本篇博客梳理贪吃蛇小游戏具体的代码实现
游戏代码文件分布逻辑如下:
- Snake.h:标准库头文件的包含,类型的声明,函数的声明
- Snake.c:游戏功能的具体实现
- test.c:游戏的测试逻辑
下面来进行贪吃蛇的具体代码实现
一、游戏开始(运行前准备)-GameStart
函数原型如下
void GameStart(pSnake ps);
void GameStart(pSnake ps)
{
//1.设置游戏窗口的大小与窗口名字
system("mode con cols=100 lines=30");
system("title 贪吃蛇");
//2.隐藏屏幕光标
HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE); //获取标准输出的句柄
CONSOLE_CURSOR_INFO CursorInfo; //创建光标信息结构体
GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态
//3.打印欢迎界⾯
WelcomeToGame();
//4.创建地图
CreateMap();
//5.初始化蛇身
InitSnake(ps);
//6.创造⻝物
CreateFood(ps);
}
1.打印欢迎界面:WelcomeToGame函数
逻辑:定位光标->打印->清屏
void WelcomeToGame()
{
SetPos(40, 14);
wprintf(L"欢迎来到贪吃蛇小游戏\n");
SetPos(42, 20);
system("pause");
system("cls");
SetPos(25, 14);
wprintf(L"用 ↑. ↓ . ← . → 来控制蛇的移动,按F3加速,F4减速\n");
SetPos(25, 15);
wprintf(L"加速能够得到更高的分数\n");
SetPos(42, 20);
system("pause");
system("cls");
}
注:SetPos定位的坐标可以自行调整,目的是为了打印的布局好看一些
2.创建地图:CreateMap函数
逻辑:实现27行,58列(包括墙体在内)的地图,在头文件中定义一下墙的符号会更为方便
在头文件中定义
#define WALL L'□'
void CreateMap()
{
//上边界
int i = 0;
for (i = 0; i < 29; i++)
{
wprintf(L"%lc", WALL);
}
//下边界
SetPos(0, 26);
for (i = 0; i < 29; i++)
{
wprintf(L"%lc", WALL);
}
//左边界
for (i = 1; i <= 25; i++)
{
SetPos(0, i);
wprintf(L"%lc", WALL);
}
//右边界
for (i = 1; i <= 25; i++)
{
SetPos(56, i);
wprintf(L"%lc", WALL);
}
}
3.初始化蛇身:InitSnake函数
逻辑:将指向蛇的指针传给这个函数,并作如下操作
(1)创建一条五个节点的蛇
(2)打印蛇
(3)设置蛇的属性
void InitSnake(pSnake ps)
{
int i = 0;
pSnakeNode cur = NULL;
//创建蛇身的五个节点
for (i = 0; i < 5; i++)
{
cur = (pSnakeNode)malloc(sizeof(SnakeNode));
if (cur == NULL)
{
perror("InitSnake()::malloc()");
return;
}
cur->next = NULL;
cur->x = POS_X + 2 * i;//POS_X:在头文件中声明的初始x坐标
cur->y = POS_Y;//POS_Y:在头文件中声明的初始y坐标
//头插法插入链表
if (ps->_pSnake == NULL) //空链表
{
ps->_pSnake = cur;
}
else //非空
{
cur->next = ps->_pSnake;
ps->_pSnake = cur;
}
}
cur = ps->_pSnake;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//设置贪吃蛇的属性
ps->_dir = RIGHT;//默认向右
ps->_score = 0;//当前分数是0分
ps->_food_weight = 10;//每个食物10分
ps->_sleep_time = 200;//单位是毫秒
ps->_status = OK;
}
4.创建食物:CreateFood函数
逻辑如下
(1)随机生成x和y,x的范围是[2,54],y的范围是[1,25]
(2)确定x和y不能和蛇身坐标冲突
(3)创建食物的节点
食物节点直接利用蛇的节点即可,只不过要把其中的next指针置为NULL,这样子就不用创建新的类型了
void CreateFood(pSnake ps)
{
int x = 0;
int y = 0;
//特别注意:生成的x是2的倍数
//x:2~54
//y: 1~25
again:
do
{
x = rand() % 53 + 2;
y = rand() % 25 + 1;
} while (x % 2 != 0);
//遍历蛇,看坐标有无冲突
