C#實現貪吃蛇遊戲的範例程式碼分析

黄舟
發布: 2017-06-04 09:34:10
原創
5852 人瀏覽過

這篇文章主要為大家分析了C#貪吃蛇遊戲的實現代碼,具有一定的參考價值,感興趣的小伙伴們可以參考一下

今天無聊突發奇想做個貪吃蛇,雖然網路上很多這東西了,不過自己寫的感覺還行吧

#貪吃蛇分析

遊戲規則:

1、蛇起始長度5,每吃一個食物增加1,最大15過關

2、蛇用藍色表示,食物用綠色,障礙物用黑色

3、當蛇碰到自己、牆壁、障礙物則遊戲失敗

4、方向鍵控制蛇的移動方向,蛇不可反方向移動,如正在向上移動,不能馬上向下,只能向左、右、上移動

5、每過關一次速度提升一次

##大概思路:

1、

地圖用網格的形式表示,蛇由方格組成,保存在list

# 2、1中提到了方格,方格保存的內容有,顏色,坐標,是否可以通過,是否是食物

3、向前移動一次,將前面方格添加進蛇列表中,將清單最後一個移除,若為前方格子為食物,則不移除最後一個

4、使用

while循環來做整個移動

5、空白鍵為加速鍵,透過修改

while循環sleep時間來實現加速

包括了3個類別一個主窗體,分別是Node(用來表示方格)、

Map(用來表示地圖)、Serpent(用來表示蛇),另外一個主視窗。下面依序把程式碼貼上,基本上每個方法都有註解

程式碼1:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;

namespace EngorgeSerpent
{
 /// <summary>
 /// 节点
 /// </summary>
 class Node
 {
 #region 字段
 private int x;
 private int y;
 private int width = 10;
 private bool isFood = false;
 private bool isPass = true;//是否可通过
 private Color bgColor = Color.FromArgb(224, 224, 224);
 private Color foodColor = Color.Green;
 private Color hinderColor = Color.Black;
 private Color thisColor;
 private Color serpentColor = Color.Chocolate;

 #endregion
 /// <summary>
 /// 设置食物参数
 /// </summary>
 /// <param name="_isFood"></param>
 public void SetFood(bool _isFood)
 {
  IsFood = _isFood;
  if (_isFood)
  {
  ThisColor = FoodColor;

  }
  else
  {
  ThisColor = BgColor;
  }
 }

 /// <summary>
 /// 设置障碍物参数
 /// </summary>
 /// <param name="_isHinder">是否为障碍物</param>
 public void SetHinder(bool _isHinder)
 {
  IsPass =! _isHinder;
  if (_isHinder)
  {
  ThisColor = HinderColor;
  }
  else
  {
  ThisColor = BgColor;
  }
 }

 /// <summary>
 /// 设置蛇颜色
 /// </summary>
 /// <param name="_isSerpent"></param>
 public void SetSerpent(bool _isSerpent)
 {
  IsPass = !_isSerpent;
  if (_isSerpent)
  {
  ThisColor = SerpentColor;
  }
  else
  {
  ThisColor = BgColor;
  }
 }
 #region 构造函数
 public Node()
 {
  thisColor = bgColor;
 }

 /// <summary>
 /// 有参构造方法
 /// </summary>
 /// <param name="_x">相对x坐标</param>
 /// <param name="_y">相对y坐标</param>
 /// <param name="_width">边长</param>
 /// <param name="_isFood">是否是食物</param>
 /// <param name="_isPass">是否可通过</param>
 public Node(int _x, int _y, int _width, bool _isFood, bool _isPass)
 {
  thisColor = bgColor;
  X = _x;
  Y = _y;
  Width = _width;
  IsFood = _isFood;
  IsPass = _isPass;
 }

 /// <summary>
 /// 有参构造方法
 /// </summary>
 /// <param name="_x">相对x坐标</param>
 /// <param name="_y">相对y坐标</param>
 /// <param name="_width">边长</param>
 public Node(int _x, int _y, int _width)
 {
  X = _x;
  Y = _y;
  Width = _width;
 }

