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【項目實戰】C++多檔案寫法輕松實作練手小遊戲:貪吃蛇!

作者:C語言程式設計

每天一個程式設計小項目,提升你的程式設計能力! 這個是用C++文法和連結清單知識實作的哦!

【項目實戰】C++多檔案寫法輕松實作練手小遊戲:貪吃蛇!

遊戲說明

這是一個傳統的貪吃蛇遊戲,基于連結清單實作

按鍵說明

方向控制:↑↓←→ 或者 Q(逆時針),R(順時針)

速度:按下 space 加速,‘[’ 減速,‘]’ 加速

食物:小鍵盤 + 增加食物,小鍵盤 - 減少食物

其他:非小鍵盤數字鍵 9、0 可以調整幀率,小鍵盤 * 可以切換貪吃蛇模式,F1 幫助,F11 截屏

狀态欄說明

生命狀态:貪吃蛇是否存活,由于沒有設定死亡,是以隻有存活和瀕死兩種狀态

等級:每次 10 個食物升一級

分數:每個食物 10 分

速度:預設速度 0 ,可以調節,最快 10,最慢 -10

長度:貪吃蛇的節數(包括頭)

食物數量:界面中的食物個數,最大 99 ,可以手動調整

蛇體模式:貪吃蛇的模式,分為正常、穿牆和無敵(穿牆的基礎上可以穿過自己)

效果展示

【項目實戰】C++多檔案寫法輕松實作練手小遊戲:貪吃蛇!

簡單了解遊戲後我們就來試試吧!(直接上源碼,大家可以看注釋)

GluSnake.h

#include <iostream>
#include <graphics.h>
//using namespace std;

#include <ctime>
#include <conio.h>
#include <stdlib.h>
#include <thread> 
#include <chrono>  
#include "mmsystem.h"
#pragma comment(lib,"winmm.lib")
namespace gSnake
{
    enum class position { right, down, left, up };
    enum class Snake_condition { survive, die, ate };
};
using namespace gSnake;
//畫布
#define Map_wide 800
#define Map_height 600

//單個繪制單元
#define Segment_wide 10
#define Segment_height 10
#define Segment_sum 100

//有效坐标地圖
#define PatternElement_wide 80
#define PatternElement_height 60
#define PatternElement_sum (80 * 60)
struct Point    //坐标點
{
    int x;
    int y;
};


/*
* 名稱:蛇體
* 資料結構:雙向連結清單
* 作用:用于存儲蛇身體坐标資訊
*/
class SnakeBody 
{
    struct _SnakeBody_Link  //蛇身資料類型
    {
        Point bodyCoord;        //身體坐标
        _SnakeBody_Link* next = NULL;  //指向下一節蛇身
        _SnakeBody_Link* last = NULL;  //指向上一節蛇身
    };

    struct SnakeBody_inf    //蛇體資訊
    {
        _SnakeBody_Link* head = NULL;
        _SnakeBody_Link* end = NULL;
        int len = 0;
    };
    //Point SnakeSiteBuff[PatternElement_sum];
public:
    COLORREF SnakeColor[80 * 60];
    int colorcur = Snake_Body.len;
public:
    //建立蛇體并傳入蛇頭資訊
    bool Creat_SnakeBody(Point site);
    //從頭添加一節蛇體
    bool Add_SnakeBody(Point site);
    //從尾部删除一節蛇體
    bool Del_SnakeBody();
    //銷毀整個蛇體
    void destroy_SnakeBody();
    //找到某節蛇體
    Point Find_SnakeBody(int len);

    ~SnakeBody(){ destroy_SnakeBody(); }
public:
    SnakeBody_inf Snake_Body;   //建立蛇體資訊
};

struct Food
{
    Point fdxy;			// 坐标
    COLORREF color = RED;		// 食物顔色
};

/*
* 食物
* 虛繼承 蛇體
* 同時具有蛇體資料和食物資料
*/
class SnakeFood :virtual public SnakeBody
{
public:
    void Food_init();
    int Supple_Food();
public:
    Food food[100] = { 0 };
    int foodSum = 1;