pSnakeNode cur = ps->_pSnake;
while (cur)
{
if (x == cur->x && y == cur->y)
{
goto again;//如果生成的x,y和蛇身坐标冲突,就回去继续生成新的x,y
}
cur = cur->next;
}
//创建食物的节点
pSnakeNode pFood = (pSnakeNode)malloc(sizeof(SnakeNode));
if (pFood == NULL)
{
perror("CreateFood()::malloc()");
return;
}
pFood->x = x;
pFood->y = y;
pFood->next = NULL;
SetPos(x, y);//定位食物的位置
wprintf(L"%lc", FOOD);
ps->_pFood = pFood;//把食物放到贪吃蛇结构中去维护
}
二、游戏运行-GameRun
函数原型如下
void GameRun(pSnake ps);
虚拟键值注明如下:
• 上:VK_UP
• 下:VK_DOWN
• 左:VK_LEFT
• 右:VK_RIGHT
• 空格:VK_SPACE
• ESC:VK_ESCAPE
• F3:VK_F3
• F4:VK_F4
void GameRun(pSnake ps)
{
PrintHelpInfo();//打印帮助信息
do
{
//打印总分数和食物的分值
SetPos(64, 10);
printf("总分数:%d\n", ps->_score);
SetPos(64, 11);
printf("当前食物的分数:%2d\n", ps->_food_weight);
//获取按键情况:KEY_PRESS
if (KEY_PRESS(VK_UP) && ps->_dir != DOWN)
{
ps->_dir = UP;
}
else if (KEY_PRESS(VK_DOWN) && ps->_dir != UP)
{
ps->_dir = DOWN;
}
else if (KEY_PRESS(VK_LEFT) && ps->_dir != RIGHT)
{
ps->_dir = LEFT;
}
else if (KEY_PRESS(VK_RIGHT) && ps->_dir != LEFT)
{
ps->_dir = RIGHT;
}
else if (KEY_PRESS(VK_SPACE))
{
Pause();//暂停游戏——睡眠即可
}
else if (KEY_PRESS(VK_ESCAPE))
{
//正常退出游戏
ps->_status = END_NORMAL;
}
else if (KEY_PRESS(VK_F3))
{
//加速
if (ps->_sleep_time > 80)
{
ps->_sleep_time -= 30;
ps->_food_weight += 2;
}
}
else if (KEY_PRESS(VK_F4))
{
//减速
if (ps->_food_weight > 2)
{
ps->_sleep_time += 30;
ps->_food_weight -= 2;
}
}
SnakeMove(ps);//蛇走一步的过程
Sleep(ps->_sleep_time);
} while (ps->_status == OK);
}
1.打印说明信息:PrintHelpInfo函数
void PrintHelpInfo()
{
SetPos(64, 14);
wprintf(L"%ls", L"不能穿墙,不能咬到自己");
SetPos(64, 15);
wprintf(L"%ls", L"用 ↑. ↓ . ← . → 来控制蛇的移动");
SetPos(64, 16);
wprintf(L"%ls", L"按F3加速,F4减速");
SetPos(64, 17);
wprintf(L"%ls", L"按ESC退出游戏,按空格暂停游戏");
}
2.根据按键情况移动蛇:SnakeMove函数
void SnakeMove(pSnake ps)
{
//创建一个结点,表示蛇即将到的下一个节点
pSnakeNode pNextNode = (pSnakeNode)malloc(sizeof(SnakeNode));
if (pNextNode == NULL)
{
perror("SnakeMove()::malloc()");
return;
}
//根据蛇头的坐标与方向,计算下一个节点的坐标
switch (ps->_dir)
{
case UP:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y - 1;
break;
case DOWN:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y + 1;
break;
case LEFT:
pNextNode->x = ps->_pSnake->x - 2;
pNextNode->y = ps->_pSnake->y;
break;
case RIGHT:
pNextNode->x = ps->_pSnake->x + 2;
pNextNode->y = ps->_pSnake->y;
break;
}
//检测下一个坐标处是不是食物
if (NextIsFood(pNextNode, ps))
{
EatFood(pNextNode, ps);
}
