食物:在规定范围内生成的随机数
蛇的身体累加:数组元素个数增加
蛇碰墙死:数组首个元素的x值或y值小于0或者大于地图的宽度活高度
蛇咬自己死:数组首个元素的x值和y值和其他元素值重复
移动速度:在指定的时间内调用移动方法
开始:开始调用方法
暂停:暂停调用方法
积分:蛇没吃一个食物,全局变量加1
自己做吧,很简单,做完进步很大
// Snake.cpp#include <windows.h>
#include <tchar.h>
#include <atlimage.h>
#include <deque>
using namespace std
#include <Mmsystem.h>
#pragma comment( lib,"winmm.lib" )
const UINT MAX_LOADSTRING = 40
TCHAR szTitle[MAX_LOADSTRING] = "贪吃蛇 js简化版1.1"
TCHAR szWindowClass[MAX_LOADSTRING] = "Snake"
ATOM MyRegisterClass(HINSTANCE hInstance)
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM)
const UINT BMP_WIDTH = 600
const UINT BMP_HEGITH = 600
HWND g_hWnd
HDC g_hDC
HDC g_hBufDC
HBITMAP g_hBufBmp
CImage g_Bg //背景图
CImage g_Snake //蛇图
CImage g_Food //食物图
CImage g_Head //蛇头图
CImage g_Rear //蛇尾图
CImage g_Shibai //死亡图
deque<POINT> g_SnakeDeque //蛇位置队列
POINT g_FoodPos //食物位置
int iSnakeDir //蛇位置方向
enum DIR_ENUM { DIR_UP,DIR_DN,DIR_LT,DIR_RT } //枚举4个方向
int iKey //记录玩家按下的按键值
int iLife = 3 //三条生命
bool bIsDie = false //是否死亡过
bool bAtc = false
POINT ptHead
void GameInit() //游戏初始化
void GameFrame() //游戏帧
void InputProcess() //输入处理
void LogicProcess() //逻辑处理
void WndDrawProcess() //窗口图形绘制
//判断pt点是否在蛇身
bool IsInSnake( POINT pt )
{
for (UINT i=0i<g_SnakeDeque.size()i++)
{
if (g_SnakeDeque[i].x == pt.x && g_SnakeDeque[i].y == pt.y)
{
return true
}
}
return false
}
//随机食物位置
void FoodRand()
{
do
{
g_FoodPos.x = rand()%20*30 //宽600,最多有20个30,随机一下
g_FoodPos.y = rand()%20*30
} while (IsInSnake(g_FoodPos))
}
void GameInit()
{
g_hDC = GetDC(g_hWnd)
g_hBufDC = CreateCompatibleDC(g_hDC)
g_hBufBmp = CreateCompatibleBitmap(g_hDC,BMP_WIDTH,BMP_HEGITH)
SelectObject(g_hBufDC,g_hBufBmp)
ReleaseDC(g_hWnd,g_hDC)
g_Bg.Load("bg.png")
g_Snake.Load("snake.png")
g_Food.Load("food.png")
g_Head.Load("head.png")
g_Rear.Load("rear.png")
g_Shibai.Load("sbai.png")
POINT ptSnake = {300,300} //定义蛇位置
g_SnakeDeque.push_back(ptSnake)//位置加入队列中
iSnakeDir = rand()%4 //随机蛇运动方向
mciSendString( "open bg.mp3 alias bgMusic",NULL,0,NULL ) //发送MIC命令:打开bgMusic.mp3文件,并命名为 bgMusic 记住这名字很重要
mciSendString( "play bgMusic from 0 repeat",NULL,0,NULL )//从0开始播放bgMusic,并重复播放 其他的命令还算有stop,pause等
//以此类推,先读取了吃到食物和死亡的音乐,在指定位置播放
mciSendString( "open eat.wav alias eatMusic",NULL,0,NULL ) //同上(能支持CD,MP3,wav,midi,avi等格式,不支持rm或rmvb或ogg等)
mciSendString( "open die.wav alias dieMusic",NULL,0,NULL ) //同上
srand( timeGetTime() ) //随机种子,使得每次随机不一样
FoodRand()
}
void GameFrame()
{
static int iStep = timeGetTime() //速度限制一下
if( timeGetTime()-iStep > 300 ) //300毫秒移动一次,想快点可以改,也可以作为难度递增,改小此值
{
iStep = timeGetTime()
InputProcess()
LogicProcess()
}
WndDrawProcess()
}
void InputProcess() //输入处理
{
//控制蛇运动
if( iKey == VK_UP ) //如果按下“上”键,其他按键可以自己改,VK_开头,如果是字母或数字按键,则对应ASCII码
{
if( iSnakeDir == DIR_LT || iSnakeDir == DIR_RT ) //若蛇正往左右走时才能改变
{
iSnakeDir = DIR_UP
}
}
else if( iKey == VK_DOWN ) //以此类推
{
if( iSnakeDir == DIR_LT || iSnakeDir == DIR_RT )
{
iSnakeDir = DIR_DN
}
}
else if( iKey == VK_LEFT )
{
if( iSnakeDir == DIR_UP || iSnakeDir == DIR_DN )
{
iSnakeDir = DIR_LT
}
}
else if( iKey == VK_RIGHT )
{
if( iSnakeDir == DIR_UP || iSnakeDir == DIR_DN )
{
iSnakeDir = DIR_RT
}
}
//蛇运动,其实蛇的运动就是蛇头根据方向往前走一步,而蛇尾去掉一步,
//如果转化为算法就是在队列前根据方向加入一个节点,去掉队列最后一个节点,好好理解,算法的重要性
ptHead = g_SnakeDeque.front() //获取第一个节点
if( iSnakeDir == DIR_UP )
{
ptHead.y -= 30
}
else if( iSnakeDir == DIR_DN )
{
ptHead.y += 30
}
else if( iSnakeDir == DIR_LT )
{
ptHead.x -= 30
}
else if( iSnakeDir == DIR_RT )
{
ptHead.x += 30
}
}
void LogicProcess() //逻辑处理
{
//蛇出界了或者蛇吃到自己身体了,需要死掉
if( ptHead.x < 0 || ptHead.x >= 600 || ptHead.y <0 || ptHead.y >= 600 || IsInSnake(ptHead) )
{
mciSendString( "play dieMusic from 0",NULL,0,NULL ) //播放死亡音乐
g_SnakeDeque.clear() //全清
POINT ptSnake = {300,300} //定义蛇的位置
g_SnakeDeque.push_back( ptSnake ) //放入蛇的节点中
iSnakeDir = rand()%4 //随机蛇运动方向
iLife-- //死亡,生命减1
if( iLife <= 0 )
{
bIsDie = true
g_hDC = GetDC(g_hWnd)
g_Shibai.Draw(g_hDC,0,0)
ReleaseDC(g_hWnd,g_hDC)
int ret = MessageBox(g_hWnd,"3次生命已用完 \n 是否重新开始程序!","提示",MB_OKCANCEL)
if (ret == IDOK)
{
FoodRand()
return
}
DestroyWindow(g_hWnd) //摧毁关闭窗口
return
}
}
else if( ptHead.x==g_FoodPos.x && ptHead.y==g_FoodPos.y ) //蛇吃到食物
{
mciSendString( "play eatMusic from 0",NULL,0,NULL ) //播放吃到食物音乐
g_SnakeDeque.push_front( ptHead ) //新的位置加入蛇头,蛇头往前移动
//g_SnakeDeque.pop_back() //和正常行走最大的不同
FoodRand() //重新随机食物
}
else //无出界,无吃到自身,无吃到食物,正常行走
{
g_SnakeDeque.push_front( ptHead ) //新的位置加入蛇头,蛇头往前移动
g_SnakeDeque.pop_back() //删除最后节点,蛇尾往前收
}
}
void WndDrawProcess() //绘图处理
{
RECT rc = {0,0,BMP_WIDTH,BMP_HEGITH}
FillRect(g_hBufDC,&rc,(HBRUSH)GetStockObject(WHITE_BRUSH))
g_Bg.Draw(g_hBufDC,0,0)//绘制背景
g_hDC = GetDC(g_hWnd)
for( UINT i=0 i<g_SnakeDeque.size() i++ ) //遍历蛇的节点,绘画蛇的样子
{
if( i== 0 )
{
g_Head.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇头
}
else if( i == g_SnakeDeque.size()-1 )
{
g_Rear.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇尾
}
else
{
g_Snake.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇身,把蛇的样子画到指点位置节点上
}
}
//绘画食物
g_Food.Draw( g_hBufDC, g_FoodPos.x, g_FoodPos.y )
if (bIsDie)
{
iLife = 3
bIsDie = false
}
//绘画生命数
char sz[32] = {0}
for( int i=0 i<iLife i++ )
{
strcat_s( sz, " ★") //根据生命数,加入红心
}
SetTextColor( g_hBufDC, RGB(255,0,0) )//设置字体颜色为红色
SetBkMode( g_hBufDC,TRANSPARENT ) //设置字体背景颜色为透明
TextOut( g_hBufDC,0,0,sz,strlen(sz)) //输出字体
BitBlt(g_hDC,0,0,BMP_WIDTH,BMP_HEGITH,g_hBufDC,0,0,SRCCOPY)
ReleaseDC(g_hWnd,g_hDC)
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE /*hPrevInstance*/,
LPTSTR /*lpCmdLine*/,
int nCmdShow)
{
MSG msg
MyRegisterClass(hInstance)
int iW = 600+GetSystemMetrics(SM_CXFIXEDFRAME)*2
int iH = 600+GetSystemMetrics(SM_CYFIXEDFRAME)*2+GetSystemMetrics(SM_CYCAPTION)
int iX = (GetSystemMetrics(SM_CXSCREEN)-iW)/2
int iY = (GetSystemMetrics(SM_CYSCREEN)-iH)/2
g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
iX, iY, iW, iH, NULL, NULL, hInstance, NULL)
if (!g_hWnd)
{
return FALSE
}
GameInit()
ShowWindow(g_hWnd, nCmdShow)
UpdateWindow(g_hWnd)
ZeroMemory(&msg,sizeof(MSG))
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0,PM_REMOVE))
{
TranslateMessage(&msg)
DispatchMessage(&msg)
}
else if(!bAtc)
{
GameFrame()
}
else
{
::WaitMessage()
}
}
return (int) msg.wParam
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex
wcex.cbSize = sizeof(WNDCLASSEX)
wcex.style = CS_HREDRAW | CS_VREDRAW
wcex.lpfnWndProc = WndProc
wcex.cbClsExtra = 0
wcex.cbWndExtra = 0
wcex.hInstance = hInstance
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_SNAKE))
wcex.hCursor = LoadCursor(NULL, IDC_ARROW)
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1)
wcex.lpszMenuName = NULL
wcex.lpszClassName = szWindowClass
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL))
return RegisterClassEx(&wcex)
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_KILLFOCUS:
bAtc = true
break
case WM_SETFOCUS:
bAtc = false
break
case WM_KEYDOWN:
iKey = wParam //玩家按下按键是捕获按键值
break
case WM_DESTROY:
DeleteObject(g_hBufBmp)
DeleteDC(g_hBufDC)
PostQuitMessage(0)
break
default:
return DefWindowProc(hWnd, message, wParam, lParam)
}
return 0
}