#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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