C语言自定义军旗游戏源码

2025-05-27 0 28

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

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#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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