c语言 贪吃蛇 程序

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参考技术A

基本思路: 

蛇每吃一个食物蛇身子就增加一格,用UP, DOWN, LEFT, RIGHT控制蛇头的运动,而蛇身子跟着蛇头走,每后一格蛇身子下一步走到上一格蛇身子的位置,以此类推。

#include <stdio.h>

#include <conio.h>

#include <windows.h>

#define BEG_X2

#define BEG_Y1

#define WID20

#define HEI20

HANDLE hout;

typedef enum UP, DOWN, LEFT, RIGHT DIR;

typedef struct Snake_body

COORD pos;//蛇身的位置

struct Snake_body *next;//下一个蛇身

struct Snake_body *prev;//前一个蛇身

SNAKE, *PSNAKE;

PSNAKE head = NULL;//蛇头

PSNAKE tail = NULL;//蛇尾

//画游戏边框的函数

void DrawBorder()

int i, j;

COORD pos = BEG_X, BEG_Y;

for(i = 0; i < HEI; ++i)

SetConsoleCursorPosition(hout, pos);

for(j = 0; j < WID; ++j)

if(i == 0)//第一行

if(j == 0)

printf("┏");

else if(j == WID - 1)

printf("┓");

else

printf("━");

else if(i == HEI - 1)//最后一行

if(j == 0)

printf("┗");

else if(j == WID - 1)

printf("┛");

else

printf("━");

else if(j == 0 || j == WID - 1)//第一列或最后一列

printf("┃");

else

printf("  ");

++pos.Y;



//添加蛇身的函数

void AddBody(COORD pos)

PSNAKE pnew = (PSNAKE)calloc(1, sizeof(SNAKE));

pnew->pos = pos;

if(!head)

head = tail = pnew;

else

pnew->next = head;//新创建蛇身的next指向原先的蛇头

head->prev = pnew;//原先的蛇头的prev指向新创建的蛇身

head = pnew;//把新创建的蛇身作为新的蛇头

SetConsoleCursorPosition(hout, head->pos);

printf("◎");

//蛇身移动的函数

void MoveBody(DIR dir)

PSNAKE ptmp;

COORD pos = head->pos;

switch(dir)

case UP:

if(head->pos.Y > BEG_Y + 1)

--pos.Y;

else

return;

break;

case DOWN:

if(head->pos.Y < BEG_Y + HEI - 2)

++pos.Y;

else

return;

break;

case LEFT:

if(head->pos.X > BEG_X + 2)

pos.X -= 2;

else

return;

break;

case RIGHT:

if(head->pos.X < BEG_X + (WID - 2) * 2)

pos.X += 2;

else 

return;

break;

AddBody(pos);//添加了一个新的蛇头

ptmp = tail;//保存当前的蛇尾

tail = tail->prev;

if(tail)

tail->next = NULL;

SetConsoleCursorPosition(hout, ptmp->pos);

printf("  ");

free(ptmp);

int main()

int ctrl;

DIR dir = RIGHT;//初始蛇的方向是向右的

COORD pos = BEG_X + 2, BEG_Y + HEI / 2;

system("color 0E");

system("mode con cols=90 lines=30");

hout = GetStdHandle(STD_OUTPUT_HANDLE);

printf("    ------------贪吃蛇的移动------------");

DrawBorder();

//自定义几个蛇的身体

AddBody(pos);

pos.X += 2;

AddBody(pos);

pos.X += 2;

AddBody(pos);

pos.X += 2;

AddBody(pos);

pos.X += 2;

AddBody(pos);

pos.X += 2;

AddBody(pos);

pos.X += 2;

AddBody(pos);

//控制蛇的移动

while(ctrl = getch())

switch(ctrl)

case 'w':

if(dir == DOWN)

continue;

dir = UP;

break;

case 's':

if(dir == UP)

continue;

dir = DOWN;

break;

case 'a':

if(dir == RIGHT)

continue;

dir = LEFT;

break;

case 'd':

if(dir == LEFT)

continue;

dir = RIGHT;

break;

case 'q':

return 0;