 /// <summary>
 /// 有参构造方法
 /// </summary>
 /// <param name="_x">相对x坐标</param>
 /// <param name="_y">相对y坐标</param>
 public Node(int _x, int _y)
 {
  X = _x;
  Y = _y;
 }
 #endregion

 #region 属性
 /// <summary>
 /// 蛇颜色
 /// </summary>
 public Color SerpentColor
 {
  get { return serpentColor; }
 }

 /// <summary>
 /// 背景色
 /// </summary>
 public Color BgColor
 {
  get { return bgColor; }
 }

 /// <summary>
 /// 食物颜色
 /// </summary>
 public Color FoodColor
 {
  get { return foodColor; }
 }

 /// <summary>
 /// 障碍物颜色
 /// </summary>
 public Color HinderColor
 {
  get { return hinderColor; }
 }

 /// <summary>
 /// 当前颜色
 /// </summary>
 public Color ThisColor
 {
  get { return thisColor; }
  set { thisColor = value; }
 }

 /// <summary>
 /// 获取或设置相对横坐标
 /// </summary>
 public int X
 {
  get { return x; }
  set { x = value; }
 }

 /// <summary>
 /// 获取或设置相对纵坐标
 /// </summary>
 public int Y
 {
  get { return y; }
  set { y = value; }
 }

 /// <summary>
 /// 获取或设置节点边长
 /// </summary>
 public int Width
 {
  get { return width; }
  set { width = value; }
 }

 /// <summary>
 /// 获取或设置是否为食物
 /// </summary>
 public bool IsFood
 {
  get { return isFood; }
  set { isFood = value; }
 }

 /// <summary>
 /// 获取或设置是否可以通过
 /// </summary>
 public bool IsPass
 {
  get { return isPass; }
  set { isPass = value; }
 }
 #endregion
 }
}
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程式碼2:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;

namespace EngorgeSerpent
{
 /// <summary>
 /// 地图
 /// </summary>
 class Map
 {
 /// <summary>
 /// 节点数组
 /// </summary>
 private List<List<Node>> _nodes;
 private int RowCount;
 private int ComsCount;
 private Color bgColor = Color.FromArgb(224, 224, 224);
 private System.Windows.Forms.Control MapPanel;
 Graphics g;
 /// <summary>
 /// 地图背景色 和node中背景色一致
 /// </summary>
 public Color BgColor
 {
  get { return bgColor; }
 }
 /// <summary>
 /// 构造方法
 /// </summary>
 /// <param name="rows">行数</param>
 /// <param name="coms">列数</param>
 public Map(int rows, int coms, System.Windows.Forms.Control c)
 {
  RowCount = rows;
  ComsCount = coms;
  MapPanel = c;
  g = c.CreateGraphics();
  _nodes = new List<List<Node>>();
  for (int i = 0; i < rows; i++)//行
  {
  List<Node> index = new List<Node>();
  for (int j = 0; j < coms; j++)
  {
   Node node = new Node(j, i);
   index.Add(node);
  }
  _nodes.Add(index);
  }
 }

 /// <summary>
 /// 构造方法
 /// </summary>
 /// <param name="rows">行数</param>
 /// <param name="coms">列数</param>
 /// <param name="width">节点宽度</param> 
 public Map(int rows, int coms, int width, System.Windows.Forms.Control c)
 {
  RowCount = rows;
  ComsCount = coms;
  MapPanel = c;
  g = c.CreateGraphics();
  _nodes = new List<List<Node>>();
  for (int i = 0; i < coms; i++)//行
  {
  List<Node> index = new List<Node>();
  for (int j = 0; j < rows; j++)
  {
   Node node = new Node(j, i, width);
   index.Add(node);
  }
  _nodes.Add(index);
  }
 }

 /// <summary>
 /// 重新加载地图
 /// </summary>
 public void ResetMap()
 {
  for (int i = 0; i < ComsCount; i++)//行
  {
  for (int j = 0; j < RowCount; j++)
  {
   Node node = GetNode(i, j);
   node.IsPass = true;
   node.IsFood = false;  
  }
  }
 }
 /// <summary>
 /// 获得节点
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <returns></returns>
 public Node GetNode(int x, int y)
 {
  return _nodes[y][x];
 }

