C语⾔实现简单的推箱⼦游戏本⽂实例为⼤家分享了C语⾔实现简单的推箱⼦游戏的具体代码,供⼤家参考,具体内容如下项⽬实现的具体⽅案:先安装VS2019,后安装画图⼯具Easyx,安装以后就可以将推箱⼦中的(⼈物,墙壁,箱⼦⽬的地,箱⼦)的图⽚加载到程序中显⽰出来。
游戏的实现是通过程序读取键盘中输⼊的字母,后控制加载到程序中的⼈物图⽚的移动实现⼩⼈的移动,通过⼈物图⽚和地板图⽚交换位置实现⼈物的⾏⾛,如果⼈物前⾯是箱⼦图⽚,箱⼦图⽚前⾯是地板图⽚,则⼈物图⽚和箱⼦图⽚⼀起移动,直到箱⼦图⽚前⾯是箱⼦⽬的地图⽚则箱⼦图⽚将箱⼦⽬的地替换,从⽽实现将箱⼦推到箱⼦⽬的地上。
这就是实现游戏的思路,程序中还有各种细节在下⾯进⾏讲解。
在开始编写程序时先创建⼀个c++空项⽬,把cpp⽂件和地图中相对应的元素图⽚(⼈物,墙壁,箱⼦⽬的地,箱⼦)放在同⼀个⽬录下⾯。
1、开始先进⾏地图⼤⼩的实现(1)我们先初始化图形界⾯的⼤⼩#define SCREEN_WIDTH 976#define SCREEN_HEIGHT 549//窗⼝初始化initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);//括号中的是窗⼝的长和宽为了以后可以⽅便改变⼤⼩所以进⾏了宏定义(2)窗⼝⼤⼩初始化完以后进⾏开始游戏界⾯的实现IMAGE bg_img2; //申请⼀个句柄⽤来存放图⽚//游戏开始背景背景图loadimage(&bg_img2,_T("blachground.jpg"),732,549,true); //将图⽚blachground.jpg加载到&bg_img2GameStarSCREEN(&bg_img2);Sleep(1000); //休眠1000毫秒//函数GameStarSCREEN的实现//游戏开始界⾯void GameStarSCREEN(IMAGE *bg){putimage(0,0,bg); //把图⽚播放在(0,0)坐标//设置窗⼝标题HWND window = GetHWnd();//获取窗⼝SetWindowText(window,_T("推箱⼦ ***"));//设置窗⼝标题//设置⽂本样式及颜⾊settextcolor(WHITE);settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("欢迎进⼊本⼈设置的游戏"));}游戏开始界⾯效果(3)游戏开始界⾯设置完以后进⾏游戏操作指南和游戏规则的界⾯设置//游戏正在进⾏界⾯void BeingGameSCREEN(){//清除界⾯cleardevice();//画⼀个矩形rectangle(762,30,952,244);settextcolor(WHITE); //设置字体颜⾊settextstyle(15,0,_T("宋体")); //设置字体的宽度和⾼度以及字体的类型outtextxy(772,40,_T("游戏操作指南:")); //在对应的坐标位置输出引号内的字符串outtextxy(772,60,_T("按 W 向上移动"));outtextxy(772,75,_T("按 S 向下移动"));outtextxy(772,90,_T("按 A 向左移动"));outtextxy(772,105,_T("按 D 向右移动"));outtextxy(772,130,_T("温馨提⽰:"));outtextxy(772,170,_T("请在 58 步以内完成任务"));rectangle(922,450,762,264);outtextxy(772,284,_T("您以⾛的步数为:"));}游戏操作指南效果图(4)进⾏游戏地图的实现先定义⼀个全局的⼆维数组⽤来保存地图中的(⼈物,墙壁,箱⼦⽬的地,箱⼦)元素int map[COW][COLUMN]={{0,0,0,0,0,0,0,0,0,0,0,0},{0,1,0,1,1,1,1,1,1,1,0,0},{0,1,4,1,0,2,1,0,2,1,0,0},{0,1,0,1,0,1,0,0,1,1,1,0},{0,1,0,2,0,1,1,4,1,1,1,0},{0,1,1,1,0,3,1,1,1,4,1,0},{0,1,2,1,1,4,1,1,1,1,1,0},{0,1,0,0,1,0,1,1,0,0,1,0},{0,0,0,0,0,0,0,0,0,0,0,0},};定义⼀个枚举类型⽤来设置地图中的(⼈物,墙壁,箱⼦⽬的地,箱⼦)元素enum _PROPS{WALL_RIGHT, //墙壁为数字0FLOOR, //地板为数字1DES, //箱⼦⽬的地为数字2MAN, //⼈物为数字3BOX, //箱⼦为数字4BOX_HIT, //把箱⼦推到箱⼦⽬的地为数字5MAN_DES, //⼈站在⽬的地上为数字6ALL //全部道具的数量为数字7}poc;地图定义完以后将地图元素加在到⼆维数组中#define RATIO 61 //地图元素⼤⼩//申请⼀个全局的⼀维的数组句柄IMAGE images[ALL];//加载地图元素loadimage(&images[WALL_RIGHT],_T("wall_right.bmp"),RATIO,RATIO,true);loadimage(&images[FLOOR],_T("floor.bmp"),RATIO,RATIO,true);loadimage(&images[DES],_T("des.bmp"),RATIO,RATIO,true);loadimage(&images[MAN],_T("man.bmp"),RATIO,RATIO,true);loadimage(&images[BOX],_T("box.bmp"),RATIO,RATIO,true);loadimage(&images[BOX_HIT],_T("box.bmp"),RATIO,RATIO,true);loadimage(&images[MAN_DES],_T("man.bmp"),RATIO,RATIO,true);//⽤for循环遍历⼆维数组,⼆维数组中相应坐标对应的数字与后来设置的以为数组中对应的枚举值相对应这样⽅可进⾏地图的实现 