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PASCAL游戏有没有啊 急需

发布网友 发布时间:2022-06-02 16:06

我来回答

4个回答

热心网友 时间:2023-11-13 14:40

PROGRAM SameGame;

{$ifdef UseGraphics}
{$ifdef Win32}
{$define Win32Graph}
{$apptype GUI}
{$endif}
{$endif}

Uses
{$ifdef Win32}
Windows,
{$endif}
{$ifdef Win32Graph}
WinCrt,
{$else}
Crt,
{$endif}
Dos,
{$IFDEF UseGraphics}
Graph,
{$INFO GRAPH}
{$ENDIF}
GameUnit;
CONST
{$IFDEF UseGraphics}
GrFieldX = 10; {X topleft of playfield}
GrFieldY = 70; {Y topleft of playfield}
ScalerX = 22; {ScalerX x Scaler y dots
must be approx a square}
ScalerY = 20;
{$ENDIF}
FieldX = 10; {Top left playfield
coordinates in squares(textmode)}
FieldY = 3; {Top left playfield coordinates}
PlayFieldXDimension = 20; {Dimensions of playfield}
PlayFieldYDimension = 15;
{$IFDEF UseGraphics}
RowDispl = 15;
MenuX = 480;
MenuY = 120;
grNewGameLine = 'NEW GAME';
grHelpLine = 'HELP';
grEndGame = 'END GAME';
{$ENDIF}

{Used colors. Colors[0..2] are the colors used on the playfield, Colors[3]
is the background and Colors[4] is the color used to mark the pieces}
Colors : ARRAY [0..4] OF LONGINT = (White,Blue,Red,Black,LightMagenta);

