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#include <stdio.h>
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#include <Windows.h>
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#include <stdlib.h>
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#include <time.h>
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#include <conio.h>
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#define ROW 22 //游戏区行数
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#define COL 42 //游戏区列数
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#define KONG 0 //标记空(什么也没有)
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#define WALL 1 //标记墙
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#define FOOD 2 //标记食物
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#define HEAD 3 //标记蛇头
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#define BODY 4 //标记蛇身
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#define UP 72 //方向键:上
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#define DOWN 80 //方向键:下
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#define LEFT 75 //方向键:左
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#define RIGHT 77 //方向键:右
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#define SPACE 32 //暂停
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#define ESC 27 //退出
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//蛇头
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struct Snake
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{
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int len; //记录蛇身长度
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int x; //蛇头横坐标
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int y; //蛇头纵坐标
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}snake;
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//蛇身
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struct Body
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{
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int x; //蛇身横坐标
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int y; //蛇身纵坐标
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}body[ROW*COL]; //开辟足以存储蛇身的结构体数组
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int face[ROW][COL]; //标记游戏区各个位置的状态
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//隐藏光标
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void HideCursor();
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//光标跳转
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void CursorJump(int x, int y);
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//初始化界面
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void InitInterface();
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//颜色设置
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void color(int c);
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//从文件读取最高分
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void ReadGrade();
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//更新最高分到文件
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void WriteGrade();
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//初始化蛇
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void InitSnake();
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//随机生成食物
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void RandFood();
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//判断得分与结束
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void JudgeFunc(int x, int y);
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//打印蛇与覆盖蛇
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void DrawSnake(int flag);
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//移动蛇
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void MoveSnake(int x, int y);
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//执行按键
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void run(int x, int y);
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//游戏主体逻辑函数
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void Game();
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int max, grade; //全局变量
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int main()
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{
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#pragma warning (disable:4996) //消除警告
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max = 0, grade = 0; //初始化变量
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system("title 贪吃蛇"); //设置cmd窗口的名字
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system("mode con cols=84 lines=23"); //设置cmd窗口的大小
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HideCursor(); //隐藏光标
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ReadGrade(); //从文件读取最高分到max变量
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InitInterface(); //初始化界面
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InitSnake(); //初始化蛇
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srand((unsigned int)time(NULL)); //设置随机数生成起点
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RandFood(); //随机生成食物
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DrawSnake(1); //打印蛇
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Game(); //开始游戏
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return 0;
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}
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//隐藏光标
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void HideCursor()
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{
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CONSOLE_CURSOR_INFO curInfo; //定义光标信息的结构体变量
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curInfo.dwSize = 1; //如果没赋值的话,光标隐藏无效
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curInfo.bVisible = FALSE; //将光标设置为不可见
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HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //获取控制台句柄
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SetConsoleCursorInfo(handle, &curInfo); //设置光标信息
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}
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//光标跳转
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void CursorJump(int x, int y)
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{
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COORD pos; //定义光标位置的结构体变量
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pos.X = x; //横坐标
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pos.Y = y; //纵坐标
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HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //获取控制台句柄
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SetConsoleCursorPosition(handle, pos); //设置光标位置
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}
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//初始化界面
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void InitInterface()
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{
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color(6); //颜色设置为土黄色
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for (int i = 0; i < ROW; i++)
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{
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for (int j = 0; j < COL; j++)
