/*
{
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.txt
void 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] = '#';
}
}
|