#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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