cpp c++ 大神 求助做游戏程序

cpp c++ 大神 求助做游戏程序,第1张

没有输赢判定的话还是挺容易的

#include <iostream>

#include <list>

#include <time.h>

using namespace std

/* 判断游戏是否结束 */

bool over(char ch[], int num)

/* 打印数组 */

void printGame(char game[], int num)

/* 输入落子位置 */

int takeNum()

int main()

{

const int MaxCount = 9

char game[MaxCount] // 存储整个数组

// 存储有效值,即还能下子的位置

list<int> valid

// 生成随机种数,使得每次生成的随机值不一样

srand(time(nullptr))

for (int i = 0 i < MaxCount i++)

{

game[i] = '1' + i

valid.push_back(i + 1)

}

int place

while (!over(game, MaxCount))

{

printGame(game, MaxCount)

place = takeNum()

// 如果不是数字,即该位置已被落子,则要重新下

while (!isdigit(game[place - 1]))

{

cout << "The place you entered has been taken, please enter a number not taken.\n"

place = takeNum()

}

// 将当前落子的位置从有效值列表中删除,这样电脑就不会选择已落子的位置了

valid.remove(place)

cout << endl

game[place - 1] = 'X'

printGame(game, MaxCount)

// 如果已无子可下,则程序结束

if (valid.empty())

break

cout << "Wait for the computer ...\n"

int index = rand() % valid.size()

// 通过迭代器取出指定下标的元素

list<int>::iterator it = valid.begin()

while (index-- > 0)

++it

place = *it

valid.remove(place)

game[place - 1] = 'O'

}

system("pause")

return 0

}

bool over(char ch[], int num)

{

for (int i = 0 i < num i++)

{

// 如果是数字的话代表游戏还未结束

if (isdigit(ch[i]))

return false

}

return true

}

void printGame(char game[], int num)

{

for (int i = 0 i < num i++)

{

cout.width(2)

cout << game[i]

if ((i + 1) % 3 == 0)

cout << endl

}

cout << endl

}

int takeNum()

{

int place

cout << "Enter the number you want to place: "

cin >> place

while (place < 1 || place > 9)

{

cout << "Please input a number between 1 and 9: "

cin >> place

}

return place

}

第一步是准备,不关C++的事,包括游戏的故事背景、情节。而后设计游戏的方式、确定开发工具,把剧本变为可以关卡化的章节。

第二步分为两组,一组把各个章节的剧本要素(人物、景物),设计美工,按照剧本的要求对游戏元素进行建模;二组设计底层的事件驱动、地图系统、IO和AI,用简单的模型测试,比如人物用圆球,子d用圆柱暂时代替,AI 测试甚至可以是基于底层数据的,无需可视化。

第三步,拼接,把框架与美工元素整合起来。

而后就是调试发布。

用c++实现的"贪吃蛇"游戏源码

// greedsnake.cpp

#include <bios.h>

#include <conio.h>

#include <dos.h>

#include <graphics.h>

#include <stdlib.h>

#include <time.h>

#include "conf.h"

typedef struct node

{

int x,y

struct node *next

}Node

typedef struct

{

Node *head,*tail

int length

}Snake

typedef struct

{

int left,top,right,bottom

}Frame

typedef enum //四个方向

{

up,down,left,right

}Direction

typedef enum

{

false,true

}bool//*/

void InitGraphMode()//初始化图形驱动

void CloseGraphMode()

void Foot(int,int)

void Head(int,int)

void CreateFrame()//完成整个游戏框架的绘制

void CreateSnake()//创建一条两个节点的蛇,蛇的每一节是队列中的一个节点

bool PlayGame()//游戏的主体函数,

int Hit(int,int) //判断是否越界,或者撞到自身,两个参数分别是新的头接点的x,y坐标

bool GameOver()//绘制游戏结束时d出的对话框

void Enqueue(Node)//入队函数

Node Dequeue()//出队函数

void ClearKeyBuf()//清除键盘缓冲,此函数可以消除不停的按无效键的影响

Snake snake

Frame frame

void main()

{

InitGraphMode()

do

{

CreateFrame()

}while(PlayGame())

CloseGraphMode()

}

void InitGraphMode()

{

int gdriver=DETECT,gmode

initgraph(&gdriver,&gmode,"../bgi/")

cleardevice()

}

void CloseGraphMode()

{

cleardevice()

closegraph()

}

void CreateFrame()

{

setbkcolor(CYAN)

