一、前言
在之前的C语言小游戏开发系列我们已经介绍了扫雷游戏的开发,本篇我们继续此系列第二篇,同样是比较简单但好玩的一个游戏--贪吃蛇。因为有了之前的游戏框架,我们只需要直接搬来原来的框架即可,可以省去不少活。
先看看游戏效果预览
下面进行详细的逻辑介绍。
二、玩法介绍
贪吃蛇是一款经典的游戏,玩家需要控制一条蛇在屏幕上移动,不断吃掉食物并成长,同时要避免碰到墙壁或自己的身体。蛇在移动过程中会遇到食物,玩家需要让蛇的头部碰到食物,蛇就会自动将食物吞下,并且蛇的长度会相应增加。碰到墙壁或自己的身体就游戏结束。
三、主要逻辑及难点说明
贪吃蛇游戏的核心逻辑在于蛇的移动和食物的生成。蛇的移动需要精确控制,避免蛇的头部碰到自己的身体或者墙壁,食物的生成需要有一定的随机性,使得游戏有一定的变化性。
我们首先将游戏分三个场景进行绘制,分别是开始前的菜单显示、游戏进行中的场景显示、以及游戏结束界面的显示。我们可以直接用一个全局整型变量g_nGameState来区分场景。在游戏进行时我们主要绘制蛇行走的地图,这个在前面扫雷游戏中有所介绍,大同小异,主要就是一个一维数组实现的二维平面。
int g_nMap[ C_MAP_WIDTH * C_MAP_HEIGHT] = {0};
然后是蛇的表示,我们用一个坐标数组来表示蛇身体所处地图位置。
POINT g_ptSnake[C_SNAKE_MAXLEN];
地图绘制就是根据地图表示的地形绘制出相应内容
for(j=0;j<C_MAP_HEIGHT;++j){for(i=0;i<C_MAP_WIDTH;++i){switch( g_nMap[j*C_MAP_WIDTH+i] ){case enumMAPTYPE_STONE:solidrectangle( i*C_IMAGE_BLOCK, j*C_IMAGE_BLOCK, i*C_IMAGE_BLOCK+C_IMAGE_BLOCK, j*C_IMAGE_BLOCK+C_IMAGE_BLOCK);break;case enumMAPTYPE_FOOD:setfillcolor(RGB(0xAA,0x0,0x0));solidcircle( i*C_IMAGE_BLOCK+10, j*C_IMAGE_BLOCK+10, 5);setfillcolor(RGB(0xAA,0xAA,0xAA));break;}}}
蛇的行走就只需要根据当前方向进行坐标移动就可以了
switch( g_nSnakDir ){case enumDIR_LEFT:SnakeMoveTo(g_ptSnake[0].x-1,g_ptSnake[0].y);break;case enumDIR_RIGHT:SnakeMoveTo(g_ptSnake[0].x+1,g_ptSnake[0].y);break;case enumDIR_UP:SnakeMoveTo(g_ptSnake[0].x,g_ptSnake[0].y-1);break;case enumDIR_DOWN:SnakeMoveTo(g_ptSnake[0].x,g_ptSnake[0].y+1);break;}
以上就是贪吃蛇涉及的主要设计难点,都比较容易理解,就不展开讨论了。
四、主体逻辑的所有源代码
以下就是贪吃蛇的全部主要代码,只是示例程序,所以只设置了一关、有兴趣的同学可以自行扩展代码。
// GameSnake.cpp : 定义控制台应用程序的入口点。
//#include "../import/include/SimpleCG.h"
#include "GameUI.h"#ifdef _DEBUG
#pragma comment(lib,"../import/lib/SimpleCG_MDd.lib")
#else
#ifdef _WIN64
#pragma comment(lib,"../import/lib/x64/MTRelease/SimpleCG_MT64.lib")
#else
#pragma comment(lib,"../import/lib/SimpleCG_MT.lib")
#endif
#endif#define C_SNAK_VERSION 1001#define C_IMAGE_WIDTH 640
#define C_IMAGE_HEIGHT 480
#define C_IMAGE_BLOCK 20
#define C_MAP_WIDTH C_IMAGE_WIDTH/C_IMAGE_BLOCK
#define C_MAP_HEIGHT C_IMAGE_HEIGHT/C_IMAGE_BLOCK
#define C_SNAKE_MAXLEN 50
enum ENUM_GAMESTATE
{enumGS_MENU, enumGS_RUNNING, enumGS_GAMEOVER
};
enum ENUM_MAPTYPE
{enumMAPTYPE_NULL, enumMAPTYPE_STONE, enumMAPTYPE_FOOD
};
enum ENUM_DIRECTION
{enumDIR_LEFT, enumDIR_RIGHT, enumDIR_UP, enumDIR_DOWN
};
int g_nMap[ C_MAP_WIDTH * C_MAP_HEIGHT] = {0};
int g_nSnakDir = enumDIR_LEFT;
POINT g_ptSnake[C_SNAKE_MAXLEN];
int g_nSnakLen = 2;
int g_nGameState = enumGS_MENU;
char g_nTitle[] = { 0x4f,0x49,0x49,0x79,0x0,0x7f,0xe,0x30,0x7f,0x0,0x7e,0x9,0x9,0x7e,0x0,0x7f,0x8,0x14,0x63,0x0,0x7f,0x49,0x49,0x49 };
