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贪吃蛇外壳设计图纸教程_贪吃蛇外壳设计图纸教程

发布时间:2023-03-21 17:40:36 作者:定制工业设计网 2

   大家好!今天让小编来大家介绍下关于贪吃蛇外壳设计图纸教程_贪吃蛇外壳设计图纸教程的问题,以下是小编对此问题的归纳整理,让我们一起来看看吧。

文章目录列表:

贪吃蛇外壳设计图纸教程_贪吃蛇外壳设计图纸教程

一、贪吃蛇怎么给皮肤升级

贪吃蛇给皮肤升级方法
1、主界面点击右下角的"皮肤"按钮进入皮肤界面,在这里有各种皮肤的具体价格,想要哪一个直接点击对应皮肤购买。
2、购买完成以后,下面就会显示已拥有,要是想使用这一个皮肤的话,再点击一下,其右上角会出现出场的标志。根据贪吃蛇游戏中皮肤升级教程得知。

贪吃蛇外壳设计图纸教程_贪吃蛇外壳设计图纸教程

二、如果让你来设计,你会给贪吃蛇游戏增加哪些新的玩法?

贪吃蛇是一款非常经典的游戏,还记得以前拿着爸爸妈妈的按键手机上面就有内置这一款游戏。一开始的贪吃蛇是黑白像素的,我记得我以前有一个五块钱买的那种像素游戏机,里面就有内置坦克大战,俄罗斯方块,贪吃蛇等一些小游戏。



后来父母的手机变成彩色屏了,上面的贪吃蛇也得到了提升,变成了彩色的方块,随后诺基亚手机上的贪吃蛇就变成了类似于2.5d的游戏,当时吃的东西不再是单纯的像素块,而是苹果香蕉之类的,看起来更加的有趣,可以说是诺基亚把贪吃蛇这个游戏给带火了。


贪吃蛇会随着你的长度,速度越来越快到后面基本上就控制不了了,很容易碰到自己的尾巴或者是墙壁。但是在如今来看这款游戏已经是过时了,如果将它重新设计的话,应该多创造一些趣味的关卡,比如说可以增加一些道具,比如说无敌道具,在吃到它以后,即使是墙壁和自己的身体都可以穿过去。


吃任务道具的时候也可以加上连击的效果,这样玩起来就比较刺激。其次我认为它可以做成3d的模式,就是以第一人称和第三人称之间可以相互切换,自己控制着像赛车游戏那样会比较刺激好玩。随后就是添加如今各个游戏都有的排行榜功能,谁闯的关数越多就会排在前面,这样的话其他玩家就会产生竞争心理。这样才能吸引更多游戏爱好者前来游玩。

贪吃蛇外壳设计图纸教程_贪吃蛇外壳设计图纸教程

三、用JAVA设计游戏:贪吃蛇游戏

用MVC方式实现的贪吃蛇游戏,共有4个类。运行GreedSnake运行即可。主要是观察者模式的使用,我已经添加了很多注释了。
1、
/*
* 程序名称:贪食蛇
* 广东会:BigF
* 修改者:algo
* 说明:我以前也用C写过这个程序,现在看到BigF用Java写的这个,发现虽然作者自称是Java的初学者,
* 但是明显编写程序的素养不错,程序结构写得很清晰,有些细微得地方也写得很简洁,一时兴起之
* 下,我认真解读了这个程序,发现数据和表现分开得很好,而我近日正在学习MVC设计模式,
* 因此尝试把程序得结构改了一下,用MVC模式来实现,对源程序得改动不多。
* 我同时也为程序增加了一些自己理解得注释,希望对大家阅读有帮助。
*/
package mvcTest;
/**
* @author WangYu
* @version 1.0
* Description:
* </pre>
* Create on :Date :2005-6-13 Time:15:57:16
* LastModified:
* History:
*/
public class GreedSnake {
public static void main(String[] args) {
SnakeModel model = new SnakeModel(20,30);
SnakeControl control = new SnakeControl(model);
SnakeView view = new SnakeView(model,control);
//添加一个观察者,让view成为model的观察者
model.addObserver(view);