};
class music
{
public:
    void  playmusicEat(int cmd)
    {
        switch (cmd)
        {
        case 0:   PlaySound(MAKEINTRESOURCE(102), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;
        case 1:   PlaySound(MAKEINTRESOURCE(101), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;
        }
    }
    void playmusicHit(int cmd)
    {
        switch (cmd)
        {
        case 0:   PlaySound(MAKEINTRESOURCE(103), NULL, SND_ASYNC | SND_NODEFAULT | SND_RESOURCE); break;

        }
    }

};
/*
* 對象一條蛇
* 虛繼承 食物,音效
* 具有蛇體資料,食物資料,蛇動作及狀态
*/
class Snake : virtual public  SnakeFood, virtual public  music
{


public:
    void Snake_Init()
    {
        Creat_SnakeBody({ 6, 29 });
        Add_SnakeBody({ 7,29 });
        Add_SnakeBody({ 8,29 });
        Food_init();
        Supple_Food();
    }

    Snake_condition Smove(int mode)     //  移動
    {
        Point head;
        Sveer();
        head = Find_SnakeBody(0);
        switch (move_direction)
        {
        case position::right:
        {
            if (head.x + 1 >= PatternElement_wide)
            {
                if (mode == 0)return SnakeCondition = Snake_condition::die; else head.x = 0;
            }
            else head.x++;
        }break;
        case position::down:
        {
            if (head.y + 1 >= PatternElement_height)
            {
                if (mode == 0)return SnakeCondition = Snake_condition::die; else head.y = 0;
            }
            else head.y++;
        }break;
        case position::left:
        {
            if (head.x - 1 < 0)
            {
                if (mode == 0)return SnakeCondition = Snake_condition::die; else head.x = PatternElement_wide - 1;
            }
            else head.x--;
        }break;
        case position::up:
        {
            if (head.y - 1 < 0)
            {
                if (mode == 0)return SnakeCondition = Snake_condition::die; else head.y = PatternElement_height - 1;
            }
            else head.y--;
        }break;
        default:break;
        }

        if (mode != 2)
            for (int i = 0; i < Snake_Body.len; i++)
                if (head.x == Find_SnakeBody(i).x)if (head.y == Find_SnakeBody(i).y) { return SnakeCondition = Snake_condition::die; }
        //移動一格
        Add_SnakeBody(head);        //添加一節
        for (int i = 0; i < foodSum; i++)if (head.x == food[i].fdxy.x && head.y == food[i].fdxy.y)
        {
            if (score / 10 % 10 == 9)playmusicEat(0); else playmusicEat(1);
            food[i] = { 0xff,0xff }; return Snake_condition::ate;
        }                           //無操作
        Del_SnakeBody();            //删除一節
        len = Snake_Body.len;
        refreshSnakeinf();
        return SnakeCondition = Snake_condition::survive;
    }
    void refreshSnakeinf()
    {
        len = Snake_Body.len;
        score = 10 * (len - 3);
        grade = (len - 3) / 10;

    }
    int Sveer()
    {
        int state = (int)move_direction - target_direction;
        if ((state == 2) || (state == -2))return 1;
        else move_direction = (position)target_direction;
        return 0;
    }

public:
    int target_direction = 10;
    Snake_condition SnakeCondition = Snake_condition::survive;                //  狀态
    int len = 0;      //長度

   // position target_direction = position::right;      //朝向
    int Speed = 0;  //速度
    int score = 0;  //分數
    int grade = 0;  //等級
    int snakeBodyMod = 0;
private:
    position move_direction = position::right;      //朝向
};

/*
* 按鍵互動
* 虛繼承 蛇
* 具有蛇體資料,食物資料,蛇動作及狀态,控制器
*/
class Key :virtual public Snake
{
    int remem = 0;
#define KEY_DOWN(VK_NONAME) (((GetAsyncKeyState(VK_NONAME)) ) ? 1:0)
public:
    static const int keySum = 15;  //指令數
    struct _KEY {
        int reset = 0;
        short keyState = 0;
    };
    _KEY key[keySum];
    int help_sign = 0;
    int max_fps = 120;
    int keyDown()
    {

