C语言实现控制台版贪吃蛇游戏

用c语言写的期末作业:C语言实现控制台版贪吃蛇游戏的具体代码,供大家参考,具体内容如下

/*{ conio.h 阻塞式: getch():   从无回显的控制台获取字符。无缓冲区,只有当按下一个键才会执行后面的程序。 非阻塞式: kbhit()    检测缓冲区中是否有字符;执行该函数后程序不会停下,而是继续执行下面的代码  由于getch()和kbhit()已弃用, 在编译时会产生警告, 可以用_getch()和_kbhit()替换它们, 或者在包含头文件前加上#pragma warning(disable : 4996)关闭警告}*/#pragma warning(disable : 4996)   //用来关闭警告#include<stdio.h>#include <stdlib.h>#include <conio.h>   //_kbhit()函数获取键盘事件#include <time.h>#include<Windows.h>#define WIN_HEIGH  30   //窗口高度#define WIN_WIDTH 105   //窗口宽度#define G_HEIGHT  30   //游戏界面高度#define G_WIDTH 80    //游戏界面宽度#define STATUS int    //函数返回状态属性#define SUCCESS 1    //执行成功#define FAIL 0     //执行失败typedef struct snake_node{    //蛇的某个点的信息 char direct;    //即将前进的方向  udlr分别对应上下左右,刚吃掉的身体部分方向为o COORD postion;    //该点所在位置 struct snake_node* next_node;  //下个节点的指针}*Ps_node,S_node;typedef struct snake { char head_type;   //蛇头的样子 char body_type;   //蛇身的样子 WORD color;    //颜色 int level;    //等级 int speed;    //速度 int score;    //成绩 int control;   //控制器 即按wasd进行移动,或者按上下左右进行移动  S_node head;   //蛇头}*Psnake,Snake;    //蛇结构// 0输出空格 -1输出#char canvas[G_HEIGHT][G_WIDTH] ; //画布int bean_count;      //已创建食物的数量POINT reward_position;    //奖励的位置int reward_time = -1000;   //奖励剩余时间int run_snake_threads;    //正在运行的蛇的数量char keyboard_out[2];    //键盘的输出控制器 keyboard_out[0],代表控制器1,keyboard_out[1],代表控制器2,int init_snake_speed = 400;   //蛇的初始速度 ,例=400时,蛇0.4s前进一步//关于颜色取值,请查看help.txtvoid gotoxy(int x, int y);           //设置光标到指定位置void setcolor(WORD wAttributes);         //设置输出颜色void prc_toxy(char c, int x, int y);        //指定位置输出字符void prs_toxy(char* str, int x, int y);        //指定位置输出字符串void prc_colortoxy(char str, int x, int y, WORD wAttributes);  //在指定位置,以wAttributes颜色输出字符 void prs_colortoxy(char* str, int x, int y, WORD wAttributes);  //在指定位置,以wAttributes颜色输出字符字符串void one_play_mod();  //进入单人模式void two_play_mod();  //进入双人模式/*********************** 函数名:init_system 功能:   获取窗口句柄   设置控制台颜色和大小   隐藏光标显示************************/void init_system();/***********************  函数名:init_snode 功能:初始化新的身体节点 输入参数:  direct:这个节点的下一个运动方向;  snake_x,snake_y:这个节点的位置(x,y)  next_node:下一个节点的指针 返回值:  Ps_node:返回已初始化的节点的指针************************/Ps_node init_snode(Ps_node n_snode,char drect,int x,int y,Ps_node next_node);/************************ 函数名:init_snake 功能:初始化蛇的相关参数,并为其创建身体,长度为三 输入参数:   she:  要初始化的蛇指针   color:  蛇的颜色   head_type:  用该字符显示蛇的身体   x,y:  蛇最开始的位置   direct:  默认前进方向   control: 移动蛇的方式:默认1为WASD键,2为方向键盘上下左右键 返回值:初始化后的蛇指针**************************/Psnake init_snake(Psnake she ,WORD color,char head_type,char body_type,int x,int y, char direct, int control);  //初始化小蛇DWORD WINAPI Run_Snake_Thread(LPVOID lpParam);    //线程:运行一条蛇DWORD WINAPI Del_reward_Thread(LPVOID lpParam);    //线程:生成奖励后,一段时间内不迟到奖励会消失DWORD WINAPI Render_Thread(LPVOID lpParam);     //线程:用来渲染,游戏运行时,所有的打印显示由该进程完成DWORD WINAPI Keyboard_Thread(LPVOID lpParam);    //线程:游戏运行时,监听按键输入,并设置keyboard_out/************************ 函数名:get_canvas_toxy 