本文實例為大家分享了C語言自定義軍旗游戲的具體代碼,供大家參考,具體內(nèi)容如下
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
|
#include <graphics.h> #include <time.h> #define CHESIZE 40 // 棋盤尺寸,不能隨意調(diào)整 #define RESETX 170 #define RESETY 350 // 重置原點 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 // 攻擊類型 { comatt, preatt, noatt }ATTSTYLE; typedef enum // 當(dāng)前游戲方和棋子所屬方 { blue, red, white }TEAM; typedef enum // 選中與未選中 { alchoose, unchoose }CHOOSESTATE; typedef enum // 區(qū)域狀態(tài) { unknow, empty, exist }STATE; typedef struct // 坐標 { int x; int y; }COOR; typedef struct // 棋子 { CHESSID id; // 棋子的ID int power; // 棋子的等級 TEAM team; // 所屬方 char *image; // 該棋子的圖片,考慮到運行問題,本程序用字代替 int scoopc; // 工兵是挖到的地雷數(shù) }CHESS; typedef struct // 區(qū)域 { COOR crdld; // 區(qū)域的左下坐標 CHESS chess; // 區(qū)域的棋子 STATE state; // 區(qū)域狀態(tài) }AREA; typedef struct // 用戶的選擇信息 { int i; int j; CHOOSESTATE state; // 選擇狀態(tài) }CHOOSE; IMAGE image; AREA area[6][6]; // 定義棋盤大小 CHESS datachess[19]; // 幾種基本棋子類型 CHOOSE choose; // 用戶選擇信息 MOUSEMSG mmsg; // 鼠標信息 TEAM user; // 執(zhí)棋方 int lockchessboard = 0; // 是否鎖定棋盤 int i; // 當(dāng)前鼠標所在區(qū)域的坐標 int j; char *str[]={ "工" , "班" , "排" , "連" , "營" , "團" , "旅" , "師" , "軍" , "司" , "棋" , "炸" , "變" , "雷" , "飛" , "超" , "升" , "神" , "仙" }; void init(); void initchessbute(); // 給初始化棋子基本參數(shù) void initvalue(); void drawboard(); // 畫棋盤 void randomarr( int *); // 實現(xiàn)棋的隨機排列 void judge(); void getpreij(); // 獲得當(dāng)前鼠標所在區(qū)域坐標 int checkij(); // 檢查當(dāng)鼠標所在區(qū)域 void open(); // 打開所在區(qū)域 int whemove(); // 判斷是否能移動 void move(); // 移動 int judgeunknow(); // 檢測當(dāng)前未翻開棋子數(shù) ATTSTYLE wheattack(); // 判斷是否能攻擊 void kill(); // 殺死當(dāng)前選擇的棋 void killself(); // 自殺 void perishtogether(); // 同歸于盡 void getteam(); // 用作改變棋子類型時,對棋子所屬方賦值 void userchange(); // 交換執(zhí)棋方 void judgebunko(); // 判斷輸贏 void choosearea(); // 選定區(qū)域 void cancelchoose(); // 取消選定 void change(); // 變身 void bluewin(); // 藍方勝利 void redwin(); // 紅方勝利 void gamehelp(); // 規(guī)則說明 void quit(); // 退出游戲 void peace(); // 和棋 void surrender(); // 投降 void resetchessboard(); // 重置 // 下面幾個函數(shù)為判斷棋子的攻擊類型 ATTSTYLE judgegong(); // 判斷工兵 ATTSTYLE judgecom(); // 判普通人物 ATTSTYLE judgezha(); // 判斷炸彈 void main() // 主函數(shù) { init(); while ( true ) { mmsg = GetMouseMsg(); getpreij(); if (mmsg.uMsg == WM_LBUTTONDOWN) //單擊左鍵 { judge(); } else if (mmsg.uMsg == WM_RBUTTONDOWN && choose.state==alchoose) //單擊右鍵 { cancelchoose(); } else if (mmsg.uMsg == WM_MBUTTONDOWN && choose.state == alchoose && area[choose.i][choose.j].chess.id != zha) //單擊中鍵 { killself(); cancelchoose(); userchange(); judgebunko(); } } } void init() { initgraph(640, 480); setorigin(RESETX, RESETY); // 重置原點 setaspectratio(1, -1); // 把 y 軸上方設(shè)為正半軸 drawboard(); initvalue(); } void drawboard() // 畫棋盤 { 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, "黑體" ); settextcolor(RED); outtextxy(7*CHESIZE+2, -6*CHESIZE+2, "幫助" ); 