MoveBody(dir);

return 0;

扩展资料:

实现逻辑

1,可以设置光标,就能实现制定位置打印制定符号。

2,涉及一个结构体,包含两个元素坐标元素和一个结构体指针。

3,结构体串联形成链表,遍历获取成员坐标,打印符号得到蛇身。

4,不断的加头,去尾,重新遍历坐标,再打印形成蛇的移动。

5,食物产生的位置判定,不能越界,也不能与蛇身体重合。

6,蛇的转向判定,一条规则,不允许倒退。

7,转向的实现,跟行进方向决定新的关节坐标(当前头的上下左右)

8,死亡检测,是否头节点坐标是否与墙壁重合,是否与身体其他关节重合。

9,加速减速,设置刷新休眠时间实现。

参考资料来源:百度百科-C语言

C语言贪吃蛇

基于C语言编写的贪吃蛇
开发环境:VS2019

这是一个基于C语言链表开发的贪吃蛇游戏
其实贪吃蛇游戏要解决的主要问题就是
1、这个游戏的基本组成元素和架构
2、如何初始化贪吃蛇并正常行走
3、如何判断事件发生

代码中运用到了键盘虚拟键判断、终端窗口大小的改变、光标的定位以及输出字体的颜色

转载本文章,请标注原创!
若有不懂的地方,可以在评论区给我留言
代码如下:

#include <stdio.h>
#include <windows.h>
#include <stdlib.h>
#include <math.h>
#define R 'R'
#define L 'L'
#define U 'U'
#define D 'D'
typedef struct Node

	int x;
	int y;
	struct Node* next;
snake;

char FORWARD_DIRECTION;   //定义当前前进的方向
snake* head, * p, * nexthead;//蛇头指针、创建贪吃蛇的间接指针、下一步生成的头指针、尾指针
snake* food;//随机生成的食物
int grade = 0;   //当前得分
int addGrade = 5;  //加的分数随速度而增加
int sleepTime = 250; //贪吃蛇停顿的时间,可通过修改停顿时间改变贪吃蛇前进的速度

void hideCursor();   //定义隐藏光标函数
void gotoxy(int x, int y);  //移动光标函数
void color(int c); //设置接下来输出字体的颜色
void createMap(); //创建地图函数
void initSnake();  //初始化贪吃蛇函数
void speedUp();  //加速函数
void speedDown(); //减速函数
void createFood();  //随机生成食物函数
void collideWall();  //检测撞墙函数
void collideSelf();  //检测是否撞到自己
void moveSnake();  //贪吃蛇移动函数
void gradeBoard();  //显示得分板函数
void endGame();   //结束游戏函数
void keyboardControl();   //检测键盘按键函数
void welcometoGame();   //初始化函数


void hideCursor()   //定义隐藏光标函数

	CONSOLE_CURSOR_INFO cursor;
	cursor.bVisible = FALSE;
	cursor.dwSize = sizeof(cursor);
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorInfo(handle, &cursor);



void gotoxy(int x, int y) 
       //移动光标到相应位置
	COORD c =  x, y ;
	SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), c);



void color(int c) 
               //设置接下来输出字符的颜色
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c);


void createMap() 
    //创建地图
	system("mode con cols=150 lines=30");
	system("cls");
	color(3 | FOREGROUND_INTENSITY);
	for (int i = 1; i <= 40; i++) 
	  //上边框
		printf("■");
	
	for (int i = 1; i <= 28; i++) 
	   //左右边框
		gotoxy(0, i);
		printf("■");
		gotoxy(78, i);
		printf("■");
	
	gotoxy(0, 29);
	for (int i = 1; i <= 40; i++) 
	  //上边框
		printf("■");
	


void initSnake() 

