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[C入门 - 游戏编程系列] 贪吃蛇篇(六) - 蛇实现

  这一篇是关于设置蛇的属性的,接上一篇(五)。

 

设置蛇的速度,很简单,只要不是负数就行了。

void SNK_SetSnakeSpeed(Snake *snake, int speed){    if (snake != 0) snake->speed = SDL_abs(speed);}

 

设置蛇的方向有些复杂,玩过贪吃蛇的都知道,蛇向前移动时,它无法向后转弯;向左移动时,它无法向右转弯。所以,我也要做些这样的判断。

void SNK_SetSnakeDirection(Snake *snake, int direction){    if (snake != 0 && (direction & (SNAKE_UP | SNAKE_DOWN | SNAKE_LEFT | SNAKE_RIGHT)))    {        if (snake->direction & (SNAKE_UP | SNAKE_DOWN))        {            if (direction & (SNAKE_LEFT | SNAKE_RIGHT))                snake->direction = direction;        }        else        {            if (direction & (SNAKE_UP | SNAKE_DOWN))                snake->direction = direction;        }    }}

这样就能保证方向是对的,而且具有正确的转弯行为。

 

最后设置蛇的颜色,这个就没什么好说的了。

void SNK_SetSnakeColor(Snake *snake, Uint8 r, Uint8 g, Uint8 b, Uint8 a){    if (snake != 0)    {        snake->color.r = r;        snake->color.g = g;        snake->color.b = b;        snake->color.a = a;    }}

 

到此,蛇的实现代码就写完了。整个游戏最核心的部分也就这些了,接下来就是弄个美观的界面了。

 

以下是snk-snake.c文件的完整源码:

