本文实例为大家分享了C语言宾果消消乐的具体代码,供大家参考,具体内容如下
```c#include<graphics.h>#include<stdio.h>#include<windows.h>#include <conio.h>#include<time.h>#include<mmsystem.h>#define MAPSIZE 10int map[MAPSIZE][MAPSIZE];int map2[MAPSIZE][MAPSIZE];bool state[MAPSIZE][MAPSIZE];bool state1[MAPSIZE][MAPSIZE];typedef struct game{ int game_state; int counts; int score; int targets; int level; int state; int level_state; int tool_number; int tool_state; int start_state; PIMAGE img[21];} Game;Game game;int high=0;void init_img(){ int i; for(i=0; i<21; i++) game.img[i]=newimage(); getimage(game.img[0],"game//underground.jpg"); getimage(game.img[1],"game//red.jpg"); getimage(game.img[2],"game//green.jpg"); getimage(game.img[3],"game//blue.jpg"); getimage(game.img[4],"game//orange.jpg"); getimage(game.img[5],"game//purple.jpg"); getimage(game.img[6],"game//brown.jpg"); getimage(game.img[7],"game//123.jpg"); getimage(game.img[8],"game//end.jpg"); getimage(game.img[9],"game//bomb.jpg"); getimage(game.img[10],"game//win.png"); getimage(game.img[11],"game//hon.jpg"); getimage(game.img[12],"game//lu.jpg"); getimage(game.img[13],"game//lan.jpg"); getimage(game.img[14],"game//cheng.jpg"); getimage(game.img[15],"game//zi.jpg"); getimage(game.img[16],"game//hui.jpg"); getimage(game.img[17],"game//receive.png"); getimage(game.img[18],"game//in.jpg"); getimage(game.img[19],"game//black.jpg"); getimage(game.img[20],"game//start.jpg");}void init_map(){ int i,j; srand(time(0)); for (i=0; i<MAPSIZE; i++) for (j=0; j<MAPSIZE; j++) { state[i][j]=false; map[i][j]=rand()%6+1; map2[i][j]=map[i][j];//备份图形 }}void read(int *high){ FILE *fp; fp=fopen("bag.b","rb"); if(fp==NULL) return; fread(high,sizeof(int),1,fp); fclose(fp);}void save(int *high){ FILE *fp; fp=fopen("bag.b","wb"); if(fp==NULL) return; fwrite(high,sizeof(int),1,fp); fclose(fp);}//显示关卡void show_level(){ char str[4],str2[8]; putimage(0,0,game.img[0]); sprintf(str, "%4d ", game.level); sprintf(str2, "%4d ", game.targets); setfont(40,0,"隶书"); setcolor(EGERGB(255,255,255)); setbkmode(TRANSPARENT); outtextxy(160,330,"第 关"); outtextxy(160,330,str); setfont(30,0,"隶书"); outtextxy(150,400,"目标分:"); outtextxy(270,400,str2); Sleep(1000); cleardevice();}//显示分数void show_word(){ char str[4],str1[8],str2[8],scores[8],str3[4]; if(game.score>high) { high=game.score; save(&high); } putimage(0,0,game.img[0]); setfont(30,0,"隶书"); setcolor(EGERGB(250, 210, 0)); setbkmode(TRANSPARENT); outtextxy(10,15, "最高记录: "); outtextxy(10,55, "关卡: "); outtextxy(150,55, "目标分: "); sprintf(str, "%4d ", game.level); sprintf(str1, "%4d ", high); sprintf(str2, "%4d ", game.targets); sprintf(scores, "%4d ", game.score); sprintf(str3, "%d", game.tool_number); setcolor(EGERGB(255, 255, 255)); outtextxy(60, 55, str); outtextxy(150, 15, str1); outtextxy(260, 55, str2); outtextxy(205, 102, scores); setfont(25,0,"隶书"); outtextxy(410,1,str3);}void show_map(){ if(game.level_state==1) show_level(); show_word(); int i,j; for (i=0; i<MAPSIZE; i++) { for (j=0; j<MAPSIZE; j++) if(!state[i][j]) { if(map[i][j]==1) putimage(j*45,i*45+250,game.img[map[i][j]]); else if(map[i][j]==2) putimage(j*45,i*45+250,game.img[map[i][j]]); else