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C語言自定義軍旗游戲源碼

發布時間:2020-08-24 21:57:41 來源:腳本之家 閱讀:233 作者:lijiao 欄目:編程語言

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,具體內容如下

#include <graphics.h>
#include <time.h>

#define CHESIZE 40 // 棋盤尺寸,不能隨意調整
#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  // 區域狀態
{
 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
}CHESS;

typedef struct  // 區域
{
 COOR crdld;  // 區域的左下坐標
 CHESS chess; // 區域的棋子
 STATE state; // 區域狀態
}AREA;

typedef struct  // 用戶的選擇信息
{
 int i;   
 int j;
 CHOOSESTATE state; // 選擇狀態
}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;  // 執棋方
int lockchessboard = 0; // 是否鎖定棋盤
int i;   // 當前鼠標所在區域的坐標
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
void initvalue();
void drawboard(); // 畫棋盤
void randomarr(int *); // 實現棋的隨機排列
void judge();
void getpreij(); // 獲得當前鼠標所在區域坐標
int checkij();  // 檢查當鼠標所在區域
void open();  // 打開所在區域
int whemove();  // 判斷是否能移動
void move();  // 移動
int judgeunknow(); // 檢測當前未翻開棋子數
ATTSTYLE wheattack(); // 判斷是否能攻擊
void kill();  // 殺死當前選擇的棋
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(); // 交換執棋方
void judgebunko(); // 判斷輸贏
void choosearea(); // 選定區域
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
{
 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()  // 設置棋子基本參數
{
 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;
}

// 當前鼠標所在區域
void getpreij()
{
 i = (mmsg.x-RESETX) / CHESIZE;
 j = -(mmsg.y-RESETY) / CHESIZE;
}

// 檢查鼠標是否在有效區域內
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: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:'*'后面表示該棋的數量,沒注則只有一個");
 outtextxy(0, 125, "規則說明: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("規則說明:"), 185, "4.人物棋可自殺(算一次操作).");
 outtextxy(textwidth("規則說明:"), 200, "5.執棋方進行完一次有效操作后,就換對方執棋(邊框顏色表當前執棋方).");
 outtextxy(textwidth("規則說明:"), 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, "執棋方能進行的操作:操作1:打開棋子(算一次操作).");
 outtextxy(textwidth("執棋方能進行的操作:"), 255, "操作2:攻擊.");
 outtextxy(textwidth("執棋方能進行的操作:"), 270, "操作3:移動.");
 outtextxy(textwidth("執棋方能進行的操作:"), 285, "操作4:工兵(已挖雷)扛旗.");
 outtextxy(textwidth("執棋方能進行的操作:"), 300, "操作5:吃變身卡.");
 outtextxy(textwidth("執棋方能進行的操作:"), 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容,希望對大家的學習有所幫助,也希望大家多多支持億速云。

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