//下面的四行代码用于计算主框架的左上角和右下角的坐标

frame.left=(getmaxx()+1-BlockWidth*RowOfFrame)/2

frame.top=(getmaxy()+1-BlockHeight*ColumnOfFrame)/2

frame.right=frame.left+BlockWidth*RowOfFrame

frame.bottom=frame.top+BlockHeight*ColumnOfFrame

Head(frame.left+100,frame.top-20)

setfillstyle(SOLID_FILL,LIGHTGRAY)

bar(frame.left,frame.top,frame.right,frame.bottom)

setlinestyle(SOLID_LINE,1,1)

setcolor(DARKGRAY)

line(frame.left,frame.top,frame.right,frame.top)

line(frame.left,frame.top,frame.left,frame.bottom)

setlinestyle(SOLID_LINE,1,1)

setcolor(WHITE)

line(frame.left,frame.bottom,frame.right,frame.bottom)

line(frame.right,frame.top,frame.right,frame.bottom)

setlinestyle(DOTTED_LINE,1,1)

setcolor(BLUE)

for(int row=1row<RowOfFramerow++)

line(frame.left+row*BlockWidth,frame.top,frame.left+row*BlockWidth,frame.bottom)

for(int column=1column<ColumnOfFramecolumn++)

line(frame.left,frame.top+column*BlockHeight,frame.right,frame.top+column*BlockHeight)

Foot(frame.left,frame.bottom+20)

}

void CreateSnake()

{

Node *node1=new Node

Node *node2=new Node

node1->x=frame.left+BlockWidth

node1->y=frame.top

node1->next=NULL

snake.tail=node1

node2->x=frame.left

node2->y=frame.top

node2->next=snake.tail

snake.head=node2

snake.length=2

setfillstyle(SOLID_FILL,BLUE)

bar(snake.head->x+1,snake.head->y+1,snake.head->x+BlockWidth-1,snake.head->y+BlockHeight-1)

bar(snake.tail->x+1,snake.tail->y+1,snake.tail->x+BlockWidth-1,snake.tail->y+BlockHeight-1)

}

bool PlayGame()

{

int speed=300,key

Direction CurrentDirection=right

Node randomNode

Node newNode,outNode

bool neednode=true

bool overlap=false

int randx,randy

CreateSnake()

while(true)

{

if(neednode==true)

{

randomize()

do

{

randx=frame.left+rand()%RowOfFrame*BlockWidth

randy=frame.top+rand()%ColumnOfFrame*BlockHeight

for(Node *p=snake.headp!=NULLp=p->next)//hit itself

if(randx==p->x&&randy==p->y)

{overlap=truebreak}

}

while(overlap==true)

randomNode.x=randx

randomNode.y=randy

randomNode.next=NULL

setfillstyle(SOLID_FILL,RED)

bar(randomNode.x+1,randomNode.y+1,randomNode.x+BlockWidth-1,randomNode.y+BlockHeight-1)

neednode=false

}

if((key=bioskey(1))!=0)

{

switch(key)

{

case ESC: return false

case UP:

if(CurrentDirection!=down)

CurrentDirection=up

ClearKeyBuf()

break

case DOWN:

if(CurrentDirection!=up)

CurrentDirection=down

ClearKeyBuf()

break

case LEFT:

if(CurrentDirection!=right)

CurrentDirection=left

ClearKeyBuf()

break

case RIGHT:

if(CurrentDirection!=left)

CurrentDirection=right

ClearKeyBuf()

break

case PAGEUP:speed=speed-100

if(speed<100)

speed=100

ClearKeyBuf()

break

case PAGEDOWN:speed=speed+100

if(speed>500)

speed=500

ClearKeyBuf()

break

default :break

}

}

int headx=snake.tail->x

int heady=snake.tail->y

switch(CurrentDirection)

{

case up: heady-=BlockHeightbreak

case down: heady+=BlockHeightbreak

case left: headx-=BlockWidthbreak

case right: headx+=BlockWidthbreak

}

if(Hit(headx,heady)) //whether the snake hit the wall or itself

return GameOver()

else

{ //eat

if(headx==randomNode.x&&heady==randomNode.y)

{

Enqueue(randomNode)

setfillstyle(SOLID_FILL,BLUE)

bar(randomNode.x+1,randomNode.y+1,randomNode.x-1+BlockWidth,randomNode.y-1+BlockHeight)

neednode=true

}

else //no eat

{

newNode.x=headx

newNode.y=heady

newNode.next=NULL

Enqueue(newNode)

outNode=Dequeue()

setfillstyle(SOLID_FILL,LIGHTGRAY)

bar(outNode.x+1,outNode.y+1,outNode.x+BlockWidth-1,outNode.y+BlockHeight-1)

setfillstyle(SOLID_FILL,BLUE)

bar(newNode.x+1,newNode.y+1,newNode.x-1+BlockWidth,newNode.y-1+BlockHeight)

}

}

delay(speed)

}

}

void ClearKeyBuf()

{

do

bioskey(0)

while(bioskey(1))

