个人简介:双非大二学生

个人博客:Monodye

今日鸡汤:人生就像一盒巧克力,你永远不知道下一块是什么味的

C语言基础刷题:牛客网在线编程_语法篇_基础语法 (nowcoder.com)

一.贪吃蛇游戏背景

贪吃蛇是久负盛名的游戏,它也和俄罗斯⽅块,扫雷等游戏位列经典游戏的⾏列。 在编程语⾔的教学中,我们以贪吃蛇为例,从设计到代码实现来提升学⽣的编程能⼒和逻辑能⼒。

二.游戏实现过程

大致分为三个大模块:

  1. GameStart完成游戏的初始化打印
  2. GameRun游戏运行时各个功能的实现
  3. GameEnd游戏结束以后的一些善后工作

2.1游戏功能

实现基本的功能: 贪吃蛇地图绘制 蛇吃⻝物的功能 (上、下、左、右⽅向键控制蛇的动作) 蛇撞墙死亡 蛇撞⾃⾝死亡 计算得分 蛇⾝加速、减速 暂停游戏

2.2需要掌握的知识

C语⾔函数、枚举、结构体、动态 内存管理、预处理指令、链表、Win32 API等。

三.Win32API

3.1Win32API介绍

Windows 这个多作业系统除了协调应⽤程序的执⾏、分配内存、管理资源之外, 它同时也是⼀个很⼤ 的服务中⼼,调⽤这个服务中⼼的各种服务(每⼀种服务就是⼀个函数),可以帮应⽤程序达到开启 视窗、描绘图形、使⽤周边设备等⽬的,由于这些函数服务的对象是应⽤程序(Application), 所以便 称之为 Application Programming Interface,简称 API 函数。WIN32 API也就是Microsoft Windows 32位平台的应⽤程序编程接⼝。

3.2控制台程序

平常我们运⾏起来的⿊框程序其实就是控制台程序 我们可以使⽤cmd命令来设置控制台窗⼝的⻓宽:设置控制台窗⼝的⼤⼩,30⾏,100列

 mode con cols=100 lines=30

也可以通过命令设置控制台窗口的名字

title 贪吃蛇

这些命令我们使用C语言的system便可以实现:

#include int main(){ //设置控制台窗⼝的⻓宽:设置控制台窗⼝的⼤⼩,30⾏,100列 system("mode con cols=100 lines=30"); //设置cmd窗⼝名称 system("title 贪吃蛇");return 0;}

这里我们可以在后面实现的时候加一个getchar(),防止程序运行结束无法确定窗口是否设置成功。

这样就设置好了。

3.3控制台屏幕上的坐标COORD

COORD 是Windows API中定义的⼀个结构体,表⽰⼀个字符在控制台屏幕上的坐标

typedef struct _COORD { SHORT X; SHORT Y;} COORD, *PCOORD;

通过这样一个结构体我们就可以给得到控制台上的坐标了。

这里我们可以设置一个坐标

 COORD pos = { 10, 15 };

3.4GetStdHandle

GetStdHandle是⼀个Windows API函数。它⽤于从⼀个特定的标准设备(标准输⼊、标准输出或标 准错误)中取得⼀个句柄(⽤来标识不同设备的数值),使⽤这个句柄可以操作设备。

它就像炒菜的手柄,你想获得API函数的操作权就得有一个可以获得他们的手柄。

举个例子:

HANDLE hOutput = NULL;//获取标准输出的句柄(⽤来标识不同设备的数值)hOutput = GetStdHandle(STD_OUTPUT_HANDLE);

3.5GetConsoleCursorInfo

检索有关指定控制台屏幕缓冲区的光标⼤⼩和可⻅性的信息 ,其实就是获得光标的操作权。

举个例子:

HANDLE hOutput = NULL;//获取标准输出的句柄(⽤来标识不同设备的数值)hOutput = GetStdHandle(STD_OUTPUT_HANDLE);CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息

3.6CONSOLE_CURSOR_INFO

这个结构体,包含有关控制台光标的信息,可以通过它来得到光标的两个参数:可见性,光标所占的百分比,

typedef struct _CONSOLE_CURSOR_INFO { DWORD dwSize; BOOL bVisible;} CONSOLE_CURSOR_INFO, *PCONSOLE_CURSOR_INFO;

3.7SetConsoleCursorInfo

设置指定控制台屏幕缓冲区的光标的⼤⼩和可⻅性。 举个例子:

HANDLE hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//影藏光标操作CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(hOutput, &CursorInfo);//获取控制台光标信息CursorInfo.bVisible = false; //隐藏控制台光标SetConsoleCursorInfo(hOutput, &CursorInfo);//设置控制台光标状态

