所需知识:c语言枚举,数组,for循环,while循环,switch,case语句,图形库相关函数
1.调整控制台窗口大小
#define _CRT_SECURE_NO_WARNINGS #include <stdlib.h> #include <stdio.h> int main() { system("mode con lines=15 cols=25");//调整窗口大小 return 0; }
2.清掉控制台屏幕上的字
#define _CRT_SECURE_NO_WARNINGS #include <stdlib.h> #include <stdio.h> int main() { system("mode con lines=15 cols=25"); system("cls");//清屏操作 getchar();//不让程序退出,等待读字符 return 0; }
3. 枚举类型定义地图中空地,墙,目的地,箱子,玩家
enum Mine { SPACE, //空地 WALL,//墙 DEST, //目的地 BOX, //箱子 PLAYER//玩家 };
4.定义二维数组做地图,并且打印出来看看效果
//定义一个二维数组,做地图 空地0 墙1 目的地2 箱子3 玩家4 箱子在目的地 5 玩家在目的地6,与枚举类型对应上了 int map[10][10] = { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,2,1,1,1,1,0}, {0,1,1,1,3,0,3,2,1,0}, {0,1,2,3,4,0,1,1,1,0}, {0,1,1,1,1,3,1,0,0,0}, {0,0,0,0,1,2,1,0,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }; void printmap() {for(int i=0;i<10;i++) { for (int j = 0; j < 10; j++) { printf("%d ", map[i][j]); } printf("\n"); } }
将printmap()在main中调用
为了让程序不会输入字符后退出,加上while循环
int main() { while (1) { system("mode con lines=15 cols=25"); system("cls");//清屏操作 printmap(); getchar();//不让程序退出,等待读字符 } return 0; }
5.修改printmap函数为gamedraw()函数
为了保证游戏的美观性,我们将对应的数字转化为好看的图案
使用两层循环遍历二维数组,在使用switch已经将对应的数字用图案代替,此时我们要下载搜狗输入法
void gamedraw() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { switch (map[i][j]) {case SPACE://如果二维数组元素为0 printf(" "); //空地 //一个中文字符相当于二个英文字符 break; case WALL://如果二维数组元素为1 printf("■");//墙 break; case DEST://如果二维数组元素为2 printf("☆");//目的地 break; case BOX://如果二维数组元素为3 printf("□");//箱子 break; case PLAYER://如果二维数组元素为4 printf("♀");//玩家 break; case PLAYER+DEST://如果二维数组元素为6 printf("♂");//玩家在目的地 break; case BOX+DEST://如果二维数组元素为5 printf("★");箱子在目的地 break; } } printf("\n"); } }
对应数字和枚举变量类型对应上,PLAYER+DEST表示玩家如果出现在目的地的话对应数字为6,BOX+DEST表示箱子在目的地,将主函数中的printmap用gamedraw()换掉。
6.按键控制移动
要想使玩家移动,就先得确定玩家的坐标,通过遍历二维数组,找到数组中数字等于4的和4+2的,后者表示玩家在目的地,也要获取坐标,当找到玩家坐标时,要跳出循环,而break只能跳出一次循环,所以使用goto函数,可以直接跳出多层循环.