        key[0].keyState = KEY_DOWN(VK_RIGHT);
        key[1].keyState = KEY_DOWN(VK_DOWN);
        key[2].keyState = KEY_DOWN(VK_LEFT);
        key[3].keyState = KEY_DOWN(VK_UP);
        key[4].keyState = KEY_DOWN(0x51);//q
        key[5].keyState = KEY_DOWN(0x45);//e
        key[6].keyState = KEY_DOWN(0x6B);//+
        key[7].keyState = KEY_DOWN(0x6D);//-
        key[8].keyState = KEY_DOWN(0x6A);//*
        key[9].keyState = KEY_DOWN(0xDB);//[
        key[10].keyState = KEY_DOWN(0xDD);//]
        key[11].keyState = KEY_DOWN(0x20);//space
        key[12].keyState = KEY_DOWN(0x70);//F11
        key[13].keyState = KEY_DOWN(0x30);//)
        key[14].keyState = KEY_DOWN(0x39);//(
        for (int i = 0; i < keySum; i++)
        {
            if (i < 4)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else if (key[i].reset == 1) { target_direction = i; key[i].reset = 0; }
            }
            if (i == 4)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1) {
                        if ((int)target_direction > 0)target_direction = ((int)target_direction - 1);
                        else target_direction = 3;
                        key[i].reset = 0;
                    }

                }
            }
            if (i == 5)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)target_direction < 3)target_direction = ((int)target_direction + 1); else target_direction = 0;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 6)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)foodSum < 99)foodSum = ((int)foodSum + 1); else foodSum = 0;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 7)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)foodSum > 0)foodSum = ((int)foodSum - 1); else foodSum = 99;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 8)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)snakeBodyMod < 2)snakeBodyMod = ((int)snakeBodyMod + 1); else snakeBodyMod = 0;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 9)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)Speed < 10)Speed = ((int)Speed + 1); else Speed = 0;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 10)
            {
                if (key[i].keyState == 0)key[i].reset = 1;
                else {
                    if (key[i].reset == 1)
                    {
                        if ((int)Speed > -10)Speed = ((int)Speed - 1); else Speed = 0;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 11)
            {
                if (key[i].keyState == 0)
                {
                    if (key[i].reset == 0) Speed = remem;
                    key[i].reset = 1;
                }
                else {
                    if (key[i].reset == 1)
                    {
                        remem = Speed;
                        Speed = 10;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 12)
            {
                if (key[i].keyState == 0)
                {
                    help_sign = 0;

                }
                else {

                    help_sign = 1;

                }
            }
            if (i == 13)
            {
                if (key[i].keyState == 0)
                {
                    //if (key[i].reset == 0);
                    key[i].reset = 1;
                }
                else {
                    if (key[i].reset == 1)
                    {
                        if (max_fps < 500)max_fps++; else max_fps = 10;
                        key[i].reset = 0;
                    }
                }
            }
            if (i == 14)
            {
                if (key[i].keyState == 0)
                {
                    if (key[i].reset == 0) Speed = remem;
                    key[i].reset = 1;
                }
                else {
                    if (key[i].reset == 1)
                    {
                        if (max_fps > 10)max_fps--; else max_fps = 500;
                        key[i].reset = 0;
                    }
                }
            }
        }

        return 0;
    }
};

/*
* 幀檢測
* 通過GetTickCount()的調用時間差
*/
class FPS
{
public:
    int Get_Fps()
    {
        DWORD _TimeMs = GetTickCount();
        if (_TimeMs - timePoint > 1000)
        {
            fps = count;
            timePoint = _TimeMs;
            count = 0;
        }
        else
        {
            count++;
        }
        return fps;
    }
    int fps = 0;
    int count = 0;
    DWORD timePoint = GetTickCount();
};

/*
* 圖像内容繪制
* 虛繼承 按鍵互動
* 具有蛇體資料,食物資料,蛇動作及狀态,控制器,圖像内容繪制
*/
class Draw : virtual public Key, virtual public FPS
{

public:

    void drawSnake();
    void drawFood(int kep);

    wchar_t* trstring2wchar(char* str)
    {
        int mystringsize = (int)(strlen(str) + 1);
        WCHAR* wchart = new wchar_t[mystringsize];
        MultiByteToWideChar(CP_ACP, 0, str, -1, wchart, mystringsize);
        return wchart;

