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如何用c语言编写军旗游戏

时间:2022-09-29 19:46:45

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如何用c语言编写军旗游戏

今天教大家如何用C语言编写军旗游戏 ~

1.效果图:

2.主要代码:

#include <graphics.h>#include <time.h>#defineCHESIZE40// 棋盘尺寸,不能随意调整#defineRESETX170#defineRESETY350// 重置原点typedef enum// 要用到的棋子ID{si, jun, shi, lv, tuan, ying, lian, pai, ban, gong, fei, chao, zha, qi, lei, bian,xian, sheng, shen}CHESSID;typedef enum// 攻击类型{comatt, preatt, noatt}ATTSTYLE;typedef enum// 当前游戏方和棋子所属方{blue, red, white}TEAM;typedef enum// 选中与未选中{alchoose, unchoose}CHOOSESTATE;typedef enum// 区域状态{unknow, empty, exist}STATE;typedef struct// 坐标{int x;int y;}COOR;typedef struct// 棋子{CHESSID id;// 棋子的IDint power;// 棋子的等级TEAM team;// 所属方char *image;// 该棋子的图片,考虑到运行问题,本程序用字代替int scoopc;// 工兵是挖到的地雷数}CHESS;typedef struct// 区域{COOR crdld;// 区域的左下坐标CHESS chess;// 区域的棋子STATE state;// 区域状态}AREA;typedef struct// 用户的选择信息{int i;int j;CHOOSESTATE state;// 选择状态}CHOOSE;IMAGE image;AREA area[6][6];// 定义棋盘大小CHESS datachess[19];// 几种基本棋子类型CHOOSE choose;// 用户选择信息MOUSEMSG mmsg;// 鼠标信息TEAM user;// 执棋方int lockchessboard = 0;// 是否锁定棋盘int i;// 当前鼠标所在区域的坐标int j;char *str[]={"工","班","排","连","营","团","旅","师","军","司","棋","炸","变","雷","飞","超","升","神","仙"}; void init();void initchessbute();// 给初始化棋子基本参数void initvalue();void drawboard();// 画棋盘void randomarr(int *);// 实现棋的随机排列void judge();void getpreij();// 获得当前鼠标所在区域坐标int checkij();// 检查当鼠标所在区域void open();// 打开所在区域int whemove();// 判断是否能移动void move();// 移动int judgeunknow();// 检测当前未翻开棋子数ATTSTYLE wheattack();// 判断是否能攻击void kill();// 杀死当前选择的棋void killself();// 自杀void perishtogether();// 同归于尽void getteam();// 用作改变棋子类型时,对棋子所属方赋值void userchange();// 交换执棋方void judgebunko();// 判断输赢void choosearea();// 选定区域void cancelchoose();// 取消选定void change();// 变身void bluewin();// 蓝方胜利void redwin();// 红方胜利void gamehelp();// 规则说明void quit();// 退出游戏void peace();// 和棋void surrender();// 投降void resetchessboard();// 重置// 下面几个函数为判断棋子的攻击类型ATTSTYLE judgegong();// 判断工兵ATTSTYLE judgecom();// 判普通人物ATTSTYLE judgezha();// 判断炸弹void main()// 主函数{init();while (true){mmsg = GetMouseMsg();getpreij();if (mmsg.uMsg == WM_LBUTTONDOWN) //单击左键{judge();}else if (mmsg.uMsg == WM_RBUTTONDOWN&& choose.state==alchoose) //单击右键{cancelchoose();}else if (mmsg.uMsg == WM_MBUTTONDOWN&& choose.state == alchoose&& area[choose.i][choose.j].chess.id != zha) //单击中键{killself();cancelchoose();userchange();judgebunko(); }}}void init(){initgraph(640, 480);setorigin(RESETX, RESETY);// 重置原点setaspectratio(1, -1);// 把 y 轴上方设为正半轴drawboard();initvalue();}void drawboard()// 画棋盘{int i1;setlinecolor(WHITE);for (i1=0; i1<7; i1++){line(i1*CHESIZE, 0, i1*CHESIZE, CHESIZE*6);}for (i1=0; i1<7; i1++){line(0, i1*CHESIZE, CHESIZE*6, i1*CHESIZE);}setlinecolor(WHITE);setfillcolor(RED);rectangle(-10, -10, CHESIZE*6+10, CHESIZE*6+10);floodfill(-1, -1, WHITE);rectangle(7*CHESIZE, CHESIZE, 9*CHESIZE, 6*CHESIZE);line(7*CHESIZE, 5*CHESIZE, 9*CHESIZE, 5*CHESIZE);line(7*CHESIZE, 4*CHESIZE, 9*CHESIZE, 4*CHESIZE);line(7*CHESIZE, 3*CHESIZE, 9*CHESIZE, 3*CHESIZE);line(7*CHESIZE, 2*CHESIZE, 9*CHESIZE, 2*CHESIZE);setaspectratio(1, 1);settextstyle(35, 18, "黑体");settextcolor(RED);outtextxy(7*CHESIZE+2, -6*CHESIZE+2, "帮助");settextcolor(BROWN);outtextxy(7*CHESIZE+2, -5*CHESIZE+2, "投降");settextcolor(GREEN);outtextxy(7*CHESIZE+2, -4*CHESIZE+2, "和棋");settextcolor(YELLOW);outtextxy(7*CHESIZE+2, -3*CHESIZE+2, "重置");settextcolor(CYAN);outtextxy(7*CHESIZE+2, -2*CHESIZE+2, "退出");settextcolor(LIGHTMAGENTA);settextstyle(50, 20, "黑体");outtextxy(CHESIZE, -CHESIZE*8, "两国军旗");setaspectratio(1, -1);}void initchessbute()// 设置棋子基本参数{datachess[0].id = gong;datachess[0].power = 1;datachess[0].image = str[0];datachess[0].scoopc = 0;datachess[1].id = ban;datachess[1].power = 2;datachess[1].image = str[1];datachess[1].scoopc = 0;datachess[2].id = pai;datachess[2].power = 3;datachess[2].image = str[2];datachess[2].scoopc = 0;datachess[3].id = lian;datachess[3].power = 4;datachess[3].image = str[3];datachess[3].scoopc = 0;datachess[4].id = ying;datachess[4].power = 5;datachess[4].image = str[4];datachess[4].scoopc = 0;datachess[5].id = tuan;datachess[5].power = 6;datachess[5].image = str[5];datachess[5].scoopc = 0;datachess[6].id = lv;datachess[6].power = 7;datachess[6].image = str[6];datachess[6].scoopc = 0;datachess[7].id = shi;datachess[7].power = 8;datachess[7].image = str[7];datachess[7].scoopc = 0;datachess[8].id = jun;datachess[8].power = 9;datachess[8].image = str[8];datachess[8].scoopc = 0;datachess[9].id = si;datachess[9].power = 10;datachess[9].image = str[9];datachess[9].scoopc = 0;datachess[10].id = qi;datachess[10].power = 100;datachess[10].image = str[10];datachess[10].scoopc = 0;datachess[11].id = zha;datachess[11].power = 99;datachess[11].image = str[11];datachess[11].scoopc = 0;datachess[12].id = bian;datachess[12].power = 0;datachess[12].image = str[12];datachess[12].scoopc = 0;datachess[13].id = lei;datachess[13].power = 98;datachess[13].image = str[13];datachess[13].scoopc = 0;datachess[14].id = fei;datachess[14].power = 9;datachess[14].image = str[14];datachess[14].scoopc = 0;datachess[15].id = chao;datachess[15].power = 11;datachess[15].image = str[15];datachess[15].scoopc = 0;datachess[16].id = sheng;datachess[16].power = 10;datachess[16].image = str[16];datachess[16].scoopc = 0;datachess[17].id = shen;datachess[17].power = 11;datachess[17].image = str[17];datachess[17].scoopc = 0;datachess[18].id = xian;datachess[18].power = 11;datachess[18].image = str[18];datachess[18].scoopc = 0;}void initvalue()// 初始化值{CHESS chess[36];int random[36];int count;int i1, j1;initchessbute();randomarr(random);for (i1=0; i1<=11; i1++){chess[i1] = datachess[i1];chess[i1].team = red;}chess[i1] = datachess[11];chess[i1].team = red;chess[i1+1] = datachess[0];chess[i1+1].team = red;for (i1=0; i1<=11; i1++){chess[i1+14] = datachess[i1];chess[i1+14].team = blue;}chess[i1+14] = datachess[11];chess[i1+14].team = blue;chess[i1+15] = datachess[0];chess[i1+15].team = blue;for (i1=0; i1<4; i1++){chess[i1+28] = datachess[12];chess[i1+28].team = white;chess[i1+32] = datachess[13];chess[i1+32].team = white;}setfillcolor(YELLOW);for (count=0, i1=0; i1<6; i1++){for (j1=0; j1<6; j1++, count++){area[i1][j1].chess = chess[random[count]];area[i1][j1].crdld.x = i1 * CHESIZE + 1;area[i1][j1].crdld.y = j1 * CHESIZE + 1;area[i1][j1].state = unknow;floodfill(area[i1][j1].crdld.x, area[i1][j1].crdld.y, WHITE);}}user = red;choose.state = unchoose;}void randomarr(int random[])// 得到0~36数字的随机排列{int i1, j1;int flag = 0;srand(time(NULL));random[0] = rand() % 36 ;for (i1=1; i1<36; i1++){while (1){random[i1] = rand() % 36 ;for (j1=0; j1<i1; j1++){if (random[j1] == random[i1]){flag = 1;break;}}if (flag){flag = 0;}else{break;}}}}void judge()// 判断当前要进行的操作{ATTSTYLE attstyle;// 攻击类型getpreij();if (checkij()){if (area[i][j].state==unknow && choose.state==unchoose)// 打开{open();userchange();}else if(area[i][j].state == empty){if (choose.state == alchoose)// 移动{if (whemove()){move();cancelchoose();userchange();}}}else{if (choose.state == unchoose) {if (area[i][j].chess.team==user && area[i][j].chess.id!=qi) //选定 {choosearea(); }}else{if (area[i][j].state!=unknow)// 攻击{attstyle = wheattack();if (attstyle == comatt){kill();cancelchoose();userchange();}else if (attstyle == preatt){perishtogether();cancelchoose();userchange();}else{;}}}}if (!judgeunknow())// 在所有棋子都翻开的情况下判断输赢{judgebunko(); }}}int judgeunknow(){int i1, i2;int num = 0;for (i1=0; i1<6; i1++){for (i2=0; i2<6; i2++){if (area[i1][i2].state == unknow){num++;}}}return num;}// 选择区域void choosearea(){choose.i = i;choose.j = j;choose.state = alchoose;setlinecolor(GREEN);rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE+CHESIZE, choose.j*CHESIZE+CHESIZE);}// 取消选定void cancelchoose(){ setlinecolor(WHITE);rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE+CHESIZE, choose.j*CHESIZE+CHESIZE);choose.state = unchoose;}// 当前鼠标所在区域void getpreij(){i = (mmsg.x-RESETX) / CHESIZE;j = -(mmsg.y-RESETY) / CHESIZE;}// 检查鼠标是否在有效区域内int checkij(){if ((i==7 || i==8) && j==5){gamehelp();return 0;}else if ((i==7 || i==8) && j==4){if (!lockchessboard){surrender();}return 0;}else