char g_pGame[] = { 0x7f,0x41,0x5d,0x49,0x7b,0x0,0x7c,0x12,0x11,0x12,0x7c,0x0,0x7f,0x2,0x4,0x2,0x7f,0x0,0x7f,0x49,0x49,0x49,0x49 };
char g_pOver[] = { 0x7f,0x41,0x41,0x41,0x7f,0x0,0x1f,0x20,0x40,0x20,0x1f,0x0,0x7f,0x49,0x49,0x49,0x49,0x0,0x7f,0x9,0x19,0x29,0x46 };
int g_nMenu = 0;
int g_nScore = 0;
int g_nSpeed = 1;
LRESULT OnKeyDown(HWND hWnd, WPARAM wParam, LPARAM lParam);
LRESULT OnLButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY );
LRESULT OnRButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY );
LRESULT OnMouseMove( HWND hWnd, WPARAM wParam, int nX, int nY );
//绘制标题
void DrawTitle( int nX, int nY, char *pTitle, int nSize);
void MakeFood()
{bool bFoodSet = false;int nRand = 0;while(!bFoodSet){nRand=rand()%(C_MAP_WIDTH*C_MAP_HEIGHT);if(g_nMap[nRand] == enumMAPTYPE_NULL ){g_nMap[nRand] = enumMAPTYPE_FOOD;bFoodSet = true;}}
}
//初始化游戏
void InitGame(HWND hWnd)
{int i=0;int j=0;for(j=0;j<C_MAP_HEIGHT;++j){for(i=0;i<C_MAP_WIDTH;++i){if(i==0||i==C_MAP_WIDTH-1||j==0||j==C_MAP_HEIGHT-1){g_nMap[j*C_MAP_WIDTH+i] = enumMAPTYPE_STONE;}else{g_nMap[j*C_MAP_WIDTH+i] = enumMAPTYPE_NULL;}}}g_nSpeed = 1;g_nSnakLen = 2;g_ptSnake[0].x = 10;g_ptSnake[0].y = 10;g_ptSnake[1].x = 11;g_ptSnake[1].y = 10;g_nSnakDir = enumDIR_LEFT;srand(GetTickCount());MakeFood();//按键处理初始化//SetKeyboardProcess( enumINMSG_KEYDOWN, OnKeyDown );GetKeyboardInput()->onKeyDown = OnKeyDown;GetMouseInput()->onMouseDownLeft = OnLButtonDown;GetMouseInput()->onMouseDownRight = OnRButtonDown;GetMouseInput()->onMouseMove = OnMouseMove;g_nGameState = enumGS_MENU;
}
//移动蛇
void SnakeMoveTo(int x, int y)
{int i=0;if(x<0 || y<0 || x>=C_MAP_WIDTH || y>=C_MAP_HEIGHT )return;//GetFoodif(g_nMap[y*C_MAP_WIDTH+x]==enumMAPTYPE_FOOD){g_nMap[y*C_MAP_WIDTH+x]=enumMAPTYPE_NULL;g_ptSnake[g_nSnakLen].x = g_ptSnake[g_nSnakLen-1].x;g_ptSnake[g_nSnakLen].y = g_ptSnake[g_nSnakLen-1].y;if( g_nSnakLen<C_SNAKE_MAXLEN-1)g_nSnakLen++;g_nScore += 10 * g_nSpeed;g_nSpeed = g_nSnakLen / 5 + 1;MakeFood();}else if(g_nMap[y*C_MAP_WIDTH+x]==enumMAPTYPE_STONE )//dead{g_nGameState = enumGS_GAMEOVER;return;}for(i=g_nSnakLen-1;i>0;--i){if( g_ptSnake[i].x==x && g_ptSnake[i].y==y ){g_nGameState = enumGS_GAMEOVER;return;}g_ptSnake[i].x = g_ptSnake[i-1].x;g_ptSnake[i].y = g_ptSnake[i-1].y;}g_ptSnake[0].x = x;g_ptSnake[0].y = y;
}
//按方向移动
void MoveFoward()