for(int i=0;i<COW;i++){for(int j=0;j<COLUMN;j++){putimage(j*RATIO,i*RATIO,&images[map[i][j]]);//根据相应的把相应的图⽚加载到相应的位置if(map[i][j]==MAN){//获取⼩⼈在⼆维数组中的位置man.x=i;man.y=j;}putimage(j*RATIO,i*RATIO,&images[map[i][j]]);}}地图实现的效果图2、进⾏游戏控制环节的实现,游戏的控制是通过控制⼩⼈的移动实现所以我们先定义⼀个全局的结构体来表⽰⼩⼈在地图中的位置struct _pos{};struct _pos man;⼩⼈坐标定义好以后我们要获取⼩⼈在地图中的坐标才能对⼩⼈进⾏移动,⼩⼈的坐标随我们不断移动⽽改变所以饿哦们要不断获取⼩⼈的坐标for(int i=0;i<COW;i++){for(int j=0;j<COLUMN;j++){putimage(j*RATIO,i*RATIO,&images[map[i][j]]);//根据相应的把相应的图⽚加载到相应的位置if(map[i][j]==MAN){//获取⼩⼈在⼆维数组中的位置man.x=i;man.y=j;}putimage(j*RATIO,i*RATIO,&images[map[i][j]]);}}(1)定义⼀个枚举类型⽤来表⽰移动的⽅向//枚举控制地图中⼩⼈的运动⽅向enum DURATION{UP,DOWN,LEFT,RIGHT};enum DURATION direct;(2)获取⼩⼈位置后对⼩⼈进⾏移动bool quit=false; //定义⼀个布尔类型do{if(_kbhit()){ //识别从键盘输⼊的字母char ch=_getch(); //从键盘输⼊字母cnt++;Record_Steps(); //记录⾛过的步数,每次进⼊识别键盘输⼊说明移动了⼀次从⽽进⾏步数加⼀if(ch==KEY_UP){gameControal(UP);}else if(ch==KEY_DOWN){gameControal(DOWN);}else if(ch==KEY_LEFT){gameControal(LEFT);}else if(ch==KEY_RIGHT){gameControal(RIGHT);}else if(ch==KEY_QUIT){quit=true;GameOverSCREEN(&bg_img);}if(isGameOver()){quit=true;GameOverSCREEN(&bg_img);}if(cnt>LEN){quit=true;FalseGameOverSCREEN(&bg_img1);}}Sleep(100);}while(quit==false);(3)⽤宏定义表⽰从键盘输⼊的字母#define KEY_UP 'W'#define KEY_DOWN 'S'#define KEY_LEFT 'A'#define KEY_RIGHT 'D'#define KEY_QUIT 'Q'(4)接下来进⾏⼈物的移动⽅向的判断//控制程序运⾏⼩⼈移动和⽅块移动void gameControal(enum DURATION direct){//对向上移动的控制if(direct==UP){if((x-1)>=STAR&&map[x-1][y]==DES){mapChange(x-1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==FLOOR){mapChange(x,y,DES);mapChange(x-1,y,MAN);man.x=x-1;}else if((x-1)>=STAR&&map[x-1][y]==FLOOR){mapChange(x-1,y,MAN);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x-1][y]==BOX_HIT&&map[x-2][y]==FLOOR){mapChange(x-2,y,BOX);mapChange(x-1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==BOX&&map[x-2][y]==FLOOR){ mapChange(x-2,y,BOX);mapChange(x-1,y,MAN);mapChange(x,y,DES);man.x=x-1;}else if((x-1)>=STAR&&map[x-1][y]==BOX){if(map[x-2][y]==FLOOR){mapChange(x-1,y,MAN);mapChange(x,y,FLOOR);mapChange(x-2,y,BOX);man.x=x-1;}else if(map[x-2][y]==DES){mapChange(x-1,y,MAN);mapChange(x,y,FLOOR);mapChange(x-2,y,BOX_HIT);man.x=x-1;}}//对向下移动的控制}else if(direct==DOWN){if((x+1)>=STAR&&map[x+1][y]==DES){mapChange(x+1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x][y]==MAN_DES&&map[x+1][y]==FLOOR){mapChange(x,y,DES);mapChange(x+1,y,MAN);man.x=x+1;}else if((x+1)<COW&&map[x+1][y]==FLOOR){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x+1][y]==BOX_HIT&&map[x+2][y]==FLOOR){mapChange(x+2,y,BOX);mapChange(x+1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x][y]==MAN_DES&&map[x+1][y]==BOX&&map[x+2][y]==FLOOR){ mapChange(x+2,y,BOX);mapChange(x+1,y,MAN);mapChange(x,y,DES);man.x=x+1;}else if((x+1)<COW&&map[x+1][y]==BOX){if(map[x+2][y]==FLOOR){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);mapChange(x+2,y,BOX);man.x=x+1;}else if(map[x+2][y]==DES){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);mapChange(x+2,y,BOX_HIT);man.x=x+1;}}//对向右移动的控制if((y+1)>=STAR&&map[x][y+1]==DES){mapChange(x,y+1,MAN_DES);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y]==MAN_DES&&map[x][y+1]==FLOOR){mapChange(x,y,DES);mapChange(x,y+1,MAN);man.y=y+1;}else if((y+1)<COLUMN&&map[x][y+1]==FLOOR){mapChange(x,y+1,MAN);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y+1]==BOX_HIT&&map[x][y+2]==FLOOR){mapChange(x,y+2,BOX);mapChange(x,y+1,MAN_DES);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==BOX&&map[x-2][y]==FLOOR){ mapChange(x-2,y,BOX);mapChange(x-1,y,MAN);mapChange(x,y,DES);man.x=x-1;}else if((y+1)<COLUMN&&map[x][y+1]==BOX){if(map[x][y+2]==FLOOR){mapChange(x,y+1,MAN);mapChange(x,y,FLOOR);mapChange(x,y+2,BOX);man.y=y+1;}else if(map[x][y+2]==DES){mapChange(x,y+1,MAN);mapChange(x,y,FLOOR);mapChange(x,y+2,BOX_HIT);man.y=y+1;}}//对向左移动的控制}else if(direct==LEFT){if((y-1)>=STAR&&map[x][y-1]==DES){mapChange(x,y-1,MAN_DES);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y]==MAN_DES&&map[x][y-1]==FLOOR){mapChange(x,y,DES);mapChange(x,y-1,MAN);man.y=y-1;}else if((y-1)>=0&&map[x][y-1]==FLOOR){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y-1]==BOX_HIT&&map[x][y-2]==FLOOR){mapChange(x,y-2,BOX);mapChange(x,y-1,MAN_DES);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y]==MAN_DES&&map[x][y-1]==BOX&&map[x][y-2]==FLOOR){ mapChange(x,y-2,BOX);mapChange(x,y-1,MAN);mapChange(x,y,DES);man.y=y-1;}else if((y-1)>=0&&map[x][y-1]==BOX){if(map[x][y-2]==FLOOR){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);mapChange(x,y-2,BOX);man.y=y-1;}else if(map[x][y-2]==DES){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);mapChange(x,y-2,BOX_HIT);man.y=y-1;}}}}//改变地图元素void mapChange(int line,int colum,enum _PROPS poc){ map[line][colum]=poc;putimage(colum*RATIO,line*RATIO,&images[poc]);}3、⼈物控制结束以后进⾏游戏结束界⾯的设计(1)在规定步数内完成游戏的背景//游戏结束背景void GameOverSCREEN(IMAGE *bg){cleardevice();putimage(0,0,bg);settextcolor(WHITE);RECT rec={0,0,SCREEN_WIDTH,SCREEN_HEIGHT}; settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("恭喜完成了本游戏你真棒")); outtextxy(LINE2,COW2,_T("请按Q退出游戏"));}效果图(1)不在规定步数内完成游戏背景//游戏⾮正常结束背景void