if ((i==7 || i==8) && j==3){if (!lockchessboard){peace();}return 0;}else if ((i==7 || i==8) && j==2){ resetchessboard();lockchessboard = 0;return 0;}else if ((i==7 || i==8) && j==1){quit();return 0;}else{if (!lockchessboard){if ((i>=0 && i<=5 && j>=0 && j<=5 && (mmsg.x-RESETX)>0 && -(mmsg.y-RESETY)>0)){return 1;}else{return 0;}}else{return 0;}}}// 打开操作void open(){setfillcolor(BLACK);floodfill(area[i][j].crdld.x, area[i][j].crdld.y, WHITE);setaspectratio(1, 1);if (area[i][j].chess.team == blue){settextcolor(BLUE);}else if (area[i][j].chess.team == red){settextcolor(RED);}else{settextcolor(MAGENTA);}settextstyle(35, 18, "黑体");outtextxy(area[i][j].crdld.x, -area[i][j].crdld.y-CHESIZE+2, area[i][j].chess.image);area[i][j].state = exist;setaspectratio(1, -1);}// 判断是否能移动int whemove(){if (area[choose.i][choose.j].chess.id==fei || area[choose.i][choose.j].chess.id==sheng|| area[choose.i][choose.j].chess.id==shen){if (choose.i==i && abs(choose.j-j)<=5 || choose.j==j && abs(choose.i-i)<=5){return 1;}else{return 0;}}else if (area[choose.i][choose.j].chess.id == xian){return 1;}else{if (choose.i==i && abs(choose.j-j)==1 || choose.j==j && abs(choose.i-i)==1){return 1;}else{return 0;}}}// 移动void move(){setfillcolor(BLACK);floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, GREEN);setaspectratio(1, 1);if (area[choose.i][choose.j].chess.id==gong && area[choose.i][choose.j].chess.scoopc>0){if (area[choose.i][choose.j].chess.team == blue){settextcolor(LIGHTBLUE);}else{settextcolor(LIGHTRED);}}else{if (user == blue){settextcolor(BLUE);}else {settextcolor(RED);}}settextstyle(35, 18, "黑体");outtextxy(area[i][j].crdld.x, -area[i][j].crdld.y-CHESIZE+2, area[choose.i][choose.j].chess.image);area[choose.i][choose.j].state = empty;area[i][j].state = exist;area[i][j].chess = area[choose.i][choose.j].chess;setaspectratio(1, -1);}// 判断是否能攻击,并返回攻击类型ATTSTYLE wheattack(){if (whemove()){if (area[choose.i][choose.j].chess.id == gong){return judgegong();}else if (area[choose.i][choose.j].chess.id == zha){return judgezha();}else{return judgecom();}}else{return noatt;}}// 判断工兵ATTSTYLE judgegong(){if (area[i][j].chess.team != white){if (area[choose.i][choose.j].chess.team != area[i][j].chess.team){if (area[i][j].chess.id==gong || area[i][j].chess.id==zha){return preatt;}else if (area[i][j].chess.id == qi){if (area[choose.i][choose.j].chess.scoopc == 0){return noatt;}else if (area[choose.i][choose.j].chess.scoopc == 1){area[choose.i][choose.j].chess = datachess[14];getteam();return comatt;}else if (area[choose.i][choose.j].chess.scoopc == 2){area[choose.i][choose.j].chess = datachess[16];getteam();return comatt;}else if (area[choose.i][choose.j].chess.scoopc == 3){area[choose.i][choose.j].chess = datachess[17];getteam();return comatt;}else{area[choose.i][choose.j].chess = datachess[18];getteam();return comatt;}}else{return noatt;}}else{return noatt;}}else{if (area[i][j].chess.id == lei){area[choose.i][choose.j].chess.scoopc++;return comatt;}else{change();return comatt;}}}// 判断炸弹ATTSTYLE judgezha(){if (area[choose.i][choose.j].chess.team != area[i][j].chess.team){if (area[i][j].chess.id != qi){return preatt;}else{return noatt;}}else{return noatt;}}// 判断普通人物 ATTSTYLE judgecom(){if (area[i][j].chess.team != white){if (area[choose.i][choose.j].chess.team != area[i][j].chess.team){if (area[choose.i][choose.j].chess.power==area[i][j].chess.power || area[i][j].chess.id==zha){return preatt;}else if (area[choose.i][choose.j].chess.power > area[i][j].chess.power){return comatt;}else {return noatt;}}else{return noatt;}}else{if (area[i][j].chess.id == lei){return noatt;}else{change();return comatt;}}}// 变身void change(){int x;x = rand() % 50;if (x == 6){area[choose.i][choose.j].chess = datachess[15];getteam();}else{x = rand() % 4;if (x == 3){x = rand() % 2;if (x == 0){area[choose.i][choose.j].chess = datachess[7];}else{area[choose.i][choose.j].chess = datachess[8];}getteam();}else{x = rand() % 6;area[choose.i][choose.j].chess = datachess[x];getteam();}}}// 对棋子所属方赋值void getteam() {if (user == blue){area[choose.i][choose.j].chess.team = blue;}else{area[choose.i][choose.j].chess.team = red;}}// 杀死对方void kill() {move();}// 自杀void killself() {setfillcolor(BLACK);floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, GREEN);area[choose.i][choose.j].state = empty;}// 同归于尽void perishtogether() {setfillcolor(BLACK);cancelchoose();floodfill(area[choose.i][choose.j].crdld.x, area[choose.i][choose.j].crdld.y, WHITE);floodfill(area[i][j].crdld.x, area[i][j].crdld.y, WHITE);area[choose.i][choose.j].state = empty;area[i][j].state = empty;}// 切换执棋方void userchange(){if (user == blue){user = red;setfillcolor(RED);floodfill(-1, -1, WHITE);}else{user = blue;setfillcolor(BLUE);floodfill(-1, -1, WHITE);}}// 判断输赢void judgebunko(){int i1, j1;int num1 = 0, num2 = 0;for (i1=0; i1<6; i1++){for (j1=0; j1<6; j1++){if (area[i1][j1].state != empty){if (area[i1][j1].chess.team==red && area[i1][j1].chess.id!=qi){num1++;}else if(area[i1][j1].chess.team==blue && area[i1][j1].chess.id!=qi){num2++;}}}}if (num1==0 && num2!=0){bluewin();}if (num2==0 && num1!