功能: 获取画布上该点的值 输入参数:postion  返回值:char类型,画布上该点的值************************/char get_canvas_toxy(COORD postion);/*********************** 函数名:snode_gonext 功能: 蛇身体上的点移动到下个位置 输入参数:  snode:要移动的点  direct:要移动的方向 返回值:char ,未移动前,该点要前进的方向************************/char snode_gonext(Ps_node snode, char direct);/***********************  函数名:snake_gonext 功能: 蛇移动到下个位置 输入参数:  she:要移动的蛇  direct:蛇头移动的方向 返回值:无************************/void snake_gonext(Psnake she, char direct);/********************  函数名:init_canvas 功能: 初始化画布,并为画布设置边框 输入参数: 无 返回值: 无********************/void init_canvas();void draw_wall();      //在canvas上设置边框位置 /*********************** 函数名:snaketocanvas 功能:将蛇的坐标信息拷贝到画布canvas上,在canvas上删除原来的位置信息, 输入参数:she :要拷贝的蛇的指针***********************/void snaketocanvas(Psnake she);/**************************  函数名:eat_node 功能:蛇吃食物,并把它加入蛇身,并增加成绩,触发升级加速  (注:加入到蛇身后该点的位置还在原来的地方,需要身体都经过那里后长度才会增加) 输入参数:   she:吃食物的那条蛇   position:食物的位置**************************/void eat_node(Psnake she, COORD postion);/**********************  函数名:create_bean 功能:在画布的一个随机位置创建豆 返回值:   status:返回是否创建成功**********************/STATUS createrand_bean(); /**********************  函数名:free_snake 功能:释放小蛇的内存 输入参数:   she:要释放内存的小蛇************************/void free_snake(Psnake she);void  menu();   //开始菜单, 用来选择模式,单人或者双人void show_menu(int flag);  //根据不同的flag显示不同的菜单HANDLE handle;int main() { init_system(); menu(); return 0;}void init_system() { system("color F0 "); handle = GetStdHandle(STD_OUTPUT_HANDLE);//获取窗口句柄 char chCmd[32]; sprintf(chCmd, "mode con cols=%d lines=%d", WIN_WIDTH, WIN_HEIGH);  //设置控制台大小 system(chCmd); CONSOLE_CURSOR_INFO cursor_info = { 1,0 };   //设置光标不可见,第一个值为光标厚度,第二个值为光标是否显示 SetConsoleCursorInfo(handle, &cursor_info);   //  srand((int)time(NULL));        //初始化随机数种子}void menu() { int ch1, ch2; int flag = 1;  //标志当前选择模式 show_menu(flag); while (1) {  ch1 = _getch();  if (ch1 == 13) {   printf("此处是进入函数\n");   if (flag == 1)    one_play_mod();   else if (flag == 2)    two_play_mod();   else {    system("cls");    printf("退出\n");    break;   }  }  if (ch1==224) {   ch2 = _getch();   if (ch2 == 72) {    flag = (flag + 2)% 3;   }   else if (ch2 == 80) {    flag = (flag + 4) % 3;   }  }  show_menu(flag); }}void show_menu(int flag) { char gamename[30] = "贪      吃      蛇"; char mod1[20] = "单人模式"; char mod2[20] = "双人模式"; char modexit[20] = "退出"; int xstr = (WIN_WIDTH - strlen(mod1)) / 2;   //要打印选项的位置x列 int ystr;           //要打印选项的位置y行 WORD color[3] = {0xf0,0xf0,0xf0};           //要设置的颜色 system("cls"); setcolor(0xf0); prs_toxy(gamename, (WIN_WIDTH - strlen(gamename) )/ 2, 5); color[flag] = FOREGROUND_RED | 0xf0; prs_colortoxy(mod1, (WIN_WIDTH - strlen(mod1)) / 2, 11, color[1]); prs_colortoxy(mod2, (WIN_WIDTH - strlen(mod2)) / 2, 13, color[2]); prs_colortoxy(modexit, (WIN_WIDTH - strlen(modexit)) / 2, 15, color[0]); if (flag == 1) ystr = 11; else if (flag == 2) ystr = 13; else ystr = 15;  //设置箭头位于哪一行 prs_colortoxy("→", xstr - 