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。
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