(new Thread(model)).start();
}
}
-------------------------------------------------------------
2、
package mvcTest;
//SnakeControl.java
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
/**
* MVC中的Controler,负责接收用户的操作,并把用户操作通知Model
*/
public class SnakeControl implements KeyListener{
SnakeModel model;
public SnakeControl(SnakeModel model){
this.model = model;
}
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (model.running){ // 运行状态下,处理的按键
switch (keyCode) {
case KeyEvent.VK_UP:
model.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
model.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
model.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
model.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
model.speedUp();
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
model.speedDown();
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
model.changePauseState();
break;
default:
}
}
// 任何情况下处理的按键,按键导致重新启动游戏
if (keyCode == KeyEvent.VK_R ||
keyCode == KeyEvent.VK_S ||
keyCode == KeyEvent.VK_ENTER) {
model.reset();
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
}
-------------------------------------------------------------
3、
/*
*
*/
package mvcTest;
/**
* 游戏的Model类,负责所有游戏相关数据及运行
* @author WangYu
* @version 1.0
* Description:
* </pre>
* Create on :Date :2005-6-13 Time:15:58:33
* LastModified:
* History:
*/
//SnakeModel.java
import javax.swing.*;
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Random;
/**
* 游戏的Model类,负责所有游戏相关数据及运行
*/
class SnakeModel extends Observable implements Runnable {
boolean[][] matrix; // 指示位置上有没蛇体或食物
LinkedList nodeArray = new LinkedList(); // 蛇体
Node food;
int maxX;
int maxY;
int direction = 2; // 蛇运行的方向
boolean running = false; // 运行状态
int timeInterval = 200; // 时间间隔,毫秒
double speedChangeRate = 0.75; // 每次得速度变化率
boolean paused = false; // 暂停标志
int score = 0; // 得分
int countMove = 0; // 吃到食物前移动的次数
// UP and DOWN should be even
// RIGHT and LEFT should be odd
public static final int UP = 2;
public static final int DOWN = 4;
public static final int LEFT = 1;
public static final int RIGHT = 3;
public SnakeModel( int maxX, int maxY) {
this.maxX = maxX;
this.maxY = maxY;
reset();
}
public void reset(){
direction = SnakeModel.UP; // 蛇运行的方向
timeInterval = 200; // 时间间隔,毫秒
paused = false; // 暂停标志
score = 0; // 得分
countMove = 0; // 吃到食物前移动的次数
// initial matirx, 全部清0
matrix = new boolean[maxX][];
for (int i = 0; i < maxX; ++i) {
matrix[i] = new boolean[maxY];
Arrays.fill(matrix[i], false);
}
// initial the snake
// 初始化蛇体,如果横向位置超过20个,长度为10,否则为横向位置的一半
int initArrayLength = maxX > 20 ? 10 : maxX / 2;
nodeArray.clear();
for (int i = 0; i < initArrayLength; ++i) {
int x = maxX / 2 + i;//maxX被初始化为20
int y = maxY / 2; //maxY被初始化为30
//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]
//默认的运行方向向上,所以游戏一开始nodeArray就变为:
// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;
}
// 创建食物
food = createFood();
matrix[food.x][food.y] = true;
}
public void changeDirection(int newDirection) {
// 改变的方向不能与原来方向同向或反向
if (direction % 2 != newDirection % 2) {
direction = newDirection;
}
}
/**
* 运行一次
* @return
*/
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
// 根据方向增减坐标值
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
// 如果新坐标落在有效范围内,则进行处理
if ((0 <= x && x < maxX) && (0 <= y && y < maxY)) {

if (matrix[x][y]) { // 如果新坐标的点上有东西(蛇体或者食物)
if (x == food.x && y == food.y) { // 吃到食物,成功
nodeArray.addFirst(food); // 从蛇头赠长
// 分数规则,与移动改变方向的次数和速度两个元素有关
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet > 0 ? scoreGet : 10;
countMove = 0;
food = createFood(); // 创建新的食物
matrix[food.x][food.y] = true; // 设置食物所在位置
return true;
} else // 吃到蛇体自身,失败
return false;

