贪吃蛇双人版

2023-08-17 23:15:44 来源:哔哩哔哩

#include <>


(资料图片)

#include <>

#include <>

#include <queue>

using namespace std;

#defineWIDTH64// 游戏区域网格宽度

#defineHEIGHT48// 游戏区域网格高度

#defineITEMSIZE10// 游戏元素大小

#defineCMD_A_UP0x1// 控制命令:游戏者 A 向上

#defineCMD_A_DOWN0x2// 控制命令:游戏者 A 向下

#defineCMD_A_LEFT0x4// 控制命令:游戏者 A 向左

#defineCMD_A_RIGHT0x8// 控制命令:游戏者 A 向右

#defineCMD_B_UP0x10// 控制命令:游戏者 B 向上

#defineCMD_B_DOWN0x20// 控制命令:游戏者 B 向下

#defineCMD_B_LEFT0x40// 控制命令:游戏者 B 向左

#defineCMD_B_RIGHT0x80// 控制命令:游戏者 B 向右

#defineCMD_QUIT0x100// 控制命令:退出游戏

// 定义游戏元素

enum ITEM { EMPTY = 0, WALL, PLAYER_A, PLAYER_B, PLAYER_DEAD, PLAYER_A_NEXT, PLAYER_B_NEXT };

// 全局变量

ITEMg_world[WIDTH][HEIGHT];// 保存游戏区

POINTg_player_a;// 游戏者 A 的坐标

POINTg_player_b;// 游戏者 B 的坐标

POINTg_offset_a;// 游戏者 A 的移动偏移方向

POINTg_offset_b;// 游戏者 B 的移动偏移方向

// 绘制游戏元素

void DrawItem(int x, int y, ITEM item)

{

switch(item)

{

case EMPTY:setfillcolor(BLACK);break;

case WALL:setfillcolor(LIGHTGRAY);break;

case PLAYER_A:setfillcolor(BLUE);break;

case PLAYER_B:setfillcolor(RED);break;

case PLAYER_DEAD:setfillcolor(MAGENTA);break;

}

bar(x * ITEMSIZE + 1, y * ITEMSIZE + 1, (x + 1) * ITEMSIZE - 2, (y + 1) * ITEMSIZE - 2);

g_world[x][y] = item;

}

// 初始化游戏

void init()

{

int x, y;

// 绘制墙壁

for(x = 0; x < WIDTH; x++)

{

DrawItem(x, 0, WALL);

DrawItem(x, HEIGHT - 1, WALL);

}

for(y = 1; y < HEIGHT - 1; y++)

{

DrawItem(0, y, WALL);

DrawItem(WIDTH - 1, y, WALL);

}

// 绘制游戏区域

for (x = 1; x < WIDTH - 1; x++)

for (y = 1; y < HEIGHT - 1; y++)

DrawItem(x, y, EMPTY);

// 随机产生两个游戏者的位置(至少间隔 5 格)

do

{

g_player_ = rand() % (WIDTH - 6) + 3;g_player_ = rand() % (HEIGHT - 6) + 3;

g_player_ = rand() % (WIDTH - 6) + 3;g_player_ = rand() % (HEIGHT - 6) + 3;

}while (  (g_player_ - g_player_) * (g_player_ - g_player_)

+ (g_player_ - g_player_) * (g_player_ - g_player_) <= 25);

// 画出两个游戏者的位置

DrawItem(g_player_, g_player_, PLAYER_A);

DrawItem(g_player_, g_player_, PLAYER_B);

// 随机产生两个游戏者的移动方向

// 该方法的原理详见:/skills/

int n;

n = (rand() % 4) * 2 + 1;g_offset_ = n / 3 - 1;g_offset_ = n % 3 - 1;

n = (rand() % 4) * 2 + 1;g_offset_ = n / 3 - 1;g_offset_ = n % 3 - 1;

// 绘制 Player A 空心方块提示移动方向

int tx = g_player_ + g_offset_;

int ty = g_player_ + g_offset_;

setcolor(BLUE);

rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);

// 绘制 Player B 空心方块提示移动方向

tx = g_player_ + g_offset_;

ty = g_player_ + g_offset_;

setcolor(RED);

rectangle(tx * ITEMSIZE + 1, ty * ITEMSIZE + 1, (tx + 1) * ITEMSIZE - 2, (ty + 1) * ITEMSIZE - 2);

// 按确定开始游戏

MessageBox(GetHWnd(), _T("对战贪吃蛇 游戏说明:\n\n") \

_T("游戏目标:两条蛇,先碰到墙壁或碰到任何蛇的身体就算输。\n") \

_T("Player A 使用 A S D W 控制蓝色小蛇移动方向。\n") \

_T("Player B 使用上下左右控制红色小蛇移动方向。\n\n") \

_T("点“确定”按钮开始游戏。"), _T("游戏说明"), MB_OK | MB_ICONINFORMATION);

}

// 获取用户命令

int GetCmd()

{

// 定义两个用户的命令队列

static queue<int> PLAYER_A_CMD;

static queue<int> PLAYER_B_CMD;

// 定义每次返回的命令

int cmd = 0;

// 处理按键

while(_kbhit())

