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#include #include //_kbhit()函数获取键盘事件#include #include#define WIN_HEIGH30//窗口高度#define WIN_WIDTH 105//窗口宽度#define G_HEIGHT30//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); voidmenu(); //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; }elsedta = 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("#"); elseprintf(" "); } }}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; }elsebreak; } 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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