TC写的“泡泡堂”(1)
泡泡堂(单机两人对站版,编译器:TC 2.0)使用方法:
双击PAOPAO.EXE运行,如果不是全屏的话,请按Alt+Enter键使它变成全屏。
玩家一:黄色的笑脸
向上: w
向下: s
向左: a
向右: d
放泡泡:空格
玩家二:红色的笑脸
向上: UP(方向键)
向下: DOWN
向左: LEFT
向右: RIGHT
放泡泡:回车
退出:
ESC
o: 增加泡泡个数
上下方向的箭头: 增加泡泡的威力。
人物被泡泡炸后就不能动了,过一段时间才能恢复,如果在这段时间被另外一个玩家碰了的话,就输了。
编程思想:
在游戏循环中不端检查按键,对控制键执行相关操作,对其他键则忽略处理。
对于还没有爆炸的泡泡(或刚爆炸还没有擦除的泡泡)用“队列”存储。每
循环一次就检查“队头”元素的时间到了没有,时间到了就让它爆炸(或擦除爆炸
痕迹)。爆炸时还要检查其爆炸范围内有没有其他的泡泡,有的话就引爆它。
游戏策划: 王宸博
游戏编程: 王德浩
2004年3月17日
*/
3月24日,增加了一些注释和空格。
/*-------------------------------------------------
paopaodang.c -- a demo of paopaotang game
(c) wonderful,wangchengbo 2004
-------------------------------------------------*/
/**********************************************************/
/* 程序中用到的库函数所在头文件应用 #include 命令包含进来 */
#include <stdio.h>
#include <stdlib.h>
#include <bios.h>
#include <ctype.h>
#include <conio.h>
#include <dos.h>
#include <time.h>
#include <alloc.h>
/**********************************************************/
#define TIME_DELAY 3/* 人物移动的延时*/
#define WIN_DELAY 18
#define MAXQSIZE 100
#define PAO_TIME 50 /*放泡泡后,等待泡泡爆炸的时间*/
#define BLAST_TIME 10 /*爆炸消失的时间*/
#define PAOMAN_DELAY 60 /* 人被炸后恢复需要的时间 */
/* 键盘中断函数(借用一个TC做的CS游戏中的) */
#define KEY_Y 0x15
#define KEY_N 0x31
#define KEY_A 0x1E
#define KEY_D 0x20
#define KEY_S 0x1f
#define KEY_W 0x11
#define KEY_ESC 0x01
#define KEY_ENTER 0x1c
#define KEY_SPACE 0x39
#define KEY_UP 0x48
#define KEY_LEFT 0x4b
#define KEY_RIGHT 0x4d
#define KEY_DOWN 0x50
#define PLAY1UP KEY_W
#define PLAY1LEFT KEY_A
#define PLAY1DOWN KEY_S
#define PLAY1RIGHT KEY_D
#define PLAY1FIRE KEY_SPACE
#define PLAY2UP KEY_UP
#define PLAY2DOWN KEY_DOWN
#define PLAY2LEFT KEY_LEFT
#define PLAY2RIGHT KEY_RIGHT
#define PLAY2FIRE KEY_ENTER
void InstallKeyboard(void);
void ShutDownKeyboard(void);
void far interrupt NewInt9(void);
int GetKey(int ScanCode);
char key_state,key_pressed;
void interrupt far (*OldInt9Handler)();
void InstallKeyboard(void) /*键盘中断程序*/
{
int i;
for(i=0;i<128;i++)
key_state=key_pressed=0;
OldInt9Handler = getvect(9); /*中断向量值*/
setvect(9,NewInt9); /*中断程序NewInt9地址存入指定的中断向量表中INT 09H*/
}
void ShutDownKeyboard(void)
{
setvect(9,OldInt9Handler);
}
void far interrupt NewInt9(void)
{
unsigned char ScanCode,temp;
ScanCode=inportb(0x60);
temp=inportb(0x61);
outportb(0x61,temp | 0x80);
outportb(0x61,temp & 0x7f);
if(ScanCode&0x80)
{
ScanCode&=0x7f;
key_state=0;
}
else
{
key_state=1;
key_pressed=1;
}
outportb(0x20,0x20);
}
int GetKey(int ScanCode)
{
int res;
res=key_state|key_pressed;
key_pressed=0;
return res;
}
/*>>>>>>>>>>>> Man function -- copyright Wonderful and WangChengBo <<<<<<<<<<<<<*/
typedef enum
