推箱子游戏设计实习报告
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《基于android推箱子游戏的设计》开题报告————————————————————————————————作者:————————————————————————————————日期:22011 届本科毕业设计(论文)开题报告题目基于Android的推箱子游戏的设计与实现学院计算机科学与工程学院年级2008 专业软件工程班级学号姓名指导教师职称工程师毕业设计(论文)基于Android的推箱子游戏的设计与实现题目一、课题来源、研究的目的和意义、国内外研究现状及分析(1)课题来源:指导教师拟题研究的目的和意义:推箱子是一款来自日本的古老游戏,其设计目的是训练人的逻辑思维能力。
游戏场景一般是设定在空间狭小的仓库中,要求把箱子摆放到指定位置.这就要求玩家巧妙的运用有限的空间和通道,合理的安排箱子的位置和移动次序才可能完成任务。
随着计算机游戏的发展,很多编程爱好者基于该游戏的思想开发了出各种版本、各种类型的推箱子.这其中也包括很多手机版本的实现,伴随着手机与计算机的普及,很快推箱子游戏便进入了千家万户(3)国内外研究现状及分析:Android是由Google为首的OHA(Open Handset Alliance)推出的一款开放的嵌入式操作系统平台,从2008推出的android SDK1。
0到现在,Android SDK的最新版本已经升级到了最新的2。
3,Android正以前所未有的速度聚集着来自世界各地的开发者,越来越多的创意被应用到Android应用程序的开发中,大有席卷整个手机产业的趋势。
说到Android系统,Google于2007年11月5日宣布的基于Linux平台的开源手机操作系统的名称,该平台由操作系统、中间件、用户界面和应用软件组成,号称是首个为移动终端打造的真正开放和完整的移动软件。
Android 的核心系统服务依赖于 Linux 2。
6 内核,如安全性,内存管理,进程管理,网络协议栈和驱动模型。
目录1 引言 (1)2 项目需求分析 (1)3 系统概要设计 (1)3.1 功能控制模块 (1)3.2 系统流程图 (2)3.3 推箱子游戏具有的功能 (3)3.3.1 能够显示主菜单和界面 (3)3.3.2 能够实现键盘操作功能 (3)3.3.3 能够把放置到位置的箱子进行变色显示 (4)3.3.4 游戏胜负判断功能 (4)3.3.5 支持关口选择功能 (4)3.4 推箱子功能框架 (4)3.5 游戏界面设计 (5)3.5.1 游戏主界面 (5)3.5.2 游戏菜单与帮助结构设计 (5)3.5.3 游戏中关卡选择对话框设计 (6)3.6 游戏的界面实现 (6)3.7 关卡选择对话框的实现 (7)4 详细设计 (10)4.1 地图文件读取模块的设计与实现 (10)4.2 地图绘制模块的设计与实现 (10)4.3 键盘操作模块的设计与实现 (12)4.4 游戏规则模块设计与实现 (12)5 VC调试方法介绍 (14)5.1 调试快捷键 (14)5.2 跟踪调试 (14)5.3 异常调试 (15)6 功能测试 (17)6.1 主菜单和界面显示功能测试 (17)6.2 键盘操作功能测试 (17)6.3 箱子放置到指定位置时变色显示功能测试 (19)6.4 支持地图扩展功能的演示 (20)7 特殊问题及解决方法 (21)8 设计小结 (21)9 参考文献 (21)1引言最经典的推箱子游戏,类似的游戏你一定早就玩过。
要控制搬运工上下左右移动,来将箱子推到指定地点记得几年前,《推箱子》在PC机上刮起了一股不小的益智类游戏的旋风,现在许多资深玩家也都对《推箱子》赞不绝口,可见有深度的益智类游戏是非常受大家欢迎的。
推箱子游戏1981年由日本人今林宏行首创,是在1982年12月由Thinking Rabbit 公司首次发行,名“仓库番”。
箱子只可以推, 不可以拉, 而且一次只能推动一个,胜利条件就是把所有的箱子都推到目的地。
推箱子趣味游戏1. 课程设计的目的随着科技水平的发展,人们的生活,工作节奏越来越快,同时人们的各方面的压力也越来越大。
在社会的条件下,压力给人们带来很多烦恼,所以合理的解压,但又不会浪费很多时间的方式成为现代人的共同心愿。
游戏随之产生,他的娱乐性和有趣性也越来越被大家所认可,小游戏可以安装在手机里,让人们无论何时何地都能玩到游戏。
基于这样的目的, 我们在本次课程设计中为大家开发了一款适合休闲娱乐的小游戏—推箱子趣味游戏。
他不仅可以帮助人们消磨时间,还可以在一定程度上开发智力,此游戏的挑战性更加激发大家玩此游戏的热情。
此课设计是配合JA V A 程序设计课程,深入学习掌握JA V A语言,熟练运用Java工具对系统的编写。
通过课程设计各个项目的综合训练,培养学生实际分析问题,编程和动手能力,提高学生的综合素质。
2. 系统总体设计在此游戏中本着娱乐为目的,游戏者不仅可以在玩游戏还可以享受音乐,游戏界面简单,操作容易,在玩游戏的同时还可以锻炼大家的反应速度及灵敏程度,在游戏中设置关数,级别由低到高,一关比一关难,提高大家的兴趣,玩家可以自由的选关,并设置了分数的存储系统。
系统中又增加了音乐的设置可以让玩家享受音乐。
通过对小人移动箱子是否到达墙边进行判断决定胜负及是否可以进入下一关。
2.1系统功能模块划分在该系统中总共划分了五个模块(1)初始化模块,对游戏界面进行初始化操作,对各个按钮的功能进行操作使之当动作发生时有一定的反应及相应。
(2)画图模块,主要是对地图的绘制进行画图的操作,在此游戏中不同的数字代表不同的含义。
(3)移动箱子模块,在推箱子游戏中最主要的模块,用户可以移动箱子到界面中的各个地方,以完成游戏设定的任务。
(4)移动小人模块,同过对小人的操作使之小人能够操作木块到各个位置。
(5)功能控制模块,通过对此功能的设置,可以对游戏的功能进行设置,可以设置背景音乐,及通过的关数进行一些必要的设定。
图3 游戏主界面
图4 游戏成功界面
(2)打开推箱子游戏,点击“选项“按钮,选中选关,输入你想要玩的关数,例如第
3关,点击确定,游戏界面如图4所示:
图5开始选关界面
图6选关成功界面
(3)游戏的帮助功能也很强大,点击帮助按钮,选中“使用说明”,或是“关于”。
游戏界面如图6和图7所示:
图7使用说明界面
4.设计体会
为期两周的课程设计很快就结束了,回顾这两周,累并快乐着。
从老师开始给布置课程设计的题目、内容及要求到自己广泛借助互联网查阅资料并独立完成Java推箱子小应用程序;从两周前刚接到任务时的茫然与无助到两周后的清晰与明了;从对Java 的编辑器EditPlus和eclipse初步了解到熟练运用,历经了太多的困难。
对于环境变量的配置,我做到了知其然,知其所以然,对EditPlus的了解也完全上升了一个层次,从课堂上老师教给的在dos 界面中输入Javac 文件名.java编译、Java 文件名运行到在EditPlus中选中“工具”、“配置用户组“,设置编译和执行相关参数,按快捷键Ctrl+1编译、Ctrl+2运行,节省了大量时间,使编程效率有了很大的提高。
对于推箱子游戏,更是有了进一步的了解,其中用到了9张图片,用户可以通过改变图片来改变游戏的显示界面,当然,这个是不被允许的,因为每个程序的代码都有版权,但对于设计者而言,却可以更加清楚的了解代码的内部构造,达到熟能生巧的效果。
计算机科学与技术专业2019级《程序设计基础课程设计》报告一、课设目标《程序设计基础课程设计》(以下简称本课程设计)是计算机科学与技术专业集中实践性环节之一,是计算机学科基础的第一门重要的实践教学必修课程;是学习完程序设计课程后进行的一次全面的综合练习,其目的是开发一个基于C语言的小型软件项目。