FalseGameOverSCREEN(IMAGE *bg){cleardevice();putimage(0,0,bg);settextcolor(WHITE);settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("⼩菜鸡这都完成不了真蠢")); outtextxy(LINE2,COW2,_T("请按Q退出游戏"));}效果图4、具体代码实现(1)头⽂件编写#define LINE1 366#define COW1 183#define LINE2 427#define COW2 244#define RATIO 61#define LEN 100#define STAR 0#define SCREEN_WIDTH 976#define SCREEN_HEIGHT 549#define COW 9#define COLUMN 12#define KEY_UP 'W'#define KEY_DOWN 'S'#define KEY_LEFT 'A'#define KEY_RIGHT 'D'#define KEY_QUIT 'Q'int cnt=STAR;//枚举优化代码表⽰道具enum _PROPS{WALL_RIGHT,FLOOR,DES,MAN,BOX,ALL}poc;//enum _PROPS poc;//⼩⼈在⼆维数组中的位置struct _pos{int x;int y;};struct _pos man;//窗⼝初始化IMAGE images[ALL];//地图的实现int map[COW][COLUMN]={{0,0,0,0,0,0,0,0,0,0,0,0},{0,1,0,1,1,1,1,1,1,1,0,0},{0,1,4,1,0,2,1,0,2,1,0,0},{0,1,0,1,0,1,0,0,1,1,1,0},{0,1,0,2,0,1,1,4,1,1,1,0},{0,1,1,1,0,3,1,1,1,4,1,0},{0,1,2,1,1,4,1,1,1,1,1,0},{0,1,0,0,1,0,1,1,0,0,1,0},{0,0,0,0,0,0,0,0,0,0,0,0},};//判断游戏是否结束//return->false 游戏未结束 return->true 游戏结束int isGameOver(){for(int i=0;i<COW;i++){for(int j=0;j<COLUMN;j++){if(map[i][j]==DES) return false;}}return true;}//游戏结束背景void GameOverSCREEN(IMAGE *bg){cleardevice();putimage(0,0,bg);settextcolor(WHITE);RECT rec={0,0,SCREEN_WIDTH,SCREEN_HEIGHT}; settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("恭喜完成了本游戏你真棒")); outtextxy(LINE2,COW2,_T("请按Q退出游戏"));}//游戏⾮正常结束背景void FalseGameOverSCREEN(IMAGE *bg){cleardevice();putimage(0,0,bg);settextcolor(WHITE);settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("⼩菜鸡这都完成不了真蠢")); outtextxy(LINE2,COW2,_T("请按Q退出游戏"));}//游戏开始界⾯void GameStarSCREEN(IMAGE *bg){putimage(0,0,bg);//设置窗⼝标题HWND window = GetHWnd();//获取窗⼝SetWindowText(window,_T("推箱⼦ ***"));//设置窗⼝标题 //设置⽂本样式及颜⾊settextcolor(WHITE);settextstyle(20,0,_T("宋体"));outtextxy(LINE1,COW1,_T("欢迎进⼊本⼈设置的游戏")); }void BeingGameSCREEN(){//清除界⾯cleardevice();//画⼀个矩形rectangle(762,30,952,244);settextcolor(WHITE);settextstyle(15,0,_T("宋体"));outtextxy(772,40,_T("游戏操作指南:"));outtextxy(772,60,_T("按 W 向上移动"));outtextxy(772,75,_T("按 S 向下移动"));outtextxy(772,90,_T("按 A 向左移动"));outtextxy(772,105,_T("按 D 向右移动"));outtextxy(772,130,_T("温馨提⽰:"));outtextxy(772,170,_T("请在 58 步以内完成任务"));outtextxy(772,200,_T("退出请按 Q"));rectangle(922,450,762,264);outtextxy(772,284,_T("您以⾛的步数为:"));}//记录⼩⼈⾛过的步数void Record_Steps(){char str[16];settextstyle(40,0,_T("宋体"));sprintf(str,"%d",cnt);outtextxy(820,350,str);}//枚举控制地图中⼩⼈的运动⽅向enum DURATION{UP,DOWN,LEFT,RIGHT};enum DURATION direct;//改变地图元素void mapChange(int line,int colum,enum _PROPS