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snake.cpp
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#include "snake.hpp"
gameBase* GamePTR = NULL;
void Pos(int x, int y) {
COORD pos;
HANDLE Output;
pos.X = x;
pos.Y = y;
Output = GetStdHandle(
STD_OUTPUT_HANDLE); //返回标准的输入、输出或错误的设备的句柄,也就是获得输入、输出/错误的屏幕缓冲区的句柄
SetConsoleCursorPosition(Output, pos);
}
void gameBase::InitMap() {
system("color F3");
int i;
for (i = 0; i <= COLS; i += 2) //打印上下边框
{
Pos(i, 0);
cout << "■";
Pos(i, ROWS - 1);
cout << "■";
}
for (i = 0; i <= ROWS; i++) //打印左右边框
{
Pos(1, i);
cout << "■";
Pos(COLS - 2, i);
cout << "■";
}
}
int gameBase::GetAdd(int sleeptime) { return (350 - sleeptime) / 15; }
void gameBase::Pause() {
while (1) {
Sleep(300);
if (GetAsyncKeyState(VK_SPACE)) {
break;
}
}
}
void gameBase::DeleteGame() {
delete[] & Snake;
delete[] head;
delete &Food;
delete &Para;
}
void snake::InitSnake() {
snake* tail;
tail = new snake(9, 9);
for (int i = 1; i <= 4; i++) //初始长度为5
{
GamePTR->head = new snake(9 + 2 * i, 9);
GamePTR->head->next = tail;
tail = GamePTR->head;
}
while (tail != NULL) //从头到尾,输出蛇身
{
Pos(tail->x, tail->y);
cout << '+';
tail = tail->next;
}
}
void snake::BiteSelf() {
snake* self;
self = GamePTR->head->next;
while (self != NULL) {
if (self->x == GamePTR->head->x && self->y == GamePTR->head->y) {
GamePTR->EndGame(2);
}
self = self->next;
}
}
void snake::HitWall() {
if (GamePTR->head->x <= 1 || GamePTR->head->x >= COLS - 2 ||
GamePTR->head->y <= 0 || GamePTR->head->y >= ROWS - 1) {
GamePTR->EndGame(1);
}
}
snake* snake::SnakeMove() {
HitWall();
snake* nexthead = new snake();
switch (GamePTR->Para.dir) {
case U:
nexthead->x = GamePTR->head->x;
nexthead->y = GamePTR->head->y - 1;
break;
case D:
nexthead->x = GamePTR->head->x;
nexthead->y = GamePTR->head->y + 1;
break;
case L:
nexthead->x = GamePTR->head->x - 2;
nexthead->y = GamePTR->head->y;
break;
case R:
nexthead->x = GamePTR->head->x + 2;
nexthead->y = GamePTR->head->y;
break;
}
BiteSelf();
nexthead->next = GamePTR->head;
GamePTR->head = nexthead; //让“现在的蛇头”指针变成“未来的蛇头”指针
return nexthead;
}
void snake::SpeedUp() {
if (GamePTR->Para.sleeptime >= 50) {
GamePTR->Para.sleeptime -= 30;
GamePTR->Para.add = GamePTR->GetAdd(GamePTR->Para.sleeptime);
}
}
void snake::SpeedDown() {
if (GamePTR->Para.sleeptime < 320) {
GamePTR->Para.sleeptime += 30;
GamePTR->Para.add = GamePTR->GetAdd(GamePTR->Para.sleeptime);
}
}
void snake::PrintSnake(snake* nexthead) {
if (EatFood(GamePTR->Food, *nexthead)) {
Pos(GamePTR->head->x, GamePTR->head->y); //如果下一个有食物
cout << '+';
GamePTR->Para.score += GamePTR->Para.add; //只要将食物换成“未来的蛇头”
GamePTR->Para.FoodEaten = true;
