C语言小游戏--推箱子

推箱子小游戏

网上有很多视频教程,这个游戏编写难度不大,直接上代码,本来和同学讨论想随机生成每一关地图,后来发现技术达不到。。就只手写了两张地图实现功能

源代码

代码注释很详细

#include<stdio.h>
#include<windows.h>
#include<stdlib.h>
#include<conio.h>
//地图
//0:空地 1:墙壁 3:箱子目的地  4:箱子
//6:人   7:箱子和目的地重合  9:人站在目的地 
#define  MAX_LEN 100
#define  MAX_WID 100
int length = 10, width = 12;
int g_nCurrentLevel = 0;//当前关卡
int g_map[10][MAX_LEN][MAX_WID] =
{
	{
		{1,1,1,1,1,0,0,0,0,0,0,0},
		{1,0,0,0,1,0,1,1,1,0,0,0},
		{1,0,4,0,1,0,1,1,1,1,1,1},
		{1,0,4,6,1,0,1,0,0,0,3,1},
		{1,1,1,4,1,1,1,0,0,0,3,1},
		{0,1,0,0,0,0,0,0,0,0,3,1},
		{0,1,0,0,0,1,0,0,0,0,0,1},
		{0,1,0,0,0,1,0,0,0,0,0,1},
		{0,1,1,1,1,1,0,0,0,0,0,1},
		{0,0,0,0,0,0,1,1,1,1,1,1},
	},
	{
		{0,1,1,1,1,0,0,0,0,0,0,0},
		{0,1,1,1,1,1,1,1,1,0,0,0},
		{0,1,0,0,0,0,1,1,1,1,1,1},
		{1,1,4,1,1,0,1,0,0,0,3,1},
		{1,0,6,0,1,0,0,0,0,0,0,1},
		{1,0,0,1,1,1,0,0,0,0,0,1},
		{1,0,0,0,4,0,0,4,0,0,0,1},
		{1,0,3,3,1,0,4,0,0,0,1,1},
		{1,1,3,3,1,0,0,0,0,1,1,1},
		{0,1,1,1,1,1,1,1,1,1,1,1},
	},
};

//设置颜色
void SetColor(int nColor)
{
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	//msdn
	SetConsoleTextAttribute(hConsole, nColor);
}

//打印地图
void DrapMap()
{
	for (int i = 0; i < length; i++)
	{
		for (int j = 0; j < width; j++)
		{
			switch (g_map[g_nCurrentLevel][i][j])
			{
			case 0://空地
				printf("  ");
				break;
			case 1://墙壁
				SetColor(FOREGROUND_RED | FOREGROUND_INTENSITY);
				printf("■");
				break;
			case 3://箱子目的地
				SetColor(FOREGROUND_GREEN | FOREGROUND_INTENSITY);
				printf("○");
				break;
			case 4://箱子 
				SetColor(FOREGROUND_GREEN |FOREGROUND_RED | FOREGROUND_INTENSITY);
				printf("□");
				break;
			case 6://SetColor(FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
				printf("↑");
				break;
			case 7://箱子和目的地重合
				SetColor(FOREGROUND_GREEN | FOREGROUND_BLUE |FOREGROUND_INTENSITY);
				printf("●");
				break;
			case 9://人站在目的地  
				SetColor(FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
				printf("↑");
				break;
			}
		}
		printf("\n");
	}
}

//获取人物坐标
POINT GetGamePosition()
{
	POINT pos = { -1,-1 };
	for (int i = 0; i < length; i++)
	{
		for (int j = 0; j < width; j++)
		{
			if (g_map[g_nCurrentLevel][i][j] == 6 || g_map[g_nCurrentLevel][i][j] == 9)
			{
				pos.x = i;
				pos.y = j;
				return pos;
			}
		}
	}
}

//人物向上移动 
void Up()
{
	POINT pos = GetGamePosition();
	//1.人的前面面是空地 
	if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 0)
	{
		//空地改为人 
		g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 6;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//2.人的前面面是目的地 
	if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 3)
	{
		g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 9;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//3.人的前面面是箱子
	if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 4)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 0)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] = 4;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是目的地 
		if (g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 3)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] = 7;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
	//4.人的前面箱子和目的地重合 
	if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 7)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 0)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 4;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是下一个目的地
		if (g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 3)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] = 7;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
}

