【c语言】推箱子

嘎嘎旺 2024-06-25 15:05:14 阅读 71

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;

}

在这里插入图片描述

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;

}

在这里插入图片描述

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

在这里插入图片描述

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

在这里插入图片描述

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。

在这里插入图片描述

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;

在这里插入图片描述

向上推了一下,如果懂了上键怎么移动,别的也就会处理了

在这里插入图片描述

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

在这里插入图片描述

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

在这里插入图片描述

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

在这里插入图片描述

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;

}

}

}

}

在这里插入图片描述

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

在这里插入图片描述

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

在这里插入图片描述

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

}



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