每天一个C语言小项目,提升你的编程能力!
这是一款由 shareli 自创规则的军旗游戏,具体的游戏规则如下:
棋盘大小:6×6。
棋子总数:36。
敌对双方:红,蓝。
棋子类别:红棋(红方操作,14 个),蓝棋(蓝方操作,14 个),紫棋(功能棋,8 个)。
红棋(蓝棋)类型:司令,军长,师长,旅长,团长,营长,连长,班长,军旗,工兵×2,炸弹×2。
紫棋类型:地雷×4,变身棋×4。
【规则说明】1. 司令最大,工兵最小,大的吃小的,一样就同归于尽,炸弹能炸紫棋和敌方除军旗外所有的棋(炸弹也会消失)。
2. 工兵可挖地雷,挖完后可扛对方棋变身(挖的雷越多,变成的人物越厉害)。
3. 人物棋可吃变,吃后能变成工兵~军长中的一种,有一定几率变成隐藏 BOSS。
4. 人物棋可自杀(算一次操作)。
5. 执棋方进行完一次有效操作后,就换对方执棋(边框颜色表当前执棋方)。
6. 一方棋子(军旗除外)全被消灭,就算输; 同时全部没有,则和棋。
【执棋方能进行的操作】1. 打开棋子(算一次操作)。
2. 攻击。
3. 移动。
4. 工兵(已挖雷)扛旗。
5. 吃变身卡。
6. 自杀。
【实施游戏操作说明(鼠标操作)】
1. 选择要打开棋子所在的区域,单击。
2~5. 单击选中主动方(棋子边框会变绿),再单击选中被动方。
6. 选中己方棋子,单机鼠标的中键。
注:要进行其他操作,必先撤销当前选定(单击右键撤销)
【人物棋等级一览(等高杀等小)】工1 班2 连3 营4 团5 旅6 师7 军8 飞8 司9 升9 神10 仙10。
注:“飞、升、神、仙”都为工兵挖雷后扛旗所变,“飞、升、神”能直线飞,“仙”能满天飞。
本项目编译环境:Visual Studio 2019/2022,EasyX插件
完整源代码如下:
#include <stdio.h>
#include <graphics.h>
#include <time.h>
#define CHESIZE 40 // 棋盘尺寸,不能随意调整
#define RESETX 170
#define RESETY 350 // 重置原点
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 // 攻击类型
{
comatt, preatt, noatt
}ATTSTYLE;
typedef enum // 当前游戏方和棋子所属方
{
blue, red, white
}TEAM;
typedef enum // 选中与未选中
{
alchoose, unchoose
}CHOOSEstate;
typedef enum // 区域状态
{
unknow, empty, exist
}STATE;
typedef struct // 坐标
{
int x;
int y;
}COOR;
typedef struct // 棋子
{
CHESSID id; // 棋子的ID
int power; // 棋子的等级
TEAM team; // 所属方
char *image; // 该棋子的图片,考虑到运行问题,本程序用字代替
int scoopc; // 工兵是挖到的地雷数
}CHESS;
typedef struct // 区域
{
COOR crdld; // 区域的左下坐标
CHESS chess; // 区域的棋子
STATE state; // 区域状态
}AREA;
typedef struct // 用户的选择信息
{
int i;
int j;
CHOOSESTATE state; // 选择状态
}CHOOSE;
IMAGE image;
AREA area[6][6]; // 定义棋盘大小
CHESS datachess[19]; // 几种基本棋子类型
CHOOSE choose; // 用户选择信息
MOUSEMSG mmsg; // 鼠标信息
TEAM user; // 执棋方
int lockchessboard = 0; // 是否锁定棋盘
int i; // 当前鼠标所在区域的坐标
int j;
char *str[]={"工","班","排","连","营","团","旅","师","军","司","棋","炸","变","雷","飞","超","升","神","仙"};
void init();
void initchessbute(); // 给初始化棋子基本参数
void initvalue();
void drawboard(); // 画棋盘
void randomarr(int *); // 实现棋的随机排列
void judge();
void getpreij(); // 获得当前鼠标所在区域坐标
int checkij(); // 检查当鼠标所在区域
void open(); // 打开所在区域
int whemove(); // 判断是否能移动
void move(); // 移动
int judgeunknow(); // 检测当前未翻开棋子数
ATTSTYLE wheattack(); // 判断是否能攻击
void kill(); // 杀死当前选择的棋
void killself(); // 自杀
void perishtogether(); // 同归于尽
void getteam(); // 用作改变棋子类型时,对棋子所属方赋值
void userchange(); // 交换执棋方
void judgebunko(); // 判断输赢
void choosearea(); // 选定区域
void cancelchoose(); // 取消选定
void change(); // 变身
void bluewin(); // 蓝方胜利
void redwin(); // 红方胜利
void gamehelp(); // 规则说明
void quit(); // 退出游戏
void peace(); // 和棋
void surrender(); // 投降
void resetchessboard(); // 重置
// 下面几个函数为判断棋子的攻击类型
ATTSTYLE judgegong(); // 判断工兵
ATTSTYLE judgecom(); // 判普通人物
ATTSTYLE judgezha(); // 判断炸弹
void main() // 主函数
{
init();
while (true)
{
mmsg = GetMouseMsg();
getpreij();
if (mmsg.uMsg == WM_LBUTTONDOWN) //单击左键
{
judge();
}
else if (mmsg.uMsg == WM_RBUTTONDOWN
&& choose.state==alchoose) //单击右键
{
cancelchoose();
}
else if (mmsg.uMsg == WM_MBUTTONDOWN
&& choose.state == alchoose