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{
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if (j == 0 || j == COL - 1)
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{
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face[i][j] = WALL; //标记该位置为墙
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CursorJump(2 * j, i);
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printf("■");
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}
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else if (i == 0 || i == ROW - 1)
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{
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face[i][j] = WALL; //标记该位置为墙
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printf("■");
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}
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else
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{
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face[i][j] = KONG; //标记该位置为空
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}
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}
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}
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color(7); //颜色设置为白色
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CursorJump(0, ROW);
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printf("当前得分:%d", grade);
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CursorJump(COL, ROW);
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printf("历史最高得分:%d", max);
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}
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//颜色设置
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void color(int c)
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{
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SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c); //颜色设置
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//注:SetConsoleTextAttribute是一个API(应用程序编程接口)
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}
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//从文件读取最高分
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void ReadGrade()
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{
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FILE* pf = fopen("贪吃蛇最高得分记录.txt", "r"); //以只读的方式打开文件
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if (pf == NULL) //打开文件失败
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{
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pf = fopen("贪吃蛇最高得分记录.txt", "w"); //以只写的方式打开文件
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fwrite(&max, sizeof(int), 1, pf); //将max写入文件(此时max为0),即将最高得分初始化为0
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}
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fseek(pf, 0, SEEK_SET); //使文件指针pf指向文件开头
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fread(&max, sizeof(int), 1, pf); //读取文件当中的最高得分到max当中
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fclose(pf); //关闭文件
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pf = NULL; //文件指针及时置空
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}
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//更新最高分到文件
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void WriteGrade()
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{
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FILE* pf = fopen("贪吃蛇最高得分记录.txt", "w"); //以只写的方式打开文件
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if (pf == NULL) //打开文件失败
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{
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printf("保存最高得分记录失败\n");
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exit(0);
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}
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fwrite(&grade, sizeof(int), 1, pf); //将本局游戏得分写入文件当中
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fclose(pf); //关闭文件
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pf = NULL; //文件指针及时置空
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}
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//初始化蛇
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void InitSnake()
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{
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snake.len = 2; //蛇的身体长度初始化为2
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snake.x = COL / 2; //蛇头位置的横坐标
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snake.y = ROW / 2; //蛇头位置的纵坐标
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//蛇身坐标的初始化
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body[0].x = COL / 2 - 1;
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body[0].y = ROW / 2;
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body[1].x = COL / 2 - 2;
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body[1].y = ROW / 2;
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//将蛇头和蛇身位置进行标记
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face[snake.y][snake.x] = HEAD;
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face[body[0].y][body[0].x] = BODY;
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face[body[1].y][body[1].x] = BODY;
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}
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//随机生成食物
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void RandFood()
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{
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int i, j;
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do
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{
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//随机生成食物的横纵坐标
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i = rand() % ROW;
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j = rand() % COL;
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} while (face[i][j] != KONG); //确保生成食物的位置为空,若不为空则重新生成
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face[i][j] = FOOD; //将食物位置进行标记
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color(12); //颜色设置为红色
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CursorJump(2 * j, i); //光标跳转到生成的随机位置处
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printf("●"); //打印食物
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}
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//判断得分与结束
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void JudgeFunc(int x, int y)
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{
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//若蛇头即将到达的位置是食物,则得分
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if (face[snake.y + y][snake.x + x] == FOOD)
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{
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snake.len++; //蛇身加长
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grade += 10; //更新当前得分
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color(7); //颜色设置为白色
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CursorJump(0, ROW);
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printf("当前得分:%d", grade); //重新打印当前得分
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RandFood(); //重新随机生成食物