{switch( g_nSnakDir ){case enumDIR_LEFT:SnakeMoveTo(g_ptSnake[0].x-1,g_ptSnake[0].y);break;case enumDIR_RIGHT:SnakeMoveTo(g_ptSnake[0].x+1,g_ptSnake[0].y);break;case enumDIR_UP:SnakeMoveTo(g_ptSnake[0].x,g_ptSnake[0].y-1);break;case enumDIR_DOWN:SnakeMoveTo(g_ptSnake[0].x,g_ptSnake[0].y+1);break;}
}
//更新游戏状态
void UpdateGame( UINT nElapse )
{static int s_nLastTick = 0;int nWait = 9-g_nSpeed;if(nWait<0)nWait = 1;if( ( nElapse - s_nLastTick )<nWait*50 )return;switch(g_nGameState){case enumGS_MENU:break;case enumGS_RUNNING:s_nLastTick = nElapse;MoveFoward();break;case enumGS_GAMEOVER:break;}}
//绘制地图
void DrawMap()
{int i=0;int j=0;setfillcolor(RGB(0xAA,0xAA,0xAA));for(j=0;j<C_MAP_HEIGHT;++j){for(i=0;i<C_MAP_WIDTH;++i){switch( g_nMap[j*C_MAP_WIDTH+i] ){case enumMAPTYPE_STONE:solidrectangle( i*C_IMAGE_BLOCK, j*C_IMAGE_BLOCK, i*C_IMAGE_BLOCK+C_IMAGE_BLOCK, j*C_IMAGE_BLOCK+C_IMAGE_BLOCK);break;case enumMAPTYPE_FOOD:setfillcolor(RGB(0xAA,0x0,0x0));solidcircle( i*C_IMAGE_BLOCK+10, j*C_IMAGE_BLOCK+10, 5);setfillcolor(RGB(0xAA,0xAA,0xAA));break;}}}
}
//绘制标题
void DrawTitle( int nX, int nY, char *pTitle, int nSize)
{int i=0;int j=0;for(i=0;i<nSize;++i){int nNum = pTitle[i];for(j=0;j<8;++j){if(nNum&0x1){solidrectangle( nX+i*C_IMAGE_BLOCK, nY+j*C_IMAGE_BLOCK, nX+i*C_IMAGE_BLOCK+C_IMAGE_BLOCK, nY+j*C_IMAGE_BLOCK+C_IMAGE_BLOCK);}nNum>>=1;}}
}
//绘制蛇
void DrawSnake()
{int i=0;setfillcolor(RGB(0x0,0xAA,0x0));for(i=0; i<g_nSnakLen; ++i){solidrectangle( g_ptSnake[i].x*C_IMAGE_BLOCK, g_ptSnake[i].y*C_IMAGE_BLOCK, g_ptSnake[i].x*C_IMAGE_BLOCK+C_IMAGE_BLOCK, g_ptSnake[i].y*C_IMAGE_BLOCK+C_IMAGE_BLOCK);}
}
void DrawMenu()
{setfillcolor(RGB(0x0,0xAA,0x0));DrawTitle( 60, 60, g_nTitle, sizeof(g_nTitle)/sizeof(g_nTitle[0]));DrawButton( 200, 260, 120, 30, RGB(0x0,0xDD,0x0), 0, _T("开始游戏"));DrawButton( 200, 300, 120, 30, RGB(0x0,0xDD,0x0), 0, _T("退出游戏"));setlinecolor(0);fillcircle( 180, g_nMenu * 40 + 260 + 15, 10 );
}
//绘制游戏
void RenderGame()
{clearrectangle(0,0,C_IMAGE_WIDTH, C_IMAGE_HEIGHT);switch(g_nGameState){case enumGS_MENU:DrawMenu();break;case enumGS_RUNNING:DrawMap();DrawSnake();RenderUI();break;case enumGS_GAMEOVER:DrawTitle( 100, 60, g_pGame, sizeof(g_pGame)/sizeof(g_pGame[0]));DrawTitle( 100, 220, g_pOver, sizeof(g_pOver)/sizeof(g_pOver[0]));settextcolor(0);printfRectEx( 0, 380, C_IMAGE_WIDTH, 20, SCG_TEXT_MIDDLE, _T("分数: %d"), g_nScore );//outtextRectEx( 0, 400, C_IMAGE_WIDTH, 100, _T("Press any key to continue..."), SCG_TEXT_MIDDLE);outtextRectEx( 0, 400, C_IMAGE_WIDTH, 100, _T("按任意键继续..."), SCG_TEXT_MIDDLE);break;}