TYPE PlayFieldType=ARRAY[0..PlayFieldXDimension-1,0..PlayFieldYDimension-1] OF BYTE;
{$IFDEF UseGraphics}
PROCEDURE DisplayPlayField(CONST PlayField:PlayFieldType);
{Screen routine, simply puts the array Playfield on screen.
Both used for displaying the normal grid as the grid with a certain area marked}
VAR X,Y : LONGINT;
LastOne,
NumbLast : LONGINT;
BEGIN
HideMouse;
FOR Y:=0 TO PlayFieldYDimension-1 DO
BEGIN
X:=0;
REPEAT
LastOne:=PlayField[X,Y];
NumbLast:=X;
WHILE (PlayField[X,Y]=LastOne) AND (X<(PlayFieldXDimension-1))DO
INC(X);
SetFillStyle(SolidFill,Colors[LastOne]);
Bar(GrFieldX+NumbLast*ScalerX,GrFieldY+Y*ScalerY,GrFieldX+X*ScalerX-1,GrFieldY+(Y+1)*ScalerY-1);
UNTIL X>=(PlayFieldXDimension-1);
END;
ShowMouse;
END;
{$ELSE}
PROCEDURE DisplayPlayField(CONST PlayField:PlayFieldType);
{Screen routine, simply puts the array Playfield on screen.
Both used for displaying the normal grid as the grid with a certain area marked}
VAR X,Y : LONGINT;
BEGIN
FOR Y:=0 TO PlayFieldYDimension-1 DO
BEGIN
GotoXY(FieldX,Y+FieldY);
FOR X:=0 TO PlayFieldXDimension-1 DO
BEGIN
TextColor(Colors[PlayField[X,Y]]);
Write(#219#219);
END;
END;
END;
{$ENDIF}
PROCEDURE ShowHelp;
{Shows some explanation of the game and waits for a key}
{$ifndef UseGraphics}
VAR I : LONGINT;
{$endif}
BEGIN
{$IFDEF UseGraphics}
HideMouse;
SetbkColor(black);
SetViewPort(0,0,getmaxx,getmaxy,clipoff);
ClearViewPort;
SetTextStyle(0,Horizdir,2);
OutTextXY(220,10,'SAMEGAME');
SetTextStyle(0,Horizdir,1);
OutTextXY(5,40+1*LineDistY,' is a small game, with a principle copied from some KDE game');
OutTextXY(5,40+3*LineDistY,'I tried to implement it under Go32V2 to demonstrate the MsMouse unit');
OutTextXY(5,40+4*LineDistY,'When it worked, I tried to get it running under Linux. I succeeded,');
OutTextXY(5,40+5*LineDistY,'but the mouse unit of the API doesn'#39't work with GPM 1.17');
OutTextXY(5,40+7*LineDistY,'If you move over the playfield, aggregates of one color will be marked');
OutTextXY(5,40+8*LineDistY,'in purple. If you then press the left mouse button, that aggregate will');
OutTextXY(5,40+9*LineDistY,'disappear, and the playfield will collapse to the bottom-left. Please');
OutTextXY(5,40+10*LineDistY,'keep in mind that only an aggregate of two blocks or more will disappear.');
OutTextXY(5,40+12*LineDistY,'For every aggregate you let disappear you get points, but the score is');
OutTextXY(5,40+13*LineDistY,'quadratic proportional to the number of blocks killed. So 4 times killing');
OutTextXY(5,40+14*LineDistY,' a 4 block aggregate scores 4 points, and one time 16 blocks will score 64');
OutTextXY(5,40+15*LineDistY,'blocks. The purpose of the game is obtaining the highscore');
OutTextXY(5,40+17*LineDistY,'If you manage to empty the entire playfield, you'#39'll get a bonus');
OutTextXY(5,40+19*LineDistY,'Press any key to get back to the game');
ShowMouse;
{$ELSE}
FOR I:=2 TO 24 DO
BEGIN
GotoXY(1,I);
ClrEol;
END;
GotoXY(1,3); TextColor(White);
Write('SAMEGAME');
SetDefaultColor;
WriteLn(' is a small game, with a principle copied from some KDE game');
WriteLn;
WriteLn('I tried to implement it under Go32V2 to demonstrate the MsMouse unit');