通过本课程设计,使学生加深对程序设计理论和基本知识的理解,了解使用计算机语言进行软件设计与实现的基本方法,提高运用计算机语言解决工程实际问题的能力,探索高校计算机专业人才培养“做中学”新模式、分层次培养、团队合作,以及师傅(学长)带徒弟等现代职业教育的新方法。
同时,通过本课程设计,对于学生进一步学习计算机专业知识、掌握专业实践技能,以及就业将有极其重要的意义。
二、课设要求1.熟练掌握数据类型、控制结构、数组、结构体、函数、文件等知识及其应用。
2.对程序设计基础较好的学生实现分层次培养,本课程设计分为三个层次,一是全体学生都要掌握数组、结构体和文件知识及运用;二是部分学生理解并掌握指针的概念、链表、文件内容3.能够使用熟悉的技术(数组/指针与链表)开发一个小型的应用软件(如,推箱子游戏软件、学生管理软件等)。
4.养成良好的表达、沟通和团队协作那能力,了解软件开发过程(问题描述、分析、设计、软件制作、测试、运行及维护)5.教师和学长积极参与,学生自己选题、自己组队、自我管理,通过书写文档和PPT答辩,实行过程化考核管理。
三、开发环境、开发方法及软件功能描述1.开发工具本实习采用基于Windows或Linux操作系统的C语言编译器(Dev-CPP、VC6.0、Visual StudioCode::Blocks、MinGW、C-Free、GCC等);JDK8.0, Ecliipse2.主要内容本课程设计可选内容有小游戏程序开发和小型信息管理软件开发两种类型,例如双人象棋游戏、学生信息管理、银行信用卡信息管理程序开发等。
游戏设计实习实践报告一、实习单位及岗位简介本次实习单位为某知名游戏开发公司,我担任的岗位是游戏设计师实习生。
公司主要从事游戏产品的研发和制作,拥有先进的开发技术和丰富的游戏产品线。
在实习期间,我主要负责协助主设计师完成游戏关卡设计、角色设定、游戏系统平衡等工作。
二、实习内容及收获1. 游戏关卡设计在实习过程中,我参与了多个游戏项目的关卡设计工作。
通过与主设计师的交流和探讨,我学会了如何根据游戏类型、核心玩法和目标用户来设计富有挑战性和趣味性的关卡。
同时,我还掌握了关卡设计中的一些技巧,如关卡节奏控制、难度曲线设置、隐藏彩蛋等。
2. 角色设定在角色设定方面,我参与了角色形象的创意构思、角色能力的设计以及角色之间的关系构建。
通过实习,我了解到角色设定不仅仅是为游戏美观服务,更重要的是要符合游戏世界观和游戏玩法的要求。
在实际操作中,我学会了如何运用设计软件(如Photoshop、3ds Max等)进行角色模型的制作和纹理贴图。
3. 游戏系统平衡游戏系统平衡是保证游戏可玩性和竞技性的关键。
在实习过程中,我学习了如何通过数据分析、公式计算和实际测试来调整游戏内的各项参数,使游戏在不同的阶段保持良好的平衡性。
此外,我还了解到游戏测试的重要性,并学会了如何编写测试用例、进行游戏测试和撰写测试报告。
4. 团队协作与沟通在实习期间,我充分体会到了团队协作和沟通在游戏设计工作中的重要性。
与程序员、美术设计师、音效师等不同岗位的同事密切合作,共同推进游戏项目的进展。
通过实习,我学会了如何高效地与他人沟通、解决问题和处理矛盾,提高了自己的团队协作能力。
三、实习总结通过本次实习,我对游戏设计工作有了更深入的了解,收获颇丰。
在实习过程中,我不仅掌握了游戏设计的基本技能,还学会了团队协作和沟通的重要性。
然而,我也认识到自己在游戏设计方面的知识和经验还存在不足,需要继续努力学习和积累。
在今后的工作中,我将不断充实自己,为成为一名优秀的游戏设计师而努力。
(注:VC运行时,分别新建两个文件BotIt.cpp和Maps.h,再在同一目录下运行其中cpp)代码部分文件“BoxIt.cpp”如下:#include <stdio.h>#include <conio.h>#include <stdlib.h>#include "Maps.h"#define AISLE "" //走廊#define N_AISLE 0#define W ALL "■" //墙壁#define N_W ALL 1#define AIM "※" //未放箱子的目标#define N_AIM 2#define BOX "□" //未在目标位置的箱子#define N_BOX 3#define MAN "♀" //人#define N_MAN 4#define BOX_OK "▢" //■已经在目标位置的箱子[即已放箱子的目标]#define N_BOX_OK 5#define MAN_IN "* "#define N_MAN_IN 6#define ESC 0x1B#define UP 'w'#define DOWN 's'#define LEFT 'a'#define RIGHT 'd'#define RESTART 'r'#define SA VE 'x'#define PF(a) printf("%s",a)struct Point{int x;int y;}man_p;/*小人坐标*///struct Filename{int num;char name[20];}filename[10];//int N;/*存档总人数*/int M;/*关数*/int step;/*步数*/char x;void welcome();void ingame();void playgame(int map[14][16]);/*玩游戏*/void displaymap(int map[14][16]);/*展示当前游戏界面*/void findman(int &a,int &b,int map[14][16]);/*找到小人坐标位置*/unsigned char getKey();/*获得有效按键返回按键值*/int getmap(Point p,int map[14][16]);/*获得点p的地图值*/void moveman(Point man_p,Point manf_p,int X,int Y,int map[14][16]);/*人移动*/ void movebox(Point box_p,Point boxf_p,int map[14][16]);/*移箱子*/int win(int map[14][16]);/*判断当无※时赢*/void choosemap(int map[14][16],int i);/*选关*/void changemap(int map[14][16],int mapx[14][16]);/*换地图*/void save();/*保存当前*/int read();/*读取存档*/int a=0,b=0,c=0,d=0;//system("color a");int main(){x='0';while(x!='4'){welcome();if(x=='3'&&read()==0) continue;if(x!