C语言自定义军旗游戏源码

时间:2019-04-13
本文章向大家介绍C语言自定义军旗游戏源码,主要包括C语言自定义军旗游戏源码使用实例、应用技巧、基本知识点总结和需要注意事项,具有一定的参考价值,需要的朋友可以参考一下。

本文实例为大家分享了C语言自定义军旗游戏的具体代码,供大家参考,具体内容如下

#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ID
 int    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();
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。