int i = 0; int j = 0;//定义不要在for循环里面,要不然出作用域就会被销毁 for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[i][j] == PLAYER||map[i][j] == PLAYER+DEST) { goto end; } } } end:;//找到直接来这里
在使用_getch()函数将按键的信息放入ch字符变量中,如果不知道上下左右对应的键值,我们可以打印出ch看看,我们把这些都封装成一个函数 keyevent()获取玩家坐标,并且读取键盘按下的信息
void keyevent() { int i = 0; int j = 0; for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[i][j] == PLAYER || map[i][j] == PLAYER + DEST) { goto end; } } } end:; char ch = _getch(); printf("%d %c", ch, ch);//w 119 a 97 s 115 d 100 }
通过printf("%d %c", ch, ch);
得到虚拟键值为//w 119 a 97 s 115 d 100,然后注释掉printf("%d %c", ch, ch);然后通过swich,case 语句分别处理上下左右按键按下后的处理,
switch (ch) { case 119: case 'w ': case 'W': break; case 97: case 'a ': case'A': break; case 115: case 's ': case'S': break; case 100: case 'd ': case'D': break; }
比如说按下w键,如果玩家上面是空地或者是目的地的话,玩家可以直接挪过去,因为没有障碍物阻碍,如果玩家的坐标为map[i][j];则玩家上面的的坐标就是map[i-1][j];要做的是
if (map[i - 1][j] == SPACE||map[i - 1][j] == DEST) { map[i - 1][j] += PLAYER; map[i][j] -= PLAYER; }
如果map[i][j]只有玩家的话,上移动玩家就会map[i][j]=0,该位置变为空地,如果map[i][j]是玩家加目的地,上移动玩家就会map[i][j]=DEST,变为单纯的目的地.
如果玩家上面一个位置是箱子或者是箱子加目的地,就要看玩家上面的上面是什么了,如果是空地,或者是目的地,就可以推动,map[i - 2][j]是玩家上面的上面的坐标要做的是
else if(map[i-1][j]==BOX||map[i-1][j]==BOX+DEST) { if (map[i - 2][j] == SPACE || map[i - 2][j] == DEST) {//完成玩家上面有箱子,箱子的上面是空地或者是目的地都可以推动 map[i - 2][j] += BOX;//玩家上面的上面加一个箱子 map[i - 1][j] = map[i - 1][j] - BOX + PLAYER;//玩家的上面减去一个箱子加上一个玩家 map[i][j] -= PLAYER;//玩家消失在原来位置 } }
处理完的函数上键
case 119: case 'w ': case 'W': if (map[i - 1][j] == SPACE || map[i - 1][j] == DEST) { map[i - 1][j] += 4; map[i][j] -= 4; } else if (map[i - 1][j] == BOX || map[i - 1][j] == BOX + DEST) { if (map[i - 2][j] == SPACE || map[i - 2][j] == DEST) { map[i - 2][j] += BOX; map[i - 1][j] = map[i - 1][j] - BOX + PLAYER; map[i][j] -= PLAYER;//玩家消失在原来位置 } } break;
向上推了一下,如果懂了上键怎么移动,别的也就会处理了
整体的keyevent()
void keyevent() { int i = 0; int j = 0; for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[i][j] == PLAYER || map[i][j] == PLAYER + DEST) { goto end; } } } end:; char ch = _getch(); switch (ch) { case 119: case 'w ': case 'W': if (map[i - 1][j] == SPACE || map[i - 1][j] == DEST) { map[i - 1][j] += PLAYER; map[i][j] -= PLAYER; } else if (map[i - 1][j] == BOX || map[i - 1][j] == BOX + DEST) { if (map[i - 2][j] == SPACE || map[i - 2][j] == DEST) { map[i - 2][j] += BOX; map[i - 1][j] = map[i - 1][j] - BOX + PLAYER; map[i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 97: case 'a ': case'A': if (map[i][j - 1] == SPACE || map[i][j - 1] == DEST) { map[i][j - 1] += PLAYER; map[i][j] -= PLAYER; } else if (map[i][j - 1] == BOX || map[i][j - 1] == BOX + DEST) { if (map[i][j - 2] == SPACE || map[i][j - 2] == DEST) { map[i][j - 2] += BOX; map[i][j - 1] = map[i][j - 1] - BOX + PLAYER; map[i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 115: case 's ': case'S': if (map[i + 1][j] == SPACE || map[i + 1][j] == DEST) { map[i + 1][j] += PLAYER; map[i][j] -= PLAYER; } else if (map[i + 1][j] == BOX || map[i + 1][j] == BOX + DEST) { if (map[i + 2][j] == SPACE || map[i + 2][j] == DEST) { map[i + 2][j] += BOX; map[i + 1][j] = map[i + 1][j] - BOX + PLAYER; map[i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 100: case 'd ': case'D': if (map[i][j + 1] == SPACE || map[i][j + 1] == DEST) { map[i][j + 1] += PLAYER; map[i][j] -= PLAYER; } else if (map[i][j + 1] == BOX || map[i][j + 1] == BOX + DEST) { if (map[i][j + 2] == SPACE || map[i][j + 2] == DEST) { map[i][j + 2] += BOX; map[i][j + 1] = map[i][j + 1] - BOX + PLAYER; map[i][j] -= PLAYER;//玩家消失在原来位置 } } break; } }
7.多组地图的制作,修改map数组
定义全局变量level=0;表示关数,
将二维数组改为三维数组,三维数组的每一个元素就是二维数组,就是一个地图.
