mirror of
https://github.com/jie65535/Snake.git
synced 2024-07-27 19:15:13 +08:00
393 lines
12 KiB
C
393 lines
12 KiB
C
#include "tanchishe.h"
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// 所有函数与类型等都在头文件声明,以下为函数实现
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// 初始化函数
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Head_Tail* initgame(Head_Tail *snake)
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{
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hout = GetStdHandle(STD_OUTPUT_HANDLE); // 获得标准输出的句柄
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CONSOLE_CURSOR_INFO cursor_info = {1,0}; // 隐藏光标所需类型
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int x=0, y=0, i=0;
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Fraction = 0; // 分数初始化
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Snake_body *temp =NULL, *p1=NULL;
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system ("title 贪 吃 蛇");
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system ("cls");
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SetConsoleCursorInfo(hout, &cursor_info); // 隐藏光标
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snake = (Head_Tail*)malloc(sizeof(Head_Tail));
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if (snake == NULL)
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{
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fprintf (stderr, "内存分配失败,退出游戏。");
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exit(1);
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}
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snake->head = (Snake_body*)malloc(sizeof(Snake_body));
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if (snake->head == NULL)
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{
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fprintf (stderr, "内存分配失败,退出游戏。");
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exit(1);
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}
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snake->head->up = NULL;
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temp = snake->head;
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for (y=STARTED_Y, x=STARTED_X; x > STARTED_X - INIT_LENGTH; x--) // X改变而Y不改
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{
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temp->x = x; // 将坐标赋值
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temp->y = y;
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p1 = (Snake_body*)malloc(sizeof(Snake_body)); // 下一节蛇体
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if (p1 == NULL)
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{
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fprintf (stderr, "内存分配失败,退出游戏。");
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exit(1);
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}
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p1->up = temp;
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p1->next = NULL;
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temp->next = p1;
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temp = temp->next;
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p1 = NULL;
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}
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temp->x=x,temp->y=y;
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snake->tail = temp; // 蛇尾
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snake->direction = (Direction*)malloc(sizeof(Direction)); // 下一节蛇体
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if (snake->head == NULL)
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{
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fprintf (stderr, "内存分配失败,退出游戏。");
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exit(1);
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}
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snake->direction->x = 1; // 方向,x为1表示向右,0表示不转
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snake->direction->y = 0;
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food = (Coordinate*)malloc(sizeof(Coordinate)); // 为存放食物坐标的结构体分配内存
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switch (hard) {
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case 0: // 简单难度
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bian_x = SIMPLE_MAP_X; // 地图的边界x
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bian_y = SIMPLE_MAP_Y; // 地图的边界y
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snake->speed = SIMPLE_SPEED; // 速度
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sleep_max = INIT_SIMPLE_SPEED; // 速度的最低限制
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break;
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case 2: // 困难
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bian_x = DIFFICULT_MAP_X; // 地图的边界x
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bian_y = DIFFICULT_MAP_Y; // 地图的边界y
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snake->speed = DIFFICULT_SPEED; // 速度
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sleep_max = INIT_DIFFICULT_SPEED;// 速度的最低限制
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break;
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default: // 普通难度(默认)
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bian_x = ORDINARY_MAP_X; // 地图的边界x
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bian_y = ORDINARY_MAP_Y; // 地图的边界y
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snake->speed = ORDINARY_SPEED; // 速度
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sleep_max = INIT_ORDINARY_SPEED; // 速度的最低限制
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};
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huagame(snake);
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return snake;
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}
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// 自定义光标定位函数
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void Location(int x, int y)
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{
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COORD coord;
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coord.X=x;
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coord.Y=y;
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SetConsoleCursorPosition(hout,coord);
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}
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// 画游戏界面
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void huagame(Head_Tail *snake)
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{
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int x, y;
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Snake_body *temp =NULL;
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Location(0, 0); // 初始化光标位置
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for (y=0; y<bian_y; y++) {
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for (x=0; x<bian_x; x++) {
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if (x == 0 || x == bian_x-1 || y == 0 || y == bian_y-1)
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{
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map[y][x] = WALL; // 如果是边界就赋值为墙
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putchar(WALL_T); // 画墙
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} else {
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map[y][x] = AIR; // 否则赋值为空气
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putchar(AIR_T); // 画空气
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}
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}
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putchar('\n');
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}
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for (temp = snake->head; temp != NULL; temp = temp->next)
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{
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y=temp->y, x=temp->x;
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map[y][x] = SNAKE_BODY; // 蛇体
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Location(x, y);
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putchar(SNAKE_BODY_T); // 画蛇体
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}
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Location(snake->head->x, snake->head->y);
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putchar(SNAKE_HEAD_T); // 画蛇头
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Location(food->x, food->y); // 将光标移动到食物的坐标上
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putchar(produce_food[food->x % FOOD_MAX]); // 画食物
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}
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// 蛇移动和移动后的判断函数 参数是头尾结构体指针
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void Mobile(Head_Tail *snake, int i)
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{
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int x=0, y=0, mode=0;
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x = snake->head->x + snake->direction->x; // 蛇将要移动到的位置坐标
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y = snake->head->y + snake->direction->y; // 蛇当前位置加要移动的距离