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, "黑體" ); outtextxy(CHESIZE, -CHESIZE*8, "兩國軍旗" ); setaspectratio(1, -1); } void initchessbute() // 設(shè)置棋子基本參數(shù) { 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數(shù)字的隨機排列 { 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() // 判斷當(dāng)前要進行的操作 { ATTSTYLE attstyle; // 攻擊類型 getpreij(); if (checkij()) { if (area[i][j].state==unknow && choose.state==unchoose) // 打開 { open(); userchange(); } else if (area[i][j].state == empty) { if (choose.state == alchoose) // 移動 { if (whemove()) { move(); cancelchoose(); userchange(); } } } else { if (choose.state == unchoose) { if (area[i][j].chess.team==user && area[i][j].chess.id!=qi) //選定 { choosearea(); } } else { if (area[i][j].state!=unknow) // 攻擊 { attstyle = wheattack(); if (attstyle == comatt) { kill(); cancelchoose(); userchange(); } else if (attstyle == preatt) { perishtogether(); cancelchoose(); userchange(); } else { ; } } } } if (!judgeunknow()) // 在所有棋子都翻開的情況下判斷輸贏 { 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; } // 選擇區(qū)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); } // 取消選定 void cancelchoose() { setlinecolor(WHITE); rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE+CHESIZE, choose.j*CHESIZE+CHESIZE); choose.state = unchoose; } // 當(dāng)前鼠標所在區(qū)域 void getpreij() { i = (mmsg.x-RESETX) / CHESIZE; j = -(mmsg.y-RESETY) / CHESIZE; } // 檢查鼠標是否在有效區(qū)域內(nèi) 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; } } } // 打開操作 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, "黑體" ); 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); } // 判斷是否能移動 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; } } } // 移動 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, "黑體" ); 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); } // 判斷是否能攻擊,并返回攻擊類型 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; } } // 判斷工兵 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; } } } // 判斷炸彈 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; } } // 判斷普通人物 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; } } } // 變身 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(); } } } // 對棋子所屬方賦值 void getteam() { if (user == blue) { area[choose.i][choose.j].chess.team = blue; } else { area[choose.i][choose.j].chess.team = red; } } // 殺死對方 void kill() { move(); } // 自殺 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; } // 同歸于盡 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; } // 切換執(zhí)棋方 void userchange() { if (user == blue) { user = red; setfillcolor(RED); floodfill(-1, -1, WHITE); } else { user = blue; setfillcolor(BLUE); floodfill(-1, -1, WHITE); } } // 判斷輸贏 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(); } } // 藍方勝 void bluewin() { setaspectratio(1, 1); settextcolor(BLUE); settextstyle(50, 20, "黑體" ); outtextxy(CHESIZE, -CHESIZE*8, "藍方勝利" ); setaspectratio(1, -1); setfillcolor(BLUE); floodfill(-1, -1, WHITE); lockchessboard = 1; //鎖定棋盤 } // 紅方勝 void redwin() { setaspectratio(1, 1); settextcolor(RED); settextstyle(50, 20, "黑體" ); outtextxy(CHESIZE, -CHESIZE*8, "紅方勝利" ); setaspectratio(1, -1); setfillcolor(RED); floodfill(-1, -1, WHITE); lockchessboard = 1; } // 和棋 void peace() { setaspectratio(1, 1); settextcolor(GREEN); settextstyle(50, 20, "黑體" ); 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(); } // 游戲說明 void gamehelp() { getimage(&image, -10, -10, 500, 350); cleardevice(); setorigin(50, 0); setaspectratio(1, 1); settextcolor(RED); settextstyle(14, 0, "黑體" ); outtextxy(-50, 0, "注:單擊鼠標左鍵回到游戲界面" ); settextcolor(WHITE); settextstyle(24, 0, "黑體" ); outtextxy(230, 5, "游戲說明" ); settextstyle(12, 0, "宋體" ); outtextxy(0, 35, "棋盤大小:6*6; 棋子總數(shù):36; 敵對雙方:紅,藍" ); outtextxy(0, 60, "棋子類別:紅棋(紅方操作,14個) 藍棋(藍方操作,14個) 紫棋(功能棋,8個)" ); outtextxy(0, 85, "紅棋(藍棋)類型:司令,軍長,師長,旅長,團長,營長,連長,班長,軍旗,工兵*2,炸彈*2." ); outtextxy(0, 100, "紫棋類型:地雷*4,變身棋*4. 注:'*'后面表示該棋的數(shù)量,沒注則只有一個" ); outtextxy(0, 125, "規(guī)則說明:1.司令最大,工兵最小,大的吃小的,一樣就同歸于盡," ); outtextxy(textwidth( "規(guī)則說明:1." ), 140, "炸彈能炸紫棋和敵方除軍旗外所有的棋(炸彈也會消失)." ); outtextxy(textwidth( "規(guī)則說明:" ), 155, "2.工兵可挖地雷,挖完后可扛對方棋變身(挖的雷越多,變成的人物越厲害)." ); outtextxy(textwidth( "規(guī)則說明:" ), 170, "3.人物棋可吃變,吃后能變成工兵~軍長中的一種,有一定幾率變成隱藏BOSS." ); outtextxy(textwidth( "規(guī)則說明:" ), 185, "4.人物棋可自殺(算一次操作)." ); outtextxy(textwidth( "規(guī)則說明:" ), 200, "5.執(zhí)棋方進行完一次有效操作后,就換對方執(zhí)棋(邊框顏色表當(dāng)前執(zhí)棋方)." ); outtextxy(textwidth( "規(guī)則說明:" ), 215, "6.一方棋子(軍旗除外)全被消滅,就算輸; 同時全部沒有,則和棋." ); outtextxy(0, 240, "執(zhí)棋方能進行的操作:操作1:打開棋子(算一次操作)." ); outtextxy(textwidth( "執(zhí)棋方能進行的操作:" ), 255, "操作2:攻擊." ); outtextxy(textwidth( "執(zhí)棋方能進行的操作:" ), 270, "操作3:移動." ); outtextxy(textwidth( "執(zhí)棋方能進行的操作:" ), 285, "操作4:工兵(已挖雷)扛旗." ); outtextxy(textwidth( "執(zhí)棋方能進行的操作:" ), 300, "操作5:吃變身卡." ); outtextxy(textwidth( "執(zhí)棋方能進行的操作:" ), 315, "操作6:自殺." ); outtextxy(0, 340, "實施游戲操作說明(鼠標操作):實施操作1:選擇要打開棋子所在的區(qū)域,單擊." ); outtextxy(textwidth( "實施游戲操作說明(鼠標操作):" ), 355, "實施操作2~5:單擊選中主動方(棋子邊框會變綠)" ); outtextxy(textwidth( "實施游戲操作說明(鼠標操作):實施操作2~5:" ), 370, "再單擊選中被動方." ); outtextxy(textwidth( "實施游戲操作說明(鼠標操作):" ), 385, "實施操作6:選中己方棋子,單機鼠標的中鍵." ); settextcolor(RED); outtextxy(textwidth( "實施游戲操作說明(鼠標操作):" ), 400, "注:要進行其他操作,必先撤銷當(dāng)前選定(單擊右鍵撤銷)" ); settextcolor(WHITE); setlinecolor(WHITE); line(-30, 420, 570, 420); outtextxy(0, 425, "人物棋等級一覽(等高殺等小):工1 班2 連3 營4 團5 旅6 師7" ); outtextxy(textwidth( "人物棋等級一覽(等高殺等小):" ), 440, "軍8 飛8 司9 升9 神10 仙10" ); outtextxy(0, 455, "注:'飛' '升' '神' '仙' 都為工兵挖雷后扛旗所變,'飛''升''神'能直線飛,'仙'能滿天飛" ); while ( true ) { mmsg = GetMouseMsg(); if (mmsg.uMsg == WM_LBUTTONDOWN) { break ; } } cleardevice(); setorigin(RESETX, RESETY); setaspectratio(1, -1); putimage(-10, -10, &image); } // 退出游戲 void quit() { closegraph(); } |
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持服務(wù)器之家。