3.8SetConsoleCursorPosition

设置指定控制台屏幕缓冲区中的光标位置,我们将想要设置的坐标信息放在COORD类型的pos中,调 ⽤SetConsoleCursorPosition函数将光标位置设置到指定的位置。

COORD pos = { 10, 5}; HANDLE hOutput = NULL; //获取标准输出的句柄(⽤来标识不同设备的数值) hOutput = GetStdHandle(STD_OUTPUT_HANDLE); //设置标准输出上光标的位置为pos SetConsoleCursorPosition(hOutput, pos);

这里我们可以利用上面讲到的知识,实现一个设置光标位置的函数:

//设置光标的坐标void SetPos(short x, short y){ COORD pos = { x, y }; HANDLE hOutput = NULL; //获取标准输出的句柄(⽤来标识不同设备的数值) hOutput = GetStdHandle(STD_OUTPUT_HANDLE);//设置标准输出上光标的位置为pos SetConsoleCursorPosition(hOutput, pos);}

3.9GetAsyncKeyState

获取按键情况,GetAsyncKeyState的函数原型如下:

SHORT GetAsyncKeyState( int vKey);

将键盘上每个键的虚拟键值传递给函数,函数通过返回值来分辨按键的状态。 GetAsyncKeyState 的返回值是short类型,在上⼀次调⽤ GetAsyncKeyState 函数后,如果 返回的16位的short数据中,最⾼位是1,说明按键的状态是按下,如果最⾼是0,说明按键的状态是抬 起;如果最低位被置为1则说明,该按键被按过,否则为0。 如果我们要判断⼀个键是否被按过,可以检测GetAsyncKeyState返回值的最低值是否为1.

我们可以将GetAsyncKeyState的结果与0x1进行&运算这样1代表按键,0代表没按键。

#define KEY_PRESS(VK) ( (GetAsyncKeyState(VK) & 0x1) " />在这个函数里我们主要完成这样几个功能的实现:

设置控制台的信息,窗口的大小,窗口名

隐藏光标

打印欢迎信息

绘制地图

初始化蛇

创建食物

void GameStart(pSnake ps){//设置控制台的信息,窗口的大小,窗口名system("mode concols=100 lines=30");system("title 贪吃蛇");//隐藏光标HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(handle, &CursorInfo);CursorInfo.bVisible = false;SetConsoleCursorInfo(handle, &CursorInfo);//打印欢迎信息WelcomeToGame();//绘制地图GetMap();//初始化蛇InitSnake(ps);//创建食物CreateFood(ps);}

这里需要特殊说明一下这里我们打印蛇身的时候使用的是中文符号,可以下载搜狗输入法特殊字符获得,并且,这些中文字符,是普通字符的二倍大。

五.GameRun

用来实现这样几个功能:

打印欢迎信息PrintfHelpInfo();

按键的实现switch语句

蛇的移动SnakeMove();sleep()一下移动一下

void GameRun(pSnake ps){PrintfHelpInfo();do{SetPos(62,10);printf("总分:%5d\n",ps->Score);SetPos(62,11);printf("食物的分值:%02d\n",ps->FoodWeight);if (KEY_PRESS(VK_UP) && ps->dir != DOWN){ps->dir = UP;}else if (KEY_PRESS(VK_DOWN) && ps->dir != UP){ps->dir = DOWN;}else if (KEY_PRESS(VK_LEFT) && ps->dir != RIGHT){ps->dir = LEFT;}else if (KEY_PRESS(VK_RIGHT) && ps->dir != LEFT){ps->dir = RIGHT;}else if (KEY_PRESS(VK_ESCAPE)){ps->status = ESC;break;}else if (KEY_PRESS(VK_SPACE)){pause();}else if (KEY_PRESS(VK_F3)){if (ps->SleepTime >= 80){ps->SleepTime -= 30;ps->FoodWeight+= 2;}}else if (KEY_PRESS(VK_F4)){if (ps->FoodWeight > 2){ps->SleepTime += 30;ps->FoodWeight -= 2;}}SnakeMove(ps);Sleep(ps->SleepTime);} while (ps->status==OK);//getchar();}

这里是GameRun的基本框架,一些具体的函数嵌套,下文会有详细源码。

六.GameEnd

这个函数主要用来进行游戏结束时的一些善后工作,

打印退出游戏的信息

逐个销毁创建的贪吃蛇蛇身节点

释放食物节点指针

void GameEnd(pSnake ps){SetPos(15,12);switch (ps->status){case ESC:printf("主动退出游戏,正常退出\n");break;case KILL_BY_WALL:printf("很遗憾,撞墙了,游戏结束\n");break;case KILL_BY_SELF:printf("很遗憾,咬到自己了,游戏结束了\n");break;}PSnakeNode cur = ps->pSnake;PSnakeNode del = NULL;while (cur){del = cur;cur - cur->next;free(del);}free(ps->pFood);ps->pFood = NULL;}