}

void Foot(int x,int y)

{

setcolor(BLUE)

outtextxy(x,y,"writer:[T]RealXL E-MAIL:realgeneral@hotmail.com")

}

void Head(int x,int y)

{

setcolor(RED)

outtextxy(x,y,"GREEDY SNAKE")

}

void Enqueue(Node inNode)

{

Node *p=new Node

p->x=inNode.x

p->y=inNode.y

p->next=inNode.next

snake.tail->next=p

snake.tail=p

snake.length++

}

Node Dequeue()

{

Node *p=snake.head

Node outNode=*p

snake.head=p->next

snake.length--

delete p

return outNode

}

int Hit(int x,int y)

{

if(x<frame.left||x>=frame.right||y<frame.top||y>=frame.bottom)//hit the wall

return 1

Node *p=snake.head->next

for(int i=snake.length-1i>3i--,p=p->next)//hit itself

if(x==p->x&&y==p->y)

return 1

return 0

}

bool GameOver()

{

int x=getmaxx()/2-50

int y=getmaxy()/2-20

setfillstyle(SOLID_FILL,DARKGRAY)

bar(x+3,y+3,x+103,y+43)

setfillstyle(SOLID_FILL,MAGENTA)

bar(x,y,x+100,y+40)

setlinestyle(0,3,1)

setcolor(RED)

rectangle(x,y,x+100,y+40)

outtextxy(x+20,y+10,"GAGE OVER!")

char c

while(true) //按q或Q表示退出程序,按r或R表示重新开始游戏

{

c=getch()

if(c=='q'||c=='Q')

return false

else if(c=='r'||c=='R')

return true

}

}

C++五子棋源程序:

#include

#include

#include

#define backcolor CYAN

#define defaultcolor BLACK

#define linecolor MAGENTA

#define player1_color RED

#define player2_color WHITE

#define error_color RED

#define winner_color RED

const int left=40

const int top=390

const int d=30

const int line_num=9

const int turn=0

const int r=d/3

const int j=10

int x,y,k=1,step=(line_num+1)*(line_num+1)

union REGS regs1,regs2

class player1

class player2

class qipan{

public:

qipan()

~qipan(){}

void init_qipan()

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2,qipan &num)

private:

int point[line_num+1][line_num+1]

}

class player1{

public:

player1()

~player1(){}

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2)

friend int judge_winner(player1 &num1,player2 &num2)

private:

int point1[line_num+1][line_num+1]

}

class player2{

public:

player2()

~player2(){}

friend void fall(player1 &num1,player2 &num2,qipan &num)

friend void input(player1 &num1,player2 &num2,qipan &num)

friend int judge_winner(player1 &num1,player2 &num2)

private:

int point2[line_num+1][line_num+1]

}

void input(player1 &num1,player2 &num2)

void fall(player1 &num1,player2 &num2,qipan &num)

int judge_winner(qipan &num,player1 &num1,player2 &num2)

void inputerror()

void display_winner(int)

void main()

{

int driver=DETECT,mode

initgraph(&driver,&mode,"e:\tc30\bgi")

qipan num

player1 num1

player2 num2

while(step--)

{

input(num1,num2,num)

fall(num1,num2,num)

if(judge_winner(num1,num2))

{

display_winner(k)

}

}

// getchar()

}

qipan::qipan(void)

{ int j,i

char ch[2]="0"

setbkcolor(backcolor)

setcolor(linecolor)

for(i=0i<=line_numi++)

{

line(left,top-i*d,left+line_num*d,top-i*d)

}

for(i=0i<=line_numi++)

{

line(left+i*d,top,left+i*d,top-line_num*d)

}

for(i=0i<=line_numi++)

{ if(*ch=='9'+1) *ch='a'

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+i*d-2,top+r+3,ch)

(*ch)=(*ch)+1

}

*ch='0'

for(i=0i<=line_numi++)

{if(*ch=='9'+1) *ch='a'

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left-r-10,top-d*i-3,ch)

(*ch)=(*ch)+1

}

setcolor(defaultcolor)

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point[i][j]=0

}

}

void fall(player1 &num1,player2 &num2,qipan &num)

{

int flag=k%2

if(flag)

{ setcolor(player2_color)

num2.point2[x][y]=1

num.point[x][y]=2

circle(left+d*x,top-d*y,r)

setfillstyle(1,player2_color)

floodfill(left+d*x,top-d*y,player2_color)

}

else

{ num1.point1[x][y]=1

num.point[x][y]=1

setcolor(player1_color)

circle(left+d*x,top-d*y,r)

setfillstyle(1,player1_color)

floodfill(left+d*x,top-d*y,player1_color)

}

setcolor(defaultcolor)

}

void input(player1 &num1,player2 &num2,qipan &num)