} else { // 如果新坐标的点上没有东西(蛇体),移动蛇体
nodeArray.addFirst(new Node(x, y));
matrix[x][y] = true;
n = (Node) nodeArray.removeLast();
matrix[n.x][n.y] = false;
countMove++;
return true;
}
}
return false; // 触到边线,失败
}
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn()) {
setChanged(); // Model通知View数据已经更新
notifyObservers();
} else {
JOptionPane.showMessageDialog(null,
"you failed",
"Game Over",
JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}
private Node createFood() {
int x = 0;
int y = 0;
// 随机获取一个有效区域内的与蛇体和食物不重叠的位置
do {
Random r = new Random();
x = r.nextInt(maxX);
y = r.nextInt(maxY);
} while (matrix[x][y]);
return new Node(x, y);
}
public void speedUp() {
timeInterval *= speedChangeRate;
}
public void speedDown() {
timeInterval /= speedChangeRate;
}
public void changePauseState() {
paused = !paused;
}
public String toString() {
String result = "";
for (int i = 0; i < nodeArray.size(); ++i) {
Node n = (Node) nodeArray.get(i);
result += "[" + n.x + "," + n.y + "]";
}
return result;
}
}
class Node {
int x;
int y;
Node(int x, int y) {
this.x = x;
this.y = y;
}
}
------------------------------------------------------------
4、
package mvcTest;
//SnakeView.java
import javax.swing.*;
import java.awt.*;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Observer;
/**
* MVC模式中得Viewer,只负责对数据的显示,而不用理会游戏的控制逻辑
*/
public class SnakeView implements Observer {
SnakeControl control = null;
SnakeModel model = null;
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;
public static final int canvasWidth = 200;
public static final int canvasHeight = 300;
public static final int nodeWidth = 10;
public static final int nodeHeight = 10;
public SnakeView(SnakeModel model, SnakeControl control) {
this.model = model;
this.control = control;
mainFrame = new JFrame("GreedSnake");
Container cp = mainFrame.getContentPane();
// 创建顶部的分数显示
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
// 创建中间的游戏显示区域
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(control);
cp.add(paintCanvas, BorderLayout.CENTER);
// 创建底下的帮助栏
JPanel panelButtom = new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;
labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(control);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
}
void repaint() {
Graphics g = paintCanvas.getGraphics();
//draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na = model.nodeArray;
Iterator it = na.iterator();
while (it.hasNext()) {
Node n = (Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n = model.food;
drawNode(g, n);
updateScore();
}
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth,
n.y * nodeHeight,
nodeWidth - 1,
nodeHeight - 1);
}
public void updateScore() {
String s = "Score: " + model.score;
labelScore.setText(s);
}
public void update(Observable o, Object arg) {
repaint();
}
}
-------------------------------------------------------------