#include "snk-snake.h"#define INIT_SNAKE(world, size, x, y)                                       \    snake->world = (world);                                                     snake->x = (SDL_abs(x) > (world)->w) ? 0 : SDL_abs(x);                      snake->x = (size) ? ((snake->x / SDL_abs(size)) * SDL_abs(size)) : 0;       snake->y = (SDL_abs(y) > (world)->h) ? 0 : SDL_abs(y);                      snake->y = (size) ? ((snake->y / SDL_abs(size)) * SDL_abs(size)) : 0;       snake->size = (size) ? SDL_abs(size) : 0;                                   snake->color.r = snake->color.g = snake->color.b = snake->color.a = 0;      snake->speed = 0;                                                           snake->length = 1;                                                          snake->direction = SNAKE_UP;                                                snake->body = 0;#define MOVE_SNAKE(body) do {                                                   switch ((body)->direction)                                                  {                                                                               case SNAKE_UP:   (body)->y -= snake->size; break;                           case SNAKE_DOWN: (body)->y += snake->size; break;                           case SNAKE_LEFT: (body)->x -= snake->size; break;                           case SNAKE_RIGHT:(body)->x += snake->size; break;                       }                                                                       } while (0)#define APPEND_BODY(last, body) do {                                            if ((last)->direction & (SNAKE_UP | SNAKE_DOWN)) {                              (body)->x = (last)->x;                                                      if ((last)->direction & SNAKE_UP)                                               (body)->y = (last)->y + snake->size;                                    else                                                                            (body)->y = (last)->y - snake->size;                                } else {                                                                        if ((last)->direction & SNAKE_LEFT)                                             (body)->x = (last)->x + snake->size;                                    else                                                                            (body)->x = (last)->x - snake->size;                                    (body)->y = (last)->y;                                                  }                                                                           (body)->direction = (last)->direction;                                      (body)->next = (snake->body != 0) ? snake->body : 0;                        snake->body = (body);                                                       ++snake->length;                                                        } while (0)#define REMOVE_BODY(body) do {                                              \    snake->body = (body)->next;                                                 SDL_free(body);                                                             (body) = snake->body;                                                   } while (body)Snake * SNK_CreateSnake(World *world, int size, int x, int y){    Snake *snake;    if (world == 0) return 0;    if ((snake = (Snake *)SDL_malloc(sizeof(Snake))) == 0) return 0;    INIT_SNAKE(world, size, x, y);    SNK_GrowSnake(snake);    return snake;}void SNK_DestroySnake(Snake *snake){    struct Body *body;    if (snake != 0)    {        if ((body = snake->body)) REMOVE_BODY(body);        SDL_free(snake);        snake = 0;    }}void SNK_MoveSnake(Snake *snake){    struct Body *body;    if (snake != 0)    {        MOVE_SNAKE(snake);        for (body = snake->body; body; body = body->next)        {            MOVE_SNAKE(body);            body->direction = (body->next != 0) ? body->next->direction : snake->direction;        }    }}void SNK_DrawSnake(Snake *snake){    SDL_Rect rect;    struct Body *body;    if (snake != 0)    {        rect.x = snake->x;        rect.y = snake->y;        rect.w = rect.h = snake->size;        if (((snake->world != 0) ? (snake->world->render != 0) : 0))        {            SDL_SetRenderDrawColor(snake->world->render,                                   snake->color.r, snake->color.g,                                   snake->color.b, snake->color.a);            SDL_RenderDrawRect(snake->world->render, &rect);            for (body = snake->body; body; body = body->next)            {                rect.x = body->x;                rect.y = body->y;                SDL_RenderDrawRect(snake->world->render, &rect);            }        }    }}void SNK_GrowSnake(Snake *snake){    struct Body *body;    if (snake != 0)    {        if ((body = (struct Body *)SDL_malloc(sizeof(struct Body))) == 0) return;        if (snake->body == 0)        {            APPEND_BODY(snake, body);        }        else        {            APPEND_BODY(snake->body, body);        }    }}int SNK_HasIntersection(Snake *snake, SDL_Rect rect){    SDL_Rect bodyrect;    struct Body *body;    if (snake != 0)    {        bodyrect.w = bodyrect.h = snake->size;        for (body = snake->body; body; body = body->next)        {            bodyrect.x = body->x;            bodyrect.y = body->y;            if (SDL_HasIntersection(&bodyrect, &rect) != 0)                return 1;        }    }    return 0;}int SNK_GetSnakeStatus(Snake *snake){    SDL_Rect headrect;    if (((snake != 0) ? (snake->world != 0) : 0))    {        headrect.w = (snake->x > 0 && snake->x < snake->world->w);        headrect.h = (snake->y > 0 && snake->y < snake->world->h);        if (headrect.w && headrect.h)        {            headrect.x = snake->x;            headrect.y = snake->y;            headrect.w = headrect.h = snake->size;            if (SNK_HasIntersection(snake, headrect) != 0)                return SNAKE_DIED;            return SNAKE_MOVABLE;        }        else        {            switch (snake->direction)            {            case SNAKE_UP:                headrect.x = (snake->y > 0);                break;            case SNAKE_DOWN:                headrect.x = ((snake->y + snake->size) < snake->world->h);                break;            case SNAKE_LEFT:                headrect.x = (snake->x > 0);                break;            case SNAKE_RIGHT:                headrect.x = ((snake->x + snake->size) < snake->world->w);                break;            }            return ((headrect.x != 0) ? SNAKE_MOVABLE : 0);        }    }    return 0;}void SNK_SetSnakeSpeed(Snake *snake, int speed){    if (snake != 0) snake->speed = SDL_abs(speed);}void SNK_SetSnakeDirection(Snake *snake, int direction){    if (snake != 0 && (direction & (SNAKE_UP | SNAKE_DOWN | SNAKE_LEFT | SNAKE_RIGHT)))    {        if (snake->direction & (SNAKE_UP | SNAKE_DOWN))        {            if (direction & (SNAKE_LEFT | SNAKE_RIGHT))                snake->direction = direction;        }        else        {            if (direction & (SNAKE_UP | SNAKE_DOWN))                snake->direction = direction;        }    }}void SNK_SetSnakeColor(Snake *snake, Uint8 r, Uint8 g, Uint8 b, Uint8 a){    if (snake != 0)    {        snake->color.r = r;        snake->color.g = g;        snake->color.b = b;        snake->color.a = a;    }}

宏INIT_SNAKE中snake->x和snake->y重复了两次,主要是为了将蛇的位置和蛇的大小对齐。

APPEND_BODY用于追加链表节点,并设置snake->body永远指向蛇尾,提高追加节点的效率。

[C入门 - 游戏编程系列] 贪吃蛇篇(六) - 蛇实现