缔造者
没有
vvv
中级启示者
有啊
//推箱子
#include <iostream>
#include <cstdio>
#include <conio.h>//函数_getch()所需头文件
#include <windows.h>
#include <iomanip>//输入输出流控制符setw()所在头文件,设置字段宽度为n位
using namespace std;
#define R 10//行
#define C 10//列
/*二维数组地图
1.表示墙体
3.表示目的地
4.表示箱子
5.表示人
0.表示空地
*/
//存储当前使用的地图
int map[R][C] = { 0 };
//地图 1(关卡1)
int map1[10][10]={
{ 0,0,0,0,1,1,1,0,0,0 },
{ 0,0,0,0,1,5,1,0,0,0 },
{ 0,0,0,0,1,4,1,0,0,0 },
{ 0,0,0,0,1,0,1,0,0,0 },
{ 0,0,0,0,1,0,1,0,0,0 },
{ 0,0,0,0,1,3,1,0,0,0 },
{ 0,0,0,0,1,1,1,0,0,0 },
};
//地图 2(关卡2)
int map2[R][C]={
{ 0,0,0,1,1,1,1,0,0,0 },
{ 0,0,0,1,0,5,1,0,0,0 },
{ 0,0,0,1,0,4,1,0,0,0 },
{ 0,0,0,1,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,1,1,1,1 },
{ 0,0,0,1,0,0,0,0,3,1 },
{ 0,0,0,1,1,1,1,1,1,1 },
};
//地图 3(关卡3)
int map3[R][C] = {
{ 0,0,1,1,1,0,0,0 },
{ 0,0,1,3,1,0,0,0 },
{ 0,0,1,0,1,1,1,1 },
{ 1,1,1,0,0,4,3,1 },
{ 1,3,4,4,0,1,1,1 },
{ 1,1,1,5,4,1,0,0 },
{ 0,0,0,1,3,1,0,0 },
{ 0,0,0,1,1,1,0,0 }
};
int map4[R][C]={
{1,1,1,1,1,0,0,0,0,0},
{1,5,0,0,1,0,0,0,0,0},
{1,0,4,4,1,0,1,1,1,0},
{1,0,4,0,1,0,1,3,1,0},
{1,1,1,0,1,1,1,3,1,0},
{0,1,1,0,0,0,0,3,1,0},
{0,1,0,0,0,1,0,0,1,0},
{0,1,0,0,0,1,1,1,1,0},
{0,1,1,1,1,1,0,0,0,0}
};
int map5[R][C]={
{ 0,0,0,1,1,1,1,1,1,1 },
{ 0,0,1,1,0,0,1,0,5,1 },
{ 0,0,1,0,0,0,1,0,0,1 },
{ 0,0,1,4,0,4,0,4,0,1 },
{ 0,0,1,0,4,1,1,0,0,1 },
{ 1,1,1,0,4,0,1,0,1,1 },
{ 1,3,3,3,3,3,0,0,1,0 },
{ 1,1,1,1,1,1,1,1,1,0 },
};
//函数声明
void Game_Menu(); /*初始化模块,显示游戏开始菜单*/
void Game_description(); /*初始化模块,显示游戏操作说明*/
int DrawMap(); /*画图模块,绘制地图*/
void Move(); /*移动模块,操作人物和箱子的移动*/
int finish(); /*判断游戏是否挑战成功*/
void setmap(int n); /*游戏关卡设置 */
void color(int m); /*设置文本显示时的颜色*/
BOOL flag = true; /*定义布尔值的标记,方便在游戏时直接退出*/
int pass=1;//初始关卡值
int main(){
char c;//用户输入S或Q
Game_Menu();
c = getch();
setmap(pass);//首先设置第一关
switch(c){
case 'Q':
case 'q':
return 0;
case 'S':
case 's':
while (flag){ /*游戏主体*/
system("cls");
Game_description();
DrawMap();
Move();//调用该函数时会有等待键盘输入的中断
if(finish()){
system("cls");
DrawMap();
printf("游戏胜利!\n");
system("pause");
pass++;
setmap(pass);
}
}
break;
}
return 0;
}
void Move(){
int r,c;
for(int i=0;i<R;i++){
for(int j=0;j<C;j++){
if(map[i][j]==5||map[i][j]==8){
r=i;
c=j;
}
}
}
cout<<"您当前的坐标为:("<<r<<","<<c<<")"<<endl;
int ch;
ch=_getch();
switch(ch){
case 'W':
case 'w':
case 72:
if(map[r-1][c]==0||map[r-1][c]==3){
map[r-1][c]+=5;
map[r][c]-=5;
}
else if(map[r-1][c]==4||map[r-1][c]==7){
if(map[r-2][c]==0||map[r-2][c]==3){
map[r-2][c]+=4;
map[r-1][c]+=1;
map[r][c]-=5;
}
}
break;
case 'S':
case 's':
case 80:
if(map[r+1][c]==0||map[r+1][c]==3){
map[r+1][c]+=5;
map[r][c]-=5;
}
else if(map[r+1][c]==4||map[r+1][c]==7){
if(map[r+2][c]==0||map[r+2][c]==3){
map[r+2][c]+=4;
map[r+1][c]+=1;
map[r][c]-=5;
}
}
break;
case 'A':
case 'a':
case 75:
if(map[r][c-1]==0||map[r][c-1]==3){
map[r][c-1]+=5;
map[r][c]-=5;
}
else if(map[r][c-1]==4||map[r][c-1]==7){
if(map[r][c-2]==0||map[r][c-2]==3){
map[r][c-2]+=4;
map[r][c-1]+=1;
map[r][c]-=5;
}
}
break;
case 'D':
case 'd':
case 77:
if(map[r][c+1]==0||map[r][c+1]==3){
map[r][c+1]+=5;
map[r][c]-=5;
}
else if(map[r][c+1]==4||map[r][c+1]==7){