四、贪吃蛇程序设计报告

#include<graphics.h>
#include<stdlib.h>
#include<dos.h>
#define LEFT 0x4b00
#define RIGHT 0x4d00
#define DOWN 0x5000
#define UP 0x4800
#define ESC 0x011b
int i,key;
int score=0;
int gamespeed=32000;
struct Food /*食物的结构体*/
{
int x; /*食物的横坐标*/
int y; /*食物的纵坐标*/
int yes; /*食物是否出现的变量*/
}food;
struct Snack /*蛇的结构体*/
{
int x[N];
int y[N];
int node; /*蛇的节数*/
int direction; /*蛇的方向*/
int life; /*蛇的生命,0活着,1死亡*/
}snake;
void Init(void); /*图形驱动*/
void Close(void); /*关闭游戏函数*/
void DrawK(void); /*画图函数*/
void GameOver(void);/*输出失败函数*/
void GamePlay(); /*游戏控制函数 主要程序*/
void PrScore(void); /*分数输出函数*/
DELAY(char ch)/*调节游戏速度*/
{
if(ch=='3')
{
delay(gamespeed); /*delay是延迟函数*/
delay(gamespeed);
}
else if(ch=='2')
{
delay(gamespeed);
}
}
Menu()/*游戏开始菜单*/
{
char ch;
printf("Please choose the gamespeed:\n");
printf("1-Fast 2-Normal 3-Slow\n");
printf("\nPlease Press The numbers..\n");
do
{ch=getch();}
while(ch!='1'&&ch!='2'&&ch!='3');
clrscr();
return(ch);
}
/*主函数*/
void main(void)
{
int ch;
ch=Menu();
Init();
DrawK();
GamePlay(ch);
Close();
}
void Init(void)
{
int gd=DETECT,gm;
initgraph(&gd,&gm,"c:\\tc");
cleardevice();
}
void DrawK(void)
{
setcolor(11);
setlinestyle(SOLID_LINE,0,THICK_WIDTH);
for(i=50;i<=600;i+=10)
{
rectangle(i,40,i+10,49); /*画出上边框*/
rectangle(i,451,i+10,460); /*画出下边框*/
}
for(i=40;i<=450;i+=10)
{
rectangle(50,i,59,i+10); /*画出左边框*/
rectangle(601,i,610,i+10); /*画出右边框*/
}
}
void GamePlay(char ch)
{
randomize(); /*随机数发生器*/
food.yes=1; /*1代表要出现食物,0表示以存在食物*/
snake.life=0;
snake.direction=1;
snake.x[0]=100;snake.y[0]=100;
snake.x[1]=110;snake.y[1]=100;
snake.node=2;
PrScore();
while(1) /*可以重复游戏*/
{
while(!kbhit()) /*在没有按键的情况下蛇自己移动*/
{
if(food.yes==1) /*需要食物*/
{
food.x=rand()%400+60;
food.y=rand()%350+60; /*使用rand函数随机产生食物坐标*/
while(food.x%10!=0)
food.x++;
while(food.y%10!=0)
food.y++; /*判断食物是否出现在整格里*/
food.yes=0; /*现在有食物了*/
}
if(food.yes==0) /*有食物了就要显示出来*/
{
setcolor(GREEN);
rectangle(food.x,food.y,food.x+10,food.y-10);
}
for(i=snake.node-1;i>0;i--) /*贪吃蛇的移动算法*/
{
snake.x[i]=snake.x[i-1];
snake.y[i]=snake.y[i-1]; /*贪吃蛇的身体移动算法*/
}
switch(snake.direction) /*贪吃蛇的头部移动算法,以此来控制移动*/
{
case 1:snake.x[0]+=10;break;
case 2:snake.x[0]-=10;break;
case 3:snake.y[0]-=10;break;
case 4:snake.y[0]+=10;break;
}
for(i=3;i<snake.node;i++) /*判断是否头部与身体相撞*/
{
if(snake.x[i]==snake.x[0]&&snake.y[i]==snake.y[0])
{
GameOver();
snake.life=1;
break;
}
}
/*下面是判断是否撞到墙壁*/
if(snake.x[0]<55||snake.x[0]>595||snake.y[0]<55||snake.y[0]>455)
{
GameOver();
snake.life=1;
}
if(snake.life==1) /*如果死亡就退出循环*/
break;
if(snake.x[0]==food.x&&snake.y[0]==food.y) /*判断蛇是否吃到食物*/
{
setcolor(0);
rectangle(food.x,food.y,food.x+10,food.y-10); /*吃的食物后用黑色将食物擦去*/
snake.x[snake.node]=-20;snake.y[snake.node]=-20; /*现把增加的一节放到看不到的地方去*/
snake.node++;
food.yes=1;
score+=10;
PrScore();
}
setcolor(4); /*每次移动后将后面的身体擦去*/
for(i=0;i<snake.node;i++)
rectangle(snake.x[i],snake.y[i],snake.x[i]+10,snake.y[i]-10);
delay(gamespeed);
DELAY(ch);
setcolor(0);
rectangle(snake.x[snake.node-1],snake.y[snake.node-1],snake.x[snake.node-1]+10,snake.y[snake.node-1]-10);
}
if(snake.life==1)
break;
key=bioskey(0); /*接受按键*/
if(key==ESC)
break;
else
if(key==UP&&snake.direction!=4)/*判断是否改变方向*/
snake.direction=3;
else
if(key==RIGHT&&snake.direction!=2)
snake.direction=1;
else
if(key==LEFT&&snake.direction!=1)
snake.direction=2;
else
if(key==DOWN&&snake.direction!=3)
snake.direction=4;
}
}
void GameOver(void)
{
cleardevice();
setcolor(RED);
settextstyle(0,0,4);
outtextxy(200,200,"GAME OVER");
getch();
}
void PrScore(void)
{
char str[10];
setfillstyle(SOLID_FILL,YELLOW);
bar(50,15,220,35);
setcolor(6);
settextstyle(0,0,2);
sprintf(str,"scord:%d",score);
outtextxy(55,20,str);
}
void Close(void)
{
getch();
closegraph();
}
贪吃蛇
#include "graphics.h"
#include "stdio.h"

