Android-贪吃蛇源码分析[1]
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附录1.SnakeView类package com.example.android_snake.view;import java.util.ArrayList;import java.util.List;import java.util.Random;import java.util.Timer;import java.util.TimerTask;import com.example.android_snake.R;import com.example.android_snake.food.Food;import com.example.android_snake.snake.Body;import com.example.android_snake.snake.Head;import com.example.android_snake.snake.Snake;import com.example.android_snake.snake.SnakeDirection; import com.example.android_snake.stone.Stone;import android.annotation.SuppressLint;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.graphics.Paint.Style;import android.os.Handler;import android.util.DisplayMetrics;import android.view.Display;import android.view.MotionEvent;import android.view.View;import android.view.ViewManager;import android.view.WindowManager;import android.widget.Toast;public class SnakeView extends View {private Context context;private Bitmap headBitmap;private Bitmap bodyBitmap;private Bitmap foodBitmap;private Bitmap stoneBitmap;// 屏幕的高度和宽度private int screenHeight;private int screenWidth;// 每个小格子的高度和宽度private int eachHeight;private int eachWidth;private Snake snake;private Food food;private Stone stone;private int [] listx;private int [] listy;private Timer timer = new Timer();Handler handler = new Handler() {public void handleMessage(android.os.Message msg) {moveSnake();invalidate();}};public SnakeView(Context context) {super(context);this.context = context;listx =new int[100];listy =new int[100];// 获得屏幕的高和宽DisplayMetrics metrics = new DisplayMetrics();WindowManager windowManager = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);windowManager.getDefaultDisplay().getMetrics(metrics);screenHeight = metrics.heightPixels;screenWidth = metrics.widthPixels;eachHeight = screenHeight / 32;eachWidth = screenWidth / 20;// 初始化图片headBitmap = BitmapFactory.decodeResource(getResources(),R.drawable.head);bodyBitmap = BitmapFactory.decodeResource(getResources(),R.drawable.body);foodBitmap = BitmapFactory.decodeResource(getResources(),R.drawable.food);stoneBitmap = BitmapFactory.decodeResource(getResources(),R.drawable.stone);this.initSnake();this.initFood();this.initstone();gameRun();}@Overrideprotected void onDraw(Canvas canvas) {super.onDraw(canvas);Paint paint = new Paint();// 定义画笔paint.setColor(Color.GRAY);// 设置画笔颜色paint.setAntiAlias(true);// 去除锯齿paint.setStyle(Style.STROKE);// 设置空心实心paint.setTextSize(40);drawLines(canvas, paint);drawStone(canvas, paint);if(isCollide()){canvas.drawText("Game Over!", screenWidth/4, screenHeight/3, paint);canvas.drawText("得分", screenWidth/4, screenHeight/2, paint);timer.cancel();}else{this.drawSnake(canvas, paint);}boolean flag = IsRectCollision(snake.getHead().getPointX(), snake.getHead().getPointY(), eachWidth, eachHeight,food.getPointX(), food.getPointY(), eachWidth, eachHeight);if (flag) {food = null;snake.getBodyList().add(new Body());this.initFood();this.initstone();} else {this.drawFood(canvas, paint);this.drawStone(canvas, paint);}}//方向控制@Overridepublic boolean onTouchEvent(MotionEvent event) {int x = (int) event.getX();int y = (int) event.getY();SnakeDirection nowDir = snake.getSnakeDirection();int m = -screenHeight * x + screenHeight * screenWidth - screenWidth * y;int n = screenHeight * x - screenWidth * y;if ((m > 0 && n > 0) && (nowDir != SnakeDirection.DOWN)) {snake.setSnakeDirection(SnakeDirection.UP);} else if ((m > 0 && n < 0) && (nowDir != SnakeDirection.RIGHT)) { snake.setSnakeDirection(SnakeDirection.LEFT);} else if ((m < 0 && n > 0) && (nowDir != SnakeDirection.LEFT)) { snake.setSnakeDirection(SnakeDirection.RIGHT);} else if ((m < 0 && n < 0) && (nowDir != SnakeDirection.UP)) { snake.setSnakeDirection(SnakeDirection.DOWN);}return super.onTouchEvent(event);}public void gameRun() {timer.scheduleAtFixedRate(new TimerTask() {public void run() {handler.obtainMessage().sendToTarget();}}, 100, 400);}/** 画网格线*/public void drawLines(Canvas canvas, Paint paint) {int startX = 0, startY = 0;for (int i = 0; i < 100; i++) {canvas.drawLine(0, startY, screenWidth, startY, paint);startY = startY + eachHeight;}for (int i = 0; i < 100; i++) {canvas.drawLine(startX, 0, startX, screenHeight, paint);startX = startX + eachWidth;}canvas.drawLine(0, 0, screenWidth, screenHeight, paint);canvas.drawLine(0, screenHeight, screenWidth, 0, paint);}// 初始化蛇public void initSnake() {List<Body> bodies = new ArrayList<Body>();Head head = new Head(eachWidth * 4, eachHeight * 2, headBitmap);Body body1 = new Body(eachWidth * 3, eachHeight * 2, bodyBitmap);Body body2 = new Body(eachWidth * 2, eachHeight * 2, bodyBitmap);Body body3 = new Body(eachWidth * 1, eachHeight * 2, bodyBitmap);Body body4 = new Body(eachWidth * 0, eachHeight * 2, bodyBitmap);bodies.add(body1);bodies.add(body2);bodies.add(body3);bodies.add(body4);snake = new Snake(head, bodies, SnakeDirection.RIGHT);}// 画蛇public void drawSnake(Canvas canvas, Paint paint) {canvas.drawBitmap(headBitmap, snake.getHead().getPointX(), snake .getHead().getPointY(), paint);for (int i = 0; i < snake.getBodyList().size(); i++) {canvas.drawBitmap(bodyBitmap, snake.getBodyList().get(i).getPointX(), snake.getBodyList().get(i).getPointY(), paint);}}// 改变蛇身的位置public void changSnakePosition(int pointX, int pointY) {for (int i = snake.getBodyList().size() - 1; i > 0; i--) {snake.getBodyList().get(i).setPointX(snake.getBodyList().get(i - 1).getPointX());snake.getBodyList().get(i).setPointY(snake.getBodyList().get(i - 1).getPointY());}snake.getBodyList().get(0).setPointX(snake.getHead().getPointX());snake.getBodyList().get(0).setPointY(snake.getHead().getPointY());}// 移动蛇public void moveSnake() {int nowPointX = snake.getHead().getPointX();int nowPointY = snake.getHead().getPointY();if (snake.getSnakeDirection() == SnakeDirection.RIGHT) {changSnakePosition(nowPointX, nowPointY);if (nowPointX >= screenWidth - eachWidth) {snake.getHead().setPointX(0);} else {snake.getHead().setPointX(nowPointX + eachWidth);}} else if (snake.getSnakeDirection() == SnakeDirection.DOWN) { changSnakePosition(nowPointX, nowPointY);if (nowPointY >= screenHeight - eachHeight) {snake.getHead().setPointY(0);} else {snake.getHead().setPointY(nowPointY + eachHeight);}} else if (snake.getSnakeDirection() == SnakeDirection.LEFT) {changSnakePosition(nowPointX, nowPointY);if (nowPointX <= 0) {snake.getHead().setPointX(screenWidth - eachWidth);} else {snake.getHead().setPointX(nowPointX - eachWidth);}} else if (snake.getSnakeDirection() == SnakeDirection.UP) {changSnakePosition(nowPointX, nowPointY);if (nowPointY <= 0) {snake.getHead().setPointY(screenHeight - eachHeight);} else {snake.getHead().setPointY(nowPointY - eachHeight);}}}// 初始化foodpublic void initFood() {int x = new Random().nextInt(19);int y = new Random().nextInt(29);food = new Food(eachWidth * x, eachHeight * y, foodBitmap);}// 在界面上画出Foodpublic void drawFood(Canvas canvas, Paint paint) {if (food != null) {canvas.drawBitmap(foodBitmap, food.getPointX(), food.getPointY(),paint);}}// 初始化stonepublic void initstone() {int x = new Random().nextInt(17);int y = new Random().nextInt(23);stone = new Stone(eachWidth * x, eachHeight * y, stoneBitmap);int i=0,j=0;listx[i++]=x;listy[j++]=y;}// 在界面上画出Stonepublic void drawStone(Canvas canvas, Paint paint) {if (true) {canvas.drawBitmap(stoneBitmap, stone.getPointX(), stone.getPointY(),paint);for(int k=0;k<100;k++){//food = new Food(eachWidth * listx[k], eachHeight * listy[k], foodBitmap);//canvas.drawBitmap(stoneBitmap,listx[k], listy[k],paint);}}}/*** 矩形碰撞检测参数为x,y,width,height** @param x1* 第一个矩形的x* @param y1* 第一个矩形的y* @param w1* 第一个矩形的w* @param h1* 第一个矩形的h* @param x2* 第二个矩形的x* @param y2* 第二个矩形的y* @param w2* 第二个矩形的w* @param h2* 第二个矩形的h* @return是否碰撞*/public boolean