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C 语言推箱子gcc编译通过
时间:2022-06-25 04:41:59 编辑:袖梨 来源:一聚教程网
0X01 遇到的问题
Windows 中能使用 getch() 函数,这个函数是以输入流的方式输入。(简单地说就是按下去一个按键就能有反应,而不用点击回车)。但是在 Linux 环境下没有这个函数也没有 connio.h 的头文件。但是每次按一下还要按回车还是挺逆天的。不过我在网上找到了替代品(感谢幽鬼)
http://my.oschina.net/yougui/blog/111345
0X02 代码实现
/*******************************************************************
* Project name : push the boxs
* Create date : 2015.10.17
* Last modify date : 2015.10.19
* Auther name : mouse_ts
* E-mail address : [email protected]
* Description : this is game, you control a boy push the boxs
* to the destination. but you can't push the stone and two boxs.
* if you'r box touch the wall , you can't pull it.
* ****************************************************************/
#include
#include
#include
#include
#include
#include
#include
//this is constant
#define TRUE 1
#define FALSE 0
#define MAX 10
#define WALL 6
#define PLAYER 7
#define BOX 8
#define BLANK 5
#define DES 9
#define W 'w'
#define A 'a'
#define S 's'
#define D 'd'
//this is game map
int map[MAX][MAX];
int ok = 0;
//player
struct player
{
int x;
int y;
}player;
//boxs
struct box
{
int x;
int y;
}box_1, box_2, box_3;
//des
struct des
{
int x;
int y;
}des_1, des_2, des_3;
//statement function
void initMap(); //init the map
void initPlayer(); //init the player
void initBox(); //init the boxs
void initDes(); //init the des
void printMap(); //print the map
void setMap(); //set the player, boxs, des
char getch(); //getch()
void goUP(); //go up
void goDown(); //go down
void goLeft(); //go left
void goRight(); //go right
int computingSuccess();//computing how many box seccessd
int main()
{
char ch;
system("clear");
//init the game
initMap();
initPlayer();
initBox();
setMap();
printMap();
//control the boy
while (ch = getch())
{
switch(ch)//where is the boy move
{
case W:
goUP();
break;
case A:
goLeft();
break;
case S:
goDown();
break;
case D:
goRight();
break;
defualt:
printf ("You should press w, a, s, d to control the boy to moven");
}
setMap();
system("clear");
printMap();
if (computingSuccess() == 3)
break;
else
continue;
}
system("clear");
printf ("nnnnnnn You win the game!n");
getch();
system("clear");
return 0;
}
//getch() by.YouGui http://my.oschina.net/yougui/blog/111345
char getch()
{
int c = 0;
struct termios org_opts, new_opts;
int res = 0;
res = tcgetattr(STDIN_FILENO, &org_opts);
assert(res == 0);
memcpy(&new_opts, &org_opts, sizeof(new_opts));
new_opts.c_lflag &= ~(ICANON | ECHO | ECHOE | ECHOK | ECHONL | ECHOPRT | ECHOKE | ICRNL);
tcsetattr(STDIN_FILENO, TCSANOW, &new_opts);
c = getchar();
res = tcsetattr(STDIN_FILENO, TCSANOW, &org_opts);
assert(res == 0);
return c;
}
//init this map
void initMap()
{
int i, j;
for (i = 0; i < MAX; i++)
{
for (j = 0; j < MAX; j++)
{
map[i][j] = WALL;
}
}
for (i = 2; i < 8; i++)
{
map[i][2] = BLANK;
map[i][3] = BLANK;
map[i][5] = BLANK;
map[i][6] = BLANK;
map[i][7] = BLANK;
}
map[5][4] = BLANK;
initDes();
}
//print map
void printMap()
{
printf ("This is a game !n");
int i, j;
for (i = 0; i < MAX; i++)
{
for (j = 0; j < MAX; j++)
{
if (map[i][j] == WALL)
printf (" # ");
else if (map[i][j] == BOX)
printf (" @ ");
else if (map[i][j] == PLAYER)
printf (" X ");
else if (map[i][j] == BLANK)
printf (" ");
else if (map[i][j] == DES)