#define MAX 200
#define MAXX 30
#define MAXY 30

#define UP 18432
#define DOWN 20480
#define LEFT 19200
#define RIGHT 19712
#define ESC 283
#define ENTER 7181
#define PAGEUP 18688
#define PAGEDOWN 20736
#define KEY_U 5749
#define KEY_K 9579
#define CTRL_P 6512
#define TRUE 1
#define FALSE 0
#define GAMEINIT 1
#define GAMESTART 2
#define GAMEHAPPY 3
#define GAMEOVER 4

struct SPlace
{
int x;
int y;
int st;
} place[MAX];
int speed;
int count;
int score;
int control;
int head;
int tear;
int x,y;
int babyx,babyy;
int class;
int eat;
int game;
int gamedelay[]={5000,4000,3000,2000,1000,500,250,100};
int gamedelay2[]={1000,1};
static int hitme=TRUE,hit = TRUE;
void init(void);
void nextstatus(void);
void draw(void);

void init(void)
{
int i;
for(i=0;i<MAX;i++)
{
place[i].x = 0;
place[i].y = 0;
place[i].st = FALSE;
}
place[0].st = TRUE;
place[1].st = TRUE;
place[1].x = 1;
speed = 9;
count = 0;
score = 0;
control = 4;
head = 1;
tear = 0;
x = 1;
y = 0;
babyx = rand()%MAXX;
babyy = rand()%MAXY;
eat = FALSE;
game = GAMESTART;
}
void nextstatus(void)
{
int i;
int exit;
int xx,yy;
xx = x;
yy = y;
switch(control)
{
case 1: y--; yy = y-1; break;
case 2: y++; yy = y+1; break;
case 3: x--; xx = x-1; break;
case 4: x++; xx = x+1; break;
}
hit = TRUE;
if ( ((control == 1) || (control ==2 )) && ( (y < 1) ||(y >= MAXY-1)) ||
(((control == 3) || (control == 4)) && ((x < 1) ||(x >= MAXX-1) ) ) )
{
hit = FALSE;
}

if ( (y < 0) ||(y >= MAXY) ||
(x < 0) ||(x >= MAXX) )
{
game = GAMEOVER;
control = 0;
return;
}
for (i = 0; i < MAX; i++)
{
if ((place[i].st) &&
(x == place[i].x) &&
(y == place[i].y) )
{
game = GAMEOVER;
control = 0;
return;
}
if ((place[i].st) &&
(xx == place[i].x) &&
(yy == place[i].y) )
{
hit = FALSE;
goto OUT;
}

}
OUT:
if ( (x == babyx) && (y == babyy) )
{
eat = TRUE;
count ++;
score += (1+class) * 10;
}

head ++;
if (head >= MAX) head = 0;
place[head].x = x;
place[head].y = y;
place[head].st= TRUE;
if (eat == FALSE)
{
place[tear].st = FALSE;
tear ++;
if (tear >= MAX) tear = 0;
}
else
{
eat = FALSE;
exit = TRUE;
while(exit)
{
babyx = rand()%MAXX;
babyy = rand()%MAXY;
exit = FALSE;
for( i = 0; i< MAX; i++ )
if( (place[i].st)&&( place[i].x == babyx) && (place[i].y == babyy))
exit ++;
}