4, ystr, color[flag]); gotoxy(0, 0);}void gotoxy(int x, int y) { COORD pos; pos.X = x; pos.Y = y; SetConsoleCursorPosition(handle, pos);}void setcolor(WORD wAttributes) { SetConsoleTextAttribute(handle, wAttributes);}void prc_toxy(char c, int x, int y) { gotoxy(x, y); printf("%c", c);}void prs_toxy(char* str, int x, int y) { gotoxy(x, y); printf("%s", str);}void prc_colortoxy(char c, int x, int y, WORD wAttributes) { gotoxy(x, y); SetConsoleTextAttribute(handle, wAttributes); printf("%c", c);}void prs_colortoxy(char* str, int x, int y, WORD wAttributes) { gotoxy(x, y); SetConsoleTextAttribute(handle, wAttributes); printf("%s", str);}Ps_node init_snode(Ps_node n_snode, char drect, int x, int y, Ps_node next_node) { n_snode->direct = drect; n_snode->postion.X = x; n_snode->postion.Y = y; n_snode->next_node = next_node; return n_snode;}Psnake init_snake(Psnake she , WORD color, char head_type, char body_type, int x, int y, char direct,int control) { int ax=x,ay=y,bx=x,by=y; she->head_type = head_type; she->body_type = body_type; she->color = color; she->control = control;  she->level = 1; she->speed = init_snake_speed; she->score = 0; Ps_node s1 = (Ps_node)malloc(sizeof(S_node)); Ps_node s2 = (Ps_node)malloc(sizeof(S_node));  switch (direct) { case 'l':  ax = x + 2; bx = x + 1;  break; case 'r':  ax = x - 2; bx = x - 1;  break; case 'u':  ay = y + 2; by = y + 1;  break; case 'd':  ay = y - 2; by = y - 1;  break; default:  break; } init_snode(s2, direct, ax, ay, NULL);     //要根据方向设置下一个节点的位置 init_snode(s1, direct, bx , by, s2); init_snode(&she->head, direct, x, y,s1); return she;}void one_play_mod() { HANDLE hThread; HANDLE hThread_render; HANDLE hT_getkey; Snake xiaoshe; system("cls"); bean_count = 0; init_canvas(); init_snake(&xiaoshe,0xf2, '@','*', G_WIDTH/2, G_HEIGHT/2, 'r', 2); snaketocanvas(&xiaoshe); createrand_bean(); run_snake_threads = 1; draw_wall(); hThread = CreateThread(NULL, 0, Run_Snake_Thread,(LPVOID)&xiaoshe, 0, NULL); hThread_render = CreateThread(NULL, 0, Render_Thread, (LPVOID)&xiaoshe, 0, NULL); hT_getkey= CreateThread(NULL, 0,Keyboard_Thread, NULL, 0, NULL); WaitForSingleObject(hThread, INFINITE); run_snake_threads = 0; WaitForSingleObject(hT_getkey, INFINITE); WaitForSingleObject(hThread_render, INFINITE); CloseHandle(hThread); CloseHandle(hT_getkey); CloseHandle(hThread_render); gotoxy(G_WIDTH / 2-2, G_HEIGHT / 2); printf("游戏结束\n"); Sleep(2000);}void two_play_mod() { HANDLE hThread_a; HANDLE hThread_b; HANDLE hThread_render; HANDLE hT_getkey; Snake she[2]; system("cls"); bean_count = 0; init_canvas(); init_snake(&she[0], 0xf2, '@', '*', G_WIDTH / 2-4, G_HEIGHT / 2 -4, 'r', 2); init_snake(&she[1], 0xE5, 'U', 'S', G_WIDTH / 2, G_HEIGHT / 2, 'l', 1); snaketocanvas(&she[0]); snaketocanvas(&she[1]); draw_wall(); createrand_bean(); /*createrand_bean();  //创建多个食物 createrand_bean(); createrand_bean();*/ run_snake_threads = 2; hThread_b = CreateThread(NULL, 0, Run_Snake_Thread, (LPVOID)&she[0], 