    }
    WCHAR* numtostr(int num, WCHAR* wbuf)
    {
        //WCHAR* buf = new wchar_t[100];
        char buf[100];
        _itoa_s(num, buf, 50, 10);
        int mystringsize = (int)(strlen(buf) + 1);
        MultiByteToWideChar(CP_ACP, 0, buf, -1, wbuf, mystringsize);
        return wbuf;
    }
#define _Site(x) (x*16)
    void help(int x, int y)
    {

        int hang = 0;
        outtextxy(_Site(x), _Site(y + hang), _T("按鍵說明:----------------------------------"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("--方向控制:↑↓←→  或者 Q(逆時針),R(順時針)-"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("--速度:按下space加速,‘[’ 減速,‘]’加速   -"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("--食物:小鍵盤+ 增加食物,小鍵盤- 減少食物 -"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("--其他要素請自行探索!                    -"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("--------------------------------------------"));
        hang++;
        outtextxy(_Site(x), _Site(y + hang), _T("[Version: 1.0    -----by RorySpt in 2020/7/28]"));

    }
    void drawtext(Point site)
    {

        int x = site.x;
        int y = site.y;
        int hang = 0;
        WCHAR buf[100] = { 0 };
        //outtextxy(_Site(x), _Site(y + hang), _T("貪吃蛇:Snake0"));

        hang = 0;
        outtextxy(_Site(x), _Site(y + hang), _T("生命狀态:"));
        if (SnakeCondition == Snake_condition::survive) outtextxy(_Site(x + 5), _Site(y + hang), _T("存活"));
        if (SnakeCondition == Snake_condition::die) outtextxy(_Site(x + 5), _Site(y + hang), _T("瀕死"));
        if (SnakeCondition == Snake_condition::ate) outtextxy(_Site(x + 5), _Site(y + hang), _T("吃了"));


        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("等級:"));
        outtextxy(_Site(x + 3), _Site(y + hang), numtostr(grade, buf));

        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("分數:"));
        outtextxy(_Site(x + 3), _Site(y + hang), numtostr(score, buf));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("速度:"));
        outtextxy(_Site(x + 3), _Site(y + hang), numtostr(Speed, buf));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("長度:"));
        outtextxy(_Site(x + 3), _Site(y + hang), numtostr(len, buf));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("食物數量:"));
        outtextxy(_Site(x + 5), _Site(y + hang), numtostr(foodSum, buf));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("蛇體模式:"));
        if (snakeBodyMod == 0) outtextxy(_Site(x + 5), _Site(y + hang), _T("正常"));
        if (snakeBodyMod == 1) outtextxy(_Site(x + 5), _Site(y + hang), _T("穿牆"));
        if (snakeBodyMod == 2) outtextxy(_Site(x + 5), _Site(y + hang), _T("無敵"));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("FPS:"));
        outtextxy((int)_Site(x + 2.5), _Site(y + hang), numtostr(Get_Fps(), buf));
        hang ++;
        outtextxy(_Site(x), _Site(y + hang), _T("說明:(F1)"));
        if (help_sign == 1)
        {
            help(10, 2);
        }
    }
};

/*
* 貪吃蛇遊戲
* 具有蛇體資料,食物資料,蛇動作及狀态,控制器,圖像内容繪制,圖形初始化
* 
*/
class GluSnakeGame :virtual  public Draw
{
    GluSnakeGame() { drawInit(); };
public:
    static GluSnakeGame* gethInstance()
    {
        static GluSnakeGame Instance;
        return &Instance;
    }
    int drawInit()
    {
        initgraph(Map_wide, Map_height);
        setbkcolor(RGB(95, 183, 72));
        setlinecolor(0xf4d690);
        settextcolor(0x0);
        settextstyle(16, 0, _T("Consolas"));
        srand((unsigned)time(NULL));
        //settextcolor(BLUE);
        setbkmode(TRANSPARENT);			// 設定文字輸出模式為透明
        return 0;
    }
};