 /// <summary>
 /// 设置食物
 /// </summary>
 public void SetFood()
 {
  SolidBrush brush = null;
  int _x, _y;
  Random r = new Random();
  while (true)
  {
  _x = r.Next(0, RowCount);
  _y = r.Next(0, ComsCount);
  if (_nodes[_x][_y].IsPass)
  {
   break;
  }
  }
  Node nodeindex = _nodes[_x][_y];
  nodeindex.SetFood(true);
  brush = new SolidBrush(nodeindex.FoodColor);
  RectangleF[] rects = { new RectangleF(nodeindex.X * nodeindex.Width, nodeindex.Y * nodeindex.Width, nodeindex.Width, nodeindex.Width) };
  g.FillRectangles(brush, rects);
 }

 /// <summary>
 /// 设置障碍物
 /// </summary>
 /// <param name="list"></param>
 public void SetHinder(List<Node> list)
 {
  SolidBrush brush = null;
  RectangleF[] rects = new RectangleF[list.Count];
  for (int i = 0; i < list.Count; i++)
  {
  Node _node = list[i];
  _node.SetHinder(true);
  _node.IsPass = false;
  if (brush == null)
  {
   brush = new SolidBrush(_node.HinderColor);
  }
  RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width);
  rects[i] = r;
  }
  g.FillRectangles(brush, rects);
 }

 /// <summary>
 /// 设置边界
 /// </summary>
 public void SetBorder()
 {
  //通过计算得出边界的个数是2(x+y-2)个方格

  SolidBrush brush = null;
  int borders = 2 * (ComsCount + RowCount - 2);
  RectangleF[] rects = new RectangleF[borders];
  int indexcount = 0;
  //添加顶部方格进rects列表中
  for (int i = 0; i < RowCount; i++)
  {
  Node _node = _nodes[i][0];
  _node.SetHinder(true);
  if (brush == null)
  {
   brush = new SolidBrush(_node.HinderColor);
  }
  RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width);
  rects[indexcount] = r;
  indexcount++;
  }
  //添加底部方格进rects列表中
  for (int i = 0; i < RowCount; i++)
  {
  Node _node = _nodes[i][ComsCount - 1];
  _node.SetHinder(true);

  RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width);
  rects[indexcount] = r;
  indexcount++;
  }
  //添加左侧方格进列表,因为左侧最上面以及最下面的两个方格已经添加进去,这里不需要重复添加
  for (int i = 1; i < ComsCount - 1; i++)
  {
  Node _node = _nodes[0][i];
  _node.SetHinder(true);
  RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width);
  rects[indexcount] = r;
  indexcount++;
  }
  //添加右侧方格进列表,因为右侧最上面以及最下面两个方格已经添加进去,这里不需要重复添加
  for (int i = 1; i < ComsCount - 1; i++)
  {
  Node _node = _nodes[RowCount - 1][i];
  _node.SetHinder(true);
  RectangleF r = new RectangleF(_node.X * _node.Width, _node.Y * _node.Width, _node.Width, _node.Width);
  rects[indexcount] = r;
  indexcount++;
  }
  g.FillRectangles(brush, rects);
 }
 }
}
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#程式碼3:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;

namespace EngorgeSerpent
{
 /// <summary>
 /// 蛇
 /// </summary>
 class Serpent
 {
 private List<Node> serpentList = new List<Node>();
 private Direction direction = Direction.Right;//运动方向
 private int maxCount = 15;
 private int minCount = 5;
 private System.Windows.Forms.Control MapPanel;
 Graphics g;
 /// <summary>
 /// 设置蛇长度数据
 /// </summary>
 /// <param name="maxLength">最大长度</param>
 /// <param name="minLength">最小长度</param>
 public Serpent(int maxLength, int minLength, System.Windows.Forms.Control c)
 {
  maxCount = maxLength;
  minCount = minLength;
  MapPanel = c;
  g = MapPanel.CreateGraphics();
 }

 /// <summary>
 /// 初始化蛇
 /// </summary>
 public void InitializeSerpent()
 {
  SolidBrush brush = null;
  RectangleF[] rects = new RectangleF[minCount];
  for (int i = 1; i < minCount; i++)
  {
  Node indexnode = new Node(i, 1);
  indexnode.SetSerpent(true);//设置蛇颜色
  serpentList.Insert(0, indexnode);
  if (brush == null)
  {
   brush = new SolidBrush(indexnode.SerpentColor);
  }
  rects[i] = new RectangleF(indexnode.X * indexnode.Width, indexnode.Y * indexnode.Width, indexnode.Width, indexnode.Width);
  }
  g.FillRectangles(brush, rects);
 }



 /// <summary>
 /// 插入一个
 /// </summary>
 /// <param name="node"></param>
 public void InsertNode(Node node)
 {
  serpentList.Insert(0, node);
  node.SetSerpent(true);
  SolidBrush brush = new SolidBrush(node.SerpentColor);
  RectangleF rect = new RectangleF(node.X * node.Width, node.Y * node.Width, node.Width, node.Width);
  g.FillRectangle(brush, rect);
 }

 /// <summary>
 /// 移除尾巴
 /// </summary>
 /// <param name="node"></param>
 public void RemoveNode()
 {
  Node node = serpentList[serpentList.Count - 1];
  serpentList.Remove(node);
  node.SetSerpent(false);
  SolidBrush brush = new SolidBrush(node.BgColor);
  RectangleF rect = new RectangleF(node.X * node.Width, node.Y * node.Width, node.Width, node.Width);
  g.FillRectangle(brush, rect);
 }

 /// <summary>
 /// 获取蛇头
 /// </summary>
 /// <returns>蛇头方格</returns>
 public Node GetSerpentHead()
 {
  return serpentList[0];
 }

 /// <summary>
 /// 蛇是否最长
 /// </summary>
 /// <returns></returns>
 public bool IsMax()
 {
  if (serpentList.Count == maxCount)
  return true;
  else
  return false;
 }

 /// <summary>
 /// 蛇运动方向
 /// </summary>
 public Direction Direction
 {
  get { return direction; }
  set { direction = value; }
 }

 }
 /// <summary>
 /// 运动方向
 /// </summary>
 public enum Direction
 {
 Left,
 Up,
 Right,
 Down
 }
}
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程式碼4:

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;

namespace EngorgeSerpent
{
 public partial class MainForm : Form
 {
 public MainForm()
 {
  InitializeComponent();

 }
 List<List<Node>> maplist = new List<List<Node>>();
 Map map;
 Serpent serpent;
 Graphics g;
 int level = 1;
 /// <summary>
 /// 运行线程
 /// </summary>
 Thread Work_Thread = null;
 /// <summary>
 /// 运行线程监控值
 /// </summary>
 bool IsWork = false;
 int sleepTime = 1000;
 int thissleeptime;

 private void MainForm_Load(object sender, EventArgs e)
 {
  g = this.panel1.CreateGraphics();
  map = new Map(40, 30, this.panel1);//这里可以对画布进行下大小设置 此处偷懒省略 
  LoadMapList();//加载障碍物列表  
 }

 /// <summary>
 /// 默认将地图设置为30*40
 /// </summary>
 private void SetMap()
 {
  map.ResetMap();
  g.Clear(map.BgColor);
  map.SetBorder();//设置边界
  List<Node> hiderList = GetHider();//获取障碍物列表
  map.SetHinder(hiderList);//设置障碍物
  SetSerpent();//初始化蛇 
 }

 /// <summary>
 /// 设置蛇
 /// </summary>
 private void SetSerpent()
 {
  serpent = new Serpent(15, 5, this.panel1);
  serpent.InitializeSerpent();//初始化蛇
 }

 /// <summary>
 /// 获取地图障碍物列表 以增加不同级别难度
 /// </summary>
 private void LoadMapList()
 {
  //目前分为5个级别
  //第一级别
  List<Node> hiderList1 = new List<Node>();
  for (int i = 15; i < 25; i++)
  {
  hiderList1.Add(map.GetNode(i, 15));
  hiderList1.Add(map.GetNode(15, i));
  }
  maplist.Add(hiderList1);