int map[3][10][10] = { { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,2,1,1,1,1,0}, {0,1,1,1,3,0,3,2,1,0}, {0,1,2,3,4,0,1,1,1,0}, {0,1,1,1,1,3,1,0,0,0}, {0,0,0,0,1,2,1,0,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,1,1,0,0}, {0,1,0,2,1,1,2,0,1,0}, {1,0,0,0,3,0,0,0,0,1}, {1,0,0,0,4,3,0,0,0,1}, {0,1,0,0,3,3,0,0,1,0}, {0,0,1,0,0,0,0,1,0,0}, {0,0,0,1,2,2,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0}, {0,0,1,2,3,0,1,0,0,0}, {0,1,0,0,0,0,0,1,0,0}, {1,2,3,0,4,0,0,0,1,0}, {0,1,0,0,0,0,0,3,2,1}, {0,0,1,0,3,0,0,0,1,0}, {0,0,0,1,2,0,0,1,0,0}, {0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,0,0,0,0} } };
将所有map[][]改成map[level][][];每通过一关,level++;
8.通关判断
循环遍历二维数组,如果有map[level][i][j]==BOX,说明有箱子没有推到目的地,返回false ,循环结束如果没有的话,说明通过此关,返回true,该判断函数返回布尔类型的值
bool jude() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { if (map[level][i][j] == BOX) { return false; } } } }
if (jude()) { level++; if (level > 2) { printf("oioioioioioioioi奥哈呦学妹你通过了!"); _getch(); break; } }
主函数添加如果jude()返回1,然后就是通关,然后level++;
变成三维数组中的第二个元素,也就是换了地图,当level>2,表示通关,因为只设置了三个图
9.程序源码(无图形库)
#define _CRT_SECURE_NO_WARNINGS #include <stdlib.h> #include <conio.h> #include <stdio.h> enum Mine { SPACE, //空地 WALL,//墙 DEST, //目的地 BOX, //箱子 PLAYER//玩家 }; int level = 0; //定义一个二维数组,做地图 空地0 墙1 目的地2 箱子3 玩家4 箱子在目的地 5 玩家在目的地6,与枚举类型对应上了 int map[3][10][10] = { { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,2,1,1,1,1,0}, {0,1,1,1,3,0,3,2,1,0}, {0,1,2,3,4,0,1,1,1,0}, {0,1,1,1,1,3,1,0,0,0}, {0,0,0,0,1,2,1,0,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,1,1,0,0}, {0,1,0,2,1,1,2,0,1,0}, {1,0,0,0,3,0,0,0,0,1}, {1,0,0,0,4,3,0,0,0,1}, {0,1,0,0,3,3,0,0,1,0}, {0,0,1,0,0,0,0,1,0,0}, {0,0,0,1,2,2,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0}, {0,0,1,2,3,0,1,0,0,0}, {0,1,0,0,0,0,0,1,0,0}, {1,2,3,0,4,0,0,0,1,0}, {0,1,0,0,0,0,0,3,2,1}, {0,0,1,0,3,0,0,0,1,0}, {0,0,0,1,2,0,0,1,0,0}, {0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,0,0,0,0} } }; void gamedraw() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { switch (map[level][i][j]) {case SPACE: printf(" "); //一个中文字符相当于二个英文字符 break; case WALL: printf("■"); break; case DEST: printf("☆"); break; case BOX: printf("□"); break; case PLAYER: printf("♀"); break; case PLAYER+DEST: printf("♂"); break; case BOX+DEST: printf("★"); break; } } printf("\n"); } } void keyevent() { int i = 0; int j = 0; for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[level][i][j] == PLAYER || map[level][i][j] == PLAYER + DEST) { goto end; } } } end:; char ch = _getch(); switch (ch) { case 119: case 'w ': case 'W': if (map[level][i - 1][j] == SPACE || map[level][i - 1][j] == DEST) { map[level][i - 1][j] += 4; map[level][i][j] -= 4; } else if (map[level][i - 1][j] == BOX || map[level][i - 1][j] == BOX + DEST) { if (map[level][i - 2][j] == SPACE || map[level][i - 2][j] == DEST) { map[level][i - 2][j] += BOX; map[level][i - 1][j] = map[level][i - 1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 97: case 'a ': case'A': if (map[level][i][j - 1] == SPACE || map[level][i][j - 1] == DEST) { map[level][i][j - 1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j - 1] == BOX || map[level][i][j - 1] == BOX + DEST) { if (map[level][i][j - 2] == SPACE || map[level][i][j - 2] == DEST) { map[level][i][j - 2] += BOX; map[level][i][j - 1] = map[level][i][j - 1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 115: case 's ': case'S': if (map[level][i + 1][j] == SPACE || map[level][i + 1][j] == DEST) { map[level][i + 1][j] += PLAYER; map[level][i][j] -= PLAYER; } else if (map[level][i + 1][j] == BOX || map[level][i + 1][j] == BOX + DEST) { if (map[level][i + 2][j] == SPACE || map[level][i + 2][j] == DEST) { map[level][i + 2][j] += BOX; map[level][i + 1][j] = map[level][i + 1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 100: case 'd ': case'D': if (map[level][i][j + 1] == SPACE || map[level][i][j + 1] == DEST) { map[level][i][j + 1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j + 1] == BOX || map[level][i][j + 1] == BOX + DEST) { if (map[level][i][j + 2] == SPACE || map[level][i][j + 2] == DEST) { map[level][i][j + 2] += BOX; map[level][i][j + 1] = map[level][i][j + 1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; } } bool jude() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { if (map[level][i][j] == BOX) { return false; } } } } int main() { system("mode con lines=15 cols=25"); //system("cls");//清屏操作 while (1) { gamedraw(); //_getch(); if (jude()) { level++; if (level > 2) { printf("oioioioioioioioi奥哈呦学妹你通过了!"); _getch(); break; } }keyevent(); } getchar();//不让程序退出,等待读字符 return 0; }
10.演示1
20231002_124830
11.加图形库版本
12.头文件增加
#include <graphics.h >
13.定义保存空地,目的地,玩家,箱子,墙,箱子推到目的地图片的类
IMAGE ima_all[6];
14.将图片image文件放在.cpp文件同目录下
image文件夹是自己创建的,用于放推箱子的素材,就是图片,图片可以在网上自己找推箱子的图片
15.加载图片函数
void loadimg() { for (int i = 0; i < 6; i++) { char file[20] = ""; sprintf(file,"./images/%d.png", i); loadimage(ima_all + i,file, 40, 40); } }
为什么这么加载图片,这里我们将照片命名为了0,1,2,3,4,5,要将这六个照片都加载进去,六个照片的相对路径里面只有照片名字不一样,我们可以循环将每个照片对应的相对路径的字符串放入到file字符串数组file中去,使用sprintf,如果这里不知道sprintf的用法,可以去看看我文件操作那一篇,文件操作,使用loadimage函数将六个图片加载进去,loadimage第一个参数是图片的首地址,第二个参数是该图片的相对路径,第三个,第四个参数是分辨率,也就是大小,后两个可以在
可以看到4241,这里统一用4040;
16. gamedraw函数的修改
因为使用图形库的话就不用之前的gamedraw函数打印图案,而是将图片贴上去
