求VS得贪吃蛇源代码!谢谢大神 还有个问题在VS中写#include<Windows.h>...
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发布时间:2022-05-05 08:35
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时间:2022-05-14 19:12
// 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";
ATOMMyRegisterClass(HINSTANCE hInstance);
LRESULT CALLBACKWndProc(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_Shi;//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=0;i<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_Shi.Load("s.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*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_Shi.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;
}