&& area[choose.i][choose.j].chess.id != zha) //单击中键
{
killself();
cancelchoose();
userchange();
judgebunko();
}
}
}
void init()
{
initgraph(640, 480);
setorigin(RESETX, RESETY); // 重置原点
setaspectratio(1, -1); // 把 y 轴上方设为正半轴
drawboard();
initvalue();
}
void drawboard() // 画棋盘
{
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, "黑体");
settextcolor(RED);
outtextxy(7*CHESIZE 2, -6*CHESIZE 2, "帮助");
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, "黑体");
outtextxy(CHESIZE, -CHESIZE*8, "两国军旗");
setaspectratio(1, -1);
}
void initchessbute() // 设置棋子基本参数
{
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数字的随机排列
{
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() // 判断当前要进行的操作
{
ATTSTYLE attstyle; // 攻击类型
getpreij();
if (checkij())
{
if (area[i][j].state==unknow && choose.state==unchoose) // 打开
{
open();
userchange();
}
else if(area[i][j].state == empty)
{
if (choose.state == alchoose) // 移动
{
if (whemove())
{
move();
cancelchoose();
userchange();
}
}
}
else
{
if (choose.state == unchoose)
{
if (area[i][j].chess.team==user && area[i][j].chess.id!=qi) //选定
{
choosearea();
}
}
else
{
if (area[i][j].state!=unknow) // 攻击
{
attstyle = wheattack();
if (attstyle == comatt)
{
kill();
cancelchoose();
userchange();
}
else if (attstyle == preatt)
{
perishtogether();
cancelchoose();
userchange();
}
else
{
;
}
}
}
}
if (!judgeunknow()) // 在所有棋子都翻开的情况下判断输赢
{
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;
}
// 选择区域
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);
}
// 取消选定
void cancelchoose()
{
setlinecolor(WHITE);
rectangle(choose.i*CHESIZE, choose.j*CHESIZE, choose.i*CHESIZE CHESIZE, choose.j*CHESIZE CHESIZE);
choose.state = unchoose;
}
// 当前鼠标所在区域
void getpreij()
{
i = (mmsg.x-RESETX) / CHESIZE;
j = -(mmsg.y-RESETY) / CHESIZE;
}
// 检查鼠标是否在有效区域内
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;
}
}
}
// 打开操作
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, "黑体");
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);
}
// 判断是否能移动
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;
}
}
}
// 移动
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, "黑体");
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);
}
// 判断是否能攻击,并返回攻击类型
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;
}
}
// 判断工兵
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;
}
}
}
// 判断炸弹
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;
}
}
// 判断普通人物
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;
}
}
}
// 变身
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();
}
}
}
// 对棋子所属方赋值
void getteam()
{
if (user == blue)
{
area[choose.i][choose.j].chess.team = blue;
}
else
{
area[choose.i][choose.j].chess.team = red;
}
}
// 杀死对方
void kill()
{
move();
}
// 自杀
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;
}
// 同归于尽
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;
}
// 切换执棋方
void userchange()
{
if (user == blue)
{
user = red;
setfillcolor(RED);
floodfill(-1, -1, WHITE);
}
else
{
user = blue;
setfillcolor(BLUE);