/*
* 幀控制器
*/
class FRACTRL
{
    WCHAR* numtostr(int num)
    {
        //WCHAR* buf = new wchar_t[100];
        char buf[100];
        static WCHAR wbuf[100];
        _itoa_s(num, buf, 50, 10);
        int mystringsize = (int)(strlen(buf) + 1);
        MultiByteToWideChar(CP_ACP, 0, buf, -1, wbuf, mystringsize);
        return wbuf;
    }
    LARGE_INTEGER QueryCounter()
    {
        LARGE_INTEGER count;
        QueryPerformanceCounter(&count);
        return count;
    }
    LARGE_INTEGER QueryFrequency()
    {
        LARGE_INTEGER count;
        QueryPerformanceFrequency(&count);
        return count;
    }
    FRACTRL() {};
public:

    static FRACTRL* gethInstance() {
        return &farctrl;
    }

    int triggerIndicator(int targetFps)
    {
        LARGE_INTEGER nowTime = QueryCounter();
        if ((nowTime.QuadPart - timePoint.QuadPart) * 1.0 >= (tc.QuadPart / targetFps))
        {
            timePoint = nowTime;
            return 1;
        }
        else return 0;
    }
    void timeController(int targetFps)
    {
        while (!triggerIndicator(targetFps))Sleep(0);

    }
    void DrawQuery(int x, int y)
    {
        outtextxy(x, y, _T("QueryFrequency:"));
        outtextxy(x + 8 * 15, y, numtostr((int)QueryFrequency().QuadPart));
    }
public:
    LARGE_INTEGER timePoint = QueryCounter();
    LARGE_INTEGER tc = QueryFrequency();
    static FRACTRL farctrl;
};

           

resource.h

//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ 生成的包含檔案。
// 供 貪吃蛇.rc 使用
//
#define IDR_WAVE1                       101
#define IDR_WAVE2                       102
#define IDR_WAVE3                       103
#define IDR_WAVE4                       104

// Next default values for new objects
// 
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE        105
#define _APS_NEXT_COMMAND_VALUE         40001
#define _APS_NEXT_CONTROL_VALUE         1001
#define _APS_NEXT_SYMED_VALUE           101
#endif
#endif
           

GluSnake.cpp(連結清單部分)

#include "GluSnake.h"

FRACTRL FRACTRL::farctrl;


bool SnakeBody::Creat_SnakeBody(Point site)//建立蛇體并傳入蛇頭坐标
{
    if(Snake_Body.head!=NULL)destroy_SnakeBody();
    Snake_Body.head = (_SnakeBody_Link*)malloc(sizeof(_SnakeBody_Link));    //建立一個蛇體單元,定為蛇頭;
    if (Snake_Body.head == NULL) {
        exit(-1);
    }
    Snake_Body.end = Snake_Body.head;   //蛇尾暫時與蛇頭重合
    SnakeColor[Snake_Body.len++] = RGB(rand() % 256, rand() % 256, rand() % 256);
    //Snake_Body.len = 1;
    Snake_Body.head->bodyCoord = site;
    Snake_Body.end->bodyCoord = site;
    return true;
}
bool SnakeBody::Add_SnakeBody(Point site)//從頭添加一節蛇體
{
    _SnakeBody_Link* newBody = (_SnakeBody_Link*)malloc(sizeof(_SnakeBody_Link));
    if (newBody == NULL) {
        exit(-1);
    }
    newBody->bodyCoord = site;  //為新蛇身坐标指派
    newBody->next = Snake_Body.head;//新的蛇體作為蛇頭
    newBody->last = NULL;
    Snake_Body.head->last = newBody;
    Snake_Body.head = newBody;
    SnakeColor[Snake_Body.len++] = RGB(rand() % 256, rand() % 256, rand() % 256);       //蛇身長度加1
    return 0;
}
bool SnakeBody::Del_SnakeBody()//從尾部删除一節蛇體
{
    if (Snake_Body.len < 1)return Snake_Body.len;
    Snake_Body.end = Snake_Body.end->last;
    free(Snake_Body.end->next);
    Snake_Body.len--;
    return Snake_Body.len;
}
void SnakeBody::destroy_SnakeBody()//銷毀整個蛇體
{
    while (Del_SnakeBody() != 0);
}
Point SnakeBody::Find_SnakeBody(int len)   //找到某節蛇體
{
    if (len > Snake_Body.len)return { -1,-1 };
    _SnakeBody_Link* cur = Snake_Body.head;
    while (len--)cur = cur->next;
    return cur->bodyCoord;
}



void SnakeFood::Food_init()
{
    for (int i = 0; i < 100; i++)food[i] = { 0xff,0xff };
}
int SnakeFood::Supple_Food()
{