printf (" O ");
}
printf ("n");
}
}
//init the player
void initPlayer()
{
player.x = 2;
player.y = 2;
}
//init the boxs
void initBox()
{
box_1.x = 3;
box_1.y = 6;
box_2.x = 4;
box_2.y = 3;
box_3.x = 6;
box_3.y = 3;
}
//init the des
void initDes()
{
des_1.x = 5;
des_1.y = 7;
des_2.x = 6;
des_2.y = 7;
des_3.x = 7;
des_3.y = 7;
}
//set map
void setMap()
{
int i, j;
//set blank
for (i = 2; i < 8; i++)
{
map[i][2] = BLANK;
map[i][3] = BLANK;
map[i][5] = BLANK;
map[i][6] = BLANK;
map[i][7] = BLANK;
}
map[5][4] = BLANK;
//set des
map[des_1.x][des_1.y] = DES;
map[des_2.x][des_2.y] = DES;
map[des_3.x][des_3.y] = DES;
//set player
map[player.x][player.y] = PLAYER;
//set box
map[box_1.x][box_1.y] = BOX;
map[box_2.x][box_2.y] = BOX;
map[box_3.x][box_3.y] = BOX;
}
//computing the success move the box to the des
int computingSuccess()
{
int num = 0;
if (map[des_1.x][des_1.y] == BOX)
num++;
if (map[des_2.x][des_2.y] == BOX)
num++;
if (map[des_3.x][des_3.y] == BOX)
num++;
return num;
}
/*
* after this is control your boy to move up down left and right
* all of the functions to control the boy to move
*/
//control the boy go up
void goUP()
{
if (map[player.x - 1][player.y] == BLANK ||
map[player.x - 1][player.y] == DES)
{
player.x--;
return ;
}
if (player.x - 1 == box_1.x && player.y == box_1.y &&
map[box_1.x - 1][box_1.y] == BLANK ||
player.x - 1 == box_1.x && player.y == box_1.y &&
map[box_1.x - 1][box_1.y] == DES)
{
box_1.x--;
player.x--;
return ;
}
else if (player.x - 1 == box_2.x && player.y == box_2.y &&
map[box_2.x - 1][box_2.y] == BLANK ||
player.x - 1 == box_2.x && player.y == box_2.y &&
map[box_2.x - 1][box_2.y] == DES)
{
box_2.x--;
player.x--;
return ;
}
else if (player.x - 1 == box_3.x && player.y == box_3.y &&
map[box_3.x - 1][box_3.y] == BLANK ||
player.x - 1 == box_3.x && player.y == box_3.y &&
map[box_3.x - 1][box_3.y] == DES)
{
box_3.x--;
player.x--;
return ;
}
}
//control the boy go down
void goDown()
{
if (map[player.x + 1][player.y] == BLANK ||
map[player.x + 1][player.y] == DES)
player.x++;
if (player.x + 1 == box_1.x && player.y == box_1.y &&
map[box_1.x + 1][box_1.y] == BLANK ||
player.x + 1 == box_1.x && player.y == box_1.y &&
map[box_1.x + 1][box_1.y] == DES)
{
box_1.x++;
player.x++;
return ;
}
else if (player.x + 1 == box_2.x && player.y == box_2.y &&
map[box_2.x + 1][box_2.y] == BLANK ||
player.x + 1 == box_2.x && player.y == box_2.y &&
map[box_2.x + 1][box_2.y] == DES)
{
box_2.x++;
player.x++;
return ;
}
else if (player.x + 1 == box_3.x && player.y == box_3.y &&
map[box_3.x + 1][box_3.y] == BLANK ||
player.x + 1 == box_3.x && player.y == box_3.y &&
map[box_3.x + 1][box_3.y] == DES)
{
box_3.x++;
player.x++;
return ;
}
}
//control the boy go left
void goLeft()
{
if (map[player.x][player.y - 1] == BLANK ||
map[player.x][player.y - 1] == DES)
player.y--;
if (player.x == box_1.x && player.y - 1 == box_1.y &&
map[box_1.x][box_1.y - 1] == BLANK ||
player.x == box_1.x && player.y - 1 == box_1.y &&
map[box_1.x][box_1.y - 1] == DES)
{
box_1.y--;
player.y--;
return ;
}
else if (player.x == box_2.x && player.y - 1 == box_2.y &&
map[box_2.x][box_2.y - 1] == BLANK ||
player.x == box_2.x && player.y - 1 == box_2.y &&
map[box_2.x][box_2.y - 1] == DES)
{
box_2.y--;
player.y--;
return ;
}
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