今天教大家如何用C语言编写军旗游戏 ~

1.效果图:

2.主要代码:

#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IDint        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();
}

完整源码素材、获取+C/C++编程教程:完整源码素材https://space.bilibili.com/1827181878?spm_id_from=333.1007.0.0

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