    Point temp, newFood;

    for (int i = 0; i < foodSum; i++)
    {
        if (food[i].fdxy.x == 0xff && food[i].fdxy.y == 0xff)
        {
            newFood.x = rand() % PatternElement_wide;
            newFood.y = rand() % PatternElement_height;
            for (int i = 0; i < Snake_Body.len; i++)
            {
                temp = Find_SnakeBody(i);
                if (temp.x == newFood.x && temp.y == newFood.y)
                {
                    newFood.x = rand() % PatternElement_wide;
                    newFood.y = rand() % PatternElement_height;
                    i = 0;
                }
            }
            food[i].fdxy = newFood;
        }
    }
    return 0;
}



void Draw::drawSnake()
{
    Point temp;
    COLORREF SNAKE_COLAR = GREEN;
    for (int i = 0; i < Snake_Body.len; i++)
    {
        temp = Find_SnakeBody(i);
        temp.x *= 10;
        temp.y *= 10;
        setfillcolor(SnakeColor[i]);
        fillrectangle(temp.x, temp.y, temp.x + 10, temp.y + 10);
    }
}
void Draw::drawFood(int kep)
{
    Point temp;
    for (int i = 0; i <= foodSum - 1; i++)
    {
        temp = food[i].fdxy;
        temp.x *= 10;
        temp.y *= 10;
        if (kep == 1)food[i].color = RGB(rand() % 256, rand() % 256, rand() % 256);
        setfillcolor(food[i].color);	// 每次重新賦予食物一個随機的顔色
        fillrectangle(temp.x, temp.y, temp.x + 10, temp.y + 10);
    }
}           

SnakeGame.cpp

// 程式名稱:貪吃蛇
#include "GluSnake.h"
#include "io.h"
int main()
{

    //Draw Snake0;
    GluSnakeGame* GluSnake = GluSnakeGame::gethInstance();
    FRACTRL* pFraCtrl = FRACTRL::gethInstance();
    //FPS FpsDetector;
    //drawInit();
    GluSnake->Snake_Init();
    GluSnake->drawSnake();
    GluSnake->drawFood(1);
    int movecout = 0;
    int drawcout = 0;
    int sign = 0;
   

    GluSnake->max_fps = 60;

    // 開啟批量繪圖,作用是避免閃爍
    BeginBatchDraw();
    while (1)
    {
        //Sleep(2);

        drawcout++;
        GluSnake->keyDown();

        //速度控制
        if (movecout++ >= (10 - GluSnake->Speed)) {
            GluSnake->Smove(GluSnake->snakeBodyMod); movecout = 0;
        }
        //存活控制
        if (GluSnake->SnakeCondition == Snake_condition::survive || GluSnake->SnakeCondition == Snake_condition::ate)sign = 1;
        else if (sign == 1)
        {
            GluSnake->playmusicHit(0); sign = 0;
        }
        //生成食物
        GluSnake->Supple_Food();
        //if(drawcout++>5){Snake0.SnakeColor[0] = RGB(rand() % 256, rand() % 256, rand() % 256);}
        

        //繪制
        cleardevice();
        GluSnake->drawSnake();
        GluSnake->drawFood(((drawcout % 10) == 0));
        GluSnake->drawtext({ 0,0 });
        FlushBatchDraw();
        static SHORT bPicture = 0;
        static int png_count = 0;
        if (!bPicture&&(bPicture = ((GetAsyncKeyState(0x7A))) ? 1 : 0)) {
            wchar_t buf[100];
            _wfinddata_t file;
            do{
                swprintf_s(buf, L"截圖%d.png", png_count++);
            } while (_wfindfirst(buf, &file)!=-1);
            
            saveimage(buf);
        }
        else {
            bPicture = ((GetAsyncKeyState(0x7A))) ? 1 : 0;
        }
        //幀控制
        pFraCtrl->timeController(GluSnake->max_fps);
    }
    EndBatchDraw();
    return 0;
}
           

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