}
if (head == tear) game = GAMEHAPPY;

}
void draw(void)
{
char temp[50];
int i,j;
for (i = 0; i < MAX; i++ )
{
setfillstyle(1,9);
if (place[i].st)
bar(place[i].x*15+1,place[i].y*10+1,place[i].x*15+14,place[i].y*10+9);
}
setfillstyle(1,4);
bar(babyx*15+1,babyy*10+1,babyx*15+14,babyy*10+9);
setcolor(8);
setfillstyle(1,8);
bar(place[head].x*15+1,place[head].y*10+1,place[head].x*15+14,place[head].y*10+9);
/* for( i = 0; i <= MAXX; i++ )
line( i*15,0, i*15, 10*MAXY);
for( j = 0; j <= MAXY; j++ )
line( 0, j*10, 15*MAXX, j*10);
*/
rectangle(0,0,15*MAXX,10*MAXY);
sprintf(temp,"Count: %d",count);
settextstyle(1,0,2);
setcolor(8);
outtextxy(512,142,temp);
setcolor(11);
outtextxy(510,140,temp);
sprintf(temp,"1P: %d",score);
settextstyle(1,0,2);
setcolor(8);
outtextxy(512,102,temp);
setcolor(12);
outtextxy(510,100,temp);
sprintf(temp,"Class: %d",class);
setcolor(8);
outtextxy(512,182,temp);
setcolor(11);
outtextxy(510,180,temp);
}
main()
{
int pause = 0;
char temp[50];
int d,m;
int key;
int p;
static int keydown = FALSE;
int exit = FALSE;
int stchange = 0;
d = VGA;
m = VGAMED;
initgraph( &d, &m, "" );
setbkcolor(3);
class = 3;
init();
p = 1;
while(!exit)
{
if (kbhit())
{
key = bioskey(0);
switch(key)
{
case UP: if( (control != 2)&& !keydown)
control = 1;
keydown = TRUE;
break;
case DOWN: if( (control != 1)&& !keydown)
control = 2;
keydown = TRUE;
break;
case LEFT: if( (control != 4)&& !keydown)
control = 3;
keydown = TRUE;
break;
case RIGHT: if( (control != 3)&& !keydown)
control = 4;
keydown = TRUE;
break;
case ESC: exit = TRUE;break;
case ENTER: init();break;
case PAGEUP: class --; if (class<0) class = 0; break;
case PAGEDOWN: class ++;if (class>7) class = 7; break;
case KEY_U: if( ( (control ==1) ||(control ==2))&& !keydown)
control = 3;
else if(( (control == 3) || (control == 4))&& !keydown)
control = 1;
keydown = TRUE;
break;
case KEY_K: if( ( (control ==1) ||(control ==2))&& !keydown)
control = 4;
else if(( (control == 3) || (control == 4))&& !keydown)
control = 2;
keydown = TRUE;
break;
case CTRL_P:pause = 1 - pause; break;
}
}
stchange ++ ;
putpixel(0,0,0);
if (stchange > gamedelay[class] + gamedelay2[hit])
{
stchange = 0;
keydown = FALSE;
p = 1 - p;
setactivepage(p);
cleardevice();
if (!pause)
nextstatus();
else
{
settextstyle(1,0,4);
setcolor(12);
outtextxy(250,100,"PAUSE");
}
draw();

if(game==GAMEOVER)
{
settextstyle(0,0,6);
setcolor(8);
outtextxy(101,101,"GAME OVER");
setcolor(15);
outtextxy(99,99,"GAME OVER");
setcolor(12);
outtextxy(100,100,"GAME OVER");
sprintf(temp,"Last Count: %d",count);
settextstyle(0,0,2);
outtextxy(200,200,temp);
}

if(game==GAMEHAPPY)
{
settextstyle(0,0,6);
setcolor(12);
outtextxy(100,300,"YOU WIN");
sprintf(temp,"Last Count: %d",count);
settextstyle(0,0,2);
outtextxy(200,200,temp);
}
setvisualpage(p);
}
}
closegraph();
}
具体的编译和界面还是要靠你。

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