else
{
NoFood(pNextNode, ps);
}
//检测蛇是否撞墙
KilledByWall(ps);
//检测蛇是否撞到自己
KilledBySelf(ps);
}
(1)判断下一个节点是不是食物:NextIsFood函数
是就返回1,不是就返回0
int NextIsFood(pSnakeNode pn, pSnake ps)
{
return (ps->_pFood->x == pn->x && ps->_pFood->y == pn->y);
}
①是:吃掉食物并作相应处理——EatFood函数
void EatFood(pSnakeNode pn, pSnake ps)
{
//头插法,把食物节点头插到蛇身
ps->_pFood->next = ps->_pSnake;
ps->_pSnake = ps->_pFood;
//释放下一个位置的节点
free(pn);
pn = NULL;
pSnakeNode cur = ps->_pSnake;
//打印蛇
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
ps->_score += ps->_food_weight;
//重新创建新的食物
CreateFood(ps);
}
②不是:尾巴删除一节——NoFood函数
void NoFood(pSnakeNode pn, pSnake ps)
{
//头插法,把下一个节点插到蛇身
pn->next = ps->_pSnake;
ps->_pSnake = pn;
pSnakeNode cur = ps->_pSnake;
while (cur->next->next != NULL)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//把最后一个结点打印成空格
SetPos(cur->next->x, cur->next->y);
printf(" ");
//释放最后一个结点
free(cur->next);
//把倒数第二个节点的地址置为NULL
cur->next = NULL;
}
(2)判断是否撞墙:KilledByWall
void KilledByWall(pSnake ps)
{
if (ps->_pSnake->x == 0 || ps->_pSnake->x == 56 ||
ps->_pSnake->y == 0 || ps->_pSnake->y == 26)
{
ps->_status = KILL_BY_WALL;
}
}
(3)判断是否撞上自己:KilledBySelf
void KilledBySelf(pSnake ps)
{
pSnakeNode cur = ps->_pSnake->next;
while (cur)
{
if (cur->x == ps->_pSnake->x && cur->y == ps->_pSnake->y)
{
ps->_status = KILL_BY_SELF;
break;
}
cur = cur->next;
}
}
(4)暂停:Pause函数
void Pause()
{
while (1)
{
Sleep(200);
if (KEY_PRESS(VK_SPACE))
{
break;
}
}
}
三、游戏结束(善后工作)-GameEnd函数
void GameEnd(pSnake ps)
{
SetPos(24, 12);
switch (ps->_status)
{
case END_NORMAL:
wprintf(L"您主动结束游戏\n");
break;
case KILL_BY_WALL:
wprintf(L"您撞到墙上,游戏结束\n");
break;
case KILL_BY_SELF:
wprintf(L"您撞到了自己,游戏结束\n");
break;
}
//释放蛇身的链表
pSnakeNode cur = ps->_pSnake;
while (cur)
{
pSnakeNode del = cur;
cur = cur->next;
free(del);
}
}
四、完整代码展示
Snake.h
#pragma once
#include <windows.h>
#include <stdbool.h>
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#define POS_X 24
#define POS_Y 5
#define WALL L'□'
#define BODY L'●'
#define FOOD L'★'
//类型的声明
//蛇的方向
enum DIRECTION
{
UP = 1,
DOWN,
LEFT,
RIGHT
};
//蛇的状态
//正常、撞墙、撞到自己、正常退出
enum GAME_STATUS
{
OK, //正常
KILL_BY_WALL, //撞墙
KILL_BY_SELF, //撞到自己
END_NORMAL //正常退出
};
//蛇身的节点类型
typedef struct SnakeNode
{
//坐标
int x;
int y;
//指向下一个节点的指针
struct SnakeNode* next;
}SnakeNode, * pSnakeNode;
//typedef struct SnakeNode* pSnakeNode;
//贪吃蛇
typedef struct Snake
{