IsRectCollision(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2) {if (x2 > x1 && x2 >= x1 + w1) {return false;} else if (x2 < x1 && x2 <= x1 - w2) {return false;} else if (y2 > y1 && y2 >= y1 + h1) {return false;} else if (y2 < y1 && y2 <= y1 - h2) {return false;} else {return true;}}//检测蛇头是否与蛇身碰撞//检测蛇头与墙的碰撞//public boolean isCollide() {boolean flag = false;for (int i = 0; i < snake.getBodyList().size(); i++) {flag = IsRectCollision(snake.getHead().getPointX(),snake.getHead().getPointY(), eachWidth, eachHeight,snake.getBodyList().get(i).getPointX(),snake.getBodyList().get(i).getPointY(),eachWidth,eachHeight);for(int j=0;j<100;j++){flag = IsRectCollision(snake.getHead().getPointX(),snake.getHead().getPointY(), eachWidth, eachHeight,listx[j],listy[j], eachWidth,eachHeight);if(flag){break;}}if ((snake.getHead().getPointX() < 1) ||(snake.getHead().getPointY() < 1) ||(snake.getHead().getPointX() > screenWidth - 1)||(snake.getHead().getPointY() > screenHeight - 1)){flag = true;}if(flag){break;}}return flag;}}2.MainActivity类package com.example.android_snake;import com.example.android_snake.R;import com.example.android_snake.view.SnakeView;//Downloads By import android.os.Bundle;import android.app.Activity;import android.view.Menu;import android.view.MenuItem;import android.view.Window;import android.view.WindowManager;public class MainActivity extends Activity {@Overridepublic void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);requestWindowFeature(Window.FEATURE_NO_TITLE);//设置全屏getWindow().setFlags(youtParams.FLAG_FULLSCREEN, youtParams.FLAG_FULLSCREEN);SnakeView view = new SnakeView(this);setContentView(view);}@Overridepublic boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.main, menu);return true;}}3.Food类package com.example.android_snake.food;import android.graphics.Bitmap;public class Food {private int pointX;private int pointY;private Bitmap foodBitmap;public Food() {super();}public Food(int pointX, int pointY, Bitmap foodBitmap) { super();this.pointX = pointX;this.pointY = pointY;this.foodBitmap = foodBitmap;}public int getPointX() {return pointX;}public void setPointX(int pointX) {this.pointX = pointX;}public int getPointY() {return pointY;}public void setPointY(int pointY) {this.pointY = pointY;}public Bitmap getFoodBitmap() {return foodBitmap;}public void setFoodBitmap(Bitmap foodBitmap) {this.foodBitmap = foodBitmap;}}4.Body类package com.example.android_snake.snake;import android.graphics.Bitmap;public class Body {private int pointX;private int pointY;private Bitmap bodyBitMap;public Body() {super();}public Body(int pointX, int pointY, Bitmap bodyBitMap) { super();this.pointX = pointX;this.pointY = pointY;this.bodyBitMap = bodyBitMap;}public int getPointX() {return pointX;}public void setPointX(int pointX) {this.pointX = pointX;}public int getPointY() {return pointY;}public void setPointY(int pointY) {this.pointY = pointY;}public Bitmap getBodyBitMap() {return bodyBitMap;}public void setBodyBitMap(Bitmap bodyBitMap) {this.bodyBitMap = bodyBitMap;}}5.Head类package com.example.android_snake.snake;import android.graphics.Bitmap;public class Head {private int pointX;private int pointY;private Bitmap headBitMap;public Head() {super();}public Head(int pointX, int pointY, Bitmap headBitMap) {super();this.pointX = pointX;this.pointY = pointY;this.headBitMap = headBitMap;}public int getPointX() {return pointX;}public void setPointX(int pointX) {this.pointX = pointX;}public int getPointY() {return pointY;}public void setPointY(int pointY) {this.pointY = pointY;}public Bitmap getHeadBitMap() {return headBitMap;}public void setHeadBitMap(Bitmap headBitMap) {this.headBitMap = headBitMap;}}6.Snake类package com.example.android_snake.snake;import java.util.ArrayList;import java.util.List;import android.graphics.Bitmap;public class Snake {private Head head;private Body body;private List<Body> bodyList;private SnakeDirection snakeDirection;public Snake(){}public Snake(Head head,List<Body> bodyList,SnakeDirection snakeDirection){ super();this.head = head;this.bodyList = bodyList;this.snakeDirection = snakeDirection;}public Head getHead() {return head;}public void setHead(Head head) {this.head = head;}public Body getBody() {return body;}public void setBody(Body body) {this.body = body;}public List<Body> getBodyList() {return bodyList;}public void setBodyList(List<Body> bodyList) {this.bodyList = bodyList;}public SnakeDirection getSnakeDirection() {return snakeDirection;}public void setSnakeDirection(SnakeDirection snakeDirection) { this.snakeDirection = snakeDirection;}}7.SnakeDirection类package com.example.android_snake.snake;public enum SnakeDirection {UP,DOWN,LEFT,RIGHT;}8.Stone类package com.example.android_snake.stone;import android.graphics.Bitmap;public class Stone {private int pointX;private int pointY;private Bitmap stoneBitmap;public Stone() {super();}public Stone(int pointX, int pointY, Bitmap foodBitmap) { super();this.pointX = pointX;this.pointY = pointY;this.stoneBitmap = stoneBitmap;}public int getPointX() {return pointX;}public void setPointX(int pointX) {this.pointX = pointX;}public int getPointY() {return pointY;}public void setPointY(int pointY) {this.pointY = pointY;}public Bitmap getStoneBitmap() {return stoneBitmap;}public void setFoodBitmap(Bitmap foodBitmap) { this.stoneBitmap = stoneBitmap;}}。
#include <>#include <>#include <>#include <>#define LEFT 'a'#define RIGHT 'd'#define DOWN 's'#define UP 'w'#define ESC 27#define N 200 /*蛇的最大长度*/int i;char key;int score=0; /*得分*/int gamespeed=100; /*游戏速度自己调整*/struct Food{int x; /*食物的横坐标*/int y; /*食物的纵坐标*/int yes; /*判断是否要出现食物的变量*/ }food; /*食物的结构体*/struct Snake{int x[N];int y[N];int node; /*蛇的节数*/int direction; /*蛇移动方向*/int life; /* 蛇的生命,0活着,1死亡*/ }snake;void Init(void); /*图形驱动*/void Close(void); /*图形结束*/void DrawK(void); /*开始画面*/void GameOver(void); /*结束游戏*/void GamePlay(void); /*玩游戏具体过程*/void PrScore(void); /*输出成绩*//*主函数*/void main(void){Init(); /*图形驱动*/DrawK(); /*开始画面*/GamePlay(); /*玩游戏具体过程*/Close(); /*图形结束*/}/*图形驱动*/void Init(void){int gd=9,gm=2;initgraph(&gd,&gm," ");cleardevice();}/*开始画面,左上角坐标为(50,40),右下角坐标为(610,460)的围墙*/void DrawK(void){/*setbkcolor(LIGHTGREEN);*/setcolor(LIGHTCYAN);setlinestyle(PS_SOLID,0,1); /*设置线型*/for(i=50;i<=600;i+=10) /*画围墙*/{rectangle(i,40,i+10,49); /*上边*/rectangle(i,451,i+10,460); /*下边*/}for(i=40;i<=450;i+=10){rectangle(50,i,59,i+10); /*左边*/rectangle(601,i,610,i+10); /*右边*/}}/*玩游戏具体过程*/void GamePlay(void){srand(time(NULL)); /*随机数发生器*/=1; /*1表示需要出现新食物,0表示已经存在食物*/=0; /*活着*/=1; /*方向往右*/[0]=100;[0]=100; /*蛇头*/[1]=110;[1]=100;=2; /*节数*/PrScore(); /*输出得分*/while(1) /*可以重复玩游戏,压ESC键结束*/{while(!kbhit()) /*在没有按键的情况下,蛇自己移动身体*/{if==1) /*需要出现新食物*/{=rand()%400+60;=rand()%350+60;while%10!=0) /*食物随机出现后必须让食物能够在整格内,这样才可以让蛇吃到*/++;while%10!=0)++;=0; /*画面上有食物了*/}if==0) /*画面上有食物了就要显示*/{setcolor(GREEN);rectangle,,+10,;}for(i=;i>0;i--) /*蛇的每个环节往前移动,也就是贪吃蛇的关键算法*/{[i]=[i-1];[i]=[i-1];}/*1,2,3,4表示右,左,上,下四个方向,通过这个判断来移动蛇头*/switch{case 1: [0]+=10;break;case 2: [0]-=10;break;case 3: [0]-=10;break;case 4: [0]+=10;break;}/*从蛇的第四节开始判断是否撞到自己了,因为蛇头为两节,第三节不可能拐过来*/for(i=3;i<;i++){if[i]==[0]&&[i]==[0]){GameOver(); /*显示失败*/=1;break;}}if[0]<55||[0]>595||[0]<55||[0]>455) /*蛇是否撞到墙壁*/{GameOver(); /*本次游戏结束*/=1; /*蛇死*/}if==1) /*以上两种判断以后,如果蛇死就跳出内循环,重新开始*/break;if[0]==&&[0]==/*吃到食物以后*/{setcolor(BLACK); /*把画面上的食物东西去掉*/rectangle,,+10,;[]=-20;[]=-20;/*新的一节先放在看不见的位置,下次循环就取前一节的位置*/++; /*蛇的身体长一节*/=1; /*画面上需要出现新的食物*/score+=10;PrScore(); /*输出新得分*/}setcolor(RED); /*画出蛇*/for(i=0;i<;i++)rectangle[i],[i],[i]+10,[i]-10);Sleep(gamespeed);setcolor(BLACK); /*用黑色去除蛇的的最后一节*/rectangle[],[],[]+10,[]-10);} /*endwhile(!kbhit)*/if==1) /*如果蛇死就跳出循环*/break;key=getch(); /*接收按键*/if (key == ESC) break; /*按ESC键退出*/switch(key){case UP:if!=4) /*判断是否往相反的方向移动*/=3;break;case RIGHT:if!=2)=1;break;case LEFT:if!=1)=2;break;case DOWN:if!=3)=4;break;}}/*endwhile(1)*/}/*游戏结束*/void GameOver(void){cleardevice();PrScore();setcolor(RED);setfont(56,0,"黑体");outtextxy(200,200,"GAME OVER"); getch();}/*输出成绩*/void PrScore(void){char str[10];setfillstyle(YELLOW);bar(50,15,220,35);setcolor(BROWN);setfont(16,0,"宋体");sprintf(str,"score:%d",score); outtextxy(55,16,str);}/*图形结束*/void Close(void){closegraph();}。