{

switch(_getch())

{

case  27:cmd  = CMD_QUIT;break;

case 'W':case 'w':if (PLAYER_A_() < 16)PLAYER_A_(CMD_A_UP);break;

case 'S':case 's':if (PLAYER_A_() < 16)PLAYER_A_(CMD_A_DOWN);break;

case 'A':case 'a':if (PLAYER_A_() < 16)PLAYER_A_(CMD_A_LEFT);break;

case 'D':case 'd':if (PLAYER_A_() < 16)PLAYER_A_(CMD_A_RIGHT);break;

case  0 :case 0xE0:

switch(_getch())

{

case 72:if (PLAYER_B_() < 16)PLAYER_B_(CMD_B_UP);break;

case 80:if (PLAYER_B_() < 16)PLAYER_B_(CMD_B_DOWN);break;

case 75:if (PLAYER_B_() < 16)PLAYER_B_(CMD_B_LEFT);break;

case 77:if (PLAYER_B_() < 16)PLAYER_B_(CMD_B_RIGHT);break;

}

}

}

// 读取 Player A 的命令

int c = 0;

while(!PLAYER_A_())

{

c = PLAYER_A_();

PLAYER_A_();

if ((c == CMD_A_UP || c == CMD_A_DOWN)  && g_offset_ != 0)break;

if ((c == CMD_A_LEFT || c == CMD_A_RIGHT) && g_offset_ != 0)break;

}

if (c != 0)

cmd |= c;

// 读取 Player B 的命令

c = 0;

while(!PLAYER_B_())

{

c = PLAYER_B_();

PLAYER_B_();

if ((c == CMD_B_UP || c == CMD_B_DOWN)  && g_offset_ != 0)break;

if ((c == CMD_B_LEFT || c == CMD_B_RIGHT) && g_offset_ != 0)break;

}

if (c != 0)cmd |= c;

// 返回命令

return cmd;

}

// 处理命令

bool DealCmd(int cmd)

{

if ((cmd & CMD_A_UP)&& g_offset_ != 0){ g_offset_ = 0;g_offset_ = -1;}

if ((cmd & CMD_A_DOWN)&& g_offset_ != 0){ g_offset_ = 0;g_offset_ = 1;}

if ((cmd & CMD_A_LEFT)&& g_offset_ != 0){ g_offset_ = -1;g_offset_ = 0;}

if ((cmd & CMD_A_RIGHT) && g_offset_ != 0){ g_offset_ = 1;g_offset_ = 0;}

if ((cmd & CMD_B_UP)&& g_offset_ != 0){ g_offset_ = 0;g_offset_ = -1;}

if ((cmd & CMD_B_DOWN)&& g_offset_ != 0){ g_offset_ = 0;g_offset_ = 1;}

if ((cmd & CMD_B_LEFT)&& g_offset_ != 0){ g_offset_ = -1;g_offset_ = 0;}

if ((cmd & CMD_B_RIGHT)&& g_offset_ != 0){ g_offset_ = 1;g_offset_ = 0;}

if (cmd & CMD_QUIT)

if (MessageBox(GetHWnd(), _T("您要退出游戏吗?"), _T("游戏暂停"), MB_OKCANCEL) == IDOK)

return false;

return true;

}

// 处理游戏

bool DealGame()

{

// Player A、B 前进

g_player_ += g_offset_;

g_player_ += g_offset_;

g_player_ += g_offset_;

g_player_ += g_offset_;

// 判断 Player A、B 的生死状态

bool dead_a = false, dead_b = false, dead_ab = false;

if (g_player_ == g_player_ && g_player_ == g_player_)

{

DrawItem(g_player_, g_player_, PLAYER_DEAD);

dead_ab = true;

}

else if (g_world[g_player_][g_player_] != EMPTY)

{

DrawItem(g_player_, g_player_, PLAYER_DEAD);

dead_a = true;

}

else if (g_world[g_player_][g_player_] != EMPTY)

{

DrawItem(g_player_, g_player_, PLAYER_DEAD);

dead_b = true;

}

else

{

DrawItem(g_player_, g_player_, PLAYER_A);

DrawItem(g_player_, g_player_, PLAYER_B);

return true;

}

// 判断是否要重新开始

bool restart = false;

if (dead_ab || (dead_a && dead_b))

restart = MessageBox(GetHWnd(), _T("Player A 和 Player B 都死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;

else if (dead_a)

restart = MessageBox(GetHWnd(), _T("Player A 死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;

else if(dead_b)

restart = MessageBox(GetHWnd(), _T("Player B 死了。\n要再来一局吗?"),

_T("GAME OVER"), MB_YESNO | MB_ICONINFORMATION) == IDYES;

if (restart)

{

init();

return true;

}

else

return false;

}

// 主函数

void main()

{

initgraph(640, 480);

srand((unsigned)time(NULL));

// 初始化

init();

// 游戏主循环

while(true)

{

int cmd = GetCmd();// 获取用户命令

if (!DealCmd(cmd))break;// 处理命令

if (!DealGame())break;// 处理游戏

Sleep(200);// 延时

}

// 关闭绘图窗口

closegraph();

}

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