poc){map[line][colum]=poc;putimage(colum*RATIO,line*RATIO,&images[poc]);}//控制程序运⾏⼩⼈移动和⽅块移动void gameControal(enum DURATION direct){int x=man.x;int y=man.y;if(direct==UP){if((x-1)>=STAR&&map[x-1][y]==DES){mapChange(x-1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==FLOOR){mapChange(x,y,DES);mapChange(x-1,y,MAN);man.x=x-1;}else if((x-1)>=STAR&&map[x-1][y]==FLOOR){mapChange(x-1,y,MAN);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x-1][y]==BOX_HIT&&map[x-2][y]==FLOOR){mapChange(x-2,y,BOX);mapChange(x-1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x-1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==BOX&&map[x-2][y]==FLOOR){ mapChange(x-2,y,BOX);mapChange(x-1,y,MAN);mapChange(x,y,DES);man.x=x-1;}else if((x-1)>=STAR&&map[x-1][y]==BOX){if(map[x-2][y]==FLOOR){mapChange(x-1,y,MAN);man.x=x-1;}else if(map[x-2][y]==DES){mapChange(x-1,y,MAN);mapChange(x,y,FLOOR);mapChange(x-2,y,BOX_HIT);man.x=x-1;}}}else if(direct==DOWN){if((x+1)>=STAR&&map[x+1][y]==DES){mapChange(x+1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x][y]==MAN_DES&&map[x+1][y]==FLOOR){mapChange(x,y,DES);mapChange(x+1,y,MAN);man.x=x+1;}else if((x+1)<COW&&map[x+1][y]==FLOOR){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x+1][y]==BOX_HIT&&map[x+2][y]==FLOOR){mapChange(x+2,y,BOX);mapChange(x+1,y,MAN_DES);mapChange(x,y,FLOOR);man.x=x+1;}else if(map[x][y]==MAN_DES&&map[x+1][y]==BOX&&map[x+2][y]==FLOOR){ mapChange(x+2,y,BOX);mapChange(x+1,y,MAN);mapChange(x,y,DES);man.x=x+1;}else if((x+1)<COW&&map[x+1][y]==BOX){if(map[x+2][y]==FLOOR){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);mapChange(x+2,y,BOX);man.x=x+1;}else if(map[x+2][y]==DES){mapChange(x+1,y,MAN);mapChange(x,y,FLOOR);mapChange(x+2,y,BOX_HIT);man.x=x+1;}}}else if(direct==RIGHT){if((y+1)>=STAR&&map[x][y+1]==DES){mapChange(x,y+1,MAN_DES);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y]==MAN_DES&&map[x][y+1]==FLOOR){mapChange(x,y,DES);mapChange(x,y+1,MAN);man.y=y+1;}else if((y+1)<COLUMN&&map[x][y+1]==FLOOR){mapChange(x,y+1,MAN);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y+1]==BOX_HIT&&map[x][y+2]==FLOOR){mapChange(x,y+2,BOX);mapChange(x,y+1,MAN_DES);mapChange(x,y,FLOOR);man.y=y+1;}else if(map[x][y]==MAN_DES&&map[x-1][y]==BOX&&map[x-2][y]==FLOOR){ mapChange(x-2,y,BOX);mapChange(x-1,y,MAN);mapChange(x,y,DES);man.x=x-1;}else if((y+1)<COLUMN&&map[x][y+1]==BOX){if(map[x][y+2]==FLOOR){mapChange(x,y+1,MAN);mapChange(x,y,FLOOR);mapChange(x,y+2,BOX);man.y=y+1;}else if(map[x][y+2]==DES){mapChange(x,y+2,BOX_HIT);man.y=y+1;}}}else