='4') ingame();}return 0;}void displaymap(int map[14][16]){int i,j;system("cls");printf("\t\t\tMisson %d\n\n",M);for(i=0;i<14;i++){for(j=0;j<16;j++){ switch(map[i][j]){case N_AISLE:PF(" ");break;case N_W ALL:PF(W ALL);break;case N_AIM:PF(AIM);break;case N_BOX:PF(BOX);break;case N_MAN:PF(MAN);break;case N_BOX_OK:PF(BOX_OK);break;case N_MAN_IN:PF(MAN_IN);default:;}}if(i==2) printf("Press the key:");if(i==3) printf("'w'、'a'、's'、'd' to control ♀");if(i==5) printf("'r' to replay");if(i==7) printf("'x' to save");if(i==9) printf("'ESC' back to the menu");if(i==12) printf("Step:%d",step);PF("\n");}}void playgame(int map[14][16]){ int X,Y;Point manf_p,manff_p;//findman(man_p.x,man_p.y,map);displaymap(map);step=0;while(win(map)==0){findman(man_p.x,man_p.y,map);//printf("输入:");switch(getKey()){case DOWN://printf("\n下\n");manf_p.x=man_p.x;manff_p.x=man_p.x;manf_p.y=man_p.y+1,manff_p.y=man_p.y+2;X=0,Y=1;break;case UP://printf("\n上\n");manf_p.x=man_p.x;manff_p.x=man_p.x;manf_p.y=man_p.y-1,manff_p.y=man_p.y-2;X=0,Y=-1;break;case LEFT://printf("\n左\n");manf_p.x=man_p.x-1;manff_p.x=man_p.x-2;manf_p.y=man_p.y;manff_p.y=man_p.y;X=-1,Y=0;break;case RIGHT://printf("\n右\n");manf_p.x=man_p.x+1;manff_p.x=man_p.x+2;manf_p.y=man_p.y;manff_p.y=man_p.y;X=1,Y=0;break;case SA VE:save();continue;case RESTART:changemap(map,map0);M--;continue;case ESC:system("cls");changemap(map,map0);M=44;continue;default:;}//printf("\n人位置[%d %d]\n",man_p.y,man_p.x);//printf("\n人前方[%d %d]人前前方[%d %d]\n",manf_p.y,manf_p.x,manff_p.y,manff_p.x);switch(getmap(manf_p,map)){case N_AISLE://0case N_AIM://2moveman(man_p,manf_p,X,Y,map);break;case N_BOX://3case N_BOX_OK://5if(getmap(manff_p,map)==N_AISLE||getmap(manff_p,map)==N_AIM){movebox(manf_p,manff_p,map);moveman(man_p,manf_p,X,Y,map);}break;default:;}displaymap(map);}if(M==42) printf("\n\tCongratulation! Pass All!!!\n\n\n\t");}void findman(int &a,int &b,int map[14][16]){int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)if(map[i][j]==N_MAN||map[i][j]==N_MAN_IN)a=j,b=i;}unsigned char getKey(){unsigned char key;do{key = getch();}while(key != RESTART && key != ESC && key != LEFT && key != RIGHT && key != UP && key != DOWN && key!='x'&& key!=0x1B &&key!='r');return key;}int getmap(Point p,int map[14][16]){//printf("\n前方值%d\n",map[p.y][p.x]);return map[p.y][p.x];}void moveman(Point man_p,Point manf_p,int X,int Y,int map[14][16]){map[manf_p.y][manf_p.x]=(map[manf_p.y][manf_p.x]==N_AIM||map[manf_p.y][manf_p.x]==N_BOX _OK)?N_MAN_IN:N_MAN;map[man_p.y][man_p.x]=map[man_p.y][man_p.x]==N_MAN_IN?N_AIM:N_AISLE; //printf("\n移动后—小人位置值%d\n",map[manf_p.y][manf_p.x]);//printf("\n移动后—原小人位置值%d\n",map[man_p.y][man_p.x]);man_p.x+=X,man_p.y+=Y;step++;}void movebox(Point box_p,Point boxf_p,int map[14][16]){map[boxf_p.y][boxf_p.x]=map[boxf_p.y][boxf_p.x]==N_AISLE?N_BOX:N_BOX_OK; map[box_p.y][box_p.x]=map[box_p.y][box_p.x]==N_BOX?N_AISLE:N_AIM;}int win(int map[14][16]){int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)if(map[i][j]==2||map[i][j]==6)return 0;return 1;}void choosemap(int map[14][16],int i){switch(i){case 1:changemap(map,map1);break;case 2:changemap(map,map2);break;case 3:changemap(map,map3);break;case 4:changemap(map,map4);break;case 5:changemap(map,map5);break;case 6:changemap(map,map6);break;case 7:changemap(map,map7);break;case 8:changemap(map,map8);break;case 9:changemap(map,map9);break;case 10:changemap(map,map10);break;case 11:changemap(map,map11);break;case 12:changemap(map,map12);break;case 13:changemap(map,map13);break;case 14:changemap(map,map14);break;case 15:changemap(map,map15);break;case 16:changemap(map,map16);break;case 17:changemap(map,map17);break;case 18:changemap(map,map18);break;case 19:changemap(map,map19);break;case 20:changemap(map,map20);break;case 21:changemap(map,map21);break;case 22:changemap(map,map22);break;case 23:changemap(map,map23);break;case 