用c语言做贪吃射游戏怎么写 要写的思路和程序

用c语言做贪吃射游戏怎么写 要写的思路和程序,第1张

#define N 200/*定义全局常量*/

#define m 25

#include <graphics.h>

#include <math.h>

#include <stdlib.h>

#include <dos.h>

#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

/*定义函陪芹数*/

void init(void)/*定义图形驱动*/

void close(void)/*定桥腊义关闭函数*/

void drawk(void)/*定义界面函数*/

void gameover(void)/*定义游戏结束函数*/

void gameplay(void)/*定义游戏主芦消毕函数*/

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]=100snake.y[0]=100/*蛇头的位置坐标初始化*/

snake.x[1]=110snake.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]=170block.y[0]=270/*level 1*/

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

block.x[25]=340block.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=0j<5j++){

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=0j<9j++){

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=0j<14j++){

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=0j<19j++){

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=0j<25j++){

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-1i>0i--){/*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]+=10break/*向右*/

case 2:snake.x[0]-=10break/*向左*/

case 3:snake.y[0]-=10break/*向上*/

case 4:snake.y[0]+=10break/*向下*/

}

for(i=3i<snake.nodei++){/*超过4节后,判断蛇自身碰撞*/

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=1i<snake.node-1i++){/*擦除自己碰撞后位置蛇的身子*/

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=1i<snake.node-1i++){/*擦除撞墙后位置蛇的身子*/

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]=100snake.y[0]=100/*蛇头的位置坐标重新初始化*/

snake.x[1]=110snake.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=0j<kj++){

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

for(i=1i<snake.node-1i++){/*擦除撞墙后位置蛇的身子*/

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]=100snake.y[0]=100/*蛇头的位置坐标重新初始化*/

snake.x[1]=110snake.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=0i<snake.nodei++)

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()

}

最大公约数c语言编程的常用思路是:按照从大(两个整数中较小的数)到小(到最小的整数1)的顺序求出第一个能同时整除两个整数的自然数,即为所求。

两个数的最大公约数有可能是其中的小数,所以在按从大到小顺序找寻最大燃圆纤公约数时,循环变量i的初值从小数n开始依次递减,去寻找第一个能同时整除两整腔行数的自然数,并将其输出。

需要注意的是,虽然判定条件是i>0,但在找到第一个满足条件的i值后,循环没必要继续下去,如,25和15,最大公约数是5,对于后面的4、3、2、1没必要再去执行,但此时判定条件仍然成立,要结束循环只能借助break语句。

具体代码实现:

#include<stdio.h>

int main()

{

int m,n,temp,i

printf("Input m&n:")

scanf("%d%d",&m,&n)

if(m<n)/*比较大小,使得m中存储大数,n中存储小数*/

{/*交换m和n的值*/

temp=m

m=n

n=temp

}

for(i=ni>0i--)/*按照从大到皮仿小的顺序寻找满足条件的自然数*/

if(m%i==0&&n%i==0)

{/*输出满足条件的自然数并结束循环*/

printf("The GCD of%d and%d is:%d\n",m,n,i)

break

}

return 0

}


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原文地址: http://outofmemory.cn/yw/12387043.html

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