void gamedraw() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { int x = j * 40; int y = i * 40; switch (map[level][i][j]) { case SPACE: putimage(x, y, ima_all+2); //一个中文字符相当于二个英文字符 break; case WALL: putimage(x, y, ima_all+1); break; case DEST: putimage(x, y, ima_all+4); break; case BOX: putimage(x, y, ima_all+3); break; case PLAYER: putimage(x, y, ima_all); break; case PLAYER + DEST: putimage(x, y, ima_all); break; case BOX + DEST://就是箱子推到目的地 putimage(x, y, ima_all+5); break; } } } }
由上图可知i,j和x,y反了过来,使用putimage函数将每个图片贴上去,putimage前两个参数为图片要贴在界面上左上角的坐标,第三个参数是要贴图片对应的地址,之前命名的照片在数组ima_all[6];是对应上的,就是说ima_all+3地址对应的就是对应的这个图片
17.主函数修改
int main() { initgraph(400, 400); loadimg(); //system("mode con lines=15 cols=25"); //system("cls");//清屏操作 while (1) { gamedraw(); //_getch(); if (jude()) { level++; if (level > 2) { //printf("oioioioioioioioi奥哈呦学妹你通过了!"); _getch(); break; } }keyevent(); } getchar();//不让程序退出,等待读字符 return 0; }
不使用控制台显示地图,初始化界面,在界面上显示地图,由于一个图片是40乘40的,二维数组是10乘10的,所以界面行列都应该是400,所以initgraph(400, 400);由于不用控制台,所以也就不使用printf函数,也不用将控制台大小改变,也不要清屏.
当你此时开始编译运行的时候会出现下列错误
解决方案:调试-》属性-》高级-》字符集-》多字符集
18.游戏通关显示
如果level>2
settextcolor(BLACK);//字体颜色 settextstyle(25, 0, "微软雅黑");//字体风格 setbkmode(TRANSPARENT);//字体背景透明 outtextxy(100, 100, "oioioioioioioioi奥哈呦学妹你通过了!");//字体显示位置,以及内容 _getch(); break;
19.程序源码(带图形库版)
#define _CRT_SECURE_NO_WARNINGS #include <stdio.h> #include <stdlib.h> #include <conio.h>//_getch()函数头文件 #include <stdbool.h>//bool类型的头函数 #include <graphics.h >//图形库头文件 //定义一个二维数组,做地图 //空地0 墙1 目的地2 箱子3 玩家4 箱子在目的地 5 玩家在目的地6 IMAGE ima_all[6]; int level = 0; void loadimg() { for (int i = 0; i < 6; i++) { char file[20] = ""; sprintf(file,"./images/%d.png", i); loadimage(ima_all + i,file, 40, 40); } } enum Mine { SPACE, //空地 WALL,//墙 DEST, //目的地 BOX, //箱子 PLAYER//玩家 }; int map[3][10][10] = { { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,2,1,1,1,1,0}, {0,1,1,1,3,0,3,2,1,0}, {0,1,2,3,4,0,1,1,1,0}, {0,1,1,1,1,3,1,0,0,0}, {0,0,0,0,1,2,1,0,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,1,1,0,0}, {0,1,0,2,1,1,2,0,1,0}, {1,0,0,0,3,0,0,0,0,1}, {1,0,0,0,4,3,0,0,0,1}, {0,1,0,0,3,3,0,0,1,0}, {0,0,1,0,0,0,0,1,0,0}, {0,0,0,1,2,2,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0}, {0,0,1,2,3,0,1,0,0,0}, {0,1,0,0,0,0,0,1,0,0}, {1,2,3,0,4,0,0,0,1,0}, {0,1,0,0,0,0,0,3,2,1}, {0,0,1,0,3,0,0,0,1,0}, {0,0,0,1,2,0,0,1,0,0}, {0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,0,0,0,0} } }; void gamedraw() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { int x = j * 40; int y = i * 40; switch (map[level][i][j]) { case SPACE: putimage(x, y, ima_all+2); //一个中文字符相当于二个英文字符 break; case WALL: putimage(x, y, ima_all+1); break; case DEST: putimage(x, y, ima_all+4); break; case BOX: putimage(x, y, ima_all+3); break; case PLAYER: putimage(x, y, ima_all); break; case PLAYER + DEST: putimage(x, y, ima_all); break; case BOX + DEST: putimage(x, y, ima_all+5); break; } } } } void keyevent() { int i = 0; int j = 0; for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[level][i][j] == PLAYER||map[level][i][j] == PLAYER+DEST) { goto end; } } } end:; char ch = _getch(); //printf("%d %c", ch, ch);//w 119 a 97 s 115 d 100 switch (ch) {case 119: case 'w ': case 'W': if (map[level][i - 1][j] == SPACE||map[level][i - 1][j] == DEST) { map[level][i - 1][j] += 4; map[level][i][j] -= 4; } else if(map[level][i-1][j]==BOX||map[level][i-1][j]==BOX+DEST) { if (map[level][i - 2][j] == SPACE || map[level][i - 2][j] == DEST) { map[level][i - 2][j] += BOX; map[level][i - 1][j] = map[level][i - 1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 97: case 'a ': case'A': if (map[level][i][j-1] == SPACE || map[level][i][j-1] == DEST) { map[level][i][j-1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j-1] == BOX || map[level][i][j-1] == BOX + DEST) { if (map[level][i][j-2] == SPACE || map[level][i][j-2] == DEST) { map[level][i][j-2] += BOX; map[level][i][j-1] = map[level][i][j-1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 115: case 's ': case'S': if (map[level][i+1][j] == SPACE || map[level][i+1][j] == DEST) { map[level][i+1][j] += 4; map[level][i][j] -= 4; } else if (map[level][i+1][j] == BOX || map[level][i+1][j] == BOX + DEST) { if (map[level][i+2][j] == SPACE || map[level][i+2][j] == DEST) { map[level][i+2][j] += BOX; map[level][i+1][j] = map[level][i+1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 100: case 'd ': case'D': if (map[level][i][j+1] == SPACE || map[level][i][j+1] == DEST) { map[level][i][j+1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j+1] == BOX || map[level][i][j+1] == BOX + DEST) { if (map[level][i][j+2] == SPACE || map[level][i][j +2] == DEST) { map[level][i][j+2] += BOX; map[level][i][j+1] = map[level][i][j+1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; } } bool jude() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { if (map[level][i][j] == BOX) { return false; } } } } int main() { initgraph(10 * 40, 10 * 40); loadimg(); system("mode con lines=15 cols=25");//调整窗口大小 while (1) { //system("cls"); gamedraw(); if (jude()) { level++; if (level > 2) { settextcolor(BLACK); settextstyle(25, 0, "微软雅黑"); setbkmode(TRANSPARENT); outtextxy(100, 100, "oioioioioioioioi奥哈呦学妹你通过了!"); _getch(); break; } } keyevent(); } getchar();//不让程序退出 return 0; }
20.演示2
20231002_153153
21.关卡的增加
只需要将定义的全局变量map[3][10][10],中3改成你想要的关卡数,然后在三维数组中增加像上面的二维数组即可,全部通关的level需要>关卡数-1即可
22.关卡重开
需要再定义一个和map[][][]三维数组相同的数组用来保存每一关的初始情况resetmap[][][],