}
//按键消息响应函数
LRESULT OnKeyDown(HWND hWnd, WPARAM wParam, LPARAM lParam)
{switch( g_nGameState ){case enumGS_MENU:switch( wParam ){case VK_DOWN:if( g_nMenu<1 )++g_nMenu;break;case VK_UP:if( g_nMenu> 0 )--g_nMenu;break;case VK_SPACE:case VK_RETURN:if( g_nMenu == 1)PostQuitMessage(0);elseg_nGameState = enumGS_RUNNING;break;}break;case enumGS_RUNNING:switch( wParam ){case VK_DOWN:if(g_nSnakDir == enumDIR_LEFT || g_nSnakDir == enumDIR_RIGHT){g_nSnakDir = enumDIR_DOWN;MoveFoward();}return 1;break;case VK_UP:if(g_nSnakDir == enumDIR_LEFT || g_nSnakDir == enumDIR_RIGHT){g_nSnakDir = enumDIR_UP;MoveFoward();}return 1;break;case VK_LEFT:if(g_nSnakDir == enumDIR_UP || g_nSnakDir == enumDIR_DOWN){g_nSnakDir = enumDIR_LEFT;MoveFoward();}return 1;break;case VK_RIGHT:if(g_nSnakDir == enumDIR_UP || g_nSnakDir == enumDIR_DOWN){g_nSnakDir = enumDIR_RIGHT;MoveFoward();}return 1;break;}break;case enumGS_GAMEOVER:InitGame(NULL);break;}return 0;
}LRESULT OnLButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{switch( g_nGameState ){case enumGS_MENU:if( g_nMenu == 1)PostQuitMessage(0);elseg_nGameState = enumGS_RUNNING;break;case enumGS_RUNNING:switch(g_nSnakDir ){case enumDIR_LEFT:g_nSnakDir = enumDIR_DOWN;break;case enumDIR_RIGHT:g_nSnakDir = enumDIR_UP;break;case enumDIR_UP:g_nSnakDir = enumDIR_LEFT;break;case enumDIR_DOWN:g_nSnakDir = enumDIR_RIGHT;break;}break;case enumGS_GAMEOVER:InitGame(NULL);break;}return false;
}
LRESULT OnRButtonDown( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( g_nGameState == enumGS_RUNNING){switch(g_nSnakDir ){case enumDIR_LEFT:g_nSnakDir = enumDIR_UP;break;case enumDIR_RIGHT:g_nSnakDir = enumDIR_DOWN;break;case enumDIR_UP:g_nSnakDir = enumDIR_RIGHT;break;case enumDIR_DOWN:g_nSnakDir = enumDIR_LEFT;break;}}return false;
}
LRESULT OnMouseMove( HWND hWnd, WPARAM wParam, int nX, int nY )
{if( g_nGameState == enumGS_MENU){if( nY>=300)g_nMenu = 1;elseg_nMenu = 0;}return false;
}
int _tmain(int argc, _TCHAR* argv[])
{SCG_GameLoopInfo info;info.nFPS = 60;info.nHeight = C_IMAGE_HEIGHT;info.nWidth = C_IMAGE_WIDTH;info.pFunDrawProcess = RenderGame;info.pFunFrameUpdate = UpdateGame;info.pFunInitGame = InitGame;info.pFunInput = NULL;if( !StartGameLoopEx( &info ))return 1;return 0;
}
五、代码及相关图形库下载
贪吃蛇完整VS2010工程可在以下地址下载。
gamesnake · master · b2b160 / SimpleCG_Demo · GitCode
编译此程序需安装SimpleCG库,安装方法如下:
SimpleCG库安装方法
如果只想执行程序可在如下地址下载
贪吃蛇执行程序