{
PLAY1=1, PLAY2
}which_play;
typedef enum
{
CAN,
CANNOT
}MOVE;
typedef struct
{
int x, y; /*the position of the man */
which_play which; /* play1 or play2?*/
MOVE can_move; /* can man move? */
int len; /*paopao's length*/
int pao_num; /* how many pao can the man fire?*/
int old_time; /* 人被泡泡炸后,恢复的时间 */
}man;
/*画人函数*/
DrawMan(man m)
{
gotoxy(m.x+15, m.y+6);
if (m.which == PLAY1)
{
textcolor(YELLOW);
}
else
{
textcolor(LIGHTRED);
}
putch(2);
}
/*画空心的人的函数*/
DrawPaoMan(man m)
{
gotoxy(m.x+15, m.y+6);
if (m.which == PLAY1)
{
textcolor(YELLOW);
}
else
{
textcolor(LIGHTRED);
}
putch(1);
}
/*擦除人的函数*/
EraseMan(man m)
{
gotoxy(m.x+15, m.y+6);
textcolor(BLACK);
putch(' ');
}
/*画泡泡的函数*/
DrawPao(int x, int y)
{
gotoxy(x+15, y+6);
textcolor(LIGHTBLUE);
putch('O');
}
/*画爆炸的#号的函数*/
DrawBlast1(int x, int y)
{
gotoxy(x+15, y+6);
textcolor(LIGHTBLUE);
putch('#');
}
/*游戏开头显示的字符*/
char name =
{
" O O O O ",
"O OOOOOO O OOOOOO",
" OOO O OOO O",
" O O O O O O O O",
"OOOO O OOOO O",
" OOO OOO",
" O O O O O O",
"O OOOOOO O OOOOOO"
};
int Name_X = 26;
int Name_Y = 8;
void DrawBegin()
{
int x, y;
for (y=0; y<Name_Y; ++y)
{
for(x=0; x<Name_X; ++x)
{
gotoxy(x+21, y+5);
textcolor(LIGHTBLUE);
putch(name);
}
}
gotoxy(19, 20);
printf("Press any key to Enter the game!");
}
/*游戏地图,#为墙壁,@为箱子,试着自己改改*/
char map1 =
{"#################",
"# @@@@ @ #@# ##",
"# #@#@#@@@@ #",
"#@@@@@ #@#@##",
"#@#@#@#@@@@@@@#",
"#@@@@@ @@#@#@##",
"#@#@#@#@@@@@@@#",
"#################"};
int Map_X = 17;
int Map_Y = 8;
char map;
void DrawMap()
{
int x, y;
for (y=0; y<Map_Y; ++y)
{
for(x=0; x<Map_X; ++x)
{
gotoxy(x+15, y+6);
if(map == '#')
{
textcolor(GREEN);
putch(219);
}
else if(map == '@')
{
textcolor(BROWN);
putch(178);
}
else
putch(' ');
}
}
textcolor(BLUE);
gotoxy(48, 4);
printf("Player1 key:");
gotoxy(48, 5);
printf("UP----w");
gotoxy(48, 6);
printf("DOWN--s");
gotoxy(48, 7);
printf("LEFT--a");
gotoxy(48, 8);
printf("RIGHT-d");
gotoxy(48, 9);
printf("FIRE--space");
gotoxy(48, 11);
printf("Player2 key:");
gotoxy(48, 12);
printf("UP----up");
gotoxy(48, 13);
printf("DOWN--down");
gotoxy(48, 14);
printf("LEFT--left");
gotoxy(48, 15);
printf("RIGHT-right");
gotoxy(48, 16);
printf("FIRE--ENTER");
gotoxy(48, 18);
printf("exit game:");
gotoxy(48, 19);
printf("ESC");
gotoxy(38, 2);
textcolor(LIGHTRED);
putch('P');
putch('A');
putch('O');
putch('P');
putch('A');
putch('O');
}
/*炸箱子后,出宝物的函数*/
Treasure(int x, int y)
{
int i;
i = random(15);
if (i > 10)
{
switch (i)
{
case 11:
case 12:
map = 'O';
gotoxy(x+15, y+6);
textcolor(YELLOW);
putch('o');
break;
case 13:
case 14:
map = '-';
gotoxy(x+15, y+6);