if(direct==LEFT){if((y-1)>=STAR&&map[x][y-1]==DES){mapChange(x,y-1,MAN_DES);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y]==MAN_DES&&map[x][y-1]==FLOOR){mapChange(x,y,DES);mapChange(x,y-1,MAN);man.y=y-1;}else if((y-1)>=0&&map[x][y-1]==FLOOR){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y-1]==BOX_HIT&&map[x][y-2]==FLOOR){mapChange(x,y-2,BOX);mapChange(x,y-1,MAN_DES);mapChange(x,y,FLOOR);man.y=y-1;}else if(map[x][y]==MAN_DES&&map[x][y-1]==BOX&&map[x][y-2]==FLOOR){ mapChange(x,y-2,BOX);mapChange(x,y-1,MAN);mapChange(x,y,DES);man.y=y-1;}else if((y-1)>=0&&map[x][y-1]==BOX){if(map[x][y-2]==FLOOR){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);mapChange(x,y-2,BOX);man.y=y-1;}else if(map[x][y-2]==DES){mapChange(x,y-1,MAN);mapChange(x,y,FLOOR);mapChange(x,y-2,BOX_HIT);man.y=y-1;}}}}(2)main⽂件的实现#include<graphics.h>#include<stdlib.h>#include<iostream>#include<Windows.h>#include<MMSystem.h>#include<conio.h>#pragma comment(lib,"winmm.lib")#include "box.h"using namespace std;int main(void){//申请⼀个句柄IMAGE bg_img;IMAGE bg_img1;IMAGE bg_img2;//窗⼝初始化initgraph(SCREEN_WIDTH, SCREEN_HEIGHT);//游戏开始背景背景图loadimage(&bg_img2,_T("blachground.jpg"),732,549,true);GameStarSCREEN(&bg_img2);Sleep(1000);//加载游戏未在规定规则内完成的背景loadimage(&bg_img1,_T("blackground.jpg"),732,549,true);//加载游戏在规定规则内完成的背景图loadimage(&bg_img,_T("blackground.jpg"),732,549,true);//加载背景⾳乐mciSendString(_T("play 南⽅.mp3 repeat"), 0, 0, 0);//加载地图元素loadimage(&images[WALL_RIGHT],_T("wall_right.bmp"),RATIO,RATIO,true);loadimage(&images[FLOOR],_T("floor.bmp"),RATIO,RATIO,true);loadimage(&images[DES],_T("des.bmp"),RATIO,RATIO,true);loadimage(&images[MAN],_T("man.bmp"),RATIO,RATIO,true);loadimage(&images[BOX],_T("box.bmp"),RATIO,RATIO,true);loadimage(&images[BOX_HIT],_T("box.bmp"),RATIO,RATIO,true);loadimage(&images[MAN_DES],_T("man.bmp"),RATIO,RATIO,true);for(int i=0;i<COW;i++){for(int j=0;j<COLUMN;j++){putimage(j*RATIO,i*RATIO,&images[map[i][j]]);if(map[i][j]==MAN){//获取⼩⼈在⼆维数组中的位置man.x=i;man.y=j;}putimage(j*RATIO,i*RATIO,&images[map[i][j]]);}}bool quit=false;do{if(_kbhit()){char ch=_getch();cnt++;Record_Steps();if(ch==KEY_UP){gameControal(UP);}else if(ch==KEY_DOWN){gameControal(DOWN);}else if(ch==KEY_LEFT){gameControal(LEFT);}else if(ch==KEY_RIGHT){gameControal(RIGHT);}else if(ch==KEY_QUIT){quit=true;GameOverSCREEN(&bg_img);}if(isGameOver()){quit=true;GameOverSCREEN(&bg_img);}if(cnt>LEN){quit=true;FalseGameOverSCREEN(&bg_img1);}}Sleep(100);}while(quit==false);system("pause");//游戏结束释放资源closegraph();return 0;}5、这是本⼈对推箱⼦游戏的见解如果有什么错误请指正以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。