七.贪吃蛇小项目源码

test.c

#define _CRT_SECURE_NO_WARNINGS 1#include"snake.h"void test(){//创建蛇Snake snake = {0};GameStart(&snake);//GameRun(&snake);//GameEnd(&snake);}int main(){//修改适配为中文环境setlocale(LC_ALL,"");test();return 0;}

Snake.h

#define _CRT_SECURE_NO_WARNINGS 1#include #include#include"stdlib.h"#include#include#define KEY_PRESS(VK) ((GetAsyncKeyState(VK) & 0x1) ? 1 : 0)#define WALL L'□'#define BODY L'●'#define Food L'★'#define POS_X 24#define POS_Y 5enum GAME_STATUS{OK = 1,ESC,KILL_BY_WALL,KILL_BY_SELF};enum DIRECTION{UP=1,DOWN,LEFT,RIGHT};//蛇身节点的定义typedef struct SnakeNode{int x;int y;struct SnakeNode* next;}SnakeNode, *PSnakeNode;//贪吃蛇typedef struct Snake{PSnakeNode pSnake;PSnakeNode pFood;int Score;int FoodWeight;int SleepTime;enum GAME_STATUS status;enum DIRECTION dir;}Snake,*pSnake;void GameStart(pSnake ps);void WelcomeToGame();void GetMap();void InitSnake(pSnake ps);void CreateFood(pSnake ps);void GameRun(pSnake ps);void PrintfHelpInfo();void SnakeMove(pSnake ps);int NextIsFood(pSnake ps,PSnakeNode pNext);void EatFood(pSnake ps, PSnakeNode pNext);void NotFood(pSnake ps, PSnakeNode pNext);void killByWall(pSnake ps);void KillBySelf(pSnake ps);void GameEnd(pSnake ps);

