17.贪吃蛇——具体代码实现

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;
}
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