pSnakeNode _pSnake;//指向蛇头的指针
pSnakeNode _pFood;//指向食物节点的指针
enum DIRECTION _dir;//蛇的方向
enum GAME_STATUS _status;//游戏的状态
int _food_weight;//一个食物的分数
int _score; //总成绩
int _sleep_time; //休息时间,时间越短,速度越快,时间越长,速度越慢
}Snake, * pSnake;
//函数的声明
//定位光标位置
void SetPos(short x, short y);
//游戏的初始化
void GameStart(pSnake ps);
//欢迎界面的打印
void WelcomeToGame();
//创建地图
void CreateMap();
//初始化蛇身
void InitSnake(pSnake ps);
//创建食物
void CreateFood(pSnake ps);
//游戏运行的逻辑
void GameRun(pSnake ps);
//蛇的移动-走一步
void SnakeMove(pSnake ps);
//判断下一个坐标是否是食物
int NextIsFood(pSnakeNode pn, pSnake ps);
//下一个位置是食物,就吃掉食物
void EatFood(pSnakeNode pn, pSnake ps);
//下一个位置不是食物
void NoFood(pSnakeNode pn, pSnake ps);
//检测蛇是否撞墙
void KilledByWall(pSnake ps);
//检测蛇是否撞到自己
void KilledBySelf(pSnake ps);
//游戏善后的工作
void GameEnd(pSnake ps);
Snake.c
#define _CRT_SECURE_NO_WARNINGS 1
#include "snake.h"
void SetPos(short x, short y)
{
//获得标准输出设备的句柄
HANDLE houtput = NULL;
houtput = GetStdHandle(STD_OUTPUT_HANDLE);
//定位光标的位置
COORD pos = { x, y };
SetConsoleCursorPosition(houtput, pos);
}
void WelcomeToGame()
{
SetPos(40, 14);
wprintf(L"欢迎来到贪吃蛇小游戏\n");
SetPos(42, 20);
system("pause");
system("cls");
SetPos(25, 14);
wprintf(L"用 ↑. ↓ . ← . → 来控制蛇的移动,按F3加速,F4减速\n");
SetPos(25, 15);
wprintf(L"加速能够得到更高的分数\n");
SetPos(42, 20);
system("pause");
system("cls");
}
void CreateMap()
{
//上边界
int i = 0;
for (i = 0; i < 29; i++)
{
wprintf(L"%lc", WALL);
}
//下边界
SetPos(0, 26);
for (i = 0; i < 29; i++)
{
wprintf(L"%lc", WALL);
}
//左边界
for (i = 1; i <= 25; i++)
{
SetPos(0, i);
wprintf(L"%lc", WALL);
}
//右边界
for (i = 1; i <= 25; i++)
{
SetPos(56, i);
wprintf(L"%lc", WALL);
}
}
void InitSnake(pSnake ps)
{
int i = 0;
pSnakeNode cur = NULL;
for (i = 0; i < 5; i++)
{
cur = (pSnakeNode)malloc(sizeof(SnakeNode));
if (cur == NULL)
{
perror("InitSnake()::malloc()");
return;
}
cur->next = NULL;
cur->x = POS_X + 2 * i;
cur->y = POS_Y;
//头插法插入链表
if (ps->_pSnake == NULL) //空链表
{
ps->_pSnake = cur;
}
else //非空
{
cur->next = ps->_pSnake;
ps->_pSnake = cur;
}
}
cur = ps->_pSnake;
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//设置贪吃蛇的属性
ps->_dir = RIGHT;//默认向右
ps->_score = 0;
ps->_food_weight = 10;
ps->_sleep_time = 200;//单位是毫秒
ps->_status = OK;
}
void CreateFood(pSnake ps)
{
int x = 0;
int y = 0;
//生成x是2的倍数
//x:2~54
//y: 1~25
again:
do
{
x = rand() % 53 + 2;
y = rand() % 25 + 1;
} while (x % 2 != 0);