textcolor(YELLOW);
putch(18);
break;
default:
break;
}
}
else
{
map = ' ';
gotoxy(x+15, y+6);
putch(' ');
}
}
/*人物m向上移动的函数*/
int MoveUp(man *m, man *p)
{
if (map == '#' || map == '@'
|| map == 'o' || m->can_move == CANNOT)
{
return 1;
}
EraseMan(*m);
if (map == 'o')
{
DrawPao(m->x, m->y);
}
--(m->y);
DrawMan(*m);
switch (map)
{
case 'a':
case 'b':
m->can_move = CANNOT;
m->old_time = clock();
break;
case 'O':
++(m->pao_num);
map = ' ';
break;
case '-':
++(m->len);
map = ' ';
break;
default:
break;
}
if (m->x == p->x && m->y == p->y && p->can_move == CANNOT)
{
gotoxy(36, 3);
printf("Play%d Win!!", m->which);
return 0;
}
return 1;
}
/*人物m向下移动的函数*/
int MoveDown(man *m, man *p)
{
if (map == '#' || map == '@'
|| map == 'o' || m->can_move == CANNOT)
{
return 1;
}
EraseMan(*m);
if (map == 'o')
{
DrawPao(m->x, m->y);
}
++(m->y);
DrawMan(*m);
switch (map)
{
case 'a':
case 'b':
m->can_move = CANNOT;
m->old_time = clock();
break;
case 'O':
++(m->pao_num); ; map = ' ';
break;
case '-':
++(m->len);
map = ' ';
break;
default:
break;
}
if (m->x == p->x && m->y == p->y && p->can_move == CANNOT)
{
gotoxy(36, 3);
printf("Play%d Win!!", m->which);
return 0;
}
return 1;
}
/*人物m向左移动的函数*/
int MoveLeft(man *m, man *p)
{
if (map == '#' || map == '@'
|| map == 'o' || m->can_move == CANNOT)
{
return 1;
}
EraseMan(*m);
if (map == 'o')
{
DrawPao(m->x, m->y);
}
--(m->x);
DrawMan(*m);
switch (map)
{
case 'a':
case 'b':
m->can_move = CANNOT;
m->old_time = clock();
break;
case 'O':
++(m->pao_num);
map = ' ';
break;
case '-':
++(m->len);
map = ' ';
break;
default:
break;
}
if (m->x == p->x && m->y == p->y && p->can_move == CANNOT)
{
gotoxy(36, 3);
printf("Play%d Win!!", m->which);
return 0;
}
return 1;
}
/*人物m向右移动的函数*/
int MoveRight(man *m, man *p)
{
if (map == '#' || map == '@'
|| map == 'o' || m->can_move == CANNOT)
{
return 1;
}
EraseMan(*m);
if (map == 'o')
{
DrawPao(m->x, m->y);
}
++(m->x);
DrawMan(*m);
switch (map)
{
case 'a':
case 'b':
m->can_move = CANNOT;
m->old_time = clock();
break;
case 'O':
++(m->pao_num);
map = ' ';
break;
case '-':
++(m->len);
map = ' ';
break;
default:
break;
}
if (m->x == p->x && m->y == p->y && p->can_move == CANNOT)
{
gotoxy(36, 3);
printf("Play%d Win!!", m->which);
return 0;
}
return 1;
}
/*>>>>>>>>>>> paopao functions -- copyright wonderful and WangChengBo <<<<<<<<<<<<*/
/*泡泡的数据结构*/
typedef struct
{
int x;
int y;
int original_time;
int len;
which_play which;
}PAO;
/*--------------------------------------------------------------*/
/*以下为链表队列*/
typedef PAO QElemType;
typedef struct QNode
{
QElemType data;
struct QNode *next;
}QNode, *QueuePtr;