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Snake_body *temp = NULL, *p1 = NULL;
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unsigned int oldheadx = snake->head->x;
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unsigned int oldheady = snake->head->y;
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unsigned int oldtailx = snake->tail->x;
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unsigned int oldtaily = snake->tail->y;
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if (x == snake->head->next->x && y == snake->head->next->y) //如果是向反方向移动就直接返回
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{
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snake->direction->x = olddir.x; // 将旧方向恢复
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snake->direction->y = olddir.y; // 将旧方向恢复
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return;
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}
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if (map[y][x] == WALL || map[y][x] == SNAKE_BODY) { // 如果撞到墙或者吃到蛇身体就结束游戏
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snake = Game_Over(snake);
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return;
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} else if (i==1) {
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Fraction += 10;
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} else if (map[y][x] == AIR) { // 如果是空气
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Location(oldtailx, oldtaily); // 将光标定位到旧的蛇尾位置
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putchar(AIR_T); // 画空气
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map[oldtaily][oldtailx] = AIR; // 在地图上清除蛇尾
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p1 = snake->tail; // p1为要释放内存的节点,存放蛇尾
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snake->tail = snake->tail->up; // 将蛇尾赋值为蛇尾的前一个
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snake->tail->next = NULL; // 将当前蛇尾的下一个赋值为空
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free(p1); // 释放蛇尾
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} else if (map[y][x] == FOOD) { // 如果是食物
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Fraction++; // 如果是食物就分数加一
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snake->speed -= FOOD_SPEED; // 同时速度增快
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Produce_food(); // 同时再次生成食物
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}
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map[y][x] = SNAKE_BODY;
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temp = (Snake_body*)malloc(sizeof(Snake_body));
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if (temp == NULL)
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{
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fprintf (stderr, "内存分配失败,退出游戏。");
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exit(1);
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}
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temp->x = x; // 新节点的x坐标
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temp->y = y; // 新节点的y坐标
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temp->up = NULL; // 新节点的上一个为空
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temp->next = snake->head; // 新节点的下一个为当前蛇头
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snake->head->up = temp; // 当前蛇头的上一个指向新节点
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snake->head = temp; // 将新节点代替蛇头
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Location(oldheadx, oldheady); // 将光标定位到旧的蛇头位置
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putchar(SNAKE_BODY_T); // 画蛇身
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// map[old_head_y][old_head_x] = SNAKE_BODY; 将旧蛇头的位置在地图上改变(仅适应蛇头在用数字表示时与蛇身不同时,在这里蛇头和身体用数字表达时相同,所以注释掉)
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Location(x, y); // 将光标定位到新的蛇头位置
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putchar(SNAKE_HEAD_T); // 画蛇头
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map[y][x] = SNAKE_BODY; // 在地图上添加蛇身
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}
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// 游戏结束
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Head_Tail* Game_Over(Head_Tail *oldsnake)
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{
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Head_Tail *snake = NULL;
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t:
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system ("cls");
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printf ("+---------------------------+\n"
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"| |\n"
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"| 游 戏 结 束 |\n"
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"| |\n"
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"| 分数:%-6d |\n"
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"| 蛇身总长:%-6d |\n"
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"| |\n"
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"| 按r重来,任意键退出 |\n"
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"| 按z回主菜单 |\n"
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"+---------------------------+\n", Fraction, Fraction + 5);
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memset(map, 0, sizeof(map)); // 将地图初始化
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switch (getch())
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{
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case 'z' : Interface(oldsnake);
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case 'r' : fre_game(oldsnake, 0);
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snake = initgame(snake);
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Produce_food(); // 生成食物
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return snake;
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default : printf ("\n是否退出游戏?\ny.退出\t其它键返回");
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if (getchar() == 'y')
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exit(1);
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else goto t;
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}
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}
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// 生成食物
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void Produce_food(void)
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{
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int x=0, y=0;
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srand((unsigned)time(NULL));
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while (1)
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{
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x = rand() % bian_x;
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y = rand() % bian_y;
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if (map[y][x] == WALL || map[y][x] == SNAKE_BODY);
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else
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{
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map[y][x] = FOOD; // 在地图上赋值食物
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Location(x, y);
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food->x = x;
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food->y = y; // 保存食物的坐标
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putchar(produce_food[x % FOOD_MAX]); // 画食物
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return;
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}
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}
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}
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// 释放所有分配了的内存
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void fre_game(Head_Tail *snake, int i)
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{
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system("cls");
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printf ("正在释放内存...");
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free(snake->direction);
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Snake_body *temp = snake->head, *p1;
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while (temp != NULL)
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{
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p1 = temp;
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temp = temp->next;
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free(p1);
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}
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snake->head = NULL;
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snake->tail = NULL;
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free(snake);
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snake = NULL;
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free(food);
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if (i != 0) // 检查是否要退出
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exit(1);
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}
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// 游戏开始界面
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void Interface(Head_Tail *snake)
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{