if(map[r][c+2]==0||map[r][c+2]==3){
map[r][c+2]+=4;
map[r][c+1]+=1;
map[r][c]-=5;
}
}
break;
case 'Q':
case 'q':
flag=false;
default:
break;
}
return ;
}
int finish(){ /*判断游戏是否挑战成功*/
for (int i=0;i<R;i++){
for (int j=0;j<C;j++){
if (map[i][j] == 4){
return 0;
}
}
}
return 1;/*当整个二维数组没有4(箱子) ,表明箱子都到位,返回1 */
}
void Game_Menu(){ //游戏菜单,初始化模块,显示游戏开始菜单
system("cls");
cout << "/************************************\\\n";
cout << "* *\n";
cout << "* 经 典 小 游 戏 *\n";
cout << "* 推 箱 子 *\n";
cout << "* 1.按 S 或 s 键 开 始 *\n";
cout << "* 2.按 Q 或 q 键 退 出 *\n";
cout << "* *\n";
cout << "\\***********************************/\n";
_getch();
}
void Game_description(){/*初始化模块,显示游戏操作说明*/
cout << "/************************************\\\n";
cout << "* *\n";
cout << "* 操 作 提 示 *\n";
cout << "* 操作上移: W w ↑ *\n";
cout << "* 操作下移: S s ↓ *\n";
cout << "* 操作左移: A a ← *\n";
cout << "* 操作右移: D d → *\n";
cout << "* *\n";
cout << "* 退 出: Q q *\n";
cout << "* *\n";
cout << "* *\n";
cout << "\\***********************************/\n";
}
int DrawMap(){ //画图模块,绘制地图
cout<<"关卡:"<<pass<<endl;
for (int i = 0; i < R; i++){
for (int j = 0; j < C; j++){
switch (map[i][j]){
case 0:
color(0xF);
cout << " "; //空地
break;
case 1:
color(8);
cout << "■";//墙体
break;
case 3:
color(0xE);
cout << "☆";//目的地
break;
case 4:
color(4);
cout << "□";//箱子
break;
case 5:
color(3);
cout << "♀"; //人
break;
case 7: //4+3 箱子到达目的地
color(6);
cout << "★";
break;
case 8: //5+3 人与目的地重合
color(3);
cout << "♀";
break;
default:
break;
}
}
cout <<endl;
}
return 0;
}
void setmap(int n){
if (n == 1) {
memcpy(map, map1, sizeof(map1));/* memcpy 将数组map1复制给map */
}
if (n == 2) {
memcpy(map, map2, sizeof(map2));
}
if (n == 3) {
memcpy(map, map3, sizeof(map3));
}
if (n == 4) {
memcpy(map, map4, sizeof(map4));
}
if (n == 5) {
memcpy(map, map5, sizeof(map5));
}
return ;
}
void color(int m) { /*设置文本显示时的颜色*/
HANDLE consolehend;
consolehend = GetStdHandle(STD_OUTPUT_HANDLE);//获取控制台缓冲区句柄
SetConsoleTextAttribute(consolehend, m);//参数一为控制台缓冲区句柄,参数二为要设置的颜色
return ;
}
//扫雷
#include<stdio.h>
#include<windows.h>
#include<stdlib.h>
#include<time.h>
#include<conio.h>
#include<queue>
#include<ctype.h>
#define A 17 //地图的高
#define B 17 //地图的宽
#define C 30 //雷的总数
using namespace std;
//全局变量
DWORD a,b;
char map[A][B],news,spare;
int BoomTotalNum,floatx,floaty,flag[A][B],flagnum,mode,slect[A][B],game;
//颜色属性
const WORD FORE_BLUE = FOREGROUND_BLUE; //蓝色文本属性
const WORD FORE_GREEN = FOREGROUND_GREEN; //绿色文本属性
const WORD FORE_RED = FOREGROUND_RED; //红色文本属性
//开垦地图结构体
struct node {
int x;
int y;
};
queue <node> dui;
//打印位置
void position(int x,int y) {
COORD pos={x,y};
HANDLE Out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(Out,pos);
}
//隐藏光标
void Hide() {
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态
}
//初始化
void Beginning() {
while(!dui.empty()) {
dui.pop();
}
game=1;
//BoomTotalNum=C;
floatx=A/2;
floaty=B/2;
flagnum=0;
BoomTotalNum=C;
mode=0;
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息
int x,y;
srand((unsigned)time(0));
for(int i=0;i<A;i++) for(int j=0;j<B;j++) {