0, NULL); hThread_a = CreateThread(NULL, 0, Run_Snake_Thread, (LPVOID)&she[1], 0, NULL); hThread_render= CreateThread(NULL, 0, Render_Thread, (LPVOID)&she, 0, NULL); hT_getkey = CreateThread(NULL, 0, Keyboard_Thread, NULL, 0, NULL); WaitForSingleObject(hThread_a, INFINITE); WaitForSingleObject(hThread_b, INFINITE); run_snake_threads = 0; WaitForSingleObject(hT_getkey, INFINITE); WaitForSingleObject(hThread_render, INFINITE); CloseHandle(hThread_a); CloseHandle(hThread_b); CloseHandle(hT_getkey); CloseHandle(hThread_render); gotoxy(G_WIDTH / 2, G_HEIGHT / 2); printf("游戏结束\n"); Sleep(1000);}DWORD WINAPI Keyboard_Thread(LPVOID lpParam) { int ch1; int ch2; keyboard_out[0] = 'n'; keyboard_out[1] = 'n';   while (run_snake_threads > 0) {  while (_kbhit())  {   ch1 = _getch();   switch (ch1)   {   case 'w':    keyboard_out[0] = 'u';    break;   case 's':    keyboard_out[0] = 'd';    break;   case 'd':    keyboard_out[0] = 'r';    break;   case 'a':    keyboard_out[0] = 'l';    break;   case 224:    ch2 = _getch();    switch (ch2)    {    case 72:     keyboard_out[1] = 'u';     break;    case 80:     keyboard_out[1] = 'd';     break;    case 77:     keyboard_out[1] = 'r';     break;    case 75:     keyboard_out[1] = 'l';     break;    default:     break;    }    break;   default:    break;   }  }  Sleep(50); }}char get_canvas_toxy(COORD postion) { return canvas[postion.Y][postion.X];}char snode_gonext(Ps_node snode, char direct) { char old_direct = snode->direct; snode->direct = direct; switch (direct) { case 'u':  snode->postion.Y = snode->postion.Y - 1;  break; case 'd':  snode->postion.Y = snode->postion.Y + 1;  break; case 'l':  snode->postion.X = snode->postion.X - 1;  break; case 'r':  snode->postion.X = snode->postion.X + 1;  break; default:  break; } return old_direct;}void snake_gonext(Psnake she, char direct) { Ps_node temp=&she->head; Ps_node end = temp; char dta=direct;   //方向 while (temp!=NULL)  //不处理最后一个节点 {  if(temp->next_node!=NULL && temp->next_node->direct=='n'){   if (temp->postion.X == temp->next_node->postion.X && temp->postion.Y == temp->next_node->postion.Y) {    dta = snode_gonext(temp, dta);    temp->next_node->direct = dta;   }else    dta = snode_gonext(temp, dta);   break;  }  dta=snode_gonext(temp, dta);  temp = temp->next_node; } snaketocanvas(she);}void snaketocanvas(Psnake she) { Ps_node temp=&she->head; int i, j,x,y; char body_type = she->body_type; for (i = 1; i < G_HEIGHT - 1; i++)  for (j = 1; j < G_WIDTH - 1; j++)    if (canvas[i][j] == she->head_type || canvas[i][j] == she->body_type)    canvas[i][j] = '0'; x = temp->postion.X; y = temp->postion.Y; while (temp->next_node != NULL) {  canvas[temp->next_node->postion.Y][temp->next_node->postion.X] = body_type;  temp = temp->next_node; } canvas[y][x] = she->head_type;   //单独处理蛇头,放在最后防止被覆盖}void draw_wall() { int i, j; setcolor(0xf0); gotoxy(0, 0); for (i = 0; i < G_HEIGHT; i++) {  gotoxy(0, i);  for (j = 0; j < G_WIDTH; j++) {   if (canvas[i][j] == '#')    printf("#");   else    printf(" ");  } }}DWORD WINAPI Render_Thread(LPVOID lpParam) { Psnake shea = (Psnake)lpParam; Psnake sheb = (run_snake_threads==2)?