Writeln('When it worked, I tried to get it running under Linux. I succeeded,');
Writeln('but the mouse unit of the API doesn'#39't work with GPM 1.17');
Writeln;
WriteLn('If you move over the playfield, aggregates of one color will be marked');
Writeln('in purple. If you then press the left mouse button, that aggregate will');
Writeln('disappear, and the playfield will collapse to the bottom-left. Please');
Writeln('keep in mind that only an aggregate of two blocks or more will disappear.');
Writeln;
Writeln('For every aggregate you let disappear you get points, but the score is');
Writeln('quadratic proportional to the number of blocks killed. So 4 times killing');
Writeln(' a 4 block aggregate scores 4 points, and one time 16 blocks will score 64');
Writeln('blocks. The purpose of the game is obtaining the highscore');
Writeln;
Writeln('If you manage to empty the entire playfield, you'#39'll get a bonus');
Writeln;
WriteLn('Press any key to get back to the game');
{$ENDIF}
GetKey;
END;
VAR MarkField,PlayField : PlayFieldType; {The playfield, and the marked form}
CubesMarked : LONGINT; {Cubes currently marked}
Score : LONGINT; {The current score}
LastScore : LONGINT;
PROCEDURE ShowButtons;
{Shows the clickable buttons}
BEGIN
{$IFNDEF UseGraphics}
TextColor(Yellow); TextBackGround(Blue);
GotoXY(60,5); Write('NEW game');
GotoXY(60,6); Write('HELP');
GotoXY(60,7); Write('END game');
{$IFDEF Linux}
GotoXY(60,8); Write('Force IBM charset');
{$ENDIF}
SetDefaultColor;
{$ELSE}
SetTextStyle(0,Horizdir,1);
OutTextXY(MenuX,MenuY,grNewGameLine);
OutTextXY(MenuX,MenuY+RowDispl,grHelpLine);
OutTextXY(MenuX,MenuY+2*RowDispl,grEndGame);
{$ENDIF}
END;
FUNCTION PlayFieldPiecesLeft:LONGINT;
{Counts pieces/cubes/blocks left on the playfield}
VAR I,J,K : LONGINT;
BEGIN
K:=0;
FOR I:=0 TO PlayFieldXDimension-1 DO
FOR J:=0 TO PlayFieldYDimension-1 DO
IF PlayField[I,J]<>3 THEN
INC(K);
PlayFieldPiecesLeft:=K;
END;
PROCEDURE ShowScore;
{Simply procere to update the score}
{$IFDEF UseGraphics}
VAR S : String;
{$ENDIF}
BEGIN
{$IFDEF UseGraphics}
Str(Score:5,S);
SetFillStyle(SolidFill,0);
Bar(300,440,450,458);
OutTextXY(300,440,'Score :'+S);
{$ELSE}
TextColor(White);
GotoXY(20,23); Write(' ':20);
GotoXY(20,23); Write('Score : ',Score);
SetDefaultColor;
{$ENDIF}
END;
FUNCTION CubesToScore : LONGINT;
{Function to calculate score from the number of cubes. Should have a higher
order than linear, or the purpose of the game disappears}
BEGIN
CubesToScore:=(CubesMarked*CubesMarked) DIV 4;
END;
PROCEDURE MarkAfield(X,Y:LONGINT);
{Recursively marks the area adjacent to (X,Y);}
VAR TargetColor : LONGINT;
PROCEDURE MarkRecur(X1,Y1:LONGINT);
{Marks X1,Y1, checks if neighbours (horizontally or vertically) are the
same color}
BEGIN
IF (PlayField[X1,Y1]=TargetColor) AND (MarkField[X1,Y1]<>4) THEN
BEGIN
MarkField[X1,Y1]:=4;
INC(CubesMarked);
IF X1>0 THEN
MarkRecur(X1-1,Y1);
IF Y1>0 THEN
MarkRecur(X1,Y1-1);
IF X1<(PlayFieldXDimension-1) THEN
MarkRecur(X1+1,Y1);
IF Y1<(PlayFieldYDimension-1) THEN
MarkRecur(X1,Y1+1);
END;
END;
BEGIN
CubesMarked:=0;
TargetColor:=PlayField[X,Y];