24:changemap(map,map24);break;case 25:changemap(map,map25);break;case 26:changemap(map,map26);break;case 27:changemap(map,map27);break;case 28:changemap(map,map28);break;case 29:changemap(map,map29);break;case 30:changemap(map,map30);break;case 31:changemap(map,map31);break;case 32:changemap(map,map32);break;case 33:changemap(map,map33);break;case 34:changemap(map,map34);break;case 35:changemap(map,map35);break;case 36:changemap(map,map36);break;case 37:changemap(map,map37);break;case 38:changemap(map,map38);break;case 39:changemap(map,map39);break;case 40:changemap(map,map40);break;case 41:changemap(map,map41);break;case 42:changemap(map,map42);break;default:;}}void changemap(int map[14][16],int mapx[14][16]) {int i,j;for(i=0;i<14;i++)for(j=0;j<16;j++)map[i][j]=mapx[i][j];}void save(){int i,j;FILE *in;/*char filename[10][20];printf("put in the filename:");scanf("%s",filename);*/if((in=fopen("save game","w"))==NULL){printf("cannot open this file\n");exit(0);}for(i=0;i<14;i++)for(j=0;j<16;j++)fwrite(&map[i][j],sizeof(int),1,in);fwrite(&M,sizeof(int),1,in);fwrite(&step,sizeof(int),1,in);printf("\nGame Misson %d saved!\n",M);system("pause");fclose(in);}int read(){int i,j;FILE *out;/*char filename[10][20];printf("put in the filename:");scanf("%s",filename);*/if((out=fopen("save game","r"))==NULL){printf("\ncannot open this file\n");return 0;}else{for(i=0;i<14;i++)for(j=0;j<16;j++)fread(&map[i][j],sizeof(int),1,out);fread(&M,sizeof(int),1,out);fread(&step,sizeof(int),1,out);printf("\nM=%d\n",M);printf("Game read!\n");fclose(out);return 1;}}void welcome(){printf("\t\t ♀Box It \n");printf("\t\t1:New Game.\n\t\t2:Select Misson.\n\t\t3:Read Record.\n\t\t4:Exit Game.\n Choose-- ");switch(x=getch()){case '1':printf("1:");M=1;choosemap(map,M);break;case '2':printf("2:");printf("1-42 Misson to Choose:");scanf("%d",&M);choosemap(map,M);break;case '3':printf("3:");if(read()==1) printf("\n%d misson opened\n",M);break;case '4':printf("4:Exit Game.\n\n"); break;default:printf("Not 1-4\n");}}void ingame(){while(M<43){playgame(map);step=0;M++;choosemap(map,M);}}文件“Maps.h”如下:int map[14][16];int map0[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map1[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,0,1,1,1,1,0,0,0,0,0}, {0,0,0,1,1,1,3,0,3,2,1,0,0,0,0,0}, {0,0,0,1,2,0,3,4,1,1,1,0,0,0,0,0}, {0,0,0,1,1,1,1,3,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map2[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,1,4,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,0,3,3,1,0,1,1,1,0,0,0,0}, {0,0,0,1,0,3,0,1,0,1,2,1,0,0,0,0}, {0,0,0,1,1,1,0,1,1,1,2,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0,0,2,1,0,0,0,0}, {0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0}, {0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map3[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,3,1,1,1,0,0,0,1,0,0,0},{0,0,0,1,0,2,2,1,0,3,0,1,1,0,0,0}, {0,0,0,1,1,2,2,1,0,0,0,1,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map4[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,4,3,0,1,0,0,0,0,0,0,0,0}, {0,0,0,1,1,3,0,1,1,0,0,0,0,0,0,0}, {0,0,0,1,1,0,3,0,1,0,0,0,0,0,0,0}, {0,0,0,1,2,3,0,0,1,0,0,0,0,0,0,0}, {0,0,0,1,2,2,5,2,1,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map5[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,1,4,0,1,1,1,0,0,0,0,0,0}, {0,0,0,0,1,0,3,0,0,1,0,0,0,0,0,0}, {0,0,0,1,1,1,0,1,0,1,