((Psnake)lpParam+1):(shea); WORD color; char heada = shea->head_type; char headb = shea->head_type; char pr; char pr_score[50]; char show_time[30]; int snakes_counts = run_snake_threads; int i, j; if (snakes_counts == 1) {  //单人模式  prs_colortoxy("player 1", G_WIDTH + 3, 6, 0xf0);  prs_colortoxy("↑", G_WIDTH + 15, 5, 0xf0);  prs_colortoxy("←↓→",G_WIDTH + 13, 6, 0xf0); } else {  prs_colortoxy("player 1", G_WIDTH + 3, 6, 0xf0);  prs_colortoxy("↑", G_WIDTH + 15, 5, 0xf0);  prs_colortoxy("←↓→", G_WIDTH + 13, 6, 0xf0);  prs_colortoxy("player 2", G_WIDTH + 3, 19, 0xf0);  prs_colortoxy("W", G_WIDTH + 14, 18, 0xf0);  prs_colortoxy("ASD", G_WIDTH + 13, 19, 0xf0); } while (run_snake_threads != 0)  //根据snake线程数结束循环 {  for (i = 1; i < G_HEIGHT-1; i++) {   gotoxy(1, i);   for (j = 1; j < G_WIDTH-1; j++) {    switch (canvas[i][j])    {    case '@':   //蛇头     color = (heada == '@') ? shea->color : sheb->color;     pr = '@';     break;    case '*':   //蛇身     color = (shea->body_type == '*') ? shea->color : sheb->color;     pr = '*';     break;    case 'U':   //蛇头     color = (shea->head_type == 'U') ? shea->color : sheb->color;     pr = 'U';     break;    case 'S':   //蛇身     color = (shea->body_type == 'S') ? shea->color : sheb->color;     pr = 'S';     break;    case '$':   //豆子     color = 0xf6;     pr = '$';     break;    case '&':   //奖励     color = 0xa4;     pr = '&';     break;    case '0':     color = 0xf0;     pr = ' ';     break;    default:     break;    }    setcolor(color);    printf("%c", pr);   }  }  sprintf(pr_score, "分数:      %d", shea->score);  prs_colortoxy(pr_score, G_WIDTH + 3, 8, 0xf0);  if (snakes_counts == 2) {   sprintf(pr_score, "分数:      %d", sheb->score);   prs_colortoxy(pr_score, G_WIDTH + 3, 21, 0xf0);  }  if (reward_time >= 0) {   sprintf(show_time, "奖励剩余时间:%ds  ", reward_time / 1000);   prs_colortoxy(show_time, G_WIDTH + 5, G_HEIGHT - 3, 0xf4);  }  else {   prs_colortoxy("                    ", G_WIDTH + 5, G_HEIGHT - 3, 0xf4);  }  Sleep(50);  //显示频率 }}STATUS createrand_bean() { int ran;  //canvas的第n个点为奖励位置 int i,j,count,sum=0; char c = '$'; HANDLE delrewarthread;  for (i = 1; i < G_HEIGHT - 1; i++)  for (j = 1; j < G_WIDTH - 1; j++)   if (canvas[i][j] == '0')     sum++; if (sum == 0)  return FAIL; if (bean_count % 5 == 0 && bean_count!=0) {  ran = rand() % sum;  count = 0;  for (i = 1; i < G_HEIGHT - 1; i++)   for (j = 1; j < G_WIDTH - 1; j++)    if (canvas[i][j] == '0') {     if (count == ran) {      reward_position.x = j;      reward_position.y = i;      canvas[i][j] = '&';      delrewarthread= CreateThread(NULL, 0, Del_reward_Thread, NULL, 0, NULL);      CloseHandle(delrewarthread);     }     count++;    } } bean_count++; ran = rand() % sum; count = 0; for (i = 1; i < G_HEIGHT - 1; i++)  for (j = 1; j < G_WIDTH - 1; j++)   if (canvas[i][j] == '0') {    if (count == ran) {     canvas[i][j] = c;     return SUCCESS;    }    count++;   } return FAIL;}void eat_node(Psnake she, COORD postion) { Ps_node end = &she->head; Ps_node s = (Ps_node)malloc(sizeof(S_node)); while (end->next_node != NULL)  end = end->next_node; init_snode(s,'n', postion.X, postion.Y, NULL); end->next_node = s; canvas[postion.Y][postion.X]=she->head_type; she->score++; if (she->score / 10 >= she->level) {  she->level++;  she->speed = (int)(she->speed * 0.75); }}void free_snake(Psnake she) { Ps_node body = she->head.next_node; Ps_node temp; while (body!=NULL) {  temp = body->next_node;  free(body);  body = temp; }}DWORD WINAPI Run_Snake_Thread(LPVOID lpParam) { Psnake pshe = (Psnake)lpParam; char direct; COORD next_node;   //下一个蛇头位置 char v_canvas; boolean end = 0; while (!end) {  direct = pshe->head.direct;  if (keyboard_out[pshe->control - 1] != 'n') {       //获取键盘输入的目的是,获取蛇要前往的下一个方向   switch (keyboard_out[pshe->control - 1])  //输入方向与运行方向相反   {   case 'u':    direct = (direct != 'd') ? 'u' : direct;    break;   case 'd':    direct = (direct != 'u') ? 'd' : direct;    break;   case 'l':    direct = (direct != 'r') ? 'l' : direct;    break;   case 'r':    direct = (direct != 'l') ? 'r' : direct;    break;   default:    break;   }   keyboard_out[pshe->control - 1] = 'n';  }  next_node = pshe->head.postion;  switch (direct)  {  case 'u':   next_node.Y = next_node.Y - 1;   break;  case 'd':   next_node.Y = next_node.Y + 1;   break;  case 'l':   next_node.X = next_node.X - 1;   break;  case 'r':   next_node.X = next_node.X + 1;   break;  default:   break;  }  v_canvas = get_canvas_toxy(next_node);  switch (v_canvas)  {  case '0':      //表示该点安全,没有东西   snake_gonext(pshe, direct);   break;  case '$':   eat_node(pshe, next_node);   snake_gonext(pshe, direct);   end = !createrand_bean();   break;  case '&':      //吃下道具,触发减速   eat_node(pshe, next_node);   snake_gonext(pshe, direct);   pshe->speed =(int) (pshe->speed * 1.25);   break;  default:   end = 1;   break;  }  Sleep(pshe->speed); } free_snake(pshe);  //这里只释放了蛇的身体其他信息仍保留 Sleep(500); return 0;}DWORD WINAPI Del_reward_Thread(LPVOID lpParam) {  reward_time = 10000; while (reward_time >=0) {  if (canvas[reward_position.y][reward_position.x] == '&' && run_snake_threads>0) {   Sleep(1000);   reward_time = reward_time - 1000;  }  else   break; } canvas[reward_position.y][reward_position.x] = '0'; reward_time = -1000; return 0;}void init_canvas() { int i, j; for (i = 0; i < G_HEIGHT; i++)  for (j = 0; j < G_WIDTH; j++)    canvas[i][j] = '0'; for (i = 0; i < G_HEIGHT ; i++) {  canvas[i][0] = '#';  canvas[i][G_WIDTH - 1] = '#'; } for (j = 0; j < G_WIDTH; j++) {  canvas[0][j] = '#';  canvas[G_HEIGHT  - 1][j] = '#'; }}

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有勇气并不表示恐惧不存在,而是敢面对恐惧克服恐惧

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