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贪吃蛇双人版

2023-08-17 23:01 作者:稻田豚  | 我要投稿


dos窗口

#include <graphics.h>

#include <conio.h>

#include <time.h>

#include <queue>


using namespace std;


#define WIDTH 64 // 游戏区域网格宽度

#define HEIGHT 48 // 游戏区域网格高度

#define ITEMSIZE 10 // 游戏元素大小

#define CMD_A_UP 0x1 // 控制命令:游戏者 A 向上

#define CMD_A_DOWN 0x2 // 控制命令:游戏者 A 向下

#define CMD_A_LEFT 0x4 // 控制命令:游戏者 A 向左

#define CMD_A_RIGHT 0x8 // 控制命令:游戏者 A 向右

#define CMD_B_UP 0x10 // 控制命令:游戏者 B 向上

#define CMD_B_DOWN 0x20 // 控制命令:游戏者 B 向下

#define CMD_B_LEFT 0x40 // 控制命令:游戏者 B 向左

#define CMD_B_RIGHT 0x80 // 控制命令:游戏者 B 向右

#define CMD_QUIT 0x100 // 控制命令:退出游戏


// 定义游戏元素

enum ITEM { EMPTY = 0, WALL, PLAYER_A, PLAYER_B, PLAYER_DEAD, PLAYER_A_NEXT, PLAYER_B_NEXT };


// 全局变量

ITEM g_world[WIDTH][HEIGHT]; // 保存游戏区

POINT g_player_a; // 游戏者 A 的坐标

POINT g_player_b; // 游戏者 B 的坐标

POINT g_offset_a; // 游戏者 A 的移动偏移方向

POINT g_offset_b; // 游戏者 B 的移动偏移方向




// 绘制游戏元素

void DrawItem(int x, int y, ITEM item)

{

switch(item)

{

case EMPTY: setfillcolor(BLACK); break;

case WALL: setfillcolor(LIGHTGRAY); break;

case PLAYER_A: setfillcolor(BLUE); break;

case PLAYER_B: setfillcolor(RED); break;

case PLAYER_DEAD: setfillcolor(MAGENTA); break;

}

bar(x * ITEMSIZE + 1, y * ITEMSIZE + 1, (x + 1) * ITEMSIZE - 2, (y + 1) * ITEMSIZE - 2);

g_world[x][y] = item;

}




// 初始化游戏

void init()

{

int x, y;


// 绘制墙壁

for(x = 0; x < WIDTH; x++)

{

DrawItem(x, 0, WALL);

DrawItem(x, HEIGHT - 1, WALL);

}

for(y = 1; y < HEIGHT - 1; y++)

{

DrawItem(0, y, WALL);

DrawItem(WIDTH - 1, y, WALL);

}


// 绘制游戏区域

for (x = 1; x < WIDTH - 1; x++)

for (y = 1; y < HEIGHT - 1; y++)

DrawItem(x, y, EMPTY);


// 随机产生两个游戏者的位置(至少间隔 5 格)

do

{

g_player_a.x = rand() % (WIDTH - 6) + 3; g_player_a.y = rand() % (HEIGHT - 6) + 3;

g_player_b.x = rand() % (WIDTH - 6) + 3; g_player_b.y = rand() % (HEIGHT - 6) + 3;

}while (  (g_player_b.x - g_player_a.x) * (g_player_b.x - g_player_a.x)

+ (g_player_b.y - g_player_a.y) * (g_player_b.y - g_player_b.x) <= 25);

// 画出两个游戏者的位置

DrawItem(g_player_a.x, g_player_a.y, PLAYER_A);

DrawItem(g_player_b.x, g_player_b.y, PLAYER_B);


// 随机产生两个游戏者的移动方向

// 该方法的原理详见:http://www.easyx.cn/skills/View.aspx?id=115

int n;

n = (rand() % 4) * 2 + 1; g_offset_a.x = n / 3 - 1; g_offset_a.y = n % 3 - 1;

n = (rand() % 4) * 2 + 1; g_offset_b.x = n / 3 - 1; g_offset_b.y = n % 3 - 1;


// 绘制 Player A 空心方块提示移动方向

int tx = g_player_a.x + g_offset_a.x;

int ty = g_player_a.y + g_offset_a.y;

setcolor(BLUE);

rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);

// 绘制 Player B 空心方块提示移动方向

tx = g_player_b.x + g_offset_b.x;

ty = g_player_b.y + g_offset_b.y;

setcolor(RED);

rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);


// 按确定开始游戏

MessageBox(GetHWnd(), _T("对战贪吃蛇 游戏说明:\n\n") \

_T("游戏目标:两条蛇,先碰到墙壁或碰到任何蛇的身体就算输。\n") \

_T("Player A 使用 A S D W 控制蓝色小蛇移动方向。\n") \

_T("Player B 使用上下左右控制红色小蛇移动方向。\n\n") \

_T("点“确定”按钮开始游戏。"), _T("游戏说明"), MB_OK | MB_ICONINFORMATION);

}




// 获取用户命令

int GetCmd()

{

// 定义两个用户的命令队列

static queue<int> PLAYER_A_CMD;

static queue<int> PLAYER_B_CMD;