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}
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//若蛇头即将到达的位置是墙或者蛇身,则游戏结束
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else if (face[snake.y + y][snake.x + x] == WALL || face[snake.y + y][snake.x + x] == BODY)
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{
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Sleep(1000); //留给玩家反应时间
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system("cls"); //清空屏幕
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color(7); //颜色设置为白色
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CursorJump(2 * (COL / 3), ROW / 2 - 3);
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if (grade > max)
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{
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printf("恭喜你打破最高记录,最高记录更新为%d", grade);
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WriteGrade();
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}
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else if (grade == max)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
printf("与最高记录持平,加油再创佳绩", grade);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
else
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
printf("请继续加油,当前与最高记录相差%d", max - grade);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
CursorJump(2 * (COL / 3), ROW / 2);
|
|
|
|
|
|
|
|
printf("GAME OVER");
|
|
|
|
|
|
|
|
while (1) //询问玩家是否再来一局
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
char ch;
|
|
|
|
|
|
|
|
CursorJump(2 * (COL / 3), ROW / 2 + 3);
|
|
|
|
|
|
|
|
printf("再来一局?(y/n):");
|
|
|
|
|
|
|
|
scanf("%c", &ch);
|
|
|
|
|
|
|
|
if (ch == 'y' || ch == 'Y')
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
system("cls");
|
|
|
|
|
|
|
|
main();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
else if (ch == 'n' || ch == 'N')
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
CursorJump(2 * (COL / 3), ROW / 2 + 5);
|
|
|
|
|
|
|
|
exit(0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
else
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
CursorJump(2 * (COL / 3), ROW / 2 + 5);
|
|
|
|
|
|
|
|
printf("选择错误,请再次选择");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//打印蛇与覆盖蛇
|
|
|
|
|
|
|
|
void DrawSnake(int flag)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if (flag == 1) //打印蛇
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
color(10); //颜色设置为绿色
|
|
|
|
|
|
|
|
CursorJump(2 * snake.x, snake.y);
|
|
|
|
|
|
|
|
printf("■"); //打印蛇头
|
|
|
|
|
|
|
|
for (int i = 0; i < snake.len; i++)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
CursorJump(2 * body[i].x, body[i].y);
|
|
|
|
|
|
|
|
printf("□"); //打印蛇身
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
else //覆盖蛇
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if (body[snake.len - 1].x != 0) //防止len++后将(0, 0)位置的墙覆盖
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
//将蛇尾覆盖为空格即可
|
|
|
|
|
|
|
|
CursorJump(2 * body[snake.len - 1].x, body[snake.len - 1].y);
|
|
|
|
|
|
|
|
printf(" ");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//移动蛇
|
|
|
|
|
|
|
|
void MoveSnake(int x, int y)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
DrawSnake(0); //先覆盖当前所显示的蛇
|
|
|
|
|
|
|
|
face[body[snake.len - 1].y][body[snake.len - 1].x] = KONG; //蛇移动后蛇尾重新标记为空
|
|
|
|
|
|
|
|
face[snake.y][snake.x] = BODY; //蛇移动后蛇头的位置变为蛇身
|
|
|
|
|
|
|
|
//蛇移动后各个蛇身位置坐标需要更新
|
|
|
|
|
|
|
|
for (int i = snake.len - 1; i > 0; i--)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
body[i].x = body[i - 1].x;
|
|
|
|
|
|
|
|
body[i].y = body[i - 1].y;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//蛇移动后蛇头位置信息变为第0个蛇身的位置信息
|
|
|
|
|
|
|
|
body[0].x = snake.x;
|
|
|
|
|
|
|
|
body[0].y = snake.y;
|
|
|
|
|
|
|
|
//蛇头的位置更改
|
|
|
|
|
|
|
|
snake.x = snake.x + x;
|
|
|
|
|
|
|
|
snake.y = snake.y + y;
|
|
|
|
|
|
|
|
DrawSnake(1); //打印移动后的蛇
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//执行按键
|
|
|
|
|
|
|
|
void run(int x, int y)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
int t = 0;
|
|
|
|
|
|
|
|
while (1)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if (t == 0)
|
|
|
|
|
|
|
|
t = 3000; //这里t越小,蛇移动速度越快(可以根据次设置游戏难度)
|
|
|
|
|
|
|
|
while (--t)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
if (kbhit() != 0) //若键盘被敲击,则退出循环
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if (t == 0) //键盘未被敲击
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
JudgeFunc(x, y); //判断到达该位置后,是否得分与游戏结束
|
|
|
|
|
|
|
|
MoveSnake(x, y); //移动蛇
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
else //键盘被敲击
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
break; //返回Game函数读取键值
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//游戏主体逻辑函数
|
|
|
|
|
|
|
|
void Game()
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
int n = RIGHT; //开始游戏时,默认向后移动
|
|
|
|
|
|
|
|
int tmp = 0; //记录蛇的移动方向
|
|
|
|
|
|
|
|
goto first; //第一次进入循环先向默认方向前进
|
|
|
|
|
|
|
|
while (1)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
n = getch(); //读取键值
|
|
|
|
|
|
|
|
//在执行前,需要对所读取的按键进行调整
|
|
|
|
|
|
|
|
switch (n)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
case UP:
|
|
|
|
|
|
|
|
case DOWN: //如果敲击的是“上”或“下”
|
|
|
|
|
|
|
|
if (tmp != LEFT&&tmp != RIGHT) //并且上一次蛇的移动方向不是“左”或“右”
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
n = tmp; //那么下一次蛇的移动方向设置为上一次蛇的移动方向
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case LEFT:
|
|
|
|
|
|
|
|
case RIGHT: //如果敲击的是“左”或“右”
|
|
|
|
|
|
|
|
if (tmp != UP&&tmp != DOWN) //并且上一次蛇的移动方向不是“上”或“下”
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
n = tmp; //那么下一次蛇的移动方向设置为上一次蛇的移动方向
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
case SPACE:
|
|
|
|
|
|
|
|
case ESC:
|
|
|
|
|
|
|
|
case 'r':
|
|
|
|
|
|
|
|
case 'R':
|
|
|
|
|
|
|
|
break; //这四个无需调整
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
|
|
|
n = tmp; //其他键无效,默认为上一次蛇移动的方向
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
first: //第一次进入循环先向默认方向前进
|
|
|
|
|
|
|
|
switch (n)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
case UP: //方向键:上
|
|
|
|
|
|
|
|
run(0, -1); //向上移动(横坐标偏移为0,纵坐标偏移为-1)
|
|
|
|
|
|
|
|
tmp = UP; //记录当前蛇的移动方向
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case DOWN: //方向键:下
|
|
|
|
|
|
|
|
run(0, 1); //向下移动(横坐标偏移为0,纵坐标偏移为1)
|
|
|
|
|
|
|
|
tmp = DOWN; //记录当前蛇的移动方向
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case LEFT: //方向键:左
|
|
|
|
|
|
|
|
run(-1, 0); //向左移动(横坐标偏移为-1,纵坐标偏移为0)
|
|
|
|
|
|
|
|
tmp = LEFT; //记录当前蛇的移动方向
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case RIGHT: //方向键:右
|
|
|
|
|
|
|
|
run(1, 0); //向右移动(横坐标偏移为1,纵坐标偏移为0)
|
|
|
|
|
|
|
|
tmp = RIGHT; //记录当前蛇的移动方向
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case SPACE: //暂停
|
|
|
|
|
|
|
|
system("pause>nul"); //暂停后按任意键继续
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ESC: //退出
|
|
|
|
|
|
|
|
system("cls"); //清空屏幕
|
|
|
|
|
|
|
|
color(7); //颜色设置为白色
|
|
|
|
|
|
|
|
CursorJump(COL - 8, ROW / 2);
|
|
|
|
|
|
|
|
printf(" 游戏结束 ");
|
|
|
|
|
|
|
|
CursorJump(COL - 8, ROW / 2 + 2);
|
|
|
|
|
|
|
|
exit(0);
|
|
|
|
|
|
|
|
case 'r':
|
|
|
|
|
|
|
|
case 'R': //重新开始
|
|
|
|
|
|
|
|
system("cls"); //清空屏幕
|
|
|
|
|
|
|
|
main(); //重新执行主函数
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|