{ char xx,yy

k++

while(1)

{

regs1.h.ah=0

xx=int86(22,®s1,®s1)-'0'

if(xx==('q'-'0')||xx==('Q'-'0'))

{ step=0

return

}

regs1.h.ah=0

yy=int86(22,®s1,®s1)-'0'

if(yy==('q'-'0')||yy==('Q'-'0'))

{

step=0

return

}

if(xx<0||xx>line_num)

{ inputerror()

continue

}

if(yy<0||yy>line_num)

{inputerror()

continue

}

if(num.point[xx][yy]==0)

{

break

}

else

{

inputerror()

continue

}

}

x=(int)xx

y=(int)yy

setcolor(backcolor)

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+d*line_num/3,top+d*2,"Input error")

setcolor(defaultcolor)

}

player1::player1()

{

int i,j

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point1[i][j]=0

}

}

player2::player2()

{ int i,j

for(i=0i<=line_numi++)

{

for(j=0j<=line_numj++)

point2[i][j]=0

}

}

void inputerror(void)

{ setcolor(error_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,1)

outtextxy(left+d*line_num/3,top+d*2,"Input error")

setcolor(defaultcolor)

}

int judge_winner(player1 &num1,player2 &num2)

{

int count=0,m=0,n=0,a=0,b=0,xx0,yy0

int flag=k%2

xx0=xyy0=y

if(!flag)

{ //left <------->right

while(xx0>=1&&m<4) {xx0--m++}

while(n<9&&xx0<=line_num)

{

if(num1.point1[xx0][y]==1)

{

count++

if(count==5) return 1

}

else

{

count=0

}

n++

xx0++

}

//up <------>down

count=0xx0=xm=0n=0

while(yy0>=1&&m<4){yy0--m++}

while(n<9&&yy0<=line_num)

{

if(num1.point1[x][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

n++

yy0++

}

//left up ----- right down

xx0=x

yy0=y

m=0

n=0

count=0

while(xx0>=1&&m<4){ xx0--a++m++} m=0

while(yy0<=line_num&&m<4){ yy0++b++m++}

if(a<=b)

{

xx0=x-ayy0=y+a

}

else

{

xx0=x-byy0=y+b

}

while(xx0<=line_num&&yy0>=0&&n<9)

{

if(num1.point1[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

xx0++

yy0--

n++

}

//right up <----->left down

count=0

a=0

b=0

n=0

m=0

xx0=x

yy0=y

while(xx0while(yy0if(a<=b)

{

xx0=x+a

yy0=y+a

}

else

{

xx0=x+b

yy0=y+b

}

while(xx0>=0&&yy0>=0&&n<9)

{

if(num1.point1[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

count=0

xx0--

yy0--

n++

}

//no winer

return 0

}

else

{

//left <------->right

while(xx0>=1&&m<4) {xx0--m++}

while(n<9&&xx0<=line_num)

{

if(num1.point1[xx0][y]==1)

{

count++

if(count==5) return 1

}

else

{

count=0

}

n++

xx0++

}

//up <------>down

count=0xx0=xm=0n=0

while(yy0>=1&&m<4){yy0--m++}

while(n<9&&yy0<=line_num)

{

if(num2.point2[x][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

n++

yy0++

}

//left up ----- right down

xx0=x

yy0=y

m=0

n=0

count=0

while(xx0>=1&&m<4){ xx0--a++m++} m=0

while(yy0<=line_num&&m<4){ yy0++b++m++}

if(a<=b)

{

xx0=x-ayy0=y+a

}

else

{

xx0=x-byy0=y+b

}

while(xx0<=line_num&&yy0>=0&&n<9)

{

if(num2.point2[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

{

count=0

}

xx0++

yy0--

n++

}

//right up <----->left down

count=0

a=0

b=0

n=0

m=0

xx0=x

yy0=y

while(xx0while(yy0if(a<=b)

{

xx0=x+a

yy0=y+a

}

else

{

xx0=x+b

yy0=y+b

}

while(xx0>=0&&yy0>=0&&n<9)

{

if(num2.point2[xx0][yy0]==1)

{

count++

if(count==5)

return 1

}

else

count=0

xx0--

yy0--

n++

}

//no winer

return 0

}

}

void display_winner(int k)

{

int flag=k%2

if(!flag)

{ setcolor(winner_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,2)

outtextxy(left+d*2,top+40,"Red is winner")

setcolor(defaultcolor)

step=0

getchar()

}

else

{ setcolor(winner_color)

settextstyle(DEFAULT_FONT,HORIZ_DIR,2)

outtextxy(left+2*d,top+40,"White is winner")

setcolor(defaultcolor)

step=0

}

}


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原文地址: http://outofmemory.cn/yw/11419300.html

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