Android ---snake源代码分析代码结构分析:Snake :主游戏窗口SnakeView :游戏视图类,是实现游戏的主体类TileView :一个处理图片或其它Coordinate :这是一个包括两个参数,用于记录X轴和Y轴简单类,其中包括一个比较函数.RefshHandler :用于更新视图Snake这个类是游戏的主游戏窗口,是框架容器,1.游戏的开始:oncreate此外的亮点是:setContentView(yout.snake_layout);设置窗口的布局文件,这里Android123给大家说明的是,这里的snake_layout使用了自定义资源标签的方式,大家注意学习:这里我们可以看到来自SnakeView这个派生类的名称,由于Android内部的R.资源不包含SnakeView类,所以我们必须写清楚Package,比如com.exmple.android.snake.SnakeView 然后和其他控件使用一样,都是一个id然后宽度、高度、以及自定义的标签tileSize(尾巴长度),如下:<com.example.android.snake.SnakeViewandroid:id="@+id/snake"android:layout_width="fill_parent"android:layout_height="fill_parent"tileSize="12"/>2.onPause:关于这点,大家可以参考下在我blog中关于active生命周期/admin/blogs/379826在玩游戏过程中,如果有来电或是其它事件中断,这时应该把当前状态保存。
以便返回时,还可以继续玩游戏。
这就使用onSaveInstanceState实现保存当前状态。
TileView注:此部分解析来自: Android示例程序Snake贪食蛇代码分析(三)TileView,从名称上不难看出这是一个方砖类,就是生成一个方块。
贪吃蛇游戏源代码#include <stdio.h>#include <stdlib.h>#include <conio.h>#include <graphics.h>#include <bios.h>#include <dos.h>#include<string.h>#define LEFT_MARGIN 140#define FRAME_UNIT_WIDTH 25#define FRAME_UNIT_HEIGHT 15#define BOX_SIZE 15#define WINDOW_WIDTH 640#define WINDOW_HEIGHT 480#define SNAK_DEFAULT_POS_X 10#define SNAK_DEFAULT_POS_Y 5#define SMD_UP 1#define SMD_DOWN 2#define SMD_RIGHT 3#define SMD_LEFT 4#define UP_MOVE 72#define DOWN_MOVE 80#define LEFT_MOVE 75#define RIGHT_MOVE 77#define STEP_MOVE 7#define GAME_STOP 57#define ESC_OUT 1#define GENERAT_EGG 8#define NO_EVENT 0#define Boolean int#define TRUTH 1#define FALS 0#define Type_GAMESTATUS int#define ON_PAL YING 2#define WINNER 1#define GAMEOVER 0#define TIMEINTERV AL 6typedef struct{int p_X;int p_Y;}POS_in_Fram;typedef struct SNode{POS_in_Fram cur_pos;int color;struct SNode *next;}SNode, *LSNode;typedef struct{int direction;int len;POS_in_Fram Head_pre_pos; POS_in_Fram Head_cur_pos;int Head_color;LSNode next;Boolean Dead;}SNAK;typedef struct{POS_in_Fram egg_pos;int egg_color;}EggType;SNAK obj_snake;EggType obj_egg;int Message_Event;int ScoreTotal;int SpeedLevel;Type_GAMESTATUS GameStat;void set_Message_Event(int T){Message_Event = T;}int get_Message_Event(){return(Message_Event);}void clear_ScoreTotal(){ScoreTotal = 0;}int get_ScoreTotal(){return(ScoreTotal);}void draw_ScoreTotal(){char text_buffer[20];int ul_X, ul_Y;ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT - 4); setcolor(BLUE);sprintf(text_buffer, "Score Total: %d", get_ScoreTotal());moveto(ul_X, ul_Y);outtext(text_buffer);setcolor(YELLOW);ScoreTotal++;sprintf(text_buffer, "Score Total: %d", get_ScoreTotal());moveto(ul_X, ul_Y);outtext(text_buffer);}void init_SpeedLevel(){SpeedLevel = 1;}int get_SpeedLevel(){return(SpeedLevel);}void draw_SpeedLevel(int old_l, int new_l){char text_buffer[20];int ul_X, ul_Y;ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT - 4); setcolor(BLUE);sprintf(text_buffer, "Speed Level: %d", old_l);moveto(ul_X, ul_Y + textheight("H") * 2);outtext(text_buffer);setcolor(YELLOW);sprintf(text_buffer, "Speed Level: %d", new_l);moveto(ul_X, ul_Y + textheight("H") * 2);outtext(text_buffer);}void setSpeedLevel(int score){if(score >= 0 && score < 20){draw_SpeedLevel(get_SpeedLevel(), 1);SpeedLevel = 1;}else if(score >= 20 && score < 50){draw_SpeedLevel(get_SpeedLevel(), 2);SpeedLevel = 2;}else if(score >= 50 && score < 100){draw_SpeedLevel(get_SpeedLevel(), 3);SpeedLevel = 3;}else{draw_SpeedLevel(get_SpeedLevel(), 4);SpeedLevel = 4;}}void set_GameStat(Type_GAMESTATUS state){GameStat = state;}Type_GAMESTATUS get_GameStat() {return(GameStat);}void set_SnakeDead(Boolean T){obj_snake.Dead = T;}Boolean Is_SnakeDead(){return(obj_snake.Dead);}int get_SHOD(int T){switch(T){case SMD_UP:return(SMD_DOWN);case SMD_DOWN:return(SMD_UP);case SMD_RIGHT:return(SMD_LEFT);case SMD_LEFT:return(SMD_RIGHT);}}int get_SHD(){return(obj_snake.direction);}Boolean findPointInSnake(int pX, int pY) {LSNode p;if((obj_snake.Head_cur_pos.p_X == pX) && (obj_snake.Head_cur_pos.p_Y == pY))return(TRUTH);for(p = obj_snake.next;p != NULL;p = p->next){if((p->cur_pos.p_X == pX) && (p->cur_pos.p_Y == pY))return(TRUTH);}return(FALS);}Boolean Is_SnakEating(){if((obj_snake.Head_pre_pos.p_X == obj_egg.egg_pos.p_X) && (obj_snake.Head_pre_pos.p_Y == obj_egg.egg_pos.p_Y))return(TRUTH);elsereturn(FALS);}void Init_obj_snake(){obj_snake.direction = SMD_RIGHT;obj_snake.len = 1;obj_snake.Head_cur_pos.p_X = SNAK_DEFAULT_POS_X;obj_snake.Head_cur_pos.p_Y = SNAK_DEFAULT_POS_Y;obj_snake.Head_pre_pos = obj_snake.Head_cur_pos;obj_snake.Head_color = RED;obj_snake.next = NULL;obj_snake.Dead = FALS;}void Init_obj_egg(){obj_egg.egg_pos.p_X = 0;obj_egg.egg_pos.p_Y = 0;obj_egg.egg_color = BLACK;}void RegistryGraphicMode(){int Driver, Mode;detectgraph(&Driver, &Mode);initgraph(&Driver, &Mode,"");}void Draw_FrameInWindow(int f_ul_X, int f_ul_Y, int f_dr_X, int f_dr_Y, int W, int H) {int i, x, y;rectangle(f_ul_X - 1, f_ul_Y - 1, f_dr_X + 1, f_dr_Y + 1);setfillstyle(SOLID_FILL, BLACK);bar(f_ul_X, f_ul_Y, f_dr_X, f_dr_Y);setcolor(DARKGRAY);for(i = 1;i < W;i++){x = f_ul_X + i * BOX_SIZE;line(x, f_ul_Y, x, f_dr_Y);}for(i = 1;i < H;i++){y = f_ul_Y + i * BOX_SIZE;line(f_ul_X, y, f_dr_X, y);}}void Draw_mainGraphWindow(){int ul_X, ul_Y, dr_X, dr_Y;setfillstyle(SOLID_FILL, BLUE);bar(0, 0, WINDOW_WIDTH - 1, WINDOW_HEIGHT - 1);ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT * 2 - 3);dr_X = LEFT_MARGIN + BOX_SIZE * FRAME_UNIT_WIDTH;dr_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT - 3);Draw_FrameInWindow(ul_X, ul_Y, dr_X, dr_Y, FRAME_UNIT_WIDTH, FRAME_UNIT_HEIGHT);ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT - 4);settextjustify(LEFT_TEXT, TOP_TEXT);settextstyle(DEFAULT_FONT, HORIZ_DIR, 1);setcolor(YELLOW);sprintf(text_buffer, "Score Total: %d", get_ScoreTotal());moveto(ul_X, ul_Y);outtext(text_buffer);sprintf(text_buffer, "Speed Level: %d", get_SpeedLevel());moveto(ul_X, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "EXIT: ESC Button");moveto(ul_X, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "Created By: qiuyongfei");moveto(ul_X, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "Class: 04hulianwang29hao");moveto(ul_X, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "UP: Up Arrow");moveto(ul_X + textwidth("H") * 30, ul_Y);strcpy(text_buffer, "DOWN: Down Arrow");moveto(ul_X + textwidth("H") * 30, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "LEFT: Left Arrow");moveto(ul_X + textwidth("H") * 30, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "RIGHT: Right Arrow");moveto(ul_X + textwidth("H") * 30, gety() + textheight("H") * 2);outtext(text_buffer);strcpy(text_buffer, "STOP: Space Button");moveto(ul_X + textwidth("H") * 30, gety() + textheight("H") * 2);outtext(text_buffer);}void draw_egg(Boolean T){int ul_X, ul_Y;int color;ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT * 2 - 3);if(T == FALS)color = BLACK;elsecolor = obj_egg.egg_color;setfillstyle(SOLID_FILL, color);bar(ul_X + BOX_SIZE * obj_egg.egg_pos.p_Y + 1, ul_Y + BOX_SIZE * obj_egg.egg_pos.p_X + 1, ul_X + BOX_SIZE * (obj_egg.egg_pos.p_Y + 1) - 1, ul_Y + BOX_SIZE * (obj_egg.egg_pos.p_X + 1) - 1);}void Mapped_Draw(Boolean T){int ul_X, ul_Y;int Ax, Ay, Bx, By;int color;LSNode p;ul_X = LEFT_MARGIN;ul_Y = WINDOW_HEIGHT - BOX_SIZE * (FRAME_UNIT_HEIGHT * 2 - 3);if(T == FALS)color = BLACK;elsecolor = obj_snake.Head_color;setfillstyle(SOLID_FILL, color);Ax = ul_X + BOX_SIZE * obj_snake.Head_cur_pos.p_Y + 1;Ay = ul_Y + BOX_SIZE * obj_snake.Head_cur_pos.p_X + 1;Bx = ul_X + BOX_SIZE * (obj_snake.Head_cur_pos.p_Y + 1) - 1;By = ul_Y + BOX_SIZE * (obj_snake.Head_cur_pos.p_X + 1) - 1;bar(Ax, Ay, Bx, By);if(T == TRUTH){setfillstyle(SOLID_FILL, YELLOW);bar(Ax + 4, Ay + 4, Ax + 4 + 5, Ay + 4 + 5);}for(p = obj_snake.next;p != NULL;p = p->next){if(T == FALS)color = BLACK;elsecolor = p->color;setfillstyle(SOLID_FILL, color);Ax = ul_X + BOX_SIZE * p->cur_pos.p_Y + 1;Ay = ul_Y + BOX_SIZE * p->cur_pos.p_X + 1;Bx = ul_X + BOX_SIZE * (p->cur_pos.p_Y + 1) - 1;By = ul_Y + BOX_SIZE * (p->cur_pos.p_X + 1) - 1;bar(Ax, Ay, Bx, By);}}void draw_GS_GO_Surface(Type_GAMESTA TUS T){char text_buffer[40];settextjustify(LEFT_TEXT, TOP_TEXT);switch(T){case ON_PAL YING:settextstyle(SANS_SERIF_FONT, HORIZ_DIR, 4);setcolor(LIGHTCY AN);strcpy(text_buffer, "ITEM - 2: Game.Greed Snake");moveto(100, 100);outtext(text_buffer);settextstyle(SANS_SERIF_FONT, HORIZ_DIR, 1);setcolor(YELLOW);strcpy(text_buffer, "Please press any key to continue ...");moveto(150, 300);outtext(text_buffer);break;case GAMEOVER:settextstyle(GOTHIC_FONT, HORIZ_DIR, 8);setcolor(RED);strcpy(text_buffer, "GAME OVER");moveto(70, 80);outtext(text_buffer);settextstyle(SANS_SERIF_FONT, HORIZ_DIR, 2);setcolor(YELLOW);strcpy(text_buffer, "Sorry!");moveto(160, 320);outtext(text_buffer);sprintf(text_buffer, "Total Score: %d", get_ScoreTotal());moveto(240, 320);outtext(text_buffer);sprintf(text_buffer, "Speed Level: %d", get_SpeedLevel());moveto(240, 350);outtext(text_buffer);break;case WINNER:settextstyle(GOTHIC_FONT, HORIZ_DIR, 8);setcolor(RED);strcpy(text_buffer, "YOU WIN !");moveto(80, 80);outtext(text_buffer);settextstyle(SANS_SERIF_FONT, HORIZ_DIR, 2);setcolor(YELLOW);strcpy(text_buffer, "Congratulation!");moveto(120, 320);outtext(text_buffer);sprintf(text_buffer, "Total Score: %d", get_ScoreTotal());moveto(280, 320);outtext(text_buffer);sprintf(text_buffer, "Speed Level: %d", get_SpeedLevel());moveto(280, 350);outtext(text_buffer);break;default:break;}}void set_SH_Pre_Pos(int T){int H_pX, H_pY;H_pX = obj_snake.Head_cur_pos.p_X;H_pY = obj_snake.Head_cur_pos.p_Y;switch(T){case SMD_UP:if((H_pX - 1) < 0 || findPointInSnake(H_pX - 1, H_pY) == TRUTH){set_SnakeDead(TRUTH);return;}obj_snake.Head_pre_pos.p_X = H_pX - 1;obj_snake.Head_pre_pos.p_Y = H_pY;break;case SMD_DOWN:if((H_pX + 1) >= FRAME_UNIT_HEIGHT || findPointInSnake(H_pX + 1, H_pY) == TRUTH){set_SnakeDead(TRUTH);return;}obj_snake.Head_pre_pos.p_X = H_pX + 1;obj_snake.Head_pre_pos.p_Y = H_pY;break;case SMD_RIGHT:if((H_pY + 1) >= FRAME_UNIT_WIDTH || findPointInSnake(H_pX, H_pY + 1) == TRUTH){set_SnakeDead(TRUTH);return;}obj_snake.Head_pre_pos.p_X = H_pX;obj_snake.Head_pre_pos.p_Y = H_pY + 1;break;case SMD_LEFT:if((H_pY - 1) < 0 || findPointInSnake(H_pX, H_pY - 1) == TRUTH){set_SnakeDead(TRUTH);return;}obj_snake.Head_pre_pos.p_X = H_pX;obj_snake.Head_pre_pos.p_Y = H_pY - 1;break;}}Boolean set_SHD(int T){if(get_SHD() == T || get_SHOD(get_SHD()) == T) return(FALS);obj_snake.direction = T;return(TRUTH);}void process_SnakeNode(Boolean eated){int i;POS_in_Fram temp1_cur_pos, temp2_cur_pos; LSNode p, q;temp1_cur_pos = obj_snake.Head_cur_pos;obj_snake.Head_cur_pos = obj_snake.Head_pre_pos;p = obj_snake.next;for(i = 1;i < obj_snake.len;i++){temp2_cur_pos = p->cur_pos;p->cur_pos = temp1_cur_pos;temp1_cur_pos = temp2_cur_pos;p = p->next;}if(eated == TRUTH){q = (LSNode)malloc(sizeof(SNode));q->color = obj_egg.egg_color;q->cur_pos = temp1_cur_pos;if(obj_snake.len == 1){q->next = obj_snake.next;obj_snake.next = q;obj_snake.len++;return;}for(p = obj_snake.next;p->next != NULL;p = p->next);q->next = p->next;p->next = q;obj_snake.len++;}}void generate_Egg(){int temp_pX, temp_pY, temp_color;draw_egg(FALS);temp_pX = random(FRAME_UNIT_HEIGHT);temp_pY = random(FRAME_UNIT_WIDTH);while(findPointInSnake(temp_pX, temp_pY) == TRUTH){temp_pX = random(FRAME_UNIT_HEIGHT);temp_pY = random(FRAME_UNIT_WIDTH);}obj_egg.egg_pos.p_X = temp_pX;obj_egg.egg_pos.p_Y = temp_pY;for(temp_color = random(16);temp_color == BLACK;temp_color = random(16)); obj_egg.egg_color = temp_color;draw_egg(TRUTH);set_Message_Event(NO_EVENT);}void move_To(int T, Boolean step) {if(step == FALS){if(set_SHD(T) == FALS)goto Skip_1;}set_SH_Pre_Pos(T);if(Is_SnakeDead() == TRUTH) goto Skip_2;if(Is_SnakEating() == TRUTH) {Mapped_Draw(FALS);process_SnakeNode(TRUTH);Mapped_Draw(TRUTH);draw_ScoreTotal();setSpeedLevel(get_ScoreTotal());goto Skip_3;}else{Mapped_Draw(FALS);process_SnakeNode(FALS);Mapped_Draw(TRUTH);goto Skip_1;}Skip_1:set_Message_Event(NO_EVENT); return;Skip_2:set_Message_Event(ESC_OUT); return;Skip_3:set_Message_Event(GENERAT_EGG); return;}void pause_game(){while((bioskey(0) >> 8) != GAME_STOP);set_Message_Event(NO_EVENT);}void process_GameStat(Type_GAMESTATUS T) {LSNode p, q;switch(T){case ON_PAL YING:draw_GS_GO_Surface(ON_PAL YING);break;case WINNER:cleardevice();draw_GS_GO_Surface(WINNER);getch();break;case GAMEOVER:cleardevice();draw_GS_GO_Surface(GAMEOVER);getch();break;default:break;}p = obj_snake.next;while(p != NULL){q = p->next;free(p);}}Boolean IsWinner(){if(get_SpeedLevel() == 4)return(TRUTH);elsereturn(FALS);}Boolean IsGameOver(){if(get_Message_Event() == ESC_OUT)return(TRUTH);elsereturn(FALS);}Boolean IsTimeOut(){static long temp, sourc;temp = biostime(0, sourc);if((temp - sourc) < (TIMEINTERVAL - SpeedLevel))return FALS;else{sourc = temp;return TRUTH;}}void getMessageEvent(){if(get_Message_Event() == GENERAT_EGG || get_Message_Event() == ESC_OUT || get_Message_Event() == GAME_STOP)return;if(IsTimeOut() == TRUTH){set_Message_Event(STEP_MOVE);}if(bioskey(1)){set_Message_Event(bioskey(0) >> 8); return;}}void dispatchMessage_Event(){switch(get_Message_Event()){case UP_MOVE:move_To(SMD_UP, FALS);break;case DOWN_MOVE:move_To(SMD_DOWN, FALS);break;case LEFT_MOVE:move_To(SMD_LEFT, FALS);break;case RIGHT_MOVE:move_To(SMD_RIGHT, FALS);break;case STEP_MOVE:move_To(get_SHD(), TRUTH);break;case GENERA T_EGG:generate_Egg();break;case GAME_STOP:pause_game();break;case ESC_OUT:break;default:set_Message_Event(NO_EVENT); }}void main(){RegistryGraphicMode();set_GameStat(ON_PAL YING);process_GameStat(get_GameStat());clear_ScoreTotal();Init_obj_snake();Init_obj_egg();init_SpeedLevel();randomize();set_Message_Event(GENERAT_EGG);getch();cleardevice();Draw_mainGraphWindow();do{getMessageEvent(); dispatchMessage_Event();if(IsWinner() == TRUTH){set_GameStat(WINNER);break;}if(IsGameOver() == TRUTH){set_GameStat(GAMEOVER); break;}}while(1);process_GameStat(get_GameStat());closegraph(); }。
XXXX学院计算机科学系《Android程序设计》课程设计报告题目:贪吃蛇专业:计算机科学与技术班级: B11计科班学号: 110807510姓名:凌波微步Q Q :2446872525指导教师:2014年6月目录第一章绪论 (2)1。
1游戏简介 (2)1.2开发目的及意义 (3)1.3开发环境及工具 (3)第二章需求分析 (4)2。
1游戏界面分析 (4)2.2游戏角色分析 (4)2.3游戏控制分析 (4)第三章总体设计 (5)3.1系统功能模块层次图 (5)3.2运行机制 (6)3。
3贪吃蛇功能流程图 (7)第四章详细设计与实现 (9)4。
1 SnakeActivity类 (9)4.2 MyTile类 (10)4.3 NextActivity类 (18)4.4 SysApplication类 (19)4.5界面设计 (20)第五章测试 (24)5。
1功能测试 (24)5.4测试结果 (25)第六章结论 (25)第一章绪论1。
1游戏简介贪吃蛇游戏是一款手机游戏,同时也是一款比较需要耐心的游戏。
贪吃蛇游戏是一条蛇,不停地在手机屏幕上游走,吃在手机屏幕上出现的食物。
当蛇吃掉1个食物后会变长,并且吃完食物时食物会消失,并立即随机生成1个新的食物,只要蛇头碰到屏幕四周或者碰到自己的身子,蛇就立即毙命.1.2开发目的及意义通过本次课程设计,了解android软件的开发过程,熟悉并掌握JA V A语言,程序关键在于表示蛇的图形及蛇的移动。
用一个小矩形块表示蛇的一节身体,身体每长一节,增加一个矩形块,蛇头用一节表示。
移动时必须从蛇头开始,所以蛇不能向相反的方向移动,如果不按任意键,蛇自行在当前方向上前移,但按下有效方向键后,蛇头朝着该方向移动,一步移动一节身体,所以按下有效方向键后,先确定蛇头的位置,而后蛇的身体随蛇头移动。
意义是方便人们在休闲时通过玩手机游戏获得一点快乐,同时锻炼自己的大脑.1.3开发环境及工具在Window8下进行,采用eclipse开发工具,基于安卓2.2操作系统。