int mapreset[3][10][10] = { { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,2,1,1,1,1,0}, {0,1,1,1,3,0,3,2,1,0}, {0,1,2,3,4,0,1,1,1,0}, {0,1,1,1,1,3,1,0,0,0}, {0,0,0,0,1,2,1,0,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,0,0,1,1,0,0}, {0,1,0,2,1,1,2,0,1,0}, {1,0,0,0,3,0,0,0,0,1}, {1,0,0,0,4,3,0,0,0,1}, {0,1,0,0,3,3,0,0,1,0}, {0,0,1,0,0,0,0,1,0,0}, {0,0,0,1,2,2,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0}, {0,0,1,2,3,0,1,0,0,0}, {0,1,0,0,0,0,0,1,0,0}, {1,2,3,0,4,0,0,0,1,0}, {0,1,0,0,0,0,0,3,2,1}, {0,0,1,0,3,0,0,0,1,0}, {0,0,0,1,2,0,0,1,0,0}, {0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,0,0,0,0} } };
注意还是全局变量,我们设置当r键按下重置本关,所以我们要修改 keyevent()函数,当r按下我们遍历map数组将他赋值为原来的地图
void keyevent() { int i = 0; int j = 0; for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (map[level][i][j] == PLAYER || map[level][i][j] == PLAYER + DEST) { goto end; } } } end:; char ch = _getch(); //printf("%d %c", ch, ch);//w 119 a 97 s 115 d 100 switch (ch) { case 119: case 'w ': case 'W': if (map[level][i - 1][j] == SPACE || map[level][i - 1][j] == DEST) { map[level][i - 1][j] += 4; map[level][i][j] -= 4; } else if (map[level][i - 1][j] == BOX || map[level][i - 1][j] == BOX + DEST) { if (map[level][i - 2][j] == SPACE || map[level][i - 2][j] == DEST) { map[level][i - 2][j] += BOX; map[level][i - 1][j] = map[level][i - 1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 97: case 'a ': case'A': if (map[level][i][j - 1] == SPACE || map[level][i][j - 1] == DEST) { map[level][i][j - 1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j - 1] == BOX || map[level][i][j - 1] == BOX + DEST) { if (map[level][i][j - 2] == SPACE || map[level][i][j - 2] == DEST) { map[level][i][j - 2] += BOX; map[level][i][j - 1] = map[level][i][j - 1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 115: case 's ': case'S': if (map[level][i + 1][j] == SPACE || map[level][i + 1][j] == DEST) { map[level][i + 1][j] += 4; map[level][i][j] -= 4; } else if (map[level][i + 1][j] == BOX || map[level][i + 1][j] == BOX + DEST) { if (map[level][i + 2][j] == SPACE || map[level][i + 2][j] == DEST) { map[level][i + 2][j] += BOX; map[level][i + 1][j] = map[level][i + 1][j] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 100: case 'd ': case'D': if (map[level][i][j + 1] == SPACE || map[level][i][j + 1] == DEST) { map[level][i][j + 1] += 4; map[level][i][j] -= 4; } else if (map[level][i][j + 1] == BOX || map[level][i][j + 1] == BOX + DEST) { if (map[level][i][j + 2] == SPACE || map[level][i][j + 2] == DEST) { map[level][i][j + 2] += BOX; map[level][i][j + 1] = map[level][i][j + 1] - BOX + PLAYER; map[level][i][j] -= PLAYER;//玩家消失在原来位置 } } break; case 'r':///新增 case'R' :///新增 for (int i = 0; i < 10; i++)///新增 {///新增 for (int j = 0; j < 10; j++)///新增 { map[level][i][j] = mapreset[level][i][j];///新增 }///新增 }///新增 break;///新增 }///新增 }