  //第二级别
  List<Node> hiderList2 = new List<Node>();
  for (int i = 7; i < 25; i++)
  {
  hiderList2.Add(map.GetNode(i, 15));
  hiderList2.Add(map.GetNode(15, i));
  }
  maplist.Add(hiderList2);

  //第三级别
  List<Node> hiderList3 = new List<Node>();
  for (int i = 7; i < 25; i++)
  {
  hiderList3.Add(map.GetNode(i, 15));
  hiderList3.Add(map.GetNode(15, i));
  hiderList3.Add(map.GetNode(i, 25));
  }
  maplist.Add(hiderList3);

  //第四级别
  List<Node> hiderList4 = new List<Node>();
  for (int i = 7; i < 25; i++)
  {
  hiderList4.Add(map.GetNode(i, 25));
  hiderList4.Add(map.GetNode(i, 15));
  hiderList4.Add(map.GetNode(15, i));
  hiderList4.Add(map.GetNode(i, 7));
  }
  maplist.Add(hiderList4);

  //第五级别
  List<Node> hiderList5 = new List<Node>();
  for (int i = 7; i < 25; i++)
  {
  hiderList5.Add(map.GetNode(i, 25));
  hiderList5.Add(map.GetNode(i, 15));
  hiderList5.Add(map.GetNode(15, i));
  hiderList5.Add(map.GetNode(i, 7));
  hiderList5.Add(map.GetNode(i, 35));
  }
  for (int i = 12; i < 20; i++)
  {
  hiderList5.Add(map.GetNode(7, i));
  hiderList5.Add(map.GetNode(25, i));
  }
  maplist.Add(hiderList5);
 }

 /// <summary>
 /// 获取障碍物列表
 /// </summary>
 /// <returns></returns>
 private List<Node> GetHider()
 {
  //这里可以添加多个地图,当级别改变时需要重新加载
  return maplist[level - 1];
 }

 /// <summary>
 /// 重置地图
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void btnResetMap_Click(object sender, EventArgs e)
 {
  IsWork = false;
  btnStop.Enabled = false;
  button3.Enabled = false;
  button2.Enabled = true;
  //map.ResetMap();
  SetMap();
 }

 /// <summary>
 /// 运行
 /// </summary>
 private void Work()
 {
  map.SetFood();//设置食物
  while (IsWork)
  {
  Node node_index;
  Node serpentHead = serpent.GetSerpentHead();
  switch (serpent.Direction)
  {
   case Direction.Left:
   node_index = map.GetNode(serpentHead.X - 1, serpentHead.Y);
   break;
   case Direction.Right:
   node_index = map.GetNode(serpentHead.X + 1, serpentHead.Y);
   break;
   case Direction.Up:
   node_index = map.GetNode(serpentHead.X, serpentHead.Y - 1); break;
   default:
   node_index = map.GetNode(serpentHead.X, serpentHead.Y + 1);
   break;
  }
  SerpentState index_move = SerpentMove(node_index);
  if (index_move == SerpentState.Error)//游戏结束
  {
   IsWork = false;
   //map.ResetMap();
   MessageBox.Show("游戏结束!", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information);
   sleepTime = 1000;
   level = 1;
   thissleeptime = sleepTime;
   lblLevel.BeginInvoke(new MethodInvoker(delegate()
   {
   btnStop.Enabled = false;
   button3.Enabled = false;
   button2.Enabled = true;
   lblLevel.Text = "1";
   lblCount.Text = "5";
   }));
  }
  else if (index_move == SerpentState.NextLevel)
  {
   IsWork = false;
   this.lblCount.BeginInvoke(new MethodInvoker(delegate()
   {
   level += 1;
   lblLevel.Text = level.ToString();
   lblCount.Text = "5";
   }));
   sleepTime = sleepTime / 2;
   thissleeptime = sleepTime;
   SetMap();//重置地图
  }
  else
  {

