#include #include #include #include <string>#include using namespace std;#define LINE 9 //行数#define COLUMN 12 //列数#define RATIO 61 //图片大小#define START_X 64 //行偏移量#define START_Y 60 //列偏移量#define SCREEN_WIDTH 860 //屏幕的宽#define SCREEN_HEIGHT 668 //屏幕的高#define isValid(pos) pos.x>=0 && pos.x=0 && pos.y < COLUMN//控制键 上下左右控制方向 按‘q’退出#define KEY_UP 'W'#define KEY_DOWN 'S'#define KEY_LEFT 'A'#define KEY_RIGHT 'D'#define KEY_QUIT 'Q'/*游戏地图*///墙: 0,地板: 1,箱子目的地: 2, 小人: 3, 箱子: 4, 箱子命中目标: 5int map[LINE][COLUMN] = {{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },{ 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0 },{ 0, 1, 4, 1, 0, 2, 1, 0, 2, 1, 0, 0 },{ 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0 },{ 0, 1, 0, 2, 0, 1, 1, 4, 1, 1, 1, 0 },{ 0, 1, 1, 1, 0, 3, 1, 1, 1, 4, 1, 0 },{ 0, 1, 2, 1, 1, 4, 1, 1, 1, 1, 1, 0 },{ 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },};struct _POS { int x; //小人所在二维数组的行 int y; //小人所在二维数组的列};enum _PROPS { //枚举常量 道具 WALL,//墙 FLOOR,//地板 BOX_DES,//箱子目的地 MAN,//人 BOX,//箱子 HIT,//箱子命中目标 ALL};enum _DIRECTION { //游戏方向控制 UP, DOWN, LEFT, RIGHT};IMAGE images[ALL];struct _POS man;struct _POS box_des1;//临时的箱子目的地存放点struct _POS box_des2;void changeMap(struct _POS *man, enum _PROPS prop) { map[man->x][man->y] = prop; putimage(START_X + man->y * RATIO, START_Y + man->x * RATIO, &images[prop]);}/***********************************************实现游戏四个方向(上、下、左、右)的控制* 输入:* direct - 人前进方向* 输出: 无**********************************************/void gameControl(enum _DIRECTION direct) { struct _POS next_pos = man; struct _POS next_next_pos = man; switch (direct) { case UP: next_pos.x--; next_next_pos.x -= 2; break; case DOWN: next_pos.x++; next_next_pos.x += 2; break; case LEFT: next_pos.y--; next_next_pos.y -= 2; break; case RIGHT: next_pos.y++; next_next_pos.y += 2; break; } if (isValid(next_pos) && map[next_pos.x][next_pos.y] == FLOOR) {//人的前方是地板 if (map[man.x][man.y] == map[box_des1.x][box_des1.y] || map[man.x][man.y] == map[box_des2.x][box_des2.y]) { //如果人所在的位置是箱子目的地 changeMap(&next_pos, MAN); changeMap(&man, BOX_DES); man = next_pos; } else { changeMap(&next_pos, MAN); //小人前进一格 changeMap(&man, FLOOR); man = next_pos; } } else if (map[next_pos.x][next_pos.y] == BOX_DES) {//如果人的前方是箱子目的地 box_des1.x = next_pos.x; box_des1.y = next_pos.y; changeMap(&next_pos, MAN); changeMap(&man, FLOOR); man = next_pos; } else if (map[next_pos.x][next_pos.y] == HIT) {//如果人的前方是HIT changeMap(&next_next_pos, BOX); changeMap(&next_pos, MAN); //小人前进一格 changeMap(&man, FLOOR); man = next_pos; box_des2.x = next_pos.x; box_des2.y = next_pos.y; } else if (map[next_pos.x][next_pos.y] == BOX) {//人的前方是箱子 //两种情况,箱子前面是地板或者是箱子目的地 if (map[next_next_pos.x][next_next_pos.y] == FLOOR) { changeMap(&next_next_pos, BOX); changeMap(&next_pos, MAN); //小人前进一格 changeMap(&man, FLOOR); man = next_pos; } else if (map[next_next_pos.x][next_next_pos.y] == BOX_DES) { changeMap(&next_next_pos, HIT); changeMap(&next_pos, MAN); //小人前进一格 changeMap(&man, FLOOR); man = next_pos; } }}/*********************************************** *游戏结束场景,在玩家通关后显示*输入:* bg - 背景图片变量的指针*返回值: 无**********************************************/void gameOverScene(IMAGE* bg) { putimage(0, 0, bg); settextcolor(WHITE); RECT rec = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT }; settextstyle(20, 0, _T("宋体")); drawtext(_T("恭喜您~ \n 您终于成为了一个合格的搬箱子老司机!"), &rec, DT_CENTER | DT_VCENTER | DT_SINGLELINE);}void isGameFailed(IMAGE* bg) { putimage(0, 0, bg); settextcolor(WHITE); RECT rec = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT }; settextstyle(20, 0, _T("宋体")); drawtext(_T("GameOver!你这个小垃圾哈哈哈哈!"), &rec, DT_CENTER | DT_VCENTER | DT_SINGLELINE);}/***********************************************判断游戏是否结束,如果不存在任何一个箱子目的地,就代表游戏结束*输入: 无*返回值:* true - 游戏结束 false - 游戏继续**********************************************/bool isGameOver() { for (int i = 0; i < LINE; i++) { for (int j = 0; j < COLUMN; j++) { if (map[i][j] == BOX_DES) return false; } } return true;}int main() { IMAGE bg_img; //背景图片 int num = 0;//统计步数 initgraph(SCREEN_WIDTH, SCREEN_HEIGHT); loadimage(&bg_img,_T("blackground.bmp"), SCREEN_WIDTH, SCREEN_HEIGHT,true); putimage(0, 0, &bg_img); //加载道具图标 loadimage(&images[WALL], _T("wall_right.bmp"), RATIO, RATIO, true); loadimage(&images[FLOOR], _T("floor.bmp"), RATIO, RATIO, true); loadimage(&images[BOX_DES], _T("des.bmp"), RATIO, RATIO, true); loadimage(&images[MAN], _T("man.bmp"), RATIO, RATIO, true); loadimage(&images[BOX], _T("box.bmp"), RATIO, RATIO, true); loadimage(&images[HIT], _T("box.bmp"), RATIO, RATIO, true); for (int i = 0; i < LINE; i++) { for (int j = 0; j < COLUMN; j++) { if (map[i][j] == 3) { man.x = i; man.y = j; } putimage(START_X + j * RATIO, START_Y + i * RATIO, &images[map[i][j]]); } } //游戏开始环节 bool isQuit = false; ExMessage msg; do { //if (_kbhit()) {//如果玩家点击键盘 //win11用不了此操作 // char ch = _getch(); // switch (ch) // { // case KEY_UP: // gameControl(UP); // case KEY_DOWN: // gameControl(DOWN); // case KEY_LEFT: // gameControl(LEFT); // case KEY_RIGHT: // gameControl(RIGHT); // case KEY_QUIT: // isQuit = true; // if (isGameOver()) { // gameOverScene(&bg_img); // isQuit = true; // } // } // Sleep(100); //} //WM_LBUTTONDOWN 鼠标左键按下 //WM_KEYDOWN 键盘按键按下 if (peekmessage(&msg) && msg.message == WM_KEYDOWN) { char ch = msg.vkcode; num++; switch (ch) { case KEY_UP: gameControl(UP); break; case KEY_DOWN: gameControl(DOWN); break; case KEY_LEFT: gameControl(LEFT); break; case KEY_RIGHT: gameControl(RIGHT); break; case KEY_QUIT: if (isGameOver()) { gameOverScene(&bg_img); isQuit = true; } break; } Sleep(100); if (num > 80) { isGameFailed(&bg_img); isQuit = true; } if (isGameOver()) { gameOverScene(&bg_img); isQuit = true; } } } while (!isQuit); system("pause"); return 0;}