map[i][j]=' ';
flag[i][j]=0;
slect[i][j]=0;
}
while(BoomTotalNum) {
x=rand()%A;
y=rand()%B;
if(map[x][y]==' ') {
map[x][y]='@';
BoomTotalNum--;
}
}
SetConsoleTextAttribute(handle_out, FORE_GREEN);
for(int i=0;i<A;i++) {
for(int j=0;j<B;j++) printf("█");
printf("\n");
}
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_RED);
printf(""); //光标位置
position(44,9);
printf("扫雷模式");
position(44,5);
printf("剩余雷数:%d ",C-flagnum);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
position(5,22);
printf("按“空格”切换模式");
position(5,23);
printf("按“Enter”确认");
position(5,24);
printf("按“方向键”选择方块");
}
//打印地图的一块儿
void Lump(int xx,int yy) {
switch(map[xx][yy]) {
case '1' : printf("①");break; //周围雷的数量(下同)
case '2' : printf("②");break;
case '3' : printf("③");break;
case '4' : printf("④");break;
case '5' : printf("⑤");break;
case '6' : printf("⑥");break;
case '7' : printf("⑦");break;
case '8' : printf("⑧");break;
case ' ' :
if(xx==floatx&&yy==floaty) {
if(flag[xx][yy]==0) {
if(mode%2==0) printf("");
else printf("");
}
else printf("");
}
else {
if(flag[xx][yy]==0) printf("█");
else printf("");
}
break;
case '@' :
if(xx==floatx&&yy==floaty) {
if(flag[xx][yy]==0) {
if(mode%2==0) printf("");
else printf("");
}
else printf("");
}
else {
if(flag[xx][yy]==0) printf("█");
else printf("");
}
break;
case 'x' : if(floatx==xx&&floaty==yy) printf(""); else printf(" ");break; //已经挖开的空白
}
}
//移动光标
void Move() {
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息
int xxx,yyy;
xxx=floatx;
yyy=floaty;
switch(news) {
case 72 : floatx--;break; //上
case 80 : floatx++;break; //下
case 75 : floaty--;break; //左
case 77 : floaty++;break; //右
}
if(floatx==-1) floatx=A-1; floatx%=A; //两端穿模处理
if(floaty==-1) floaty=B-1; floaty%=B;
position(yyy*2,xxx);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
Lump(xxx,yyy); //删除原位置
if(map[floatx][floaty]=='x') {
position(floaty*2,floatx);
printf(" ");
}
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty); //更新新位置
}
//插旗和排雷模式切换
void Mode() {
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息
mode++;
SetConsoleTextAttribute(handle_out, FORE_BLUE);
position(floaty*2,floatx);
if(mode%2==0) printf("");
else printf("");
position(44,9);
if(mode%2==0) {
SetConsoleTextAttribute(handle_out, FORE_BLUE);
printf("扫雷模式");
}
else {
SetConsoleTextAttribute(handle_out, FORE_RED);
printf("插旗模式");
}
}
//该点周围地雷数
int Boomnum(int xx,int yy) {
int num=0;
if((xx-1>=0)&&(yy-1>=0)&&(map[xx-1][yy-1]=='@')) num++;
if((xx-1>=0)&&(yy+0>=0)&&(map[xx-1][yy]=='@')) num++;
if((xx-1>=0)&&(yy+1<B) &&(map[xx-1][yy+1]=='@')) num++;
if((xx+0>=0)&&(yy-1>=0)&&(map[xx][yy-1]=='@')) num++;
if((xx+0>=0)&&(yy+1<B) &&(map[xx][yy+1]=='@')) num++;
if((xx+1<A)&&(yy-1>=0) &&(map[xx+1][yy-1]=='@')) num++;
if((xx+1<A)&&(yy+0>=0) &&(map[xx+1][yy]=='@')) num++;
if((xx+1<A)&&(yy+1<B) &&(map[xx+1][yy+1]=='@')) num++;
return num;
}
//更新地图
void Open() {
node c;
node d;
while(!dui.empty()) {
dui.pop();
}
c.x=floatx;
c.y=floaty;
dui.push(c);
slect[c.x][c.y]=1;
while(!dui.empty()) {
c=dui.front();
dui.pop();
if(Boomnum(c.x,c.y)!=0) {
map[c.x][c.y]=(Boomnum(c.x,c.y)+48);