} else { //如果没有食物 要把蛇的每一节往前移
snake* temp = GamePTR->head; //定义工作指针
while (temp->next->next != NULL) //当“现在的蛇”的第二/三/四...节不为空
{
Pos(temp->x, temp->y);
cout << '+'; //输出“未来的蛇”的蛇 头/第二/三...节
temp = temp->next; //继续遍历蛇
}
Pos(temp->next->x,
temp->next->y); //经过上面的循环 工作指针指向“现在的蛇”的倒数第二节
//即“未来的蛇”的蛇尾
cout << ' '; //去除“现在的蛇”的最后一节
temp->next = NULL;
delete[] temp->next;
}
}
bool EatFood(food Food, snake Snake) {
return Food.x == Snake.x && Food.y == Snake.y ? true : false;
}
void food::CreateFood() {
food* foodtemp = new food();
do {
foodtemp->x = (rand() % (COLS - 4)) + 2;
} while (foodtemp->x % 2 == 0);
foodtemp->y = rand() % (ROWS - 2) + 1;
snake* temp = GamePTR->head;
while (temp->next) {
if (EatFood(*foodtemp, *temp)) {
delete[] foodtemp;
return;
}
temp = temp->next;
}
x = foodtemp->x;
y = foodtemp->y;
Pos(x, y);
cout << '$';
GamePTR->Para.FoodEaten = false;
delete[] foodtemp;
}
void gameMo1::RunGame() {
Para.dir = R;
while (1) {
if (GetAsyncKeyState(VK_UP) && Para.dir != D) {
Para.dir = U;
} else if (GetAsyncKeyState(VK_DOWN) && Para.dir != U) {
Para.dir = D;
} else if (GetAsyncKeyState(VK_LEFT) && Para.dir != R) {
Para.dir = L;
} else if (GetAsyncKeyState(VK_RIGHT) && Para.dir != L) {
Para.dir = R;
} else if (GetAsyncKeyState(VK_SPACE)) {
Pause();
} else if (GetAsyncKeyState(VK_ESCAPE)) {
EndGame(3);
} else if (GetAsyncKeyState(VK_F1)) {
Snake.SpeedUp();
} else if (GetAsyncKeyState(VK_F2)) {
Snake.SpeedDown();
}
Sleep(Para.sleeptime);
snake* nexthead = Snake.SnakeMove();
Snake.PrintSnake(nexthead);
while (Para.FoodEaten) {
Food.CreateFood();
}
Pos(COLS / 5, ROWS);
cout << "得分:" << Para.score;
Pos(COLS / 5 + 10, ROWS);
cout << "每个食物得分:" << Para.add << ' ';
}
}
void gameMo1::InitGame() {
GamePTR = this;
Pos(COLS / 4, ROWS / 3);
cout << "用↑.↓.←.→分别控制蛇的移动, F1 为加速,F2 为减速" << endl;
Pos(COLS / 4, ROWS / 3 + 1);
cout << "加速将能得到更高的分数。" << endl;
Pos(COLS / 4, ROWS / 2);
cout << endl << "请选择难度 0:简单 1:普通 2:困难 ";
cin >> Para.diff;
switch (Para.diff) {
case 0:
Para.sleeptime = 290;
Para.add = GetAdd(Para.sleeptime);
break;
case 1:
Para.sleeptime = 200;
Para.add = GetAdd(Para.sleeptime);
break;
case 2:
Para.sleeptime = 50;
Para.add = GetAdd(Para.sleeptime);
break;
default:
Para.sleeptime = 200;
Para.add = GetAdd(Para.sleeptime);
break;
}
}
void gameMo1::EndGame(int EndGameStatus) {
system("cls");
Pos(COLS / 3, ROWS / 3);
if (EndGameStatus == 1) {
cout << "对不起,您撞到墙了。游戏结束。";
} else if (EndGameStatus == 2) {
cout << "对不起,您咬到自己了。游戏结束。";
} else if (EndGameStatus == 3) {
cout << "您主动结束了游戏。";
} else {
cout << "未知错误";
}
Pos(COLS / 3, ROWS / 3 + 1);
cout << "您的得分是:" << Para.score << endl;
cout << "Quit/Restart? [q/r]" << endl;