//x和y的坐标不能和蛇的身体坐标冲突
pSnakeNode cur = ps->_pSnake;
while (cur)
{
if (x == cur->x && y == cur->y)
{
goto again;
}
cur = cur->next;
}
//创建食物的节点
pSnakeNode pFood = (pSnakeNode)malloc(sizeof(SnakeNode));
if (pFood == NULL)
{
perror("CreateFood()::malloc()");
return;
}
pFood->x = x;
pFood->y = y;
pFood->next = NULL;
SetPos(x, y);//定位位置
wprintf(L"%lc", FOOD);
ps->_pFood = pFood;
}
void GameStart(pSnake ps)
{
//0. 先设置窗口的大小,再光标隐藏
system("mode con cols=100 lines=30");
system("title 贪吃蛇");
HANDLE houtput = GetStdHandle(STD_OUTPUT_HANDLE);
//影藏光标操作
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(houtput, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(houtput, &CursorInfo);//设置控制台光标状态
//1. 打印环境界面和功能介绍
WelcomeToGame();
//2. 绘制地图
CreateMap();
//3. 创建蛇
InitSnake(ps);
//4. 创建食物
CreateFood(ps);
}
void PrintHelpInfo()
{
SetPos(64, 14);
wprintf(L"%ls", L"不能穿墙,不能咬到自己");
SetPos(64, 15);
wprintf(L"%ls", L"用 ↑. ↓ . ← . → 来控制蛇的移动");
SetPos(64, 16);
wprintf(L"%ls", L"按F3加速,F4减速");
SetPos(64, 17);
wprintf(L"%ls", L"按ESC退出游戏,按空格暂停游戏");
}
#define KEY_PRESS(vk) ((GetAsyncKeyState(vk)&1)?1:0)
void Pause()
{
while (1)
{
Sleep(200);
if (KEY_PRESS(VK_SPACE))
{
break;
}
}
}
int NextIsFood(pSnakeNode pn, pSnake ps)
{
return (ps->_pFood->x == pn->x && ps->_pFood->y == pn->y);
}
void EatFood(pSnakeNode pn, pSnake ps)
{
//头插法
ps->_pFood->next = ps->_pSnake;
ps->_pSnake = ps->_pFood;
//释放下一个位置的节点
free(pn);
pn = NULL;
pSnakeNode cur = ps->_pSnake;
//打印蛇
while (cur)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
ps->_score += ps->_food_weight;
//重新创建食物
CreateFood(ps);
}
void NoFood(pSnakeNode pn, pSnake ps)
{
//头插法
pn->next = ps->_pSnake;
ps->_pSnake = pn;
pSnakeNode cur = ps->_pSnake;
while (cur->next->next != NULL)
{
SetPos(cur->x, cur->y);
wprintf(L"%lc", BODY);
cur = cur->next;
}
//把最后一个结点打印成空格
SetPos(cur->next->x, cur->next->y);
printf(" ");
//释放最后一个结点
free(cur->next);
//把倒数第二个节点的地址置为NULL
cur->next = NULL;
}
void KilledByWall(pSnake ps)
{
if (ps->_pSnake->x == 0 || ps->_pSnake->x == 56 ||
ps->_pSnake->y == 0 || ps->_pSnake->y == 26)
{
ps->_status = KILL_BY_WALL;
}
}
void KilledBySelf(pSnake ps)
{
pSnakeNode cur = ps->_pSnake->next;
while (cur)
{
if (cur->x == ps->_pSnake->x && cur->y == ps->_pSnake->y)
{
ps->_status = KILL_BY_SELF;
break;
}
cur = cur->next;
}
}
void SnakeMove(pSnake ps)
{
//创建一个结点,表示蛇即将到的下一个节点
pSnakeNode pNextNode = (pSnakeNode)malloc(sizeof(SnakeNode));