// proj_test.cpp : Defines the entry point for the console application./*设计思路:1、首先开辟单链表,内有3个节点表示蛇身2、蛇每移动一次,开辟新节点,加入链表头结点作为蛇头,释放尾部节点,形成移动效果3、随机产生食物,若在移动中吃到食物,则本次周期无需释放尾部节点,蛇身加长按键指示:上:W下:S左:A右:D加速: 1减速:2*///头文件定义#include "stdafx.h"#include<stdio.h>#include <graphics.h>#include <malloc.h>#include <conio.h>#include <stdlib.h>#include <time.h>#include <math.h>#include <windows.h>#define Hori_Len 30 //水平格数struct node *FindSecTailNode(struct node *Pnode); //函数功能:找到尾部前一节点,以便清除尾节点struct node *MoveNextStep(struct node *headnode,int direction); //函数功能:开辟新节点,清除尾节点,形成移动效果struct node *InitNode(); //函数功能:初始化蛇身,开辟单链表,内含3个节点;void DrawSnake(struct node *headnod); //函数功能:绘制蛇身int CheckSnake(struct node *p); //函数功能:错误检测,如果到达边界,返回错误标志void delay(); //函数功能:延时-决定蛇移动速度int keydown(int *z); //函数功能:获取键盘输入void drawDot(int x,int y); //函数功能:绘图--绘点void ReMoveDot(int x,int y); //函数功能:黑色填充目标点void mkfood(struct node *p); //函数功能:产生食物void SpeedCtrl(struct node *TempNode,struct node *HeadNode);//速度控制函数void RecordDisp(); //打印游戏纪录void InitFill() ;//初始化填充struct node{int x;int y;struct node *next;};int cnt_X=100;int food[2]={2,15};int check_result=1;int timelenX=5000;int Dire=2;int speed=450;int fen=0;//积分int jilu;//最高分记录char jiluzhe[20];char ch1[10];char ch2[10];char ch3[10];int main(){FILE *fp;//从文件载入最高记录if((fp=fopen("Record.txt","r"))==NULL)jilu=0;else {fgets(jiluzhe,20,fp);fscanf(fp,"%d",&jilu);}// fclose (fp);struct node *MoveNode;MoveNode=InitNode();initgraph(600, 600); // 初始化图形空间mkfood(MoveNode);//产生食物InitFill();//初始化填充RecordDisp();for(;;){//delay();Sleep(600-speed);int temp_dir=Dire;Dire=keydown(&Dire);if(Dire==5) //新增暂停功能{outtextxy(300,300,"暂停");getch();Dire=temp_dir;outtextxy(300,300," ");}if(MoveNode!=NULL){MoveNode=MoveNextStep(MoveNode,Dire);if(check_result==0){//closegraph();break;//return 0;}DrawSnake(MoveNode);}//Sleep(timelenX/55);}setfont(50,0,"宋体");setcolor(YELLOW);outtextxy(175,250,"GAMEOVER!"); /*setcolor(WHITE);Sleep(1000);jilu=0;if (fen>=jilu){strcpy(jiluzhe,"daqing");fp=fopen("Record.txt","w");fprintf(fp,"%s\n%d",jiluzhe,fen);fclose (fp);Sleep(1000);}*/if (fen>=jilu){strcpy(jiluzhe,"Daqing56");fp=fopen("Record.txt","w");fprintf(fp,"%s\n%d",jiluzhe,fen);fclose (fp);}Sleep(1000);closegraph();return 0;}void DrawSnake(struct node *headnod){struct node *TempNode=headnod;while(TempNode&&(TempNode->next!=NULL)){drawDot(TempNode->x,TempNode->y);TempNode=TempNode->next;}drawDot(TempNode->x,TempNode->y);}struct node *MoveNextStep(struct node *headnode,int direction){struct node *TempNode=(struct node *) malloc(sizeof(struct node));if(TempNode!=NULL)TempNode->next=headnode;switch(direction){case 1: //TempNode->x=headnode->x-1;TempNode->y=headnode->y;break;case 2:TempNode->x=headnode->x+1;TempNode->y=headnode->y;break;case 3:TempNode->x=headnode->x;TempNode->y=headnode->y-1;break;case 4:TempNode->x=headnode->x;TempNode->y=headnode->y+1;break;default:break;}check_result=CheckSnake(TempNode);if(check_result==0)//一旦游戏失败,函数返回{return TempNode;}if(!(TempNode->x==food[0]&&TempNode->y==food[1])) //检测没有吃掉食物,则去尾巴{struct node *tailnode, *Sectailnode=FindSecTailNode(TempNode);tailnode=Sectailnode->next;ReMoveDot(tailnode->x,tailnode->y);//填充黑色以便清除尾巴free(tailnode);Sectailnode->next=NULL;}else{fen++;mkfood(TempNode);}SpeedCtrl(TempNode,headnode);return TempNode;}void SpeedCtrl(struct node *TempNode,struct node *HeadNode){//添加自动调速代码int DistToFood_X=abs(TempNode->x-food[0]);int DistToFood_Y=abs(TempNode->y-food[1]);int DistToEdge_X=abs(TempNode->x-1)<abs(TempNode->x-(Hori_Len-1))?abs(TempNode->x-1):abs(TempNode->x-(Hori_Len-1));int DistToEdge_Y=abs(TempNode->y-3)<abs(TempNode->y-(Hori_Len-1))?abs(TempNode ->y-3):abs(TempNode->y-(Hori_Len-1));int HoriSign=(Dire==1)||(Dire==2);/*if((DistToFood_X<7&&DistToFood_Y==0) || (DistToFood_Y<7&&DistToFood_X==0)) //与目标点距离过小timelenX=5000+(7-DistToFood_X-DistToFood_Y)*1000;else// if((DistToEdge_X<7&&HoriSign==1)||(DistToEdge_Y<7&&HoriSign==0)) //与边缘距离过小if((Dire==1&&TempNode->x<6)||(Dire==2&&TempNode->x>23)||(Dire==3&&TempNode->y<8)| |(Dire==4&&TempNode->y>23)){if(Dire==1&&TempNode->x<6) //水平移动// timelenX=5000+(6-TempNode->x)*2000;speed=speed-(6-TempNode->x)*20;if(Dire==2&&TempNode->x>23) //水平移动// timelenX=5000+(TempNode->x+8-Hori_Len)*2000;speed=speed-(TempNode->x+7-Hori_Len)*20;if(Dire==3&&TempNode->y<8) //水平移动// timelenX=5000+(9-TempNode->y)*2000;speed=speed-(8-TempNode->y)*20;if(Dire==4&&TempNode->y>23) //水平移动// timelenX=5000+(TempNode->y+8-Hori_Len)*2000;speed=speed-(TempNode->y+7-Hori_Len)*20;}else{speed=speed<500?(speed=450+5*fen):500; //正常情况}if(speed>500) speed=500;*/speed=speed<500?(speed=450+5*fen):500; //正常情况if(speed>500) speed=500;sprintf(ch1, "%d ", fen);sprintf(ch2, "%d ", speed);settextcolor(WHITE);outtextxy(55,20,ch1);outtextxy(185,20,ch2);/*struct node *p=HeadNode;if(p!=NULL)do{int diffX=abs(TempNode->x-p->x);int diffY=abs(TempNode->y-p->y);if(Dire==1&&TempNode->x>p->x&&diffX<4)timelenX=5000+(4-diffX)*2000;if(Dire==2&&TempNode->x<p->x&&diffX<4)timelenX=5000+(4-diffX)*2000;if(Dire==3&&TempNode->y>p->y&&diffY<4)timelenX=5000+(4-diffY)*2000;if(Dire==4&&TempNode->y<p->y&&diffY<4)timelenX=5000+(4-diffY)*1500;p=p->next;} while(p!=NULL);*/}struct node *FindSecTailNode(struct node *Pnode){struct node * TempNode=Pnode;while(TempNode&&(TempNode->next!=NULL)&&(TempNode->next->next!=NULL)) {TempNode=TempNode->next;}return TempNode;}struct node *InitNode(){struct node *head=(struct node *) malloc(sizeof(struct node));struct node *head_1=(struct node *) malloc(sizeof(struct node));struct node *head_2=(struct node *) malloc(sizeof(struct node));head->x=3;head->y=5;head_1->x=2;head_1->y=5;head_2->x=1;head_2->y=5;if(head!=NULL)head->next=head_1;if(head_1!=NULL)head_1->next=head_2;if(head_2!=NULL)head_2->next=NULL;return head;}int keydown(int *z)//获取输入{char ch;if(kbhit()){ch=getch();switch(ch){case 'A':case 'a':if((*z)!=2) *z=1;break; case 'D':case 'd':if((*z)!=1)*z=2;break; case 'W':case 'w':if((*z)!=4)*z=3;break; case 'S':case 's':if((*z)!=3)*z=4;break; case 'E':case 'e':(*z)=5;break; //暂停default :break;}if(ch==27) *z=27;}return *z;}void delay(){for(int i=0;i<timelenX;i++)for(int j=0;j<timelenX;j++){}}void drawDot(int x,int y){x=x*20;y=y*20;setfillcolor(GREEN);bar(x+1,y+1,x+19,y+19);}void ReMoveDot(int x,int y){x=x*20;y=y*20;setfillcolor(BLACK);bar(x+1,y+1,x+19,y+19);}void mkfood(struct node *p2){//MoveTo(20,20);// gotoxy(20,20);////goto_pos(20,20);// cleardevice();struct node *p1;struct node *p;p=p1=p2;srand((unsigned)clock());//设定随机数种子food[1]=rand()%26+3;//随机产生食物坐标food[0]=rand()%28+1;//检测食物的坐标是否与蛇身体重复,如果是,则重新生成食物if(p!=NULL){do{if (food[0]==p->x&&food[1]==p->y){mkfood(p1);}p=p->next;}while(p!=NULL);}drawDot(food[0],food[1]);}void InitFill() //初始化填充{int x=0,y=0;for(int i=0;i<30;i++){setfillcolor(GREEN);x=i*20;y=0;bar(x+1,y+1,x+19,y+19);y=40;bar(x+1,y+1,x+19,y+19);y=580;bar(x+1,y+1,x+19,y+19);}for(int j=0;j<30;j++){setfillcolor(GREEN);y=j*20;x=0;bar(x+1,y+1,x+19,y+19);x=580;bar(x+1,y+1,x+19,y+19);}}void RecordDisp(){ch1[10];ch2[10];ch3[10];sprintf(ch1, "%d ", fen);sprintf(ch2, "%d ", speed);sprintf(ch3, "%d ", jilu);settextcolor(YELLOW);outtextxy(20,20,"分数:");outtextxy(150,20,"速度:");outtextxy(280,20,"最高纪录:");outtextxy(410,20,"保持者:");settextcolor(WHITE);outtextxy(55,20,ch1);outtextxy(185,20,ch2);outtextxy(350,20,ch3);outtextxy(465,20,jiluzhe);}int CheckSnake(struct node *p){struct node *p2;p2=p;int pointX=p2->x;int pointY=p2->y;if(pointX==29||pointY==29||pointX==0||pointY==2) return 0;while(p2!=NULL){p2=p2->next;if(p2!=NULL){if(pointX==p2->x&&pointY==p2->y)return 0;}}return 1;}。