1,0,0,0,0,0}, {0,0,0,1,2,1,0,1,0,0,1,0,0,0,0,0}, {0,0,0,1,2,3,0,0,1,0,1,0,0,0,0,0}, {0,0,0,1,2,0,0,0,3,0,1,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map6[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0},{0,1,0,0,0,2,1,1,1,0,1,0,0,0,0,0}, {0,1,0,1,0,1,0,0,0,0,1,1,0,0,0,0}, {0,1,0,1,0,3,0,3,1,2,0,1,0,0,0,0}, {0,1,0,1,0,0,5,0,0,1,0,1,0,0,0,0}, {0,1,0,2,1,3,0,3,0,1,0,1,0,0,0,0}, {0,1,1,0,0,0,0,1,0,1,0,1,1,1,0,0}, {0,0,1,0,1,1,1,2,0,0,0,0,4,1,0,0}, {0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map7[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,1,1,0,0,1,0,4,1,0,0}, {0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0}, {0,0,0,0,0,0,1,3,0,3,0,3,0,1,0,0}, {0,0,0,0,0,0,1,0,3,1,1,0,0,1,0,0},{0,0,0,0,1,2,2,2,2,2,0,0,1,1,0,0}, {0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map8[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0}, {0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,0}, {0,0,0,1,1,2,0,3,1,1,0,1,1,0,0,0}, {0,0,0,1,2,2,3,0,3,0,0,4,1,0,0,0}, {0,0,0,1,2,2,0,3,0,3,0,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},};int map9[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0}, {0,0,0,1,0,0,0,3,0,0,0,1,0,0,0,0}, {0,0,0,1,3,0,1,1,1,0,3,1,0,0,0,0}, {0,0,0,1,0,1,2,2,2,1,0,1,0,0,0,0}, {0,0,1,1,0,1,2,2,2,1,0,1,1,0,0,0}, {0,0,1,0,3,0,0,3,0,0,3,0,1,0,0,0}, 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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map32[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0},{0,0,0,0,0,1,2,0,3,2,1,0,0,0,0,0}, {0,0,0,0,1,1,1,0,0,3,1,1,0,0,0,0}, {0,0,0,0,1,0,3,0,0,3,0,1,0,0,0,0}, {0,0,0,0,1,0,1,3,1,1,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,4,0,0,1,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map33[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0}, {0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,0}, {0,0,1,0,0,0,1,3,0,0,0,1,1,1,0,0}, {0,0,1,0,0,0,3,0,0,0,3,3,0,1,0,0}, {0,0,1,0,3,3,0,1,3,0,0,0,0,1,0,0}, {0,0,1,1,0,0,0,3,0,0,0,3,0,1,0,0}, {1,1,1,1,1,1,0,1,3,1,1,1,1,1,0,0}, {1,2,2,4,0,1,3,0,0,1,0,0,0,0,0,0}, {1,2,1,2,2,0,0,3,1,1,0,0,0,0,0,0},{1,2,2,2,2,0,0,0,1,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map34[14][16]={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0}, {1,0,3,0,1,3,0,1,0,3,1,1,3,0,1,0}, {1,0,1,0,0,3,0,1,0,0,0,0,0,0,1,0}, {1,0,0,0,1,1,3,1,3,1,1,3,3,0,1,0}, {1,0,1,0,1,0,2,2,2,0,1,0,0,0,1,0}, {1,0,3,0,0,2,0,1,0,2,3,0,1,0,1,0}, {1,0,3,1,4,3,2,2,2,1,0,1,0,0,1,0}, {1,0,0,0,0,2,0,1,0,2,0,0,3,0,1,0}, {1,0,1,1,2,3,1,1,1,3,2,0,1,0,1,0}, {1,0,1,0,3,2,2,2,2,2,0,1,1,0,1,0}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map35[14][16]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0}, {0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0}, {0,0,0,1,0,1,0,3,0,3,0,1,0,0,0,0}, {0,0,0,1,0,0,5,2,1,0,0,1,0,0,0,0}, {0,0,0,1,1,0,1,2,4,2,1,1,0,0,0,0}, {0,0,0,1,1,3,1,1,1,5,1,1,1,0,0,0}, {0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0}, {0,0,0,1,0,0,0,1,1,0,1,0,1,0,0,0}, {0,0,0,1,1,1,1,1,1,0,0,0,1,0,0,0}, {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map36[14][16]={{1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0}, {1,0,3,3,0,0,0,1,1,1,0,0,0,0,0,0}, {1,0,0,3,0,3,3,3,0,1,1,1,1,1,0,0}, {1,1,0,1,1,0,2,2,2,0,0,0,0,1,1,0}, {0,1,0,1,4,1,2,2,2,1,1,1,3,0,1,0},{1,1,0,1,0,3,2,2,2,3,0,1,0,1,1,0}, {1,0,0,1,1,1,1,1,0,1,1,1,0,1,0,0}, {1,0,0,0,0,0,0,3,0,0,0,3,0,1,0,0}, {1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, };int