	snake* tail;
	color(15);
	head = (snake*)malloc(sizeof(snake));
	head->x = 36;
	head->y = 12;
	p = head;
	for (int i = 1; i <= 4; i++) 

		tail = (snake*)malloc(sizeof(snake));
		tail->x = head->x + 2 * i;
		tail->y = head->y;
		p->next = tail;
		p = tail;
	
	p->next = NULL;
	p = head;                  //记录下头指针的位置
	gotoxy(head->x, head->y);
	while (head != NULL) 
	
		printf("■");
		head = head->next;
	
	gotoxy(149, 29);


void speedUp()    //通过减小sleepTime加快速度,但sleepTime不能小于100

	if (sleepTime > 50)
	
		sleepTime = sleepTime - 50; addGrade++;
	


void speedDown()  //通过增大sleepTime减慢速度,但sleepTime不能大于500

	if (sleepTime < 450)
	
		sleepTime = sleepTime + 50; addGrade--;
	


void createFood() 
   //随机生成食物
	byte i;   
	head = p;
	food = (snake*)malloc(sizeof(snake));
	food->next = NULL;
	while (1)
	
		i = 0;                             //每次循环时重置i为0。若此条语句放在外部while语句外部,当随机生成的食物与蛇身重叠时,i被置1
										   //此时i就一直为1,将陷入死循环
		food->x = rand() % 75 + 2;         //注意在范围内生成的数要为偶数,要与蛇头对齐
		food->y = rand() % 25 + 2;
		while (head != NULL) 
		
			if (food->x == head->x && food->y == head->y)
				i = 1;
			head = head->next;
		                            //重置head的值,当随机生成的食物与蛇身重叠时,又从外部while的第一条语句开始执行
		head = p;					 //,此时若没有重置head的值,内嵌的while将直接跳过,没有二次判断
		if (food->x % 2 == 0 && food->y % 2 == 0 && i == 0)
			break;
		
	
	gotoxy(food->x, food->y);
	color(12 | FOREGROUND_INTENSITY);
	printf("■");


void collideWall() 
	if (head->x == 0)
		endGame();
	if (head->x == 78)
		endGame();
	if (head->y == 0)
		endGame();
	if (head->y == 29)
		endGame();


void collideSelf() 
	head = head->next;
	while (head != NULL)
	
		if (head->x == p->x && head->y == p->y)
			endGame();
		head = head->next;
	
	head = p;


void moveSnake() 

	color(15);
	head = p;                //初始化头指针的位置
	if (FORWARD_DIRECTION == L) 
	
		//gotoxy(100, 3);
		nexthead = (snake*)malloc(sizeof(snake));
		nexthead->x = head->x - 2;
		nexthead->y = head->y;
		nexthead->next = head;
		head = nexthead;             //头指针指向新开创的空间
		p = head;                    //记录下头指针的值
		collideWall();
		collideSelf();
		gotoxy(head->x, head->y);
		printf("■");
		if (head->x == food->x && head->y == food->y)    //若吃到了食物,则尾部不清除
		
			free(food);
			grade = grade + addGrade;
			createFood();
		
		else                                            //若没有吃到食物,则清除尾部,保持原有长度
			while (head->next->next != NULL)
			      //此处注意
				head = head->next;
			
			gotoxy(head->next->x, head->next->y);    //通过next释放尾部是因为直接释放尾部会导致next指向混乱
			printf("  ");
			free(head->next);
			head->next = NULL;
		
		head = p;
	
	if (FORWARD_DIRECTION == U) 
	