if(map[i][j]==3) putimage(j*45,i*45+250,game.img[map[i][j]]); else if(map[i][j]==4) putimage(j*45,i*45+250,game.img[map[i][j]]); else if(map[i][j]==5) putimage(j*45,i*45+250,game.img[map[i][j]]); else if(map[i][j]==6) putimage(j*45,i*45+250,game.img[map[i][j]]); } }}//音频void musicu(){ mciSendString("close mymusicu",NULL,0,NULL); mciSendString("open game//unbelievable.mp3 alias mymusicu",NULL,0,NULL); mciSendString("play mymusicu",NULL,0,NULL);}void musicc(){ mciSendString("close mymusicc",NULL,0,NULL); mciSendString("open game//click.mp3 alias mymusicc",NULL,0,NULL); mciSendString("play mymusicc",NULL,0,NULL);}void musicf(){ mciSendString("close mymusicf",NULL,0,NULL); mciSendString("open game//fail.mp3 alias mymusicf",NULL,0,NULL); mciSendString("play mymusicf",NULL,0,NULL);}void musicd(){ mciSendString("close mymusicd",NULL,0,NULL); mciSendString("open game//delt.mp3 alias mymusicd",NULL,0,NULL); mciSendString("play mymusicd",NULL,0,NULL);}void musicb(){ mciSendString("close mymusicb",NULL,0,NULL); mciSendString("open game//bomb.mp3 alias mymusicb",NULL,0,NULL); mciSendString("play mymusicb",NULL,0,NULL);}void musicp(){ mciSendString("close mymusicp",NULL,0,NULL); mciSendString("open game//popwindows.mp3 alias mymusicp",NULL,0,NULL); mciSendString("play mymusicp",NULL,0,NULL);}void musicsheng(){ mciSendString("close mymusicsheng",NULL,0,NULL); mciSendString("open game//成功.mp3 alias mymusicsheng",NULL,0,NULL); mciSendString("play mymusicsheng",NULL,0,NULL);}//判断此位置是否符合int avaliable(int x,int y){ if(x<0||x>=MAPSIZE||y<0||y>=MAPSIZE||state[y][x]) return 0; else return 1;}//搜索周围相同颜色void search_map(int x,int y,int target){ if((!avaliable(x,y))||map[y][x]!=target) return; state[y][x]=true; state1[y][x]=true; game.counts++; search_map(x-1,y,target); search_map(x+1,y,target); search_map(x,y-1,target); search_map(x,y+1,target);}//搜索到相同颜色后调整位置void adjust_map(){ int i,j,r,k; int temp[10][10]; for(j=MAPSIZE-1; j>=0; j--) { int m=0; int flag=1; k=j; for(i=MAPSIZE-1; i>=0; i--) if(state[i][j]==false) flag=0; if(flag==1) { if(k==MAPSIZE-1) continue; while(1) { if(k==MAPSIZE-1) break; for(i=MAPSIZE-1; i>=0; i--) { map[i][k]=map[i][k+1]; state[i][k]=state[i][k+1]; state[i][k+1]=true; } k++; } } for(i=MAPSIZE-1; i>=0; i--) if(!state[i][j]) { temp[m][j]=map[i][j]; m++; } r=MAPSIZE-1; for(i=0; i<m; i++) { map[r][j]=temp[i][j]; state[r][j]=false; r--; } for(; r>=0; r--) { state[r][j]=true; } }}//判断是否通过本关int end_map(){ int i,j,target; int x; int y; int flag=1; for(i=0; i<MAPSIZE; i++) for(j=0; j<MAPSIZE; j++) if(!state[i][j]) { x=j; y=i; target=map[y][x]; if((avaliable(x+1,y)&&map[y][x+1]==target)||(avaliable(x-1,y)&&map[y][x-1]==target) ||(avaliable(x,y-1)&&map[y-1][x]==target)||(avaliable(x,y+1)&&map[y+1][x]==target)) { flag=0; break; } } return flag;}//弹出炸弹窗口,选择是否使用道具int bomb_pop(){ mouse_msg ms; while(1) { show_map(); putimage(88, 280, game.img[9]); while(mousemsg()) { ms=getmouse(); if(ms.is_left()&&ms.is_down()) { if(ms.x>105&&ms.x<230&&ms.y>380&&ms.y<425) { musicc(); return 0; } if(ms.x>240&&ms.x<370&&ms.y>380&&ms.y<420) { musicc(); return 1; } } } Sleep(500); }}//点击要炸裂的某一列void bomb_map(){ int i; int