IF TargetColor<>3 THEN {Can't mark black space}
MarkRecur(X,Y);
END;
PROCEDURE FillPlayfield;
{Initial version, probably not nice to play with.
Some Life'ish algoritm would be better I think. (so that more aggregates exist)}
VAR X,Y,Last,Now : LONGINT;
BEGIN
Last:=0;
FOR X:=0 TO PlayFieldXDimension-1 DO
FOR Y:=0 TO PlayFieldYDimension-1 DO
BEGIN
Now:=RANDOM(4);
IF Now=3 THEN
Now:=Last;
PlayField[X,Y]:=Now;
Last:=Now;
END;
MarkField:=PlayField;
END;
PROCEDURE Colapse;
{Processes the playfield if the mouse button is used.
First the procere deletes the marked area, and let gravity do its work
Second the procere uses as if some gravity existed on the left of the
playfield }
VAR X, Y,J :LONGINT;
BEGIN
{Vertical colapse: All marked pieces are deleted, and let gravity do it's work}
IF CubesMarked>1 THEN
BEGIN
FOR X:=0 TO PlayFieldXDimension-1 DO
BEGIN
Y:=PlayFieldYDimension-1; J:=Y;
REPEAT
IF MarkField[X,Y]<>4 THEN
BEGIN
PlayField[X,J]:=PlayField[X,Y];
DEC(J);
END;
DEC(Y);
UNTIL Y<0;
FOR Y:=0 TO J DO
PlayField[X,Y]:=3;
END;
J:=0;
FOR X:=PlayFieldXDimension-2 DOWNTO 0 DO
BEGIN
IF PlayfIeld[X,PlayFieldYDimension-1]=3 THEN
BEGIN
Move(PlayfIeld[X+1,0],PlayField[X,0],PlayFieldYDimension*(PlayFieldXDimension-X-1));
INC(J);
END;
END;
IF J<>0 THEN
FillChar(PlayField[PlayFieldXDimension-J,0],J*PlayFieldYDimension,#3);
INC(Score,CubesToScore);
ShowScore;
END;
END;
PROCEDURE BuildScreen;
{Some proceres that build the screen}
var s : String;
BEGIN
{$IFDEF UseGraphics}
setbkcolor(black);
setviewport(0,0,getmaxx,getmaxy,clipoff);
clearviewport;
{$ELSE}
ClrScr;
{$ENDIF}
Score:=0;
ShowScore;
ShowButtons;
ShowHighScore;
ShowMouse;
{$IFDEF UseGraphics}
SetTextStyle(0,Horizdir,2);
OuttextXY(10,10,'SameGame v0.03, (C) by Marco v/d Voort. ');
SetTextStyle(0,Horizdir,1);
OuttextXY(50,40,'A demo for the FPC RTL and API units Crt,(MS)Mouse and Graph');
{$ELSE}
GotoXY(1,1);
TextColor(Yellow);
Write('SameGame v0.02');
TextColor(White);
Write(' A demo for the ');
TextColor(Yellow); Write('FPC');
TextColor(White); Write(' API or MsMouse unit. By Marco van de Voort');
SetDefaultColor;
{$ENDIF}
IF LastScore<>0 THEN
BEGIN
{$Ifdef UseGraphics}
SetTextStyle(0,Horizdir,1);
Str(LastScore,S);
OuttextXY(50,40,'The Score in the last game was :'+S);
{$else}
GotoXY(10,20);
Write('The score in the last game was :',LastScore);
{$endif}
END;
DisplayPlayField(PlayField);
MarkField:=PlayField;
END;
PROCEDURE DoMainLoopMouse;
{The main game loop. The entire game runs in this procere, the rest is
initialisation/finalisation (like loading and saving highscores etc etc)}
VAR X,Y,
MX,MY,MState,Dummy : LONGINT;
EndOfGame : LONGINT;
S : String;
BEGIN
RANDOMIZE;
REPEAT
FillPlayField;
BuildScreen;
EndOfGame:=0;
REPEAT
GetMouseState(MX,MY,MState);
{$IFDEF UseGraphics}
X:=2*((MX-GrFieldX) DIV ScalerX) +FieldX;
Y:=((MY-GrFieldY) DIV ScalerY) +FieldY-1;
{$ELSE}
X:=MX SHR 3;
Y:=MY SHR 3;
{$ENDIF}
IF PlayFieldPiecesLeft=0 THEN
BEGIN
INC(Score,1000);
EndOfGame:=1;
END
ELSE
BEGIN
{$IFDEF UseGraphics}
IF (MX>=MenuX) AND (MX<(MenuX+16*Length(GrNewGameLine))) THEN
BEGIN {X in clickable area}
IF (MY>=MenuY) AND (MY<(MenuY+RowDispl*3+2)) THEN
BEGIN
X:=65; {X doesn't matter as long as it is 60..69}
Y:=((MY-MenuY) DIV RowDispl)+4;
END;
END;
{$ENDIF}
IF (X>=60) AND (X<=69) THEN
BEGIN
IF (MState AND LButton) <>0 THEN {If leftbutton pressed,}
BEGIN
IF Y=4 THEN
EndOfGame:=1;
IF Y=6 THEN
EndOfGame:=2;
IF (EndOfGame>0) AND (PlayFieldPiecesLeft=0) THEN
INC(Score,1000);
IF Y=5 THEN
BEGIN
ShowHelp;
BuildScreen;
END;
{$IFDEF Linux}
IF Y=7 THEN
BEGIN
write(#27+'(K');
BuildScreen;
END;
{$ENDIF}
END;
END;
IF (X>=(FieldX-2)) AND (Y>=(FieldY-2)) THEN
BEGIN
DEC(X,FieldX-1);
DEC(Y,FieldY-1);
X:=X SHR 1;
IF (X<PlayFieldXDimension) AND (Y<PlayFieldYDimension) THEN
BEGIN
IF MarkField[X,Y]<>4 THEN
BEGIN
MarkField:=PlayField;
MarkAfield(X,Y);
DisplayPlayField(MarkField);
{$ifdef UseGraphics}
SetFillStyle(SolidFill,black);
Bar(420,440,540,460);
SetTextStyle(0,Horizdir,1);
Str(CubesToScore,S);
OuttextXY(420,440,'Marked : '+S);
{$else}
TextColor(White);
GotoXY(20,22);
Write(' ':20);
GotoXY(20,22);
Write('Marked :',CubesToScore);
{$endif}
END;
IF (MarkField[X,Y]=4) AND ((MState AND LButton) <>0) THEN
{If leftbutton pressed,}
BEGIN
REPEAT {wait untill it's released.
The moment of pressing counts}
GetMouseState(X,Y,Dummy);
UNTIL (Dummy AND LButton)=0;
Colapse;
MarkField:=PlayField;
DisplayPlayField(MarkField);
END
END
END;
IF KeyPressed THEN
BEGIN
X:=GetKey;
IF (CHR(X) IN ['X','x','Q','q']) OR (X=27) THEN
EndOfGame:=2;
END;
END;
UNTIL EndOfGame>0;
ShowScore;
X:=SlipInScore(Score);
IF X<>0 THEN
BEGIN
HideMouse;
ShowHighScore;
{$IFDEF UseGraphics}
Str(Score:5,S);
OutTextXY(HighX+150,HighY+LineDistY*(10-X),S);
GrInputStr(S,HighX,HighY+LineDistY*(10-X),16,12,10,FALSE,AlfaBeta);
{$ELSE}
InputStr(S,HighX,HighY+12-X,10,FALSE,AlfaBeta);
{$ENDIF}
HighScore[X-1].Name:=S;
ShowMouse;
END;
LastScore:=Score;
UNTIL EndOFGame=2;
END;
CONST FileName='samegame.scr';
VAR I : LONGINT;
{$IFDEF UseGraphics}
gd,gm : INTEGER;
Pal : PaletteType;
{$ENDIF}
BEGIN
{$IFDEF UseGraphics}
{$ifdef Win32}
ShowWindow(GetActiveWindow,0);
{$endif}
gm:=vgahi;
gd:=vga;
InitGraph(gd,gm,'');
if GraphResult <> grOk then
begin
Writeln('Graph driver ',gd,' graph mode ',gm,' not supported');
Halt(1);
end;
SetFillStyle(SolidFill,1);
GetDefaultPalette(Pal);
SetAllPalette(Pal);
{$ENDIF}
IF NOT MousePresent THEN
BEGIN
Writeln('No mouse found. A mouse is required!');
HALT;
END;
FOR I:=0 TO 9 DO
HighScore[I].Score:=I*1500;
LoadHighScore(FileName);
InitMouse;
{$ifndef Win32Graph}
CursorOff;
{$endif}
{$IFDEF UseGraphics}
HighX:=450; HighY:=220; {the position of the highscore table}
{$else}
HighX:=52; HighY:=10; {the position of the highscore table}
{$endif}
DoMainLoopMouse;
HideMouse;
DoneMouse;
{$ifndef Win32Graph}
CursorOn;
{$endif}
SaveHighScore;
{$IFDEF UseGraphics}
CloseGraph;
{$ENDIF}
{$ifndef Win32Graph}
ClrScr;
Writeln;
Writeln('Last games'#39' score was : ',Score);
{$endif}
END.
{
$Log: samegame.pp,v $
Revision 1.3 2002/02/22 21:41:22 carl
* range check error fix
Revision 1.2 2001/11/11 21:09:50 marco
* Gameunit, Fpctris and samegame fixed for win32 GUI
Revision 1.1 2001/05/03 21:39:33 peter
* moved to own mole
Revision 1.2 2000/07/13 11:33:09 michael
+ removed logs
}

热心网友 时间:2023-11-13 14:41

你是要玩还是要学习啊,我这有一个pascal的扫雷,想要的话留邮箱我给你发过去.
pascal可以用中文的,右击图标,属性-选项-当前代码页选中文就行了,只不过会出乱码

热心网友 时间:2023-11-13 14:41

program sd;
USES Crt;
CONST
Change:Array [0..6,0..3,0..7] Of Byte =(((0,1,1,1,2,1,3,1),(1,0,1,1,1,2,1,3),(0,1,1,1,2,1,3,1),(1,0,1,1,1,2,1,3)),
((1,0,0,1,1,1,2,1),(1,0,1,1,1,2,2,1),(0,1,1,1,2,1,1,2),(1,0,0,1,1,1,1,2)),
((1,0,2,0,1,1,2,1),(1,0,2,0,1,1,2,1),(1,0,2,0,1,1,2,1),(1,0,2,0,1,1,2,1)),
((1,0,2,0,0,1,1,1),(0,0,0,1,1,1,1,2),(1,0,2,0,0,1,1,1),(0,0,0,1,1,1,1,2)),
((0,0,1,0,1,1,2,1),(1,0,0,1,1,1,0,2),(0,0,1,0,1,1,2,1),(1,0,0,1,1,1,0,2)),
((1,0,2,0,1,1,1,2),(0,0,0,1,1,1,2,1),(1,0,0,2,1,1,1,2),(2,2,0,1,1,1,2,1)),
((0,0,1,0,1,1,1,2),(2,0,0,1,1,1,2,1),(2,2,1,0,1,1,1,2),(0,2,0,1,1,1,2,1)));
VAR
Board:Array [0..3,0..11,1..25] Of Byte;
Players,N,Nowx,Nowy,Kind,Trans,Speed:Byte;
Time,Score:Word;
Now:Array [0..7] Of Byte;
PROCEDURE Furbish;
VAR B,C:Byte;
Begin
For C:=24 Downto 2 Do Begin
Gotoxy(1,C);
For B:=1 To 10 Do
If Board[0,B,C]=0 Then Write(' ')
Else Write('圹');
End;
End;
PROCEDURE Clear;
Var A,B,C:Byte;D:Boolean;
Begin
For A:=24 Downto 1 Do
Begin
D:=True;
For B:=1 To 10 Do
If Board[0,B,A]=0 Then D:=False;
If D=True Then
Begin
Score:=Score+10;Gotoxy(1,1);Write(Score:5,'0');
For C:=A Downto 2 Do
For B:=1 To 10 Do
Board[0,B,C]:=Board[0,B,C-1];
A:=A+1;
End;
End;
Furbish;
End;
FUNCTION Canmove(X,Y:Byte):Boolean;
BEGIN
Canmove:=True;
If Board[0,X+Now[0],Y+Now[1]]>0 Then Canmove:=False;
If Board[0,X+Now[2],Y+Now[3]]>0 Then Canmove:=False;
If Board[0,X+Now[4],Y+Now[5]]>0 Then Canmove:=False;
If Board[0,X+Now[6],Y+Now[7]]>0 Then Canmove:=False;
End;
PROCEDURE Clean;
Begin
Gotoxy((Nowx+Now[0])*2-1,Nowy+Now[1]);Write(' ');
Gotoxy((Nowx+Now[2])*2-1,Nowy+Now[3]);Write(' ');
Gotoxy((Nowx+Now[4])*2-1,Nowy+Now[5]);Write(' ');
Gotoxy((Nowx+Now[6])*2-1,Nowy+Now[7]);Write(' ');
End;
PROCEDURE Show;
Begin
Gotoxy((Nowx+Now[0])*2-1,Nowy+Now[1]);Write('圹');
Gotoxy((Nowx+Now[2])*2-1,Nowy+Now[3]);Write('圹');
Gotoxy((Nowx+Now[4])*2-1,Nowy+Now[5]);Write('圹');
Gotoxy((Nowx+Now[6])*2-1,Nowy+Now[7]);Write('圹');
End;
BEGIN
Fillchar(Board,Sizeof(Board),0);
Randomize;Score:=0;
For N:=1 To 24 Do
Board[0,0,N]:=1;
For N:=1 To 24 Do
Board[0,11,N]:=1;
For N:=1 To 10 Do
Board[0,N,25]:=1;
Window(31,2,50,25);Textcolor(White);Textbackground(Blue);
Clrscr;Window(31,2,51,25);
Speed:=1;
Kind:=Random(7);Trans:=Random(4);Nowx:=4;Nowy:=1;
For N:=0 To 7 Do
Now[N]:=Change[Kind,Trans,N];
While Canmove(Nowx,Nowy) Do
Begin
Repeat
Clean;Nowy:=Nowy+1;Show;
Repeat
If Keypressed Then
Case Upcase(Readkey) Of
#0:Case Readkey Of
#75:If Canmove(Nowx-1,Nowy) Then Begin Clean;Nowx:=Nowx-1;Show;End;
#77:If Canmove(Nowx+1,Nowy) Then Begin Clean;Nowx:=Nowx+1;Show;End;
#80:Begin Clean;Repeat
If Canmove(Nowx,Nowy+1) Then Nowy:=Nowy+1;
Until Not(Canmove(Nowx,Nowy+1));Show;End;
#61:Begin Gotoxy(9,12);Write('Pause');Repeat Delay(1000);Until Keypressed;Furbish;End;
End;
#27:Exit;
' ',#13:Begin
Clean;Trans:=Trans+1;
If Trans=4 Then Trans:=0;
For N:=0 To 7 Do
Now[N]:=Change[Kind,Trans,N];
If Not(Canmove(Nowx,Nowy)) Then Begin Trans:=Trans-1;For N:=0 To 7 Do
Now[N]:=Change[Kind,Trans,N];Show;End
Else Show;
End;
End;
Until Not(Keypressed);
Delay((10-Speed)*50);
Until Not(Canmove(Nowx,Nowy+1));
Score:=Score+1;Gotoxy(1,1);Write(Score:5,'0');Speed:=(Score Div 300)+1;
Board[0,Nowx+Now[0],Nowy+Now[1]]:=1;
Board[0,Nowx+Now[2],Nowy+Now[3]]:=1;
Board[0,Nowx+Now[4],Nowy+Now[5]]:=1;
Board[0,Nowx+Now[6],Nowy+Now[7]]:=1;
Clear;
Kind:=Random(7);Trans:=Random(4);Nowx:=4;Nowy:=1;
For N:=0 To 7 Do
Now[N]:=Change[Kind,Trans,N];
End;
Gotoxy(7,12);Write('GAME OVER');Readln;
END.

热心网友 时间:2023-11-13 14:42

我有个自己编的很强悍但是比较无聊的游戏。。。-----扫雷!。编的很完善了,不过不知道是不是你想要的。
楼上说的对,在属性里改成中文的就可以了,不过会出乱码,而且我也不会什么字幕。。。全是算好距离打上去的

那个扫雷你要pas还是exe?
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