=0){redwin();}if (num1==0 && num2==0){peace();}}// 蓝方胜void bluewin() {setaspectratio(1, 1);settextcolor(BLUE);settextstyle(50, 20, "黑体");outtextxy(CHESIZE, -CHESIZE*8, "蓝方胜利");setaspectratio(1, -1);setfillcolor(BLUE);floodfill(-1, -1, WHITE);lockchessboard = 1; //锁定棋盘}// 红方胜void redwin(){setaspectratio(1, 1);settextcolor(RED);settextstyle(50, 20, "黑体");outtextxy(CHESIZE, -CHESIZE*8, "红方胜利");setaspectratio(1, -1);setfillcolor(RED);floodfill(-1, -1, WHITE);lockchessboard = 1;}// 和棋void peace() { setaspectratio(1, 1); settextcolor(GREEN);settextstyle(50, 20, "黑体");outtextxy(CHESIZE, -CHESIZE*8, "握手言和");setaspectratio(1, -1);setfillcolor(GREEN);floodfill(-1, -1, WHITE);lockchessboard = 1;}// 投降void surrender() {if (user == blue){redwin();}else{bluewin();}}// 重置void resetchessboard() {cleardevice();init();}// 游戏说明void gamehelp() {getimage(&image, -10, -10, 500, 350);cleardevice();setorigin(50, 0);setaspectratio(1, 1);settextcolor(RED);settextstyle(14, 0, "黑体");outtextxy(-50, 0, "注:单击鼠标左键回到游戏界面");settextcolor(WHITE);settextstyle(24, 0, "黑体");outtextxy(230, 5, "游戏说明");settextstyle(12, 0, "宋体");outtextxy(0, 35, "棋盘大小:6*6; 棋子总数:36; 敌对双方:红,蓝");outtextxy(0, 60, "棋子类别:红棋(红方操作,14个) 蓝棋(蓝方操作,14个) 紫棋(功能棋,8个)");outtextxy(0, 85, "红棋(蓝棋)类型:司令,军长,师长,旅长,团长,营长,连长,班长,军旗,工兵*2,炸弹*2.");outtextxy(0, 100, "紫棋类型:地雷*4,变身棋*4. 注:'*'后面表示该棋的数量,没注则只有一个");outtextxy(0, 125, "规则说明:1.司令最大,工兵最小,大的吃小的,一样就同归于尽,");outtextxy(textwidth("规则说明:1."), 140, "炸弹能炸紫棋和敌方除军旗外所有的棋(炸弹也会消失)." );outtextxy(textwidth("规则说明:"), 155, "2.工兵可挖地雷,挖完后可扛对方棋变身(挖的雷越多,变成的人物越厉害).");outtextxy(textwidth("规则说明:"), 170, "3.人物棋可吃变,吃后能变成工兵~军长中的一种,有一定几率变成隐藏BOSS.");outtextxy(textwidth("规则说明:"), 185, "4.人物棋可自杀(算一次操作).");outtextxy(textwidth("规则说明:"), 200, "5.执棋方进行完一次有效操作后,就换对方执棋(边框颜色表当前执棋方).");outtextxy(textwidth("规则说明:"), 215, "6.一方棋子(军旗除外)全被消灭,就算输; 同时全部没有,则和棋.");outtextxy(0, 240, "执棋方能进行的操作:操作1:打开棋子(算一次操作).");outtextxy(textwidth("执棋方能进行的操作:"), 255, "操作2:攻击.");outtextxy(textwidth("执棋方能进行的操作:"), 270, "操作3:移动.");outtextxy(textwidth("执棋方能进行的操作:"), 285, "操作4:工兵(已挖雷)扛旗.");outtextxy(textwidth("执棋方能进行的操作:"), 300, "操作5:吃变身卡.");outtextxy(textwidth("执棋方能进行的操作:"), 315, "操作6:自杀.");outtextxy(0, 340, "实施游戏操作说明(鼠标操作):实施操作1:选择要打开棋子所在的区域,单击.");outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 355, "实施操作2~5:单击选中主动方(棋子边框会变绿)");outtextxy(textwidth("实施游戏操作说明(鼠标操作):实施操作2~5:"), 370, "再单击选中被动方.");outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 385, "实施操作6:选中己方棋子,单机鼠标的中键.");settextcolor(RED);outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 400,"注:要进行其他操作,必先撤销当前选定(单击右键撤销)");settextcolor(WHITE);setlinecolor(WHITE);line(-30, 420, 570, 420);outtextxy(0, 425, "人物棋等级一览(等高杀等小):工1 班2 连3 营4 团5 旅6 师7");outtextxy(textwidth("人物棋等级一览(等高杀等小):"), 440, "军8 飞8 司9 升9 神10 仙10");outtextxy(0, 455, "注:'飞' '升' '神' '仙' 都为工兵挖雷后扛旗所变,'飞''升''神'能直线飞,'仙'能满天飞");while (true){mmsg = GetMouseMsg();if (mmsg.uMsg == WM_LBUTTONDOWN){break;}}cleardevice();setorigin(RESETX, RESETY);setaspectratio(1, -1);putimage(-10, -10, &image);}// 退出游戏void quit(){closegraph();}

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