continue;
}
else {
map[c.x][c.y]='x';
if((c.x-1>=0)&&(c.y-1>=0)&&(map[c.x-1][c.y-1]==' ')&&(slect[c.x-1][c.y-1]==0)) {
d.x=c.x-1;
d.y=c.y-1;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x-1>=0)&&(c.y-0>=0)&&(map[c.x-1][c.y]==' ')&&(slect[c.x-1][c.y]==0)) {
d.x=c.x-1;
d.y=c.y-0;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x-1>=0)&&(c.y+1<B)&&(map[c.x-1][c.y+1]==' ')&&(slect[c.x-1][c.y+1]==0)) {
d.x=c.x-1;
d.y=c.y+1;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x-0>=0)&&(c.y-1>=0)&&(map[c.x][c.y-1]==' ')&&(slect[c.x][c.y-1]==0)) {
d.x=c.x-0;
d.y=c.y-1;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x-0>=0)&&(c.y+1<B)&&(map[c.x][c.y+1]==' ')&&(slect[c.x][c.y+1]==0)) {
d.x=c.x-0;
d.y=c.y+1;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x+1<A)&&(c.y-1>=0)&&(map[c.x+1][c.y-1]==' ')&&(slect[c.x+1][c.y-1]==0)) {
d.x=c.x+1;
d.y=c.y-1;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x+1<A)&&(c.y-0>=0)&&(map[c.x+1][c.y]==' ')&&(slect[c.x+1][c.y]==0)) {
d.x=c.x+1;
d.y=c.y-0;
dui.push(d);
slect[d.x][d.y]=1;
}
if((c.x+1<A)&&(c.y+1<B)&&(map[c.x+1][c.y+1]==' ')&&(slect[c.x+1][c.y+1]==0)) {
d.x=c.x+1;
d.y=c.y+1;
dui.push(d);
slect[d.x][d.y]=1;
}
}
}
}
int main() {
freopen("排名.txt","r",stdin);
Relife: //重玩处
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息
Hide(); //隐藏光标
Beginning();//初始化地图
a=GetTickCount();
while(1) {
if(kbhit()!=0) {
spare=getch();
//按其他
if((spare!=(-32))&&(spare!=13)&&(spare!=' ')) continue;//跳过
//按Enter
if(spare==13) { //确认
//排雷
if(mode%2==0) {
if(map[floatx][floaty]=='@'&&flag[floatx][floaty]==0) {
break; //触雷
game=0;
}
if(flag[floatx][floaty]==1) continue; //有旗跳过
Open();
position(0,0);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
for(int i=0;i<A;i++) {
for(int j=0;j<B;j++) Lump(i,j);
printf("\n");
}
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}
//插拔旗
else {
//不能插旗的地方
if(map[floatx][floaty]=='x'||(map[floatx][floaty]>'0'&&map[floatx][floaty]<'9'))
continue; //跳过
//插旗
if(flag[floatx][floaty]==0) {
flagnum++;
flag[floatx][floaty]=1;
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}
//拔旗
else {
flagnum--;
flag[floatx][floaty]=0;
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}
}
}
//按空格
if(spare==' ') Mode(); //切换模式
//按方向键
if(spare==-32) {
news=getch();
Move(); //移动光标
}
for(int i=0;i<A;i++) for(int j=0;j<B;j++) if(map[i][j]=='x'||(map[i][j]>'0'&&map[i][j]<'9')) game++;
if(game==A*B-C+1) break;
else game=1;
SetConsoleTextAttribute(handle_out, FORE_RED);
position(44,5);
printf("剩余雷数:%d ",C-flagnum);
}
else Sleep(10);
b=GetTickCount();
SetConsoleTextAttribute(handle_out, FORE_RED);
position(44,7);
printf("用时:"); //用时
if((b-a)/60000<10) printf("0");
printf("%d:",(b-a)/60000);
if(((b-a)/1000)%60<10) printf("0");
printf("%d:",((b-a)/1000)%60);
if(((b-a)/10)%100<10) printf("0");
printf("%d",((b-a)/10)%100);
}
SetConsoleTextAttribute(handle_out, FORE_RED);
position(5,5);
if(game==1) printf("游戏结束!");
else printf("恭喜通关!");
position(5,8);
printf("任意键重玩");
scanf("%c%c",&spare,&spare);
system("cls");
position(0,0);
goto Relife;
}