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基于51單片機(jī)的推箱子游戲設(shè)計(jì)方案-文庫吧資料

2025-05-12 00:19本頁面
  

【正文】 ned int x){ unsigned char i。 while(playing) //游戲中... { put_box()。 //顯示第一關(guān) Timtcount=0。//清屏 levelg=0。 break。 } switch(kupdate) { case 4: startflag=0。 if(P1!=0x0f) //若沒有這句,有可能在按鍵掃描后執(zhí)行while(P1!=0x0f),就得不到按鍵值,使按鍵失效 { kupdate=keys_scan()。 start_ui()。 //初始化12864 startflag=1。 int51_timec()。7 設(shè)計(jì)心得體會參考文獻(xiàn)[1] 陳海宴. 51單片機(jī)原理及應(yīng)用基于Keil C與Proteus. 北京航空航天大學(xué)出版,20100701,第1版.[2] 彭偉. 單片機(jī)C語言程序設(shè)計(jì)實(shí)訓(xùn)100例——基于8051+PROTEUS仿真. 電子工業(yè)出版社,20090601 .[3] 浦濱. C游戲編程從入門到精通. 北京希望電子出版社,200251 [4] 李宏 張家田,等. 液晶顯示器件應(yīng)用技術(shù) 機(jī)械工業(yè)出版社, 200471 [5] AT89c52數(shù)據(jù)手冊附錄9 程序代碼 includeinclude include includeincludevoid main() { unsigned char kupdate。.c文件主要是具體定義函數(shù)、定義全局變量的。如果在頭文件中定義,則編譯的時(shí)候會出現(xiàn)重復(fù)定義的錯(cuò)誤。這一句聲明和定義都做了。這一句只是對變量i進(jìn)行聲明,在c文件的程序之前必須加上int i進(jìn)行定義。在程序之前加int i定義。顯示時(shí)常常沒有注意到這個(gè),導(dǎo)致定位不準(zhǔn)確,沒有出現(xiàn)應(yīng)有的圖形;4. 調(diào)試時(shí)常常出現(xiàn)MULTIPLE PUBLIC DEFINITIONS的錯(cuò)誤而能編譯。 1. 忘記將C文件調(diào)添加進(jìn)工程中,導(dǎo)致定義的函數(shù)不能被調(diào)用;2. 由按鍵掃描,獲取按鍵編號,再通過按鍵編號執(zhí)行相關(guān)操作。 write_cmd2(shuzi[a5][j],inc_wr)。i1。j16。 write_cmd2(shuzi[a4][j],inc_wr)。i1。j16。 write_cmd2(shuzi[a3][j],inc_wr)。i1。j16。 write_cmd2(shuzi[a2][j],inc_wr)。i1。j16。 write_cmd2(shuzi[a1][j],inc_wr)。i1。j16。 a5=ttime%10。 a3=ttime/100%10。 a1=ttime/10000。 } }void time_change(unsigned int ttime){ unsigned char a1,a2,a3,a4,a5。 Timtcount++。 tcount++。void t0_tt() interrupt 1{ TH0=(6553650000)/256。點(diǎn)陣碼也是用字模軟件提取的,顯示方式與游戲元素的顯示方式相同。 //上一關(guān) 計(jì)時(shí)利用右半瓶的88字節(jié)的空間,顯示當(dāng)前游戲計(jì)時(shí)和當(dāng)前關(guān)卡。 tcount=0。 TH0=(6553650000)/256。 gamebg(levelg)。 break。 TL0=(6553650000)%256。 //顯示第一關(guān) Timtcount=0。相關(guān)程序如下:case 5: if(levelg!=8) levelg++。 gamebg(levelg)。 TL0=(6553650000)%256。 //通關(guān)后重新從第一關(guān)開始 Timtcount=0。 } } } } if(k==1) //所有目標(biāo)位置都有箱子 { if(levelg8) levelg+=1。 //此位置箱子在目標(biāo)位置上 else { k=0。 j 8。 i++) //行 { if(k==0) break。 for(i = 0。將記錄本關(guān)每個(gè)字符位狀態(tài)的數(shù)組與存儲本關(guān)原始信息的數(shù)組的對應(yīng)數(shù)據(jù)進(jìn)行比較,若發(fā)現(xiàn)目的地上沒有箱子,則不算過關(guān),程序退出,進(jìn)入等待按鍵輸入程序,若所有的目的地都有箱子,則游戲過關(guān),初始化下一關(guān)游戲,顯示下一關(guān)游戲界面。游戲流程框圖如下(以向上移動為例,其他方向類似):圖32 流程框圖1將關(guān)卡數(shù)據(jù)寫入上述二維數(shù)組中,并記入小人的位置(man_x,man_y)。定義一個(gè)二維數(shù)組,用于保存當(dāng)前游戲狀態(tài)每個(gè)字符位的元素,當(dāng)玩家按鍵輸入時(shí),改變該數(shù)組中相應(yīng)得數(shù)據(jù),再將此二維數(shù)組每個(gè)數(shù)據(jù)代碼的元素顯示出來,就可以出現(xiàn)小人,箱子移動的效果。圖29 開機(jī)界面圖30 字模提取圖31 proteus中顯示效果圖像的點(diǎn)陣碼:/* 寬度x高度=128x64 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