char ch;
while (1) {
cin >> ch;
if (ch == 'r') {
system("cls");
DeleteGame();
GameEntry();
} else if (ch == 'q') {
exit(0);
} else {
cout << "Quit/Restart? [q/r]" << endl;
}
}
}
void gameMo1::GameEntry() {
Para.FoodEaten = false;
Para.score = 0;
system("cls");
srand((unsigned)time(NULL)); //为了防止每次产生的随机数相同,种子设置为time
InitMap();
Snake.InitSnake();
Food.CreateFood();
cin.sync();
RunGame();
}
void gameMo2::RunGame() {
Para.dir = R;
while (1) {
if (GetAsyncKeyState(VK_UP) && Para.dir != D) {
Para.dir = U;
} else if (GetAsyncKeyState(VK_DOWN) && Para.dir != U) {
Para.dir = D;
} else if (GetAsyncKeyState(VK_LEFT) && Para.dir != R) {
Para.dir = L;
} else if (GetAsyncKeyState(VK_RIGHT) && Para.dir != L) {
Para.dir = R;
} else if (GetAsyncKeyState(VK_SPACE)) {
Pause();
} else if (GetAsyncKeyState(VK_ESCAPE)) {
EndGame(3);
} else if (GetAsyncKeyState(VK_F1)) {
Snake.SpeedUp();
} else if (GetAsyncKeyState(VK_F2)) {
Snake.SpeedDown();
}
Sleep(Para.sleeptime);
snake* nexthead = Snake.SnakeMove();
Snake.PrintSnake(nexthead);
while (Para.FoodEaten) {
Food.CreateFood();
fake = false;
}
if (fake == false) {
for (int i = 0; i < rand() % 20; i++) Food.CreateFood();
fake = true;
}
Pos(COLS / 5, ROWS);
cout << "得分:" << Para.score;
Pos(COLS / 5 + 10, ROWS);
cout << "每个食物得分:" << Para.add << ' ';
}
}
void gameMo2::InitGame() {
GamePTR = this;
Pos(COLS / 4, ROWS / 3 - 1);
cout << "每轮会生成至多20个假食物,去寻找真食物吧!" << endl;
Pos(COLS / 4, ROWS / 3);
cout << "用↑.↓.←.→分别控制蛇的移动, F1 为加速,F2 为减速" << endl;
Pos(COLS / 4, ROWS / 3 + 1);
cout << "加速将能得到更高的分数。" << endl;
Pos(COLS / 4, ROWS / 2);
cout << endl << "请选择难度 0:简单 1:普通 2:困难 ";
cin >> Para.diff;
switch (Para.diff) {
case 0:
Para.sleeptime = 290;
Para.add = 4;
break;
case 1:
Para.sleeptime = 200;
Para.add = 10;
break;
case 2:
Para.sleeptime = 50;
Para.add = 20;
break;
default:
Para.sleeptime = 200;
Para.add = 10;
break;
}
}
void gameMo2::EndGame(int EndGameStatus) {
system("cls");
Pos(COLS / 3, ROWS / 3);
if (EndGameStatus == 1) {
cout << "对不起,您撞到墙了。游戏结束。";
} else if (EndGameStatus == 2) {
cout << "对不起,您咬到自己了。游戏结束。";
} else if (EndGameStatus == 3) {
cout << "您主动结束了游戏。";
} else {
cout << "未知错误";
}
Pos(COLS / 3, ROWS / 3 + 1);
cout << "您的得分是:" << Para.score << endl;
cout << "Quit/Restart? [q/r]" << endl;
char ch;
while (1) {
cin >> ch;
if (ch == 'r') {
system("cls");
DeleteGame();
GameEntry();
} else if (ch == 'q') {
exit(0);
} else {
cout << "Quit/Restart? [q/r]" << endl;
}
}
}
void gameMo2::GameEntry() {
Para.FoodEaten = false;
Para.score = 0;
system("cls");
srand((unsigned)time(NULL)); //为了防止每次产生的随机数相同,种子设置为time
InitMap();
Snake.InitSnake();
Food.CreateFood();
cin.sync();
RunGame();
}