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while (1)
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{
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system("cls");
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printf ("+----------------------------+\n"
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"| |\n"
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"| 贪 吃 蛇 |\n"
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"| |\n"
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"| 1.开始游戏 |\n"
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"| 2.帮 助 |\n"
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"| 3.设 置 |\n"
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"| 4.关 于 |\n"
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"| q.退 出 |\n"
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"+----------------------------+\n");
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switch(getch()) {
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case '1': return;
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case '2': banzhu(); break;
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case '3': set(); break;
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case '4': guanyu(); break;
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case 'q':
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if (snake == NULL) exit(1);
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else fre_game(snake, 1);
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}
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}
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}
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// 帮助界面
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void banzhu(void)
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{
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system("cls");
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printf ("+----------------------------+\n"
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"| |\n"
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"| 游 戏 帮 助 |\n"
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"| w |\n"
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"| a s d 为方向键 |\n"
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"|p键为暂停,暂停后任意键继续 |\n"
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"|q键退出(请不要强制退出,程序|\n"
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"|将释放游戏分配后的内存) |\n"
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"| 任意键返回 |\n"
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"+----------------------------+\n");
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getch();
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}
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// 关于界面
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void guanyu(void)
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{
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system("cls");
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printf ("+----------------------------+\n"
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"| |\n"
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"| 关 于 |\n"
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"| |\n"
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"| 作者:筱傑 |\n"
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"| 制作时间:5小时 |\n"
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"| 版本:第一代 |\n"
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"| 作者QQ:840465812 |\n"
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"| 任意键返回 |\n"
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"+----------------------------+\n");
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getch();
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}
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// 设置
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void set(void)
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{
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char haedstr[3][5] = {"简单\0", "普通\0", "困难\0"};
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while (1)
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{
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system("cls");
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printf ("+----------------------------+\n"
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"| |\n"
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"| 设 置 |\n"
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"| |\n"
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"| 难度:%4s |\n"
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"| 1.简单 |\n"
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"| 2.普通 |\n"
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"| 3.困难 |\n"
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"| 其它键返回 |\n"
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"+----------------------------+\n", haedstr[hard]);
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switch (getch())
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{
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case '1': hard = 0; break;
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case '2': hard = 1; break;
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case '3': hard = 2; break;
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default : return;
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}
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}
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}
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int main(void)
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{
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Head_Tail *snake = NULL;
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int i=0;
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Interface(snake);
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snake = initgame(snake);
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Produce_food(); // 生成食物
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while(1)
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{
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olddir.x = snake->direction->x; // 保存现在的方向到旧方向
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olddir.y = snake->direction->y;
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if (kbhit())
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{
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switch(getch())
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{
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case 'w': snake->direction->y = -1, snake->direction->x = 0; break;
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case 's': snake->direction->y = 1, snake->direction->x = 0; break;
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case 'a': snake->direction->y = 0, snake->direction->x = -1; break;
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case 'd': snake->direction->y = 0, snake->direction->x = 1; break;
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case 'q': snake = Game_Over(snake); break;
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case 'p': zantin(snake); break;
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case 'b': i=1; break;
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}
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}
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Mobile(snake, i);
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i=0;
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if (snake->speed > sleep_max)
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Sleep(snake->speed -= SPEED_JIAN);
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else Sleep(snake->speed);
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}
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return 0;
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}
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// 暂停界面
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void zantin(Head_Tail *snake)
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{
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system ("cls");
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printf ("+----------------------------+\n"
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"| |\n"
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"| 游戏正在暂停中 |\n"
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"| |\n"
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"| 当前分数:%-6d |\n"
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"| 当前蛇长:%-6d |\n"
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"| |\n"
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"| |\n"
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"| 任意键键返回 |\n"
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"+----------------------------+\n", Fraction, Fraction+5);
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getch();
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system("cls");
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huagame(snake);
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} |