   Thread.Sleep(thissleeptime);
  }
  }
  map.ResetMap();
 }

 /// <summary>
 /// 开始
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void button2_Click(object sender, EventArgs e)
 {
  IsWork = false;
  btnStop.Enabled = false;
  button3.Enabled = false;
  button2.Enabled = true;
  //map.ResetMap();
  SetMap();
  thissleeptime = sleepTime;
  this.panel1.Focus();
  IsWork = true;
  this.btnStop.Enabled = true;
  this.button3.Enabled = true;
  button2.Enabled = false;
  Work_Thread = new Thread(new ThreadStart(Work));
  Work_Thread.IsBackground = true;
  Work_Thread.Start();
 }

 private void MainForm_KeyDown(object sender, KeyEventArgs e)
 {

  if (e.KeyCode == Keys.Right)
  {
  if (serpent.Direction != Direction.Left)
   serpent.Direction = Direction.Right;
  }
  else if (e.KeyCode == Keys.Left)
  {
  if (serpent.Direction != Direction.Right)
   serpent.Direction = Direction.Left;
  }
  else if (e.KeyCode == Keys.Up)
  {
  if (serpent.Direction != Direction.Down)
   serpent.Direction = Direction.Up;
  }
  else if (e.KeyCode == Keys.Down)
  {
  if (serpent.Direction != Direction.Up)
   serpent.Direction = Direction.Down;
  }
  else if (e.KeyCode == Keys.Space)
  {
  thissleeptime = sleepTime / 2;
  }
  else if (e.KeyCode == Keys.Escape)
  {
  if (IsWork)
  {
   this.button3.Text = "继续";
   IsWork = false;
  }

  }
 }

 /// <summary>
 /// 暂停
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void button3_Click(object sender, EventArgs e)
 {
  if (!IsWork)
  {
  this.button3.Text = "暂停";
  IsWork = true;
  Work_Thread = new Thread(new ThreadStart(Work));
  Work_Thread.IsBackground = true;
  Work_Thread.Start();
  }
  else
  {
  this.button3.Text = "继续";
  IsWork = false;
  }
 }
 /// <summary>
 /// 退出
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void button4_Click(object sender, EventArgs e)
 {
  this.Close();
 }

 private void MainForm_FormClosing(object sender, FormClosingEventArgs e)
 {
  IsWork = false;
  Application.Exit();
  System.Diagnostics.Process.GetCurrentProcess().Kill();
 }



 private void btnStop_Click(object sender, EventArgs e)
 {
  // map.ResetMap();
  btnStop.Enabled = false;
  button3.Enabled = false;
  button2.Enabled = true;
  IsWork = false;
  Work_Thread.Abort();
  SetMap();
 }

 /// <summary>
 /// 移动
 /// </summary>
 /// <param name="node">将要移动到的节点</param>
 /// <returns>返回状态</returns>
 private SerpentState SerpentMove(Node node)
 {
  if (!node.IsPass)
  {
  return SerpentState.Error;
  }
  serpent.InsertNode(node);
  if (!node.IsFood)
  {
  //不是食物,则移除最后一个节点
  serpent.RemoveNode();
  }
  else
  {
  lblCount.BeginInvoke(new MethodInvoker(delegate()
  {
   this.lblCount.Text = (Convert.ToInt32(this.lblCount.Text.Trim()) + 1).ToString();
  }));
  map.SetFood();//设置食物
  }

  if (serpent.IsMax())
  {
  return SerpentState.NextLevel;
  }
  return SerpentState.Moving;
 }

 private void MainForm_KeyUp(object sender, KeyEventArgs e)
 {
  if (e.KeyCode == Keys.Space)
  {
  thissleeptime = sleepTime;
  }
 }

 private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
 {
  int index = 1;
  int index_count = Convert.ToInt32(comboBox1.Text);
  for (int i = 1; i < index_count; i++)
  {
  index = index * 2;
  }
  level = index_count;
  sleepTime = 1000 / index;
  thissleeptime = sleepTime;
  btnStop.Enabled = false;
  button3.Enabled = false;
  button2.Enabled = true;
  IsWork = false;

  SetMap();
  lblCount.Text = "5";
  lblLevel.Text = index_count.ToString();
  serpent.Direction = Direction.Right;

 }

 private void checkBox1_Click(object sender, EventArgs e)
 {
  comboBox1.Enabled = this.checkBox1.Checked;
 }

 }
 public enum SerpentState
 {
 Moving,
 NextLevel,
 Error
 }
}
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