x,y; mouse_msg msg; while(1) { show_map(); while(mousemsg()) { msg=getmouse(); if(msg.is_left()&&msg.is_down()) { musicc(); x=msg.x/45; y=(msg.y-250)/45; if(!avaliable(x,y)) continue; for(i=0; i<MAPSIZE; i++) if(state[i][x]==false) { state[i][x]=true; game.counts++; } return; } } Sleep(500); }}//打印出要消除图形的碎片void flash_map(int target){ int i,j; show_map(); for(i=0; i<MAPSIZE; i++) for(j=0; j<MAPSIZE; j++) if(state1[i][j]==true) { musicd(); if(target==1) putimage(j*45,i*45+250,game.img[11]); else if(target==2) putimage(j*45,i*45+250,game.img[12]); else if(target==3) putimage(j*45,i*45+250,game.img[13]); else if(target==4) putimage(j*45,i*45+250,game.img[14]); else if(target==5) putimage(j*45,i*45+250,game.img[15]); else if(target==6) putimage(j*45,i*45+250,game.img[16]); } Sleep(200);}//碎片消除后,恢复以前状态void state1_back(){ int i,j; for(i=0; i<MAPSIZE; i++) for(j=0; j<MAPSIZE; j++) state1[i][j]=false;}void play_game(){ init_map(); int target; int x,y; int i,j; mouse_msg msg; if(game.state==0)//重新开始游戏时将现有分数置为0 game.score=0; else game.score=game.score; while(1) { show_map(); game.level_state=0; while(mousemsg()) { msg=getmouse(); if(msg.is_left()&&msg.is_down()) { musicc(); if(msg.x>400&&msg.x<450&&msg.y>=40&&msg.y<100&&game.tool_number>=5)//使用炸弹 { musicp(); if(bomb_pop()) { bomb_map(); musicb(); adjust_map(); game.score=game.score+game.counts*20; game.tool_number=game.tool_number-5; show_map(); game.counts=0; } } else { x=msg.x/45; y=(msg.y-250)/45; if(!avaliable(x,y)) continue; target=map[y][x]; if((avaliable(x+1,y)&&map[y][x+1]==target)||(avaliable(x-1,y)&&map[y][x-1]==target) ||(avaliable(x,y-1)&&map[y-1][x]==target)||(avaliable(x,y+1)&&map[y+1][x]==target)) { search_map(x,y,target); game.score=game.score+game.counts*20; if(game.counts>=6) { game.tool_number=game.tool_number+3; musicu(); } flash_map(target); adjust_map(); } game.counts=0; show_map(); Sleep(100); state1_back(); if(end_map()) { if(game.score>=game.targets) { musicsheng(); game.game_state=2; return; } else if(game.score<game.targets) { musicf(); game.game_state=-1; return ; } } } } } }}//领取魔法鱼void get_tool(){ mouse_msg ms; while(1) { putimage(0,0,game.img[7]); putimage_transparent(NULL,game.img[17],88,280,0); while(mousemsg()) { ms=getmouse(); if(ms.is_left()&&ms.is_down()) { if(ms.x>170&&ms.x<300&&ms.y>380&&ms.y<420) { musicc(); game.tool_number=10; game.tool_state=0; return ; } } } Sleep(500); }}//游戏指南界面void inter_game(){ mouse_msg ms; while(1) { putimage(0,0,game.img[18]); while(mousemsg()) { ms=getmouse(); if(ms.is_left()&&ms.is_down()) { musicc(); game.game_state=0; return; } } Sleep(500); }}void start_game(){ mouse_msg ms; if(game.start_state==1) { putimage(0,0,game.img[19]); Sleep(500); putimage(0,0,game.img[20]); Sleep(500); game.start_state=0; } while(1) { putimage(0,0,game.img[7]); while(mousemsg()) { ms=getmouse(); if(ms.is_left()&&ms.is_down()) { musicc(); if(ms.x>140&&ms.x<310&&ms.y>370&&ms.y<410) { if(game.tool_state==1) { musicp(); get_tool(); } game.game_state=1; game.level_state=1; return; } if(ms.x>140&&ms.x<310&&ms.y>420&&ms.y<460) { game.game_state=3; return; } if(ms.x>140&&ms.x<310&&ms.y>470&&ms.y<500) