c语言飞行棋游戏源代码(怎么python编程做军棋游戏)

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C语言零基础项目:自制军棋游戏!详细思路+源码分享

这是一款由 shareli 自创规则的军旗游戏,具体的游戏规则如下:

棋盘大小:6×6。

棋子总数:36。

敌对双方:红,蓝。

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)。

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。

紫棋类型:地雷×4,变身棋×4。

【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,炸弹能炸紫棋和敌方除军旗外所有的棋(炸弹也会消失)。

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)。

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。

4. 人物棋可自杀(算一次操作)。

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)。

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。

【执棋方能进行的操作】

1. 打开棋子(算一次操作)。

2. 攻击。

3. 移动。

4. 工兵(已挖雷)扛旗。

5. 吃变身卡。

6. 自杀。

C语言零基础项目:自制军棋游戏!详细思路+源码分享

【实施游戏操作说明(鼠标操作)】

1. 选择要打开棋子所在的区域,单击。

2~5. 单击选中主动方(棋子边框会变绿),再单击选中被动方。

6. 选中己方棋子,单机鼠标的中键。

注:要进行其他操作,必先撤销当前选定(单击右键撤销)

【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 军8 飞8 司9 升9 神10 仙10。

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。


本项目编译环境:Visual Studio 2019/2022,EasyX插件

完整源代码如下:

#include <stdio.h>#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();}

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