//主函数# include <windows.h># include <time.h># include "resource.h"#include "snake.h"#include "table.h"#define GAME_STATE_W AIT 0//游戏等待状态#define GAME_STATE_RUN 1//游戏运行状态#define GAME_STATE_END 2//游戏结束状态//界面相关物件尺寸的定义#define WALL_WIDTH 80//外墙左部到游戏区的宽度#define WALL_HEIGHT 80//外墙顶部到游戏区的高度#define BMP_W ALL_WIDTH 16//墙位图的宽度#define BMP_W ALL_HEIGHT 16//墙位图的高度LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam);void DrawGame(void);void ShellDraw( HDC hdc );void GameAreaDraw(HDC hdc);void OnTimer(UINT uTIMER_ID);void StartGame( void );void EndGame( void );//创建一个桌子CTable table;int tableBlockWidth = 0; //桌子的格子的宽度int tableBlockHeight = 0; //桌子的格子的高度int iScores = 0; //游戏的得分UINT uGameState = GAME_STATE_W AIT; //当前游戏状态HDC windowDC = NULL; //windows屏幕设备HDC bufferDC = NULL; //缓冲设备环境HDC picDC = NULL; //snake图像内存设备HDC endDC = NULL; //游戏终结图像内存设备HDC scoreDC = NULL; //分数板内存设备HWND hAppWnd = NULL; //本application窗口句柄HBITMAP picBMP = NULL; //snake图像位图句柄HBITMAP bufferBMP = NULL; //缓冲位图句柄HBITMAP endBMP = NULL; //游戏终结hAppWnd图像内存句柄HBITMAP hbmpWall = NULL; //墙位图句柄HBITMAP hbmpScore = NULL; //分数板位图句柄HBRUSH hbrushWall = NULL; //墙画刷//定时器标识UINT uSnakeMoveTimer; //蛇的移动UINT uFoodAddTimer; //水果的产生//框架的位置数据定义//GDI RECT 而不是MFC CRectRECT g_ClientRect;int g_iClientWidth;int g_iClientHeight;int WINAPI WinMain(HINSTANCE hInstance, // handle to current instanceHINSTANCE hPrevInstance, // handle to previous instanceLPSTR lpCmdLine, // command lineint nCmdShow // show state){WNDCLASS wndClass;UINT width,height;//定义窗口wndClass.cbClsExtra = 0;wndClass.cbWndExtra = 0;wndClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);wndClass.hIcon = LoadIcon(NULL,MAKEINTRESOURCE(IDI_MAIN));wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);wndClass.hInstance = hInstance;wndClass.lpfnWndProc = WndProc;wndClass.lpszClassName = "Snake";wndClass.lpszMenuName = NULL;wndClass.style = CS_HREDRAW | CS_VREDRAW;//注册窗口RegisterClass(&wndClass);width = GetSystemMetrics(SM_CXSCREEN);height = GetSystemMetrics(SM_CYSCREEN);HWND hWnd;hWnd = CreateWindow("Snake","贪吃蛇游戏",WS_POPUP,0,0,width,height,NULL,NULL,hInstance,NULL);hAppWnd = hWnd;//显示窗口ShowWindow(hWnd,SW_SHOWNORMAL);UpdateWindow(hWnd);GetClientRect(hWnd,&g_ClientRect);g_iClientWidth = g_ClientRect.right - g_ClientRect.left;g_iClientHeight = g_ClientRect.bottom - g_ClientRect.top;//将游戏区域分成横纵均匀的20小块tableBlockWidth = (g_ClientRect.right - 2 * WALL_WIDTH) / 20;tableBlockHeight = (g_ClientRect.bottom - 2 * WALL_HEIGHT) / 20;//获取当前主设备与windowDC相连windowDC = GetDC(NULL);//创建与windowDC兼容的内存设备环境bufferDC = CreateCompatibleDC(windowDC);picDC = CreateCompatibleDC(windowDC);endDC = CreateCompatibleDC(windowDC);scoreDC =CreateCompatibleDC(windowDC);//位图的初始化与载入位图bufferBMP = CreateCompatibleBitmap(windowDC,g_iClientWidth,g_iClientHeight);picBMP = (HBITMAP)LoadImage(NULL,"snake.bmp",IMAGE_BITMAP,160,80,LR_LOADFROMFILE);hbmpWall = (HBITMAP)LoadImage(NULL,"brick.bmp",IMAGE_BITMAP,16,16,LR_LOADFROMFILE);endBMP = (HBITMAP)LoadImage(NULL,"end.bmp",IMAGE_BITMAP,369,300,LR_LOADFROMFILE);hbmpScore = (HBITMAP)LoadImage(NULL,"scoreboard.bmp",IMAGE_BITMAP,265,55,LR_LOADFROMFILE);//生声明位图与设备环境的关联SelectObject(bufferDC,bufferBMP);SelectObject(picDC,picBMP);SelectObject(endDC,endBMP);SelectObject(scoreDC,hbmpScore);hbrushWall = CreatePatternBrush(hbmpWall);StartGame();MSG Msg;while (GetMessage(&Msg,NULL,0,0)){TranslateMessage(&Msg);DispatchMessage(&Msg);}return Msg.wParam;}LRESULT CALLBACK WndProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam){switch (message){case WM_TIMER:OnTimer((UINT)wParam);break;case WM_KEYDOWN:switch (wParam){case VK_ESCAPE:KillTimer(hAppWnd,uSnakeMoveTimer);KillTimer(hAppWnd,uFoodAddTimer);uGameState = GAME_STATE_W AIT;if (IDYES == MessageBox(hWnd,"真的要退出吗?","贪吃蛇",MB_YESNO | MB_ICONQUESTION)){exit(0);}uSnakeMoveTimer = SetTimer(hAppWnd,500,100,NULL);uFoodAddTimer = SetTimer(hAppWnd,600,7000,NULL);uGameState = GAME_STATE_RUN;break;case VK_UP:table.ChangeSnakeDirect(S_UP);break;case VK_DOWN:table.ChangeSnakeDirect(S_DOWN);break;case VK_LEFT:table.ChangeSnakeDirect(S_LEFT);break;case VK_RIGHT:table.ChangeSnakeDirect(S_RIGHT);break;case VK_SPACE:if (GAME_STATE_END == uGameState){StartGame();}else if (GAME_STATE_RUN == uGameState){KillTimer(hAppWnd,uSnakeMoveTimer);KillTimer(hAppWnd,uFoodAddTimer);uGameState = GAME_STATE_W AIT;}else{uSnakeMoveTimer = SetTimer(hAppWnd,500,100,NULL);uFoodAddTimer = SetTimer(hAppWnd,600,7000,NULL);uGameState = GAME_STATE_RUN;}break;}break;case WM_SETCURSOR:SetCursor(NULL);break;case WM_DESTROY:ReleaseDC(hWnd,picDC);ReleaseDC(hWnd,bufferDC);ReleaseDC(hWnd,windowDC);PostQuitMessage(0);break;}return DefWindowProc(hWnd,message,wParam,lParam);}void DrawGame(){ShellDraw(bufferDC);GameAreaDraw(bufferDC);BitBlt(windowDC,0,0,g_iClientWidth,g_iClientHeight,bufferDC,0,0,SRCCOPY);}void OnTimer(UINT uTIMER_ID){if (uTIMER_ID == uSnakeMoveTimer){//移动蛇table.SnakeMove();//检测蛇是否碰到自己的身体if (table.GetSnake() ->IsHeadTouchBody(table.GetSnake() ->GetPos()[0].x,table.GetSnake() ->GetPos()[0].y)){EndGame();}//根据蛇头所在区域做相应的处理switch (table.GetData(table.GetSnake() ->GetPos()[0].x,table.GetSnake() ->GetPos()[0].y)){case TB_STATE_FOOD:table.ClearFood(table.GetSnake() ->GetPos()[0].x,table.GetSnake() ->GetPos()[0].y);table.AddBlock((rand())%tableBlockWidth,rand()%tableBlockHeight);table.GetSnake() ->AddBody();iScores++;break;case TB_STATE_BLOCK:case TB_STATE_SBLOCK:EndGame();break;}//xianshiDrawGame();}else if (uTIMER_ID == uFoodAddTimer){//定时加食物table.AddFood((rand())%tableBlockWidth,rand()%tableBlockHeight);}}//开始游戏void StartGame(){iScores = 0;int iFoodNumber;//桌面初始化table.InitialTable(tableBlockWidth,tableBlockHeight);table.GetSnake() ->ChangeDirect(S_RIGHT);table.GetSnake() ->SetHeadPos(tableBlockWidth / 2,tableBlockHeight / 2);//预先随机产生一些食物srand( (unsigned)time(NULL));for (iFoodNumber = 0; iFoodNumber < 400; iFoodNumber++){table.AddFood((rand())%tableBlockWidth,(rand())%tableBlockHeight);}//打开定时器DrawGame();uSnakeMoveTimer = SetTimer(hAppWnd,500,100,NULL);uFoodAddTimer = SetTimer(hAppWnd,600,7000,NULL);uGameState = GAME_STATE_RUN;}void EndGame(){//关计时器KillTimer(hAppWnd,uSnakeMoveTimer);KillTimer(hAppWnd,uFoodAddTimer);uGameState = GAME_STATE_END;}void ShellDraw(HDC hdc){char szText[30] = "Score: ";char szNum[20];int iNowScores = iScores * 100;itoa(iNowScores,szNum,10);strcat(szText,szNum);RECT rt,rect;GetClientRect(hAppWnd,&rt);//墙的绘制SelectObject(hdc,hbrushWall);PatBlt(hdc,rt.left,rt.top,rt.right,rt.bottom,PATCOPY);//内部游戏区为白色底平面rect.left = rt.left + WALL_WIDTH;rect.top = rt.top + WALL_HEIGHT;rect.right = rt.right - WALL_WIDTH;rect.bottom = rt.bottom - WALL_HEIGHT;FillRect(hdc,&rect,(HBRUSH)(COLOR_WINDOW + 1));BitBlt(hdc,GetSystemMetrics(SM_CXSCREEN) / 3 ,10,256,55,scoreDC,0,0,SRCCOPY);SetBkMode(hdc,TRANSPARENT);TextOut(hdc,GetSystemMetrics(SM_CXSCREEN) / 3 + 50,30,szText,strlen(szText));}void GameAreaDraw(HDC hdc){int i,j;int x, y, x_pos, y_pos;BitmapState state;//绘制水果与毒果for (i = 0; i < tableBlockHeight; i++){for (j = 0; j < tableBlockWidth; j++){x_pos = j * 20 + WALL_WIDTH;y_pos = i * 20 + WALL_HEIGHT;switch (table.GetData(j,i)){case TB_STATE_FOOD:BitBlt(hdc,x_pos,y_pos,20,20,picDC,100,0,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,20,0,SRCAND);break;case TB_STATE_BLOCK:BitBlt(hdc,x_pos,y_pos,20,20,picDC,80,0,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,0,0,SRCAND);break;}}}//根据当前的形状绘制蛇头x = table.GetSnake()->GetPos()[0].x;y = table.GetSnake()->GetPos()[0].y;x_pos = x * 20 + WALL_WIDTH;y_pos = y * 20 + WALL_HEIGHT;state = table.GetSnake()->GetStateArray()[0];switch (state){case M_UP_UP:BitBlt(hdc,x_pos,y_pos,20,20,picDC,80,20,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,0,20,SRCAND);break;case M_DOWN_DOWN:BitBlt(hdc,x_pos,y_pos,20,20,picDC,140,20,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,60,20,SRCAND);break;case M_LEFT_LEFT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,100,20,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,20,20,SRCAND);break;case M_RIGHT_RIGHT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,120,20,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,40,20,SRCAND);break;}//根据蛇身各节点的状态绘制蛇身for (i = 1; i < table.GetSnake()->GetLength() - 1; i++){x = table.GetSnake()->GetPos()[i].x;y = table.GetSnake()->GetPos()[i].y;x_pos = x * 20 + WALL_WIDTH;y_pos = y * 20 + WALL_HEIGHT;state = table.GetSnake()->GetStateArray()[i];switch (state){case M_UP_UP:case M_DOWN_DOWN:BitBlt(hdc,x_pos,y_pos,20,20,picDC,80,40,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,0,40,SRCAND);break;case