map37[14][16]={{0,1,1,1,1,0,0,0,0,0,0,1,1,1,1,0}, {0,1,2,2,1,0,0,0,0,0,0,1,2,2,1,0}, {0,1,2,2,1,1,1,1,1,1,1,1,2,2,1,0}, {0,1,0,3,0,2,2,2,2,2,2,3,2,3,1,0}, {0,1,3,0,3,0,3,0,3,0,3,0,3,0,1,0}, {0,1,0,3,0,3,0,3,4,3,0,3,0,3,1,0}, {0,1,3,0,3,0,3,0,3,0,3,0,3,0,1,0}, {0,1,0,3,0,3,0,3,0,3,0,3,0,3,1,0}, {0,1,3,2,3,2,2,2,2,2,2,0,3,0,1,0}, {0,1,2,2,1,1,1,1,1,1,1,1,2,2,1,0}, {0,1,2,2,1,0,0,0,0,0,0,1,2,2,1,0}, {0,1,1,1,1,0,0,0,0,0,0,1,1,1,1,0},。
做推箱子程序心得
标题: 做推箱子程序心得
推箱子是一款经典的益智游戏,具有高度的策略性和逻辑思维能力。
作为一名程序员,我曾经尝试过自己编写推箱子程序,以此提高自己的编程能力和逻辑思维能力。
下面是我的一些心得和体会。
1. 设计合理的算法
在设计推箱子程序时,需要考虑到游戏的规则和结构,并设计出合理的算法来实现游戏的过程。
例如,在移动箱子时,需要考虑箱子的朝向、速度、移动方向等因素,以确保箱子能够顺利地移动到目标位置。
2. 使用递归和动态规划
递归和动态规划是程序设计中常用的算法技术,可以有效地减少计算量和提高程序的效率。
在推箱子程序中,可以使用递归和动态规划来求解各个位置的箱子放置位置,从而提高程序的效率和稳定性。
3. 优化程序结构
在编写推箱子程序时,需要优化程序结构,减少不必要的计算量和内存占用。
例如,可以使用缓存和交换算法来减少重复的计算,并使用压缩算法来减小文件的大小。
4. 利用图形库和游戏引擎
现代的游戏开发通常使用图形库和游戏引擎来实现游戏场景和游戏逻辑。
在推箱子程序中,可以使用OpenGL或Unity等图形库来实现游戏场景和游戏逻辑,并使用游戏引擎来实现游戏的响应和交互。
5. 总结和反思
编写推箱子程序是一种提高编程能力和逻辑思维能力的有效方式。
在编写程序的过程中,需要不断地总结和反思,寻找程序中存在的问题和不足之处,并不断改进和完善程序。
总之,编写推箱子程序是一种有趣且具有挑战性的方式来提高自己的编程能力和逻辑思维能力。
通过编写程序,我们可以更好地理解算法和数据结构,并锻炼自己的编程思维和解决问题的能力。
一、实习背景随着我国经济的快速发展,人们对生活品质的要求越来越高,箱包行业作为时尚产业的重要组成部分,市场前景广阔。
为了更好地了解箱包设计行业,提高自己的专业素养,我于2021年7月至9月在某知名箱包公司进行了为期三个月的实习。
以下是我实习期间的报告。
二、实习单位及岗位实习单位:某知名箱包公司实习岗位:箱包设计师三、实习目的1. 了解箱包设计行业现状及发展趋势;2. 提高自己的设计能力,掌握箱包设计的基本流程;3. 培养团队协作能力,提高沟通能力;4. 拓宽人脉,为今后就业打下基础。
四、实习内容1. 学习箱包设计的基本理论在实习期间,我首先学习了箱包设计的基本理论,包括箱包的分类、材质、结构、工艺等方面。
通过学习,我对箱包设计有了更深入的了解,为后续工作奠定了基础。
2. 参与产品研发在实习期间,我参与了公司新品研发项目,从市场调研、设计草图、样稿制作、样品打样、修改完善等环节都积极参与。
在这个过程中,我学会了如何将市场需求与设计理念相结合,提高产品竞争力。
3. 学习设计软件为了提高设计效率,公司要求我们熟练掌握设计软件。
在实习期间,我学习了Adobe Illustrator、Photoshop等软件,掌握了箱包设计的基本操作技巧。
4. 参与团队协作在实习期间,我积极参与团队协作,与同事们共同完成设计任务。
通过团队协作,我学会了如何与他人沟通、协调,提高了自己的团队协作能力。
5. 学习市场推广及营销策略为了提高产品销量,公司注重市场推广及营销策略。
在实习期间,我学习了市场调研、产品定位、营销策划等方面的知识,为今后从事相关工作积累了经验。
五、实习收获1. 专业技能提升通过实习,我的设计能力得到了很大提升,掌握了箱包设计的基本流程和技巧。
同时,我对设计软件的操作也更加熟练。
2. 团队协作能力提高在实习期间,我学会了与他人沟通、协调,提高了自己的团队协作能力。
3. 拓宽人脉实习期间,我结识了许多业界人士,为今后就业和职业发展打下了基础。
程序设计实习报告推箱子游戏设计院系:计算机与通信工程学院专业班级:计算机与科学技术1301班学生姓名:刘华龙(1307010112)小组其他成员:管亚南(1307010102)张钰林(1307010122)目录Ⅰ需求分析Ⅱ总体设计一、功能模块设计二、数据结构设计三、函数功能描述四、代码实现Ⅲ详细设计Ⅳ编码Ⅴ综合测试Ⅵ参考文献Ⅰ需求分析1、编写目的:本软件是基于C++语言的一款小型益智小游戏——推箱子。
经典的推箱子是一个来自日本的古老游戏,目的是在训练人的逻辑思考能力。
在一个狭小的仓库中,要求把木箱从开始位置推放到指定的位置。
在仓库有障碍物,稍不小心就会出现箱子无法移动或者通道被堵住的情况,而且箱子只能推,不能拉,所以需要巧妙的利用有限的空间和通道,合理安排移动的次序和位置,才能顺利的完成任务。
本游戏一共3关,由易到难,每一关都有初化、按键处理、重置及退出功能。
2 产品描述:《推箱子》是单机游戏软件。
游戏的界面是由一些不同的格子绘成了迷宫地图。
当游戏开始时,根据不同的地图,我们需要箱子推放到规定的摆放区域,进入下一关卡。
3 产品功能:《推箱子》软件中,玩家通过移动地图中的小人,进而推上面的箱子,目标将地图中的每个一个箱子都推放到规定摆放的区域,算是完成本关卡,可以进入下一关。
4 按键指令:(1)按键处理包括移动小人和移动箱子,通过移动上下左右键来控制小人的移动,从而推动箱子,以把箱子推到指定的目的地为过关。
(2)每一关都可以重置,按空格键可以重置当前关。
(3)按Esc键可以在任何时候退出游戏。
5 详细功能说明:(1)小人物每次只能推动一个箱子,并且只能使用推的方法来进行游戏。
(2)顺利的将所有的箱子都推到坑当中去,及为顺利通过本关卡,由于本软件中没有设置撤消操作,所以玩家在进行每一步操作的时候,都必须谨慎的走好每一步,并计算好下一步甚至下N步,否则将会一步错则满盘皆输的情况。
Ⅱ总体设计一、软件系统结构设计1、系统模块图本程序包括6个模块,分别是初始化模块、画图模块、移动箱子模块、移动小人模块和功能控制模块,如图(一)所示。
各个模块的功能描述如下:(1)初始化模块。
该模块包括屏幕初始化和游戏关卡的初始化。
屏幕初始化用于输出欢迎信息和操作提示,游戏每一关的初始化是构建每一关的关卡。
(2)画图模块。
该模块主要是被其它模块调用,用于画墙、在空地画箱子、在目的地画箱子、画小人和画目的地。
(3)移动箱子模块。
该模块用于移动箱子,包括目的地之间、空地之间和目的地与空地之间的箱子移动。
(4)移动小人模块。
该模块用于控制小人移动,从而推动箱子到目的地。
(5)功能控制模块。
该模块是几个功能函数的集合,包括屏幕输出功能、指定位置状态判断功能和关卡重置功能。
图(一)系统模块图2、任务执行流程图游戏从第一关开始,按上下左右方向键控制小人移动来推动箱子,可以在游戏中的任何时候按Esc 键退出。
如果游戏无成功希望,可以按空格键回到当前任务的开始状态;如果成功完成当前关,则进入下一关,如果当前关是最后一关,则显示通关信息,提示游戏结束。
