一节的DIR(方向标识变量)传给一节(注意是从链表尾部往头部遍历),
并相应的改变mx,my及dir的值.
蛇头变蛇身,在MDIR(方向标识变量)处画蛇头,擦蛇尾.
Delay2(0.1);//自编的DELAY函数,精度0.05秒,不随机器性能而有过大变动
b)DataChecking{
1碰边检测:是,则GameStatur=Failure;
2是否咬到自己的检测.:是,则GameStatur=Failure
3是否碰到障碍物:是,GameStatur=Failure
4是否吃到豆子的检测:是,则GotBean=true;
}
4.2按下键后,用key=bioskey(0);得到键值,再用
switch(key){
case keyUp:…来做相应的数据处理。
其中:上下左右键将改变头部的dir方向。
ESC使GameStatur变成Exit;
Enter使游戏处于暂停状态,用一个内嵌的键盘检测来做.
}//LOOPING BODY
这就是贪吃游戏的核心实现了,采用链表使得算法的设计上轻松的不少,当然,实现起来其中细节另有一番推敲及改进。
*/
#i nclude <dos.h>
#i nclude <bios.h>
#i nclude <time.h>
#i nclude <graphics.h>
#i nclude <conio.h>
#i nclude <stdio.h>
#i nclude <iostream.h>
#i nclude <stdio.h>
#i nclude <stdlib.h>
char address[]="C:\\TC\\bgi";
int Score=0;
typedef int bool;
const int true=1;
const int false=0;
const int fudu=10;
int const KeyUp=0x4800;
int const KeyDown=0x5000;
int const KeyLeft=0x4b00;
int const KeyRight=0x4d00;
int const KeyEnter=0x1c0d;
int const KeyEsc=0x11b;
void Delay2(double Times,float SecPerFrame);
enum GameStaturs{Gaming,Win,Failure,Exit};
enum Direction{Up,Down,Left,Right};
GameStaturs GameStatur=Gaming;
float SecPerFrame=0.05;
struct Obstacle{
public:
int x;
int y;
bool flag;
Obstacle(){x=0;y=0;flag=false;}
};
struct Bean{
public:
int x;
int y;
bool flag;
Bean(){x=0;y=0;flag=false;}
};
//一个集成化的画图类
class SuperCol{
public:
void rect2(int tx,int ty,int bx,int by,int col=10);
void printword(int x, int y, const char far *textstring,int font=1,
int direction=0,int charsize=0,int col=12);
void bar2(int tx,int ty,int bx,int by,int patternCol=BLUE,int patterns=SOLID_FILL);
void shapefill(int x,int y,int BorderCol,int patternCol=BLUE,int patterns=SOLID_FILL);
void circle2(int x,int y,int r,int col=RED);
void circle3(int x,int y,int r,int scol=RED,int fcol=RED,int patterns=SOLID_FILL);
void line2(int tx,int ty,int bx,int by,int col=10);
void ellipse2(int x, int y,int xradius, int yradius, int col=GREEN,int stangle=0,
int endangle=360);
void backOutWord(int tx,int ty,int bx,int by,const char far *textstring,
int colB=YELLOW,int colF=GREEN,int font=1,int charsize=0,int direction=0);
};
void SuperCol::rect2(int tx,int ty,int bx,int by,int col){
setcolor(col);
rectangle(tx,ty,bx,by);
}
void SuperCol::printword(int x, int y, const char far *textstring,int font,int direction,int charsize,int col){
setcolor(col);
settextstyle(font, direction, charsize);
outtextxy(x,y,textstring);
}
void SuperCol::bar2(int tx,int ty,int bx,int by,int patternCol,int patterns){
setfillstyle(patterns,patternCol);
bar(tx, ty, bx,by);
}
void SuperCol::shapefill(int x,int y,int BorderCol,int patternCol,int patterns){
setfillstyle(patterns,patternCol);
floodfill(x,y,BorderCol);
}
void SuperCol::circle2(int x,int y,int r,int col){
setcolor(col);
circle(x,y,r);
}
void SuperCol::line2(int tx,int ty,int bx,int by,int col){
setcolor(col);
line(tx,ty,bx,by);
}
void SuperCol::circle3(int x,int y,int r,int scol,int fcol,int patterns){
circle2(x,y,r,scol);
shapefill(x,y,scol,fcol,patterns);
}
void SuperCol::ellipse2(int x, int y,int xradius, int yradius, int col,int stangle, int endangle){
setcolor(col);
ellipse(x,y,stangle,endangle,xradius,yradius);
}
void SuperCol::backOutWord(int tx,int ty,int bx,int by,const char far *textstring,int colB,
int colf,int font,int charsize,int direction){
bar2(tx,ty,bx,by,colB);
printword(tx+3, ty+3, textstring,font,direction,charsize,colf);
}
用C++(TC3.0)做的贪吃蛇游戏---(2) 选择自 EmilMatthew 的 Blog
关键字 用C++(TC3.0)做的贪吃蛇游戏---(2)
//**画蛇的相关类,实现时并没有用到多态性**//
class AbstractDraw{
public:
virtual void Draw(int x,int y)=0;
};
class Drawhead:public AbstractDraw{
public:
void Draw(int x,int y);
};
class Drawbody:public AbstractDraw{
public:
void Draw(int x,int y);
};
class Cleantail:public AbstractDraw{
public:
void Draw(int x,int y);
};
class DrawBean:public AbstractDraw{
public:
void Draw(int x,int y);
};
void Drawhead::Draw(int x,int y){
SuperCol Brush;
int sx,sy;
sx=getmaxx()/2-19*fudu;sy=getmaxy()/2-14*fudu;
Brush.circle3(sx+(x+0.5)*fudu,sy+(y+0.5)*fudu,fudu/2,BLUE,RED);
}
void Drawbody::Draw(int x,int y){
SuperCol Brush;
int sx,sy;
sx=getmaxx()/2-19*fudu;sy=getmaxy()/2-14*fudu;
Brush.bar2(sx+x*fudu,sy+y*fudu,sx+(x+1)*fudu,sy+(y+1)*fudu,BLUE);
}
void Cleantail::Draw(int x,int y){
SuperCol Brush;
int sx,sy;
sx=getmaxx()/2-19*fudu;sy=getmaxy()/2-14*fudu;
Brush.bar2(sx+x*fudu,sy+y*fudu,sx+(x+1)*fudu,sy+(y+1)*fudu,BLACK);
}
void DrawBean::Draw(int x,int y){
SuperCol Brush;
int sx,sy;
sx=getmaxx()/2-19*fudu;sy=getmaxy()/2-14*fudu;
Brush.circle3(sx+(x+0.5)*fudu,sy+(y+0.5)*fudu,fudu/2,YELLOW,WHITE);
}
//* /*负责图形函数的起始与静态场景的绘制*/ *//
class ScreenLayOut{
public:
void GraphicStart();
void GraphicEnd();
void ErrorDetect();
void test();
};
void ScreenLayOut::GraphicStart(){
int gdriver,gmode;
gdriver=DETECT;
gmode=VGAHI;
//Kinitgraph(&gdriver,&gmode,"D:\\TC\\BGI");//Bgi's address shoud be compitabled with Source File
initgraph(&gdriver,&gmode,address);
cleardevice();//Haha Got it!!!
}
void ScreenLayOut::GraphicEnd(){
closegraph();
}
void ScreenLayOut::ErrorDetect(){
int errorcode=0;
errorcode = graphresult();
if (errorcode != grOk) /* an error occurred */
{
GameStatur=Exit;
printf("Graphics error: %s\n", grapherrormsg(errorcode));
printf("Press any key to halt:");
getch();
}
}
void ScreenLayOut::test(){
;
}
class Snake{//核心的蛇类
public:
void Insert(Snake *now);
void DirChan();
void CheckEatSelf();
void CheckEatBean();
Snake(){
mx=0;my=0;mdir=Right;next=NULL;
}
Snake(int x,int y,Direction dir,Snake *s=NULL){
mx=x;
my=y;
mdir=dir;
next=s;
}
void show();
//void Bianli();
int getx(){return mx;}
int gety(){return my;}
int getdir(){return mdir;}
void setdir(Direction p){mdir=p;
DirChan(); }
void Bianlidir();//精->遍链表并改变相关变量值的函数
bool EatSelf();
//void SetTail(){this->next=NULL;}
bool HitWall();//碰墙检测
void MakeNewBean(Obstacle Ob[],int num,Bean &tmpD);//产生新豆
bool HitBrack(Obstacle Ob[],int num);//碰障碍物检测
bool GotBean(Bean dou);//吃到豆子的检测
private:
int mx;
int my;
Direction mdir;
Snake *next;
//here you didn't use new/delete ,which is surely a hidden dangerous.
//As a beginner ,I forgive you.
};
void Snake::show(){
cout<<" x: "<<mx<<" y: "<<my<<" dir "<<mdir<<" -> ";
if(next)next->show();
else cout<<"End\n";
}
void Snake::DirChan(){
switch(this->mdir){
case Up:this->my--;break;
case Down:this->my++;break;
case Left:this->mx--;break;
case Right:this->mx++;break;
default:break;
}
}
void Snake::Insert(Snake *now){
now->next=this->next;//注意了,now 的内部是可以访问的,这给没有友元的TC带来很大的方便.
this->next=now;
now->mx=this->mx;now->my=this->my;now->mdir=this->mdir;
// cout<<(now->next==NULL);
DirChan();//yes
}
void Snake::Bianlidir(){//from tail to head ,not head to tail
if(next){
next->Bianlidir();
next->mdir=this->mdir;
next->DirChan();
}
}
bool Snake::EatSelf(){
bool flag=false;
Snake *pTmp=NULL;
if(next){
for(pTmp=next;pTmp!=NULL;pTmp=pTmp->next)
{if((this->getx()==pTmp->getx())&&(this->gety()==pTmp->gety()))
{
flag=true;
break;
}
}
}
return flag;
}
bool Snake::HitWall(){
bool flag=false;
//Bad smell,for the bare number!.
if((this->mx<0)||(this->mx>37)||(this->my<0)||(this->my>27))
{
flag=true;
}
return flag;
}
void Snake::MakeNewBean(Obstacle Ob[],int num,Bean &tmpD){
bool flag=true;
int i=0,j=0,dx=0,dy=0;
Snake *pTmp=NULL;
int tmpArray[38][28];
for(i=0;i<38;i++){
for(j=0;j<28;j++){
tmpArray[i][j]=0;
}
}
randomize();
for(i=0;i<num;i++){
if(Ob[i].flag){
tmpArray[Ob[i].x][Ob[i].y]=1;
}
}
if(next){
for(pTmp=next;pTmp!=NULL;pTmp=pTmp->next)
{
tmpArray[pTmp->getx()][pTmp->gety()]=1;
}
}
flag=false;
while(!flag)
{dx=random(35)+1;
dy=random(25)+1;
// cout<<"dx"<<dx;
if(tmpArray[dx][dy]==0){
tmpD.x=dx;
tmpD.y=dy;
flag=true;
}
}
gotoxy(2,2);
printf("Score:%d",Score);
Score++;
}
bool Snake::HitBrack(Obstacle Ob[],int num)
{ bool flag=false;
int i=0 ;
for(i=0;i<num;i++){
if(Ob[i].flag){
if((Ob[i].x==this->getx())&&(Ob[i].y==this->gety()))flag=true;
}
}
return flag;
}
bool Snake::GotBean(Bean dou){
//Consider a multiple beans mode?Too complicated ,maybe.
bool flag=false;
if((dou.x==this->getx())&&(dou.y==this->gety()))flag=true;
return flag;
}
class Game{//最为关键的游戏类
public:
void MainBody();
void GameInitialize();
void MapObstacle(Obstacle Ob[],int x);
void GraphicEnd();
void Keywaiting();
bool Continue();
void PressAnyKey();
};
void Game::GameInitialize(){
ScreenLayOut P;
SuperCol Brush;
int midx,midy,i;
P.GraphicStart();
P.ErrorDetect();
midx=getmaxx()/2;midy=getmaxy()/2;
Brush.bar2(midx-20*fudu,midy-15*fudu,midx+20*fudu,midy+15*fudu,LIGHTBLUE);
Brush.bar2(midx-19*fudu,midy-14*fudu,midx+19*fudu,midy+14*fudu,BLACK);
Brush.printword(midx-16*fudu, midy-19*fudu+5, "Snake",1,0,0,LIGHTGREEN);
Brush.printword(midx-2*fudu,midy-17*fudu+10,"Made by:EmilMatthew 05/1/16 ",0,0,1,BROWN);
}
void Game::MapObstacle(Obstacle Ob[],int x){
SuperCol Brush;
int i=0;
int midx=getmaxx()/2,midy=getmaxy()/2;
for(i=0;i<x;i++){
if(Ob[i].flag){
Brush.bar2(midx-19*fudu+Ob[i].x*fudu,midy-14*fudu+Ob[i].y*fudu,
midx-18*fudu+Ob[i].x*fudu,midy-13*fudu+Ob[i].y*fudu,LIGHTBLUE);
}
}
}
void Game::Keywaiting(){
gotoxy(5,10);
printf ("Pause");
while(bioskey(1)==0){;}
gotoxy(5,10);
printf(" ");
}
void Game::PressAnyKey(){
gotoxy(5,10);
printf("Press any key to continue...\n");
}
bool Game::Continue(){
// clrscr();
char tmp;
gotoxy(5,10);
printf(" ");
gotoxy(8,11);
printf("Oh ,you failure\n");
gotoxy(8,12);
printf("Try Again?(y/n)\n");
gotoxy(8,13);
scanf("%c",&tmp);
if(tmp=='y')return true;
else return false;
}
void Game::MainBody(){
//Declare Object or Variables
ScreenLayOut Test;
Drawhead sDh;
Drawbody sDb;
Cleantail sCt;
DrawBean dou;
Obstacle stock[5];
Bean douzi;
int key=0,index=0;
bool Gotbean=false,check;
bool KeyPressed=false;//如果按键过快,将出现不改变
Direction tmdir=Right;
//Set Start Data;
Snake w(1,0,Right,NULL);
Snake b2(2,0,Right,&w);
Snake b1(3,0,Right,&b2);
Snake h(4,0,Right,&b1);
Snake tb1[300];//(0,0,Right,NULL);
Snake tb2(0,0,Right,NULL);
randomize();
stock[0].flag=true;
stock[0].x=random(22)+5;
stock[0].y=random(26)+1;
douzi.flag=true;
Score=0;
MapObstacle(stock,1);
//Draw First Snake.
sDh.Draw(h.getx(),h.gety());
sDb.Draw(b1.getx(),b1.gety());
sDb.Draw(b2.getx(),b2.gety());
//Generate Bean.
h.MakeNewBean(stock,5,douzi);//this interface is not a good one,as I thought
dou.Draw(douzi.x,douzi.y);
while(GameStatur==Gaming){
while(bioskey(1)==0&&GameStatur==Gaming){
if(Gotbean){
//1Insert
h.Insert(&tb1[index]);
sDb.Draw(tb1[index].getx(),tb1[index].gety());
index++;
sDh.Draw(h.getx(),h.gety());
Gotbean=false;
//Not so perfect.
//Add random make bean code etc.
// w.SetTail();
h.MakeNewBean(stock,1,douzi);
dou.Draw(douzi.x,douzi.y);
}
else{
//2bian li
//At first ,you use this:*tb=&h,of course it just stands for h,
//can't work as your thought.
tb2=h;//If you use tb1=h,there will be an error ,because of the shallow copy
h.Bianlidir();
h.setdir(tmdir);
sDh.Draw(h.getx(),h.gety());
sDb.Draw(tb2.getx(),tb2.gety());
sCt.Draw(w.getx(),w.gety());
}
Delay2(0.15,SecPerFrame);
//Collision Check
//Eat self
if(h.EatSelf())
{ cout<<"Eat self"<<endl;
PressAnyKey();
GameStatur=Failure;
break;
}
//Collision with wall
if(h.HitWall())
{ cout<<"Hit Wall"<<endl;
PressAnyKey();
GameStatur=Failure;
break; //Attention here
}
//Collision with obstacle
if(h.HitBrack(stock,1))
{ cout<<"HitBrack"<<endl;
PressAnyKey();
GameStatur=Failure;
break;
}
if(h.GotBean(douzi)){
Gotbean=true;
}
KeyPressed=false;
}
//Check key
key=bioskey(0);
if(!KeyPressed)
{switch(key){
case KeyUp: if(tmdir!=Down){
tmdir=Up;
}
break;
case KeyDown:if(tmdir!=Up){
tmdir=Down; }
break;
case KeyLeft:if(tmdir!=Right){
tmdir=Left;}
break;
case KeyRight:if(tmdir!=Left){
tmdir=Right;}
break;
case KeyEnter:
//small KeyWaiting
Keywaiting();
break;
case KeyEsc:
GameStatur=Exit;
break;
default:
break;
}
KeyPressed=true;
}
}
if(GameStatur==Failure)
{
check=Continue();
if(check)GameStatur=Gaming;
else GameStatur=Exit;
}
}
void Game::GraphicEnd(){
ScreenLayOut P;
P.GraphicEnd();
}
void main(void){
//ScreenLayOut Gg;
Game Director;
while(GameStatur==Gaming){
Director.GameInitialize();
if(GameStatur!=Exit)Director.MainBody();
Director.GraphicEnd();
}
getch();
}
void Delay2(double Times,float SecPerFrame){
bool Running=true;
double Tmptime=(double)clock()/(double)CLOCKS_PER_SEC;
double caculate=0,delaying=SecPerFrame;
while(Running&&caculate<Times){
if((Tmptime+delaying)<((double)clock()/(double)CLOCKS_PER_SEC))
{Tmptime=(double)clock()/(double)CLOCKS_PER_SEC;
caculate+=delaying;
}
}
}
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