if (pNextNode == NULL)
{
perror("SnakeMove()::malloc()");
return;
}
switch (ps->_dir)
{
case UP:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y - 1;
break;
case DOWN:
pNextNode->x = ps->_pSnake->x;
pNextNode->y = ps->_pSnake->y + 1;
break;
case LEFT:
pNextNode->x = ps->_pSnake->x - 2;
pNextNode->y = ps->_pSnake->y;
break;
case RIGHT:
pNextNode->x = ps->_pSnake->x + 2;
pNextNode->y = ps->_pSnake->y;
break;
}
//检测下一个坐标处是否是食物
if (NextIsFood(pNextNode, ps))
{
EatFood(pNextNode, ps);
}
else
{
NoFood(pNextNode, ps);
}
//检测蛇是否撞墙
KilledByWall(ps);
//检测蛇是否撞到自己
KilledBySelf(ps);
}
void GameRun(pSnake ps)
{
//打印帮助信息
PrintHelpInfo();
do
{
//打印总分数和食物的分值
SetPos(64, 10);
printf("总分数:%d\n", ps->_score);
SetPos(64, 11);
printf("当前食物的分数:%2d\n", ps->_food_weight);
if (KEY_PRESS(VK_UP) && ps->_dir != DOWN)
{
ps->_dir = UP;
}
else if (KEY_PRESS(VK_DOWN) && ps->_dir != UP)
{
ps->_dir = DOWN;
}
else if (KEY_PRESS(VK_LEFT) && ps->_dir != RIGHT)
{
ps->_dir = LEFT;
}
else if (KEY_PRESS(VK_RIGHT) && ps->_dir != LEFT)
{
ps->_dir = RIGHT;
}
else if (KEY_PRESS(VK_SPACE))
{
Pause();
}
else if (KEY_PRESS(VK_ESCAPE))
{
//正常退出游戏
ps->_status = END_NORMAL;
}
else if (KEY_PRESS(VK_F3))
{
//加速
if (ps->_sleep_time > 80)
{
ps->_sleep_time -= 30;
ps->_food_weight += 2;
}
}
else if (KEY_PRESS(VK_F4))
{
//减速
if (ps->_food_weight > 2)
{
ps->_sleep_time += 30;
ps->_food_weight -= 2;
}
}
SnakeMove(ps);//蛇走一步的过程
Sleep(ps->_sleep_time);
} while (ps->_status == OK);
}
void GameEnd(pSnake ps)
{
SetPos(24, 12);
switch (ps->_status)
{
case END_NORMAL:
wprintf(L"您主动结束游戏\n");
break;
case KILL_BY_WALL:
wprintf(L"您撞到墙上,游戏结束\n");
break;
case KILL_BY_SELF:
wprintf(L"您撞到了自己,游戏结束\n");
break;
}
//释放蛇身的链表
pSnakeNode cur = ps->_pSnake;
while (cur)
{
pSnakeNode del = cur;
cur = cur->next;
free(del);
}
}
test.c
#define _CRT_SECURE_NO_WARNINGS 1
#include <locale.h>
#include "snake.h"
//完成的是游戏的测试逻辑
void test()
{
int ch = 0;
do
{
system("cls");
//创建贪吃蛇
Snake snake = { 0 };
//初始化游戏
//1. 打印环境界面
//2. 功能介绍
//3. 绘制地图
//4. 创建蛇
//5. 创建食物
//6. 设置游戏的相关信息
GameStart(&snake);
//运行游戏
GameRun(&snake);
//结束游戏 - 善后工作
GameEnd(&snake);
SetPos(20, 15);
printf("再来一局吗?(Y/N):");
ch = getchar();
while (getchar() != '\n');
} while (ch == 'Y' || ch == 'y');
SetPos(0, 27);
}
int main()
{
//设置适配本地环境
setlocale(LC_ALL, "");
srand((unsigned int)time(NULL));
test();
return 0;
}