Snake.c

#define _CRT_SECURE_NO_WARNINGS 1#include"snake.h"void SetPos(int x,int y){HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);COORD pos = { x,y };SetConsoleCursorPosition(handle,pos);}void WelcomeToGame(){SetPos(35,10);printf("欢迎来到贪吃蛇小游戏\n");SetPos(38,20);system("pause");system("cls");//功能介绍界面SetPos(15,10);printf("用↑.↓.←.→来控制蛇的移动,F3是加速,F4是减速\n");SetPos(15,11);printf("加速得到更高的分数\n");SetPos(38, 20);system("pause");system("cls");}void GetMap(){//上SetPos(0,0);int i = 0;for ( i = 0;i <= 56; i += 2){wprintf(L"%lc", WALL);}//下SetPos(0,26);for (i = 0; i <= 56; i += 2){wprintf(L"%lc", WALL);}//左for (i = 1; i <= 25; i ++){SetPos(0,i);wprintf(L"%lc", WALL);}//右for (i = 1; i <= 25; i++){SetPos(56,i);wprintf(L"%lc", WALL);}}void InitSnake(pSnake ps){PSnakeNode cur = NULL;int i = 0;for (i = 0; i x = POS_X + 2 * i;cur->y = POS_Y;cur->next = NULL;//头插法if (ps->pSnake == NULL){ps->pSnake = cur;}else{cur->next = ps->pSnake;ps->pSnake = cur;}}cur = ps->pSnake;while (cur){SetPos(cur->x, cur->y);wprintf(L"%lc", BODY);cur = cur->next;}ps->dir = RIGHT;ps->FoodWeight = 10;ps->pFood = NULL;ps->Score = 0;ps->SleepTime = 200;ps->status = OK;}void CreateFood(pSnake ps){int x = 0;int y = 0;again:do{x = rand() % 53 + 2;y = rand() % 24 + 1;} while (x%2!=0);PSnakeNode cur = ps->pSnake;while (cur){if (x == cur->x && y == cur->y){goto again;}cur = cur->next;}PSnakeNode pFood = (PSnakeNode)malloc(sizeof(SnakeNode));if (pFood == NULL){perror("CreateFood():malloc");return;}pFood->x=x;pFood->y=y;ps->pFood = pFood;SetPos(x,y);wprintf(L"%lc",Food);}void GameStart(pSnake ps){//设置控制台的信息,窗口的大小,窗口名system("mode concols=100 lines=30");system("title 贪吃蛇");//隐藏光标HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);CONSOLE_CURSOR_INFO CursorInfo;GetConsoleCursorInfo(handle, &CursorInfo);CursorInfo.bVisible = false;SetConsoleCursorInfo(handle, &CursorInfo);//打印欢迎信息WelcomeToGame();//绘制地图GetMap();//初始化蛇InitSnake(ps);//创建食物CreateFood(ps);}void PrintfHelpInfo(){SetPos(62,15);printf("1.不能穿墙,不能咬到自己\n");SetPos(62,16);printf("用↑.↓.←.→来控制蛇的移动\n");SetPos(62,17);printf("F3是加速,F4是减速\n");SetPos(62,19);printf("版权@Monodye\n");}void pause(){while (1){Sleep(100);if (KEY_PRESS(VK_SPACE)){break;}}}int NextIsFood(pSnake ps,PSnakeNode pNext){if (ps->pFood->x == pNext->x && ps->pFood->y == pNext->y){return 1;}elsereturn 0;}void EatFood(pSnake ps, PSnakeNode pNext){pNext->next = ps->pSnake;ps->pSnake = pNext;PSnakeNode cur = ps->pSnake;while (cur){SetPos(cur->x,cur->y);wprintf(L"%lc",BODY);cur = cur->next;}ps->Score += ps->FoodWeight;free(ps->pFood);CreateFood(ps);}void NotFood(pSnake ps, PSnakeNode pNext){pNext->next = ps->pSnake;ps->pSnake = pNext;PSnakeNode cur = ps->pSnake;while (cur->next->next ){SetPos(cur->x,cur->y);wprintf(L"%lc",BODY);cur = cur->next;}SetPos(cur->next->x, cur->next->y);printf("");free(cur->next);cur->next = NULL;}void killByWall(pSnake ps){if (ps->pSnake->x == 0 ||ps->pSnake->x == 56 ||ps->pSnake->y == 0 ||ps->pSnake->y == 26){ps->status = KILL_BY_SELF;}}void KillBySelf(pSnake ps){PSnakeNode cur = ps->pSnake->next;while (cur){if (cur->x == ps->pSnake->x && cur->y == ps->pSnake->y){ps->status = KILL_BY_SELF;return 0;}cur = cur->next;}}void SnakeMove(pSnake ps){PSnakeNode pNext=(PSnakeNode)malloc(sizeof(SnakeNode));if (pNext == NULL){perror("SnakeMove():malloc()");return;}pNext->next = NULL;switch (ps->dir){case UP:pNext->x = ps->pSnake->x;pNext->y = ps->pSnake->y-1;break;case DOWN:pNext->x = ps->pSnake->x;pNext->y = ps->pSnake->y +1;break;case LEFT:pNext->x = ps->pSnake->x-2;pNext->y = ps->pSnake->y ;break;case RIGHT:pNext->x = ps->pSnake->x+2;pNext->y = ps->pSnake->y;break;}if (NextIsFood(ps,pNext)){EatFood(ps,pNext);}else {NotFood(ps,pNext);}killByWall(ps);KillBySelf(ps);}void GameRun(pSnake ps){PrintfHelpInfo();do{SetPos(62,10);printf("总分:%5d\n",ps->Score);SetPos(62,11);printf("食物的分值:%02d\n",ps->FoodWeight);if (KEY_PRESS(VK_UP) && ps->dir != DOWN){ps->dir = UP;}else if (KEY_PRESS(VK_DOWN) && ps->dir != UP){ps->dir = DOWN;}else if (KEY_PRESS(VK_LEFT) && ps->dir != RIGHT){ps->dir = LEFT;}else if (KEY_PRESS(VK_RIGHT) && ps->dir != LEFT){ps->dir = RIGHT;}else if (KEY_PRESS(VK_ESCAPE)){ps->status = ESC;break;}else if (KEY_PRESS(VK_SPACE)){pause();}else if (KEY_PRESS(VK_F3)){if (ps->SleepTime >= 80){ps->SleepTime -= 30;ps->FoodWeight+= 2;}}else if (KEY_PRESS(VK_F4)){if (ps->FoodWeight > 2){ps->SleepTime += 30;ps->FoodWeight -= 2;}}SnakeMove(ps);Sleep(ps->SleepTime);} while (ps->status==OK);//getchar();}void GameEnd(pSnake ps){SetPos(15,12);switch (ps->status){case ESC:printf("主动退出游戏,正常退出\n");break;case KILL_BY_WALL:printf("很遗憾,撞墙了,游戏结束\n");break;case KILL_BY_SELF:printf("很遗憾,咬到自己了,游戏结束了\n");break;}PSnakeNode cur = ps->pSnake;PSnakeNode del = NULL;while (cur){del = cur;cur - cur->next;free(del);}free(ps->pFood);ps->pFood = NULL;}