floodfill(-1, -1, WHITE);
}
}
// 判断输赢
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();
}
}
// 蓝方胜
void bluewin()
{
setaspectratio(1, 1);
settextcolor(BLUE);
settextstyle(50, 20, "黑体");
outtextxy(CHESIZE, -CHESIZE*8, "蓝方胜利");
setaspectratio(1, -1);
setfillcolor(BLUE);
floodfill(-1, -1, WHITE);
lockchessboard = 1; //锁定棋盘
}
// 红方胜
void redwin()
{
setaspectratio(1, 1);
settextcolor(RED);
settextstyle(50, 20, "黑体");
outtextxy(CHESIZE, -CHESIZE*8, "红方胜利");
setaspectratio(1, -1);
setfillcolor(RED);
floodfill(-1, -1, WHITE);
lockchessboard = 1;
}
// 和棋
void peace()
{
setaspectratio(1, 1);
settextcolor(GREEN);
settextstyle(50, 20, "黑体");
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();
}
// 游戏说明
void gamehelp()
{
getimage(&image, -10, -10, 500, 350);
cleardevice();
setorigin(50, 0);
setaspectratio(1, 1);
settextcolor(RED);
settextstyle(14, 0, "黑体");
outtextxy(-50, 0, "注:单击鼠标左键回到游戏界面");
settextcolor(WHITE);
settextstyle(24, 0, "黑体");
outtextxy(230, 5, "游戏说明");
settextstyle(12, 0, "宋体");
outtextxy(0, 35, "棋盘大小:6*6; 棋子总数:36; 敌对双方:红,蓝");
outtextxy(0, 60, "棋子类别:红棋(红方操作,14个) 蓝棋(蓝方操作,14个) 紫棋(功能棋,8个)");
outtextxy(0, 85, "红棋(蓝棋)类型:司令,军长,师长,旅长,团长,营长,连长,班长,军旗,工兵*2,炸弹*2.");
outtextxy(0, 100, "紫棋类型:地雷*4,变身棋*4. 注:'*'后面表示该棋的数量,没注则只有一个");
outtextxy(0, 125, "规则说明:1.司令最大,工兵最小,大的吃小的,一样就同归于尽,");
outtextxy(textwidth("规则说明:1."), 140, "炸弹能炸紫棋和敌方除军旗外所有的棋(炸弹也会消失)." );
outtextxy(textwidth("规则说明:"), 155, "2.工兵可挖地雷,挖完后可扛对方棋变身(挖的雷越多,变成的人物越厉害).");
outtextxy(textwidth("规则说明:"), 170, "3.人物棋可吃变,吃后能变成工兵~军长中的一种,有一定几率变成隐藏BOSS.");
outtextxy(textwidth("规则说明:"), 185, "4.人物棋可自杀(算一次操作).");
outtextxy(textwidth("规则说明:"), 200, "5.执棋方进行完一次有效操作后,就换对方执棋(边框颜色表当前执棋方).");
outtextxy(textwidth("规则说明:"), 215, "6.一方棋子(军旗除外)全被消灭,就算输; 同时全部没有,则和棋.");
outtextxy(0, 240, "执棋方能进行的操作:操作1:打开棋子(算一次操作).");
outtextxy(textwidth("执棋方能进行的操作:"), 255, "操作2:攻击.");
outtextxy(textwidth("执棋方能进行的操作:"), 270, "操作3:移动.");
outtextxy(textwidth("执棋方能进行的操作:"), 285, "操作4:工兵(已挖雷)扛旗.");
outtextxy(textwidth("执棋方能进行的操作:"), 300, "操作5:吃变身卡.");
outtextxy(textwidth("执棋方能进行的操作:"), 315, "操作6:自杀.");
outtextxy(0, 340, "实施游戏操作说明(鼠标操作):实施操作1:选择要打开棋子所在的区域,单击.");
outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 355, "实施操作2~5:单击选中主动方(棋子边框会变绿)");
outtextxy(textwidth("实施游戏操作说明(鼠标操作):实施操作2~5:"), 370, "再单击选中被动方.");
outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 385, "实施操作6:选中己方棋子,单机鼠标的中键.");
settextcolor(RED);
outtextxy(textwidth("实施游戏操作说明(鼠标操作):"), 400,"注:要进行其他操作,必先撤销当前选定(单击右键撤销)");
settextcolor(WHITE);
setlinecolor(WHITE);
line(-30, 420, 570, 420);
outtextxy(0, 425, "人物棋等级一览(等高杀等小):工1 班2 连3 营4 团5 旅6 师7");
outtextxy(textwidth("人物棋等级一览(等高杀等小):"), 440, "军8 飞8 司9 升9 神10 仙10");
outtextxy(0, 455, "注:'飞' '升' '神' '仙' 都为工兵挖雷后扛旗所变,'飞''升''神'能直线飞,'仙'能满天飞");
while (true)
{
mmsg = GetMouseMsg();
if (mmsg.uMsg == WM_LBUTTONDOWN)
{
break;
}
}
cleardevice();
setorigin(RESETX, RESETY);
setaspectratio(1, -1);
putimage(-10, -10, &image);
}
// 退出游戏
void quit()
{
closegraph();
}
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