M_LEFT_LEFT:case M_RIGHT_RIGHT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,100,40,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,20,40,SRCAND);break;case M_RIGHT_DOWN:case M_UP_LEFT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,100,60,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,20,60,SRCAND);break;case M_RIGHT_UP:case M_DOWN_LEFT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,140,40,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,60,40,SRCAND);break;case M_LEFT_DOWN:case M_UP_RIGHT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,80,60,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,0,60,SRCAND);break;case M_LEFT_UP:case M_DOWN_RIGHT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,120,40,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,40,40,SRCAND);break;}}//绘制蛇尾巴x = table.GetSnake()->GetPos()[table.GetSnake()->GetLength()-1].x;y = table.GetSnake()->GetPos()[table.GetSnake()->GetLength()-1].y;x_pos = x * 20 + WALL_WIDTH;y_pos = y * 20 + WALL_HEIGHT;state = table.GetSnake()->GetStateArray()[table.GetSnake()->GetLength()-1];switch (state){case M_UP_UP:BitBlt(hdc,x_pos,y_pos,20,20,picDC,120,60,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,40,60,SRCAND);break;case M_DOWN_DOWN:BitBlt(hdc,x_pos,y_pos,20,20,picDC,120,0,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,40,0,SRCAND);break;case M_LEFT_LEFT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,140,60,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,60,60,SRCAND);break;case M_RIGHT_RIGHT:BitBlt(hdc,x_pos,y_pos,20,20,picDC,140,0,SRCPAINT);BitBlt(hdc,x_pos,y_pos,20,20,picDC,60,0,SRCAND);break;}//绘制游戏结束图案if (uGameState == GAME_STA TE_END){x_pos = g_iClientWidth / 3;y_pos = g_iClientHeight / 4;BitBlt(hdc,x_pos,y_pos,369,300,endDC,0,0,SRCCOPY);}}# include "snake.h"CSnake::CSnake(int x_pos,int y_pos,int len){if (len < 1){len = 1;}int i;m_length = len;//蛇的身体体长//初始化蛇的坐标位置m_pPos = new SPoint[m_length+2];m_pPos[0].x = x_pos;m_pPos[0].y = y_pos;for (i = 1; i < m_length +2; i++){m_pPos[i].x = 0;m_pPos[i].y = 0;}//初始化蛇的运动状态m_newSnake.head = S_NONE;m_oldSnake.head = S_NONE;m_newSnake.body = new MoveState[m_length];m_oldSnake.body = new MoveState[m_length];for(i = 0; i < m_length; i++){m_oldSnake.body[i] = S_NONE;m_newSnake.body[i] = S_NONE;}m_newSnake.tail = S_NONE;m_oldSnake.tail = S_NONE;//初始化蛇的位图显示状态;m_pStateArray = new BitmapState[m_length+2];for (i = 0; i < m_length + 2; i++){m_pStateArray[i] = M_NONE;}}CSnake::~CSnake(){SAFE_DELETE_ARRAY(m_pPos);SAFE_DELETE_ARRAY(m_pStateArray);}//根据新旧两蛇的运动状态,确定当前显示的运动状态BitmapState CSnake::GetRightState(MoveState oldDirect,MoveState newDirect) {BitmapState re;switch(oldDirect){case S_NONE:switch(newDirect){case S_NONE:re = M_NONE;break;case S_UP:re = M_UP_UP;break;case S_DOWN:re = M_DOWN_DOWN;break;case S_LEFT:re = M_LEFT_LEFT;break;case S_RIGHT:re = M_RIGHT_RIGHT;break;}break;case S_UP:switch(newDirect){case S_UP:re = M_UP_UP;break;case S_LEFT:re = M_UP_LEFT;break;case S_RIGHT:re = M_UP_RIGHT;break;}break;case S_DOWN:switch(newDirect){case S_DOWN:re = M_DOWN_DOWN;break;case S_LEFT:re = M_DOWN_LEFT;break;case S_RIGHT:re = M_DOWN_RIGHT;break;}break;case S_LEFT:switch(newDirect){case S_UP:re = M_LEFT_UP;break;case S_LEFT:re = M_LEFT_LEFT;break;case S_DOWN:re = M_LEFT_DOWN;break;}break;case S_RIGHT:switch(newDirect){case S_UP:re = M_RIGHT_UP;break;case S_DOWN:re = M_RIGHT_DOWN;break;case S_RIGHT:re = M_RIGHT_RIGHT;break;}break;}return re;}//改变方向void CSnake::ChangeDirect(MoveState d) {//方向不能为其对立方switch(d){case S_NONE:m_newSnake.head = S_NONE;break;case S_UP:if(m_newSnake.head != S_DOWN)m_newSnake.head = S_UP;break;case S_DOWN:if(m_newSnake.head != S_UP)m_newSnake.head = S_DOWN;break;case S_LEFT:if(m_newSnake.head != S_RIGHT)m_newSnake.head = S_LEFT;break;case S_RIGHT:if(m_newSnake.head != S_LEFT)m_newSnake.head = S_RIGHT;break;}}//蛇移动void CSnake::Move(){int i;//1.计算各节点的新状态//保存蛇身体各部位的形状for (i = 0; i < m_length; i++){m_oldSnake.body[i] = m_newSnake.body[i];}m_newSnake.tail = m_newSnake.body[m_length-1];for(i = m_length - 1; i > 0; i--){m_newSnake.body[i] = m_newSnake.body[i-1];}m_newSnake.body[0] = m_newSnake.head;//根据新旧状态获取新的状态m_pStateArray[0] = GetRightState(m_oldSnake.head,m_newSnake.head);for(i = 0; i < m_length; i++){m_pStateArray[i+1] = GetRightState(m_oldSnake.body[i],m_newSnake.body[i]);}m_pStateArray[m_length+1] = GetRightState(m_oldSnake.tail,m_newSnake.tail);//2、整个蛇坐标移动,除蛇头外其他为原状态的前一位置for(i = m_length + 1; i > 0; i--){m_pPos[i] = m_pPos[i-1];}//蛇头根据新位置进行偏移switch(m_newSnake.head){case S_UP:m_pPos[0].y -= SNAKE_MOVE;break;case S_DOWN:m_pPos[0].y += SNAKE_MOVE;break;case S_LEFT:m_pPos[0].x -= SNAKE_MOVE;break;case S_RIGHT:m_pPos[0].x += SNAKE_MOVE;break;}}//蛇身体的增长void CSnake::AddBody(int n){//分配变量作为保存各种数据状态int i;Snake_Struct saveOldSnake,saveNewSnake;BitmapState *saveStateArray;SPoint *savePos;//保存蛇的位置信息savePos = new SPoint[m_length+2];for(i = 0; i < m_length + 2; i++){savePos[i] = m_pPos[i];}//保存蛇的状态信息saveOldSnake.head = m_oldSnake.head;saveOldSnake.body = new MoveState[m_length];for(i = 0; i < m_length; i++){saveOldSnake.body[i] = m_oldSnake.body[i];}saveOldSnake.tail = m_oldSnake.tail;saveNewSnake.head = m_newSnake.head;saveNewSnake.body = new MoveState[m_length];for(i = 0; i < m_length; i++){saveNewSnake.body[i] = m_newSnake.body[i];}saveNewSnake.tail = m_newSnake.tail;saveStateArray = new BitmapState[m_length+2];for (i = 0; i < m_length + 2; i++){saveStateArray[i] = m_pStateArray[i];}//将长度增长m_length += n;//释放所有存储蛇状态数据的存储空间SAFE_DELETE_ARRAY(m_newSnake.body); SAFE_DELETE_ARRAY(m_oldSnake.body); SAFE_DELETE_ARRAY(m_pPos);SAFE_DELETE_ARRAY(m_pStateArray);//创建并初始化蛇增长后的存储空间m_pPos = new SPoint[m_length+2];for (i = 0; i < m_length +2; i++){m_pPos[i].x = 0;m_pPos[i].y = 0;}//初始化蛇的运动状态m_newSnake.head = S_NONE;m_oldSnake.head = S_NONE;m_newSnake.body = new MoveState[m_length]; m_oldSnake.body = new MoveState[m_length];for(i = 0; i < m_length; i++){m_oldSnake.body[i] = S_NONE;m_newSnake.body[i] = S_NONE;}m_newSnake.tail = S_NONE;m_oldSnake.tail = S_NONE;//初始化蛇的位图显示状态;m_pStateArray = new BitmapState[m_length+2]; for (i = 0; i < m_length + 2; i++){m_pStateArray[i] = M_NONE;}//恢复原来的长度数据m_newSnake.head = saveNewSnake.head;m_oldSnake.head = saveOldSnake.head;for(i = 0; i < m_length - n; i++){m_newSnake.body[i] = saveNewSnake.body[i];m_oldSnake.body[i] = saveOldSnake.body[i];}m_newSnake.tail = saveNewSnake.tail;m_oldSnake.tail = saveOldSnake.tail;m_pStateArray = new BitmapState[m_length+2];for (i = 0; i < m_length + 2 - n; i++)m_pStateArray[i] = saveStateArray[i];m_pPos = new SPoint[m_length+2];for(i = 0; i < m_length + 2 - n; i++)m_pPos[i] = savePos[i];}//设置蛇头坐标void CSnake::SetHeadPos(int x, int y){m_pPos[0].x = x;m_pPos[0].y = y;}//取蛇状态的标志数组BitmapState* CSnake::GetStateArray(){return m_pStateArray;}//取蛇的位置信息SPoint* CSnake::GetPos(){return m_pPos;}//取蛇长度int CSnake::GetLength()return m_length + 2;}//检测蛇头是否碰到身体bool CSnake::IsHeadTouchBody(int x, int y){int i;for(i = 1; i < m_length + 2; i++){if (m_pPos[i].x == x && m_pPos[i].y == y)return true;}return false;}//初始化,用作游戏结束后重新开始void CSnake::Initial(){//释放以前的存储空间SAFE_DELETE_ARRAY(m_pPos);SAFE_DELETE_ARRAY(m_pStateArray);SAFE_DELETE_ARRAY(m_newSnake.body);SAFE_DELETE_ARRAY(m_oldSnake.body);int i;int x_pos = 0;int y_pos = 0;m_length = 1;//蛇的身体体长//初始化蛇的坐标位置m_pPos = new SPoint[m_length+2];m_pPos[0].x = x_pos;m_pPos[0].y = y_pos;for (i = 1; i < m_length +2; i++){m_pPos[i].x = 0;m_pPos[i].y = 0;}//初始化蛇的运动状态m_newSnake.head = S_NONE;m_oldSnake.head = S_NONE;m_newSnake.body = new MoveState[m_length];m_oldSnake.body = new MoveState[m_length];for(i = 0; i < m_length; i++){m_oldSnake.body[i] = S_NONE;m_newSnake.body[i] = S_NONE;}m_newSnake.tail = S_NONE;m_oldSnake.tail = S_NONE;//初始化蛇的位图显示状态;m_pStateArray = new BitmapState[m_length+2];for (i = 0; i < m_length + 2; i++){m_pStateArray[i] = M_NONE;}}#ifndef __SNAKE_H_H#define __SNAKE_H_H#define SNAKE_MOVE 1#define SAFE_DELETE_ARRAY(p) {delete [](p);(p)=NULL;}#include <stdio.h>//节点图像显示位图状态enumBitmapState{M_NONE,M_UP_UP,M_DOWN_DOWN,M_LEFT_LEFT,M_RIGHT_RIGHT, M_UP_LEFT,M_UP_RIGHT,M_DOWN_LEFT,M_DOWN_RIGHT,M_LEFT_UP,M_LEFT_DOWN,M_RIGHT_UP,M_RIGHT_DOWN};//节点运动状态enum MoveState{S_NONE,S_UP,S_DOWN,S_LEFT,S_RIGHT};//节点位置坐标struct SPointint x;int y;};//定义蛇体状态struct Snake_Struct{MoveState head;//头部MoveState *body;//身体MoveState tail;//尾部};class CSnake{private:int m_length; //蛇的长度Snake_Struct m_newSnake; //蛇的新态的所有节点的运动状态Snake_Struct m_oldSnake; //蛇的原态的所有节点的坐标的运动状态BitmapState *m_pStateArray; //蛇的所有节点显示位图的状态SPoint *m_pPos; //蛇体坐标BitmapState GetRightState(MoveState oldDirect,MoveState newDirect);public:void Move(void);void ChangeDirect(MoveState d);void AddBody(int n=1);void SetHeadPos(int x, int y);BitmapState * GetStateArray(void);SPoint * GetPos(void);bool IsHeadTouchBody(int x, int y);int GetLength(void);void Initial(void);CSnake(int x_pos = 0, int y_pos = 0, int len = 1);~CSnake();};#endif#include "table.h"CTable::CTable()m_width = 0;m_height = 0;m_foodNumber = 0;m_blockNumber = 0;m_board = NULL;}CTable::~CTable(){if (m_board != NULL){SAFE_DELETE_ARRAY(m_board);}}//初始化面板void CTable::InitialTable(int w,int h){int i, j;m_width = w;m_height = h;m_snake.Initial();if (m_board != NULL){SAFE_DELETE_ARRAY(m_board);}//根据高度和宽度设置新的桌子m_board = new int * [m_height];for (i = 0; i < m_height; i++){m_board[i] = new int[m_width];for (j = 0; j < m_width; j++){m_board[i][j] = 0;}}//将桌子四周设置为墙for (i = 0; i < m_height; i++){m_board[i][0] = TB_STATE_SBLOCK;m_board[i][m_width-1] = TB_STA TE_SBLOCK;}for (i = 0; i < m_width; i++){m_board[0][i] = TB_STATE_SBLOCK;m_board[m_height-1][i] = TB_STA TE_SBLOCK;}}//食物的操作bool CTable::AddBlock(int x, int y){if( (x > 0) && (x < m_width) && (y > 0) && (y < m_height) && (m_board[y][x] == TB_STATE_OK)){m_board[y][x] = TB_STA TE_BLOCK;m_blockNumber++;return true;}return false;}bool CTable::AddFood(int x, int y){if( (x > 0) && (x < m_width) && (y > 0) && (y < m_height) && (m_board[y][x] == TB_STATE_OK)){m_board[y][x] = TB_STA TE_FOOD;m_foodNumber++;return true;}return false;}bool CTable::ClearFood(int x, int y){m_board[y][x] = TB_STA TE_OK;return true;}//取蛇对象CSnake * CTable::GetSnake(void){return &m_snake;}//取桌子对象int ** CTable::GetBoard(void){return m_board;}//获取数据信息int CTable::GetData(int x, int y){return m_board[y][x];}//蛇的操作void CTable::SnakeMove(void){m_snake.Move();}bool CTable::ChangeSnakeDirect(MoveState d){m_snake.ChangeDirect(d);return true;}#ifndef __TABLE_H_H#define __TABLE_H_H#define TB_STATE_OK 0 //正常#define TB_STATE_FOOD 1 //食物#define TB_STATE_BLOCK 2 //障碍-毒果#define TB_STATE_SBLOCK 3 //障碍-墙#include "snake.h"class CTable{private:int m_width;//桌子的宽度int m_height;//桌子的宽度int m_foodNumber;//桌子上食物的数量int m_blockNumber;//毒果的数量CSnake m_snake;//桌上的蛇int ** m_board;//桌的面板public:CTable();~CTable();//初始化面板void InitialTable(int w,int h);//食物的操作bool AddBlock(int x, int y);bool AddFood(int x, int y);bool ClearFood(int x, int y);//物件获取CSnake * GetSnake(void);int ** GetBoard(void);int GetData(int x, int y);//蛇的操作void SnakeMove(void);bool ChangeSnakeDirect(MoveState d); };#endif。
Android ---snake源代码分析代码结构分析:Snake :主游戏窗口SnakeV iew :游戏视图类,是实现游戏的主体类TileView :一个处理图片或其它Coordinate :这是一个包括两个参数,用于记录X轴和Y轴简单类,其中包括一个比较函数.RefshHandler :用于更新视图Snake这个类是游戏的主游戏窗口,是框架容器,1.游戏的开始:oncreate此外的亮点是:setContentV iew(yout.snake_layout);设置窗口的布局文件,这里Android123给大家说明的是,这里的snake_layout使用了自定义资源标签的方式,大家注意学习:这里我们可以看到来自SnakeView这个派生类的名称,由于Android内部的R.资源不包含SnakeView类,所以我们必须写清楚Package,比如com.exmple.android.snake.SnakeV iew 然后和其他控件使用一样,都是一个id然后宽度、高度、以及自定义的标签tileSize(尾巴长度),如下:<com.example.android.snake.SnakeViewandroid:id="@+id/snake"android:layout_width="fill_parent"android:layout_height="fill_parent"tileSize="12"/>2.onPause:关于这点,大家可以参考下在我blog中关于active生命周期/admin/blogs/379826在玩游戏过程中,如果有来电或是其它事件中断,这时应该把当前状态保存。
以便返回时,还可以继续玩游戏。
这就使用onSaveInstanceState实现保存当前状态。
TileView注:此部分解析来自: Android示例程序Snake贪食蛇代码分析(三)TileView,从名称上不难看出这是一个方砖类,就是生成一个方块。
TileView使用了Android平台的显示基类View,View类是直接从ng.Object派生出来的,是各种控件比如 TextView、EditView的基类,当然包括我们的窗口Activity类,这些在SDK文档中都说的比较清楚。
这里定义了 5个int型全局的变量,分别是方砖的数量mTileSize;方砖水平x防线的数量mXTileCount;以及竖直y方向上的方砖数量 mYTileCount,下面是一个相对偏移位置mXOffset和mYOffset;这里android123主让要大家了解如何自定义View在 Android开发中,在一个View类中主要是重写onSizeChanged方法来控制改变部分,以及onDraw 实现画布的修改,实现的简写如下:@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) {} @Overridepublic void onDraw(Canvas canvas) { super.onDraw(canvas);} 我们自定义的TileView类需要自己添加一个构造方法,根据需要,我们还重载了一种包含样式的方法,这里大家可以多看下Gallery控件的实现,就好理解了,下面是基本框架。
public TileView(Context context, AttributeSet attrs, int defStyle) {super(context, attrs, defStyle);}public TileView(Context context, AttributeSet attrs) { super(context, attrs);}在贪食蛇游戏中我们知道Snake是移动的,所以加入了一个清除显示的clearTiles方法,通过一个二维数组保存一个gird网格型的运动轨迹,下一次我们将会讲解android贪食蛇的游戏逻辑和完整的关联拼接实现。
SnakeView在这个类中实现的游戏的实体,从游戏需求的角色,这个游戏包括了如下方面:1.随机产生小苹果,apples这里是复数,当然是是大于1个苹果,所以代码中产生了两个苹果。
2.游戏状态管理3.画蛇,view的更新4.吃掉苹果后小蛇状态的变化5.画围墙如果实现吃掉苹果小蛇速度变快?关键是:mMoveDelay这个变量,以下是涉及到这个变量的函数,每次吃掉苹果后,就会updateSnake一下,里面就把时间处理了:mMoveDelay *= 0.9;小蛇其实就是一个数组,google的代码就是好注释写的清楚:/***mSnakeTrail:a list of Coordinates that make up the snake's body *mAppleList:the secret location of the juicy apples the snake craves.*/private ArrayList<Coordinate> mSnakeTrail= new ArrayList<Coordinate>(); private ArrayList<Coordinate> mAppleList= new ArrayList<Coordinate>();mSnakeTrail:一个由Coordinates列表组织的蛇身.mAppleList:存放鲜美多汁的苹果列表通过这个数组画出小蛇不难,问题是如何判断游戏是否结束?问题是如何判断游戏的状态所有以下的代码来自updateSnake1.吃了苹果// Look for applesint applecount = mAppleList.size();for (int appleindex = 0; appleindex < applecount; appleindex++) {Coordinate c = mAppleList.get(appleindex);if (c.equals(newHead)) {mAppleList.remove(c);addRandomApple();mScore++;mMoveDelay *= 0.9;growSnake = true;}}2.碰到了自己// Look for collisions with itselfint snakelength = mSnakeTrail.size();for(int snakeindex = 0; snakeindex < snakelength; snakeindex++) {Coordinate c = mSnakeTrail.get(snakeindex);if (c.equals(newHead)) {setMode(LOSE);return;}}3.碰到墙了// Collision detection// For now we have a 1-square wall around the entire arenaif((newHead.x< 1) || (newHead.y< 1) || (newHead.x> mXTileCount- 2) || (newHead.y > mYTileCount - 2)) {setMode(LOSE);return;}源代码分析Snake状态分析:在snakeView中定义了snake游戏的几种状态:private int mMode = READY;public static final int PAUSE = 0; //暂定public static final int READY = 1; //准备好了public static final int RUNNING = 2;//正在运行public static final int LOSE = 3; //结束,输了游戏各种游戏状态rady runningpaused lose 以上状态是通过:void setMode(int newMode)函数实现。
如何实现画出小方块:参看:/blog/206706public class DrawView extends View {private final int mTileSize = 12;private final String TAG="DEMO";private Paint pa = new Paint();private Bitmap mTileArray;void loadImage(){Resources r = this.getContext().getResources();Drawable tile = r.getDrawable(R.drawable.redstar);Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize,Bitmap.Config.ARGB_8888);Canvas canvas = new Canvas(bitmap);tile.setBounds(0, 0, mTileSize, mTileSize);tile.draw(canvas);mTileArray = bitmap;}public DrawView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle);// TODO Auto-generated constructor stubloadImage();x = 10;y = 10;Log.i(TAG, "DrawView 2");}//如果没有这段代码,大家可以试一下,改用上面的代码,程序能否通过。
public DrawView(Context context, AttributeSet attrs) {super(context, attrs);// TODO Auto-generated constructor stubloadImage();Log.i(TAG, "DrawView 3");}@Overrideprotected void onDraw(Canvas canvas) {super.onDraw(canvas);Log.i(TAG, "onDraw 1");canvas.drawBitmap(mTileArray, x, y, pa);}}通过上面的文章可以画出小方块,但注意到SnakeView一共有两构造函数,那个函数才真正起作用呢?●public SnakeView(Context context, AttributeSet attrs)●public SnakeView(Context context, AttributeSet attrs, int defStyle)通过加log的方式,判断是第一个构造函数起作用。