游戏都是通过与用户的交互并根据具体情况来做相应的运算处理的,在整个推箱子的游戏过程中,用户总是通过键盘操作界面的显示来实现交互。
下面就从不同的角度来分析这个游戏的特性。
这里先做一个假设:游戏过程中的某一瞬间,工人在某个区域,此时游戏接受到用户的按键动作指示并按照游戏规则判断出该动作应该做出的响应。
该响应是在没有违反游戏规则的情况下使工人执行用户指示的运动,对违反游戏规则的指示则不予以响应。
下面分析一下工人将会遇到的所有情况,以便归纳出动作的算法。
一、前方是通道♀二.前方是墙♀ ▓三.前方是目的地推箱子游戏初始化模块画图模块移动箱子模块移动小人模块功能控制模块♀◎四.前方是箱子♀◆?♀◆♀◆◎♀◆▓♀◆◆图中符号的含义如下所示::辅助查看的方块补充位,无任何物质含义。
♀:游戏者◆:箱子▓:墙◎:目的地二.数据结构设计1、设置全局变量定义二维数组people[2]来记录游戏者的位置,M[0] 是人所在位置的横坐标M[1]是人所在位置的纵坐标。
door[2]用来记录门的坐标。
map[13][17] = {0}表示地图的初始化。
定义二维数组map[13][17]用于记录屏幕一系列点的状态。
其中,“1”表示墙,“2”表示人,“3”表示箱子,“6”表示箱子的目的地“9表示空白”。
首先将屏幕13*17范围内的状态初始化为9,然后根据具体情况,在画箱子时,将箱子所在点的状态改为“3”;在画墙壁时,将墙壁所在点的状态改为“1”;在画目的地时,将目的地所在点的状态改为“6”。
2、定义游戏主界面int i;char c;chushi1();for(i = 0;i<=999;i++){jiemian();c = getche();if(c == '1')play();else if(c == '2')xuanguan();else if(c == '3')shuoming();else if(c == '4')break;else system("cls");定义函数jiemian用于显示操作游戏的各个选项。
其中“1”表示开始游戏,“2”表示选择关卡,“3”表示游戏帮助,“4”表示结束游戏。
Ⅲ详细设计及编码第一部分:在此次实习所编写的程序中,我负责两部分代码。
其中第一部分包括对键盘的控制命令。
详细代码如下:int control(){int win;int temm;char command;//存放接收到命令while(1){command = getche();if(command == 8)//回格键步数减一{move_num = move_num-1;}if(command == 32) //空格重置关卡{if(num_guan == 1){system("cls");guan1();}else if(num_guan == 2){system("cls");guan2();}else if(num_guan == 3){system("cls");guan3();}else if(num_guan == 4){system("cls");guan4();}}此外,第一部分还包括对箱子以及小人的位置判断和统计,进而控制游戏的输赢。
代码如下:if(command == -32) //F11,F12:-123,-122{temm = 0;command = getche();if(temm == 0 && command == 'H' && (map[people[0]-1][people[1]] ==xiangzi||map[people[0]-1][people[1]] == space/*家上的箱子*/) &&map[people[0]-2][people[1]] == jia){ //人的上方是箱子或者人的上方是在家上的箱子并且人的上方两格是家 H 的意思是向上移动//指令的意思是向上推一步箱子map[people[0]-1][people[1]] = ren;//人移动到原位置的上方map[people[0]][people[1]] = 0;//原位置变成空即0map[people[0]-2][people[1]] = space/*家上的箱子*/;//箱子移动到原位置的左方,移动前后都在家上people[0] = people[0]-1;//重新确定人的位置move_num = move_num+1; //步数加一push_num = push_num+1;//推箱子数加一temm = temm+1;}if(temm == 0 && command == 'P' && (map[people[0]+1][people[1]] ==xiangzi||map[people[0]+1][people[1]] == space/*家上的箱子*/) &&map[people[0]+2][people[1]] == jia){ //人的下方是箱子或者人的下方是在家上的箱子并且人的下方两格是家 P 的意思是向下移动//指令的意思是向下推一步箱子map[people[0]+1][people[1]] = ren;//人移动到原位置的下方temm = temm+1;map[people[0]][people[1]] = 0;//原位置变成空即0map[people[0]+2][people[1]] = space/*家上的箱子*/;//箱子移动到原位置的下方,移动前后都在家上people[0] = people[0]+1;//重新确定人的位置move_num = move_num+1;//步数加一push_num = push_num+1;//推箱子数加一}if(temm == 0 && command == 'K' && (map[people[0]][people[1]-1] == xiangzi||map[people[0]][people[1]-1] == space/*家上的箱子*/) && map[people[0]][people[1]-2] == jia){ //人的左方是箱子或者人的左方是在家上的箱子并且人的左方两格是家 K 的意思是向左移动//指令的意思是向左推一步箱子map[people[0]][people[1]-1] = ren;//人移动到原位置的左方map[people[0]][people[1]] = 0;//原位置变成空即0temm = temm+1;map[people[0]][people[1]-2] = space/*家上的箱子*/;//箱子移动到原位置的左方,移动前后都在家上people[1] = people[1]-1;//重新确定人的位置move_num = move_num+1;//步数加一push_num = push_num+1;//推箱子数加一}if(temm == 0 && command == 'M' && (map[people[0]][people[1]+1] == xiangzi||map[people[0]][people[1]+1] == space/*家上的箱子*/) && map[people[0]][people[1]+2] == jia){ //人的右方是箱子或者人的右方是在家上的箱子并且人的右方两格是家 M 的意思是向右移动//指令的意思是向右推一步箱子map[people[0]][people[1]+1] = ren;//人移动到原位置的右方temm=temm+1;map[people[0]][people[1]] = 0;//原位置变成空即0map[people[0]][people[1]+2] = space/*家上的箱子*/;//箱子移动到原位置的右方,移动前后都在家上people[1] = people[1]+1;//重新确定人的位置move_num = move_num+1;//步数加一push_num = push_num+1;//推箱子数加一}if(temm == 0 && command == 'H' && (map[people[0]-1][people[1]] == xiangzi||map[people[0]-1][people[1]] == space/*家上的箱子*/) && (map[people[0]-2][people[1]] == 0||map[people[0]-2][people[1]] == jia)) { //人的上方是箱子或者人的上方是在家上的箱子并且人的上方两格是空格或者是家//指令的意思是向上推一步箱子map[people[0]-1][people[1]] = ren;//人移动到原位置的上方temm = temm+1;map[people[0]][people[1]] = 0;//原位置变成空即0map[people[0]-2][people[1]] = xiangzi;//箱子移动到原位置的上方people[0] = people[0]-1;//重新确定人的位置move_num = move_num+1;//步数加一push_num = push_num+1;//推箱子数加一}if(temm == 0 && command == 'H' && (map[people[0]-1][people[1]] == 0||map[people[0]-1][people[1]] == jia||map[people[0]-1][people[1]] == men)) { //人的上方是空格或者人的上方是家或者人的上方是门//指令的意思是人向上移动一步map[people[0]-1][people[1]] = ren;//人移动到原位置的上方temm = temm+1;map[people[0]][people[1]] = 0;//原位置变成空即0move_num = move_num+1;//步数加一people[0] = people[0]-1;//重新确定人的位置}if(temm == 0 && command == 'P' && (map[people[0]+1][people[1]] == 0||map[people[0]+1][people[1]] == jia||map[people[0]+1][people[1]] == men)) { //人的下方是空格或者人的下方是家或者人的下方是门//指令的意思是人向下移动一步map[people[0]+1][people[1]] = ren;//人移动到原位置的下方temm = temm+1;map[people[0]][people[1]] = 0;//原位置变成空即0people[0] = people[0]+1;//重新确定人的位置move_num = move_num+1;//步数加一}if(temm == 0 && command == 'P' && (map[people[0]+1][people[1]] == xiangzi||map[people[0]+1][people[1]] == space/*家上的箱子*/) && (map[people[0]+2][people[1]] == 0||map[people[0]+2][people[1]] == jia)){ //人的下方是箱子或者人的下方是在家上的箱子并且人的下方两格是空格或者是家//指令的意思是向下推一步箱子map[people[0]+1][people[1]] = ren;//人移动到原位置的下方map[people[0]][people[1]]=0;//原位置变成空即0temm = temm+1;map[people[0]+2][people[1]] = xiangzi;//箱子移动到原位置的下方people[0] = people[0]+1;//重新确定人的位置move_num = move_num+1;//步数加一push_num = push_num+1;//推箱子数加一}if(temm == 0 && command == 'K' && (map[people[0]][people[1]-1] == 0||map[people[0]][people[1]-1] == jia||map[people[0]][people[1]-1] == men)){map[people[0]][people[1]-1] = ren;temm=temm+1;map[people[0]][people[1]]=0;people[1] = people[1]-1;move_num = move_num+1;}if(temm == 0 && command == 'K' && (map[people[0]][people[1]-1] == xiangzi||map[people[0]][people[1]-1] == space/*家上的箱子*/) && (map[people[0]][people[1]-2] == 0||map[people[0]][people[1]-2] == jia)){map[people[0]][people[1]-1] = ren;temm = temm+1;map[people[0]][people[1]] = 0;map[people[0]][people[1]-2] = xiangzi;people[1] = people[1]-1;move_num = move_num+1;push_num = push_num+1;}if(temm == 0 && command == 'M' && (map[people[0]][people[1]+1] == 0||map[people[0]][people[1]+1] == jia||map[people[0]][people[1]+1] == men)) {map[people[0]][people[1]+1] = ren;temm = temm+1;map[people[0]][people[1]] = 0;people[1] = people[1]+1;move_num = move_num+1;}if(temm == 0 && command == 'M' && (map[people[0]][people[1]+1] == xiangzi||map[people[0]][people[1]+1] == space/*家上的箱子*/) && (map[people[0]][people[1]+2] == 0||map[people[0]][people[1]+2] == jia)){map[people[0]][people[1]+1] = ren;temm = temm+1;map[people[0]][people[1]] = 0;map[people[0]][people[1]+2] = xiangzi;people[1] = people[1]+1;move_num = move_num+1;push_num = push_num+1;}else if(command == -122 || command == -123) ;else ;}else if(command == 0)command = getche(); //接收Fn的下一个字符 //F1~F10:59~68else if(command >= 2&&command <= 27){if(command==27)//Esc退出return 1;}else ; //Ctrl+a~z:1~26if(win = finish() == 0)//没有胜利tem=0;system("cls");dayin();if((win = finish()) == 1&&map[door[0]][door[1]] == ren) //胜利,进入下一关{Sleep(225);return 0;}}return 0;}第二部分:第二部分主要是对图像绘制的控制和对胜负条件的判断。