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简单使用AI代码生成器做了一个贪吃蛇游戏
设计的基本逻辑都是正确的,能流畅运行
免费+准确率高,非常不错!支持Visual Studio系列
Fitten:https://codewebchat.fittenlab.cn/
SDL 入门指南:安装配置https://blog.csdn.net/qq_72157449/article/details/130490332
SDL库:https://github.com/libsdl-org/SDL/releases/tag/release-2.30.5
SDL-ttf库(未用到):https://github.com/libsdl-org/SDL_ttf/releases
只需要i包含nclude文件,以及库目录lib文件进行编译
运行程序需要dll文件,可将该文件放到执行程序同一个目录下
或将dll文件夹添加到系统变量中
窗口乱码,以及添加链接库目录
//设置字体编码为 UTF - 8,避免乱码
//设置编译器在执行时使用的字符集为UTF-8
#pragma execution_character_set("utf-8")//告诉编译器在链接阶段需要链接 SDL2 库
#pragma comment(lib, "SDL2.lib")
#pragma comment(lib, "SDL2main.lib")#include <SDL.h>
游戏界面
源代码
//设置字体编码为 UTF - 8,避免乱码
//设置编译器在执行时使用的字符集为UTF-8
#pragma execution_character_set("utf-8")//告诉编译器在链接阶段需要链接 SDL2 库
#pragma comment(lib, "SDL2.lib")
#pragma comment(lib, "SDL2main.lib")#include <SDL.h>
#include <iostream>
#include <vector>//设置屏幕分辨率和网格大小。
//屏幕分辨率为 800x600,网格大小为 20x20。
//屏幕的网格大小决定了游戏的难度,越大则游戏越难。
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
const int GRID_SIZE = 10;
const int GRID_WIDTH = SCREEN_WIDTH / GRID_SIZE;
const int GRID_HEIGHT = SCREEN_HEIGHT / GRID_SIZE;
//帧率为 10,即每秒 10 帧,用于控制蛇的速度
const int frame_rate = 10;
const int frame_delay = 1000 / frame_rate;//定义一个 Point 结构体,用于表示一个点的坐标。
struct Point {int x, y;bool operator==(const Point &other) const {return x == other.x && y == other.y;}
};//游戏主函数。
//初始化 SDL,创建窗口和渲染器,创建蛇和食物,并开始游戏循环。
//游戏循环中,不断检查是否有事件发生,并根据事件更新蛇的移动方向。
//渲染蛇和食物,并刷新渲染器,并计算帧时间,如果超过了帧率,则延迟。
//游戏结束时,退出游戏循环。
//退出程序。
int main(int argc, char *argv[]) {//初始化 SDL。if (SDL_Init(SDL_INIT_VIDEO) < 0) {std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;return 1;}//创建窗口。SDL_Window *window = SDL_CreateWindow("贪吃蛇游戏", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);if (window == nullptr) {std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;SDL_Quit();return 1;}//创建渲染器。SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);if (renderer == nullptr) {std::cerr << "Renderer could not be created! SDL_Error: " << SDL_GetError() << std::endl;SDL_DestroyWindow(window);SDL_Quit();return 1;}//创建蛇和食物。std::vector<Point> snake = { {GRID_WIDTH / 2, GRID_HEIGHT / 2} };Point direction = { 0, 1 };Point food = { std::rand() % GRID_WIDTH, std::rand() % GRID_HEIGHT };bool game_over = false;SDL_Event e;bool running = true;Uint32 frame_start;int frame_time;while (running) {//获取当前时间(以毫秒为单位),用于计算帧时间。frame_start = SDL_GetTicks();//不断检查是否有事件发生。SDL_PollEvent 函数会从事件队列中获取一个事件,并将其存储在 e 变量中。如果有事件,循环会继续处理;如果没有事件,循环会退出。while (SDL_PollEvent(&e)) {//SDL_QUIT(通常是用户关闭窗口),则将 running 设置为 false,这将导致外层循环退出。//SDL_KEYDOWN(键盘按下事件),则根据按下的键来更新蛇的移动方向。if (e.type == SDL_QUIT) {running = false;} else if (e.type == SDL_KEYDOWN) {//按下上、下、左、右方向键时,更新蛇的移动方向。//如果按下其他键,则忽略。switch (e.key.keysym.sym) {//如果当前方向不是向下(direction.y != 1),则将方向设置为向上({ 0, -1 })。case SDLK_UP: if (direction.y != 1) direction = { 0, -1 }; break;//如果当前方向不是向上(direction.y != -1),则将方向设置为向下({ 0, 1 })。case SDLK_DOWN: if (direction.y != -1) direction = { 0, 1 }; break;//如果当前方向不是向左(direction.x != 1),则将方向设置为向右({ 1, 0 })。case SDLK_LEFT: if (direction.x != 1) direction = { -1, 0 }; break;//如果当前方向不是向右(direction.x != -1),则将方向设置为向左({ -1, 0 })。case SDLK_RIGHT: if (direction.x != -1) direction = { 1, 0 }; break;}}}//如果游戏结束,则退出循环。if (!game_over) {//移动蛇头。Point head = snake.front();Point new_head = { head.x + direction.x, head.y + direction.y };//如果蛇头移动到边界或与身体重合,则游戏结束。if (new_head.x < 0 || new_head.x >= GRID_WIDTH || new_head.y < 0 || new_head.y >= GRID_HEIGHT) {game_over = true;} else if (std::find(snake.begin(), snake.end(), new_head) != snake.end()) {game_over = true;} else {//如果蛇头没有与身体重合,则将蛇头插入到蛇的头部,并更新蛇的长度。snake.insert(snake.begin(), new_head);//如果蛇吃到了食物,则生成新的食物,否则删除最后一个蛇身体。if (new_head == food) {food = { std::rand() % GRID_WIDTH, std::rand() % GRID_HEIGHT };//如果食物跟蛇重叠,则重新生成食物。while (std::find(snake.begin(), snake.end(), food) != snake.end()) {food = { std::rand() % GRID_WIDTH, std::rand() % GRID_HEIGHT };}} else {snake.pop_back();}}}//设置渲染器的颜色为黑色。SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);//清除屏幕,并将背景设置为黑色。SDL_RenderClear(renderer);//设置蛇的颜色为绿色。SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);//绘制蛇身体。for (const auto &segment : snake) {SDL_Rect rect = { segment.x * GRID_SIZE, segment.y * GRID_SIZE, GRID_SIZE, GRID_SIZE };//绘制矩形,参数为指向 SDL_Rect 结构体的指针。SDL_RenderFillRect(renderer, &rect);}//设置食物的颜色为红色,并绘制食物。SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);SDL_Rect food_rect = { food.x * GRID_SIZE, food.y * GRID_SIZE, GRID_SIZE, GRID_SIZE };SDL_RenderFillRect(renderer, &food_rect);//将渲染器缓冲区中的内容刷新到屏幕上,从而使之前通过 SDL_RenderClear、SDL_RenderDrawRect、SDL_RenderFillRect 等函数绘制的图形和颜色显示出来。SDL_RenderPresent(renderer);//计算帧时间,如果超过了帧率,则延迟。frame_time = SDL_GetTicks() - frame_start;if (frame_delay > frame_time) {SDL_Delay(frame_delay - frame_time);}}//自动弹出游戏结束窗口SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "游戏结束", "游戏结束!", window);//退出游戏循环。SDL_DestroyRenderer(renderer);SDL_DestroyWindow(window);SDL_Quit();return 0;
}