//人物向下移动 
void Down()
{
	POINT pos = GetGamePosition();
	//1.人的前面面是空地 
	if (g_map[g_nCurrentLevel][pos.x + 1][pos.y] == 0)
	{
		//空地改为人 
		g_map[g_nCurrentLevel][pos.x + 1][pos.y] = 6;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//2.人的前面面是目的地 
	if (g_map[g_nCurrentLevel][pos.x + 1][pos.y] == 3)
	{
		g_map[g_nCurrentLevel][pos.x + 1][pos.y] = 9;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//3.人的前面面是箱子
	if (g_map[g_nCurrentLevel][pos.x + 1][pos.y] == 4)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x + 2][pos.y] == 0)
		{
			g_map[g_nCurrentLevel][pos.x + 2][pos.y] = 4;
			g_map[g_nCurrentLevel][pos.x + 1][pos.y] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是目的地 
		if (g_map[g_nCurrentLevel][pos.x + 2][pos.y] == 3)
		{
			g_map[g_nCurrentLevel][pos.x + 2][pos.y] = 7;
			g_map[g_nCurrentLevel][pos.x + 2][pos.y] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
	//4.人的前面箱子和目的地重合 
	if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 7)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 0)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 4;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] == 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是下一个目的地
		if (g_map[g_nCurrentLevel][pos.x - 2][pos.y] == 3)
		{
			g_map[g_nCurrentLevel][pos.x - 2][pos.y] = 7;
			g_map[g_nCurrentLevel][pos.x - 1][pos.y] = 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
}

//人物向左移动
void Left()
{
	POINT pos = GetGamePosition();
	//1.人的前面面是空地 
	if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 0)
	{
		//空地改为人 
		g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 6;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//2.人的前面面是目的地 
	if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 3)
	{
		g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 9;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//3.人的前面面是箱子
	if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 4)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 0)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] = 4;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是目的地 
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 3)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] = 7;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
	//4.人的前面箱子和目的地重合 
	if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 7)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 0)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 4;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是下一个目的地
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 3)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] = 7;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
}

//人物向右移动
void Right()
{
	POINT pos = GetGamePosition();
	//1.人的前面面是空地 
	if (g_map[g_nCurrentLevel][pos.x][pos.y + 1] == 0)
	{
		//空地改为人 
		g_map[g_nCurrentLevel][pos.x][pos.y + 1] = 6;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//2.人的前面面是目的地 
	if (g_map[g_nCurrentLevel][pos.x][pos.y + 1] == 3)
	{
		g_map[g_nCurrentLevel][pos.x][pos.y + 1] = 9;
		//原来人的位置还原 
		if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
			g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
		else
			g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
	}
	//3.人的前面面是箱子
	if (g_map[g_nCurrentLevel][pos.x][pos.y + 1] == 4)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x][pos.y + 2] == 0)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y + 2] = 4;
			g_map[g_nCurrentLevel][pos.x][pos.y + 1] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是目的地 
		if (g_map[g_nCurrentLevel][pos.x][pos.y + 2] == 3)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y + 2] = 7;
			g_map[g_nCurrentLevel][pos.x][pos.y + 1] = 6;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
	//4.人的前面箱子和目的地重合 
	if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 7)
	{
		//1)箱子前面是空地
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 0)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 4;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] == 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
		//2)箱子前面是下一个目的地
		if (g_map[g_nCurrentLevel][pos.x][pos.y - 2] == 3)
		{
			g_map[g_nCurrentLevel][pos.x][pos.y - 2] = 7;
			g_map[g_nCurrentLevel][pos.x][pos.y - 1] = 9;
			//原来人的位置还原 
			if (g_map[g_nCurrentLevel][pos.x][pos.y] == 9)
				g_map[g_nCurrentLevel][pos.x][pos.y] = 3;
			else
				g_map[g_nCurrentLevel][pos.x][pos.y] = 0;
		}
	}
}

//计算空余箱子个数
int GetSpareBox()
{
	int nCount = 0;
	for (int i = 0; i < length; i++)
	{
		for (int j = 0; j < width; j++)
		{
			if (g_map[g_nCurrentLevel][i][j] == 4)
				nCount++;
		}
	}
	return nCount;
}

//主函数 
int main()
{
	//设置标题 
	SetConsoleTitle("推箱子");
	//设置窗口大小
	system("mode con cols=26 line width");

	while (1)
	{
		//获取剩余箱子个数
		if (GetSpareBox() == 0)
		{
			g_nCurrentLevel++;
		}
		//清屏
		system("cls");
		//打印地图
		DrapMap();
		char ch = _getch();
		switch (ch)
		{
		case 'w':case 72://往上
			Up();
			break;
		case 's':case 80://往下
			Down();
			break;
		case 'a':case 75://往左 
			Left();
			break;
		case 'd':case 77://往右 
			Right();
			break;
		}
	}
	return 0;
}

效果截图

很低端,很简朴
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述

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转载自blog.csdn.net/weixin_45619006/article/details/106501061