typedef struct
{
QueuePtrfront; /*队头,最早出队列的一端*/
QueuePtrrear; /*队尾,允许插入的一端*/
}LinkQueue;
void InitalQueue(LinkQueue *Q)
{
Q->front = Q->rear = (QueuePtr)malloc(sizeof(QNode));
Q->front->next = NULL;
}
int EnQueue(LinkQueue *Q, QElemType e)
{
QueuePtr p;
p = (QueuePtr)malloc(sizeof(QNode));
if (p == NULL)
{
return 0;
}
p->data = e;
p->next = NULL;
Q->rear->next = p;
Q->rear = p;
return 1;
}
int QueueHead(LinkQueue *Q, QElemType *e)
{
if (Q->front == Q->rear)
{
return 0;
}
*e = Q->front->next->data;
return 1;
}
int FindElemDelete(LinkQueue *Q, QElemType *e, int x, int y)
{
QueuePtr p, q = Q->front;
for (p = Q->front->next; p != 0; p = p->next)
{
if (p->data.x == x && p->data.y == y)
{
q->next = p->next;
*e = p->data;
if (p == Q->rear)
{
Q->rear = q;
}
free(p);
return 1;
}
else
{
q = p;
}
}
return 0;
}
int DeQueue(LinkQueue *Q)
{
QueuePtr p;
if (Q->front == Q->rear)
{
return 0;
}
p = Q->front->next;
Q->front->next = p->next;
if (Q->rear == p)
{
Q->rear = Q->front;
}
free(p);
return 1;
}
void DestroyQueue(LinkQueue *Q)
{
while (Q->front)
{
Q->rear = Q->front->next;
free(Q->front);
Q->front = Q->rear;
}
}
/*放泡泡的函数*/
void Paopao(man *m, LinkQueue *Q)
{
PAO pao;
if (m->can_move == CANNOT || m->pao_num == 0)
{
return;
}
DrawPaoMan(*m);
map = 'o';
pao.x = m->x;
pao.y = m->y;
pao.original_time = clock();
pao.len = m->len;
pao.which = m->which;
--m->pao_num;
/*入队列 */
EnQueue(Q, pao);
}
/*泡泡 爆炸的函数*/
void PaoBlast(PAO pao, man *p1, man *p2, LinkQueue *Q, LinkQueue *B)
{
int i = 1, end = 0;
PAO e;
switch (pao.which)
{
case PLAY1:
++(p1->pao_num);
break;
case PLAY2:
++(p2->pao_num);
break;
}
DrawBlast1(pao.x, pao.y);
map = 'b';
if (p1->x == pao.x && p1->y == pao.y)
{
DrawPaoMan(*p1);
p1->can_move = CANNOT;
p1->old_time = clock();
}
else if (p2->x == pao.x && p2->y == pao.y)
{
DrawPaoMan(*p2);
p2->can_move = CANNOT;
p2->old_time = clock();
}
/*--------------------Up----------------------*/
for (; i <= pao.len; ++i)
{
end = 0;
switch (map)
{
case '#':
end = 1;
break;
case ' ':
DrawBlast1(pao.x, pao.y-i);
map = 'b';
break;
case '@':
end = 1;
DrawBlast1(pao.x, pao.y-i);
map = 'a';
break;
case 'o':
if (FindElemDelete(Q, &e, pao.x, pao.y-i) == 1)
{
e.original_time = clock();
EnQueue(B, e);
PaoBlast(e, p1, p2, Q, B);
}
break;
default:
break;
}
if (p1->x == pao.x && p1->y == pao.y-i)
{
DrawPaoMan(*p1);
p1->can_move = CANNOT;
p1->old_time = clock();
}
else if (p2->x == pao.x && p2->y == pao.y-i)
{
DrawPaoMan(*p2);
p2->can_move = CANNOT;
p2->old_time = clock();
}
if (end == 1)
{
break;
}
} 好长啊。。 应该上传个成品上来。 超长~~~~~~~~~~~~~~
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