// 定义每次返回的命令

int cmd = 0;


// 处理按键

while(_kbhit())

{

switch(_getch())

{

case  27: cmd  = CMD_QUIT; break;

case 'W': case 'w': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_UP); break;

case 'S': case 's': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_DOWN); break;

case 'A': case 'a': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_LEFT); break;

case 'D': case 'd': if (PLAYER_A_CMD.size() < 16) PLAYER_A_CMD.push(CMD_A_RIGHT); break;

case  0 : case 0xE0:

switch(_getch())

{

case 72: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_UP); break;

case 80: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_DOWN); break;

case 75: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_LEFT); break;

case 77: if (PLAYER_B_CMD.size() < 16) PLAYER_B_CMD.push(CMD_B_RIGHT); break;

}

}

}


// 读取 Player A 的命令

int c = 0;

while(!PLAYER_A_CMD.empty())

{

c = PLAYER_A_CMD.front();

PLAYER_A_CMD.pop();

if ((c == CMD_A_UP || c == CMD_A_DOWN)  && g_offset_a.x != 0) break;

if ((c == CMD_A_LEFT || c == CMD_A_RIGHT) && g_offset_a.y != 0) break;

}

if (c != 0)

cmd |= c;


// 读取 Player B 的命令

c = 0;

while(!PLAYER_B_CMD.empty())

{

c = PLAYER_B_CMD.front();

PLAYER_B_CMD.pop();

if ((c == CMD_B_UP || c == CMD_B_DOWN)  && g_offset_b.x != 0) break;

if ((c == CMD_B_LEFT || c == CMD_B_RIGHT) && g_offset_b.y != 0) break;

}

if (c != 0) cmd |= c;


// 返回命令

return cmd;

}




// 处理命令

bool DealCmd(int cmd)

{

if ((cmd & CMD_A_UP) && g_offset_a.x != 0) { g_offset_a.x = 0; g_offset_a.y = -1; }

if ((cmd & CMD_A_DOWN) && g_offset_a.x != 0) { g_offset_a.x = 0; g_offset_a.y = 1; }

if ((cmd & CMD_A_LEFT) && g_offset_a.y != 0) { g_offset_a.x = -1; g_offset_a.y = 0; }

if ((cmd & CMD_A_RIGHT) && g_offset_a.y != 0) { g_offset_a.x = 1; g_offset_a.y = 0; }

if ((cmd & CMD_B_UP) && g_offset_b.x != 0) { g_offset_b.x = 0; g_offset_b.y = -1; }

if ((cmd & CMD_B_DOWN) && g_offset_b.x != 0) { g_offset_b.x = 0; g_offset_b.y = 1; }

if ((cmd & CMD_B_LEFT) && g_offset_b.y != 0) { g_offset_b.x = -1; g_offset_b.y = 0; }

if ((cmd & CMD_B_RIGHT) && g_offset_b.y != 0) { g_offset_b.x = 1; g_offset_b.y = 0; }

if (cmd & CMD_QUIT)

if (MessageBox(GetHWnd(), _T("您要退出游戏吗?"), _T("游戏暂停"), MB_OKCANCEL) == IDOK)

return false;


return true;

}




// 处理游戏

bool DealGame()

{

// Player A、B 前进

g_player_a.x += g_offset_a.x;

g_player_a.y += g_offset_a.y;

g_player_b.x += g_offset_b.x;

g_player_b.y += g_offset_b.y;


// 判断 Player A、B 的生死状态

bool dead_a = false, dead_b = false, dead_ab = false;


if (g_player_a.x == g_player_b.x && g_player_a.y == g_player_b.y)

{

DrawItem(g_player_a.x, g_player_a.y, PLAYER_DEAD);

dead_ab = true;

}

else if (g_world[g_player_a.x][g_player_a.y] != EMPTY)

{

DrawItem(g_player_a.x, g_player_a.y, PLAYER_DEAD);

dead_a = true;

}

else if (g_world[g_player_b.x][g_player_b.y] != EMPTY)

{

DrawItem(g_player_b.x, g_player_b.y, PLAYER_DEAD);

dead_b = true;

}

else

{

DrawItem(g_player_a.x, g_player_a.y, PLAYER_A);

DrawItem(g_player_b.x, g_player_b.y, PLAYER_B);

return true;

}


// 判断是否要重新开始

bool restart = false;


if (dead_ab || (dead_a && dead_b))

restart = MessageBox(GetHWnd(), _T("Player A 和 Player B 都死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;

else if (dead_a)

restart = MessageBox(GetHWnd(), _T("Player A 死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;

else if(dead_b)

restart = MessageBox(GetHWnd(), _T("Player B 死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;


if (restart)

{

init();

return true;

}

else

return false;

}




// 主函数

void main()

{

initgraph(640, 480);

srand((unsigned)time(NULL));


// 初始化

init();


// 游戏主循环

while(true)

{

int cmd = GetCmd(); // 获取用户命令

if (!DealCmd(cmd)) break; // 处理命令

if (!DealGame()) break; // 处理游戏

Sleep(200); // 延时

}


// 关闭绘图窗口

closegraph();

}


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