		//gotoxy(100, 3);
		nexthead = (snake*)malloc(sizeof(snake));
		nexthead->x = head->x;
		nexthead->y = head->y - 1;
		nexthead->next = head;
		head = nexthead;
		p = head;
		gotoxy(head->x, head->y);
		printf("■");
		collideWall();
		collideSelf();
		if (head->x == food->x && head->y == food->y)
		
			free(food);
			grade = grade + addGrade;
			createFood();
		
		else 
			while (head->next->next != NULL)
			      //此处注意
				head = head->next;
			
			gotoxy(head->next->x, head->next->y);    //通过next释放尾部是因为直接释放尾部会导致next指向混乱
			printf("  ");
			free(head->next);
			head->next = NULL;
		
		head = p;
	
	if (FORWARD_DIRECTION == R) 
	
		//gotoxy(100, 3);
		nexthead = (snake*)malloc(sizeof(snake));
		nexthead->x = head->x + 2;
		nexthead->y = head->y;
		nexthead->next = head;
		head = nexthead;
		p = head;
		gotoxy(head->x, head->y);
		printf("■");
		collideWall();
		collideSelf();
		if (head->x == food->x && head->y == food->y)
		
			free(food);
			grade = grade + addGrade;
			createFood();
		
		else 
			while (head->next->next != NULL)
			      //此处注意
				head = head->next;
			
			gotoxy(head->next->x, head->next->y);    //通过next释放尾部是因为直接释放尾部会导致next指向混乱
			printf("  ");
			free(head->next);
			head->next = NULL;
		
		head = p;
	
	if (FORWARD_DIRECTION == D) 
	
		//gotoxy(100, 3);
		nexthead = (snake*)malloc(sizeof(snake));
		nexthead->x = head->x;
		nexthead->y = head->y + 1;
		nexthead->next = head;
		head = nexthead;
		p = head;
		gotoxy(head->x, head->y);
		printf("■");
		collideWall();
		collideSelf();
		if (head->x == food->x && head->y == food->y)
		
			free(food);
			grade = grade + addGrade;
			createFood();
		
		else 
			while (head->next->next != NULL)
			      //此处注意
				head = head->next;
			
			gotoxy(head->next->x, head->next->y);    //通过next释放尾部是因为直接释放尾部会导致next指向混乱
			printf("  ");
			free(head->next);
			head->next = NULL;
		
		head = p;
	


void gradeBoard() 

	gotoxy(100, 12);
	color(4);
	printf("得分:%d  ", grade);

	gotoxy(100, 14);
	printf("每个食物得分: %d分", addGrade);
	gotoxy(100, 16);
	printf("碰墙或碰到自己即Game Over.");
	gotoxy(100, 18);
	printf("↑ ↓ ← →控制蛇的移动");
	gotoxy(100, 20);
	printf("F1 加速,F2 减速");
	gotoxy(100, 22);
	printf("空格space:暂停游戏");
	gotoxy(100, 24);
	printf("ESC :退出游戏");


void endGame() 
	system("cls");
	gotoxy(66, 10);
	color(12 | FOREGROUND_INTENSITY);
	printf("游戏结束");
	gotoxy(64, 12);
	printf("您的得分为:%d", grade);
	gotoxy(61, 14);
	printf("再按一次ESC退出游戏");
	while (1)
	
		Sleep(300);
		if (GetAsyncKeyState(VK_ESCAPE))
			exit(0);
	


void keyboardControl() 

	FORWARD_DIRECTION = L;
	while (1) 
	
		gradeBoard();
		if (GetAsyncKeyState(VK_UP) && FORWARD_DIRECTION != D) 
		
			FORWARD_DIRECTION = U;
		
		else if (GetAsyncKeyState(VK_DOWN) && FORWARD_DIRECTION != U) 
		
			FORWARD_DIRECTION = D;
		
		else if (GetAsyncKeyState(VK_LEFT) && FORWARD_DIRECTION != R) 
		
			FORWARD_DIRECTION = L;
		
		else if (GetAsyncKeyState(VK_RIGHT) && FORWARD_DIRECTION != L) 
		
			FORWARD_DIRECTION = R;
		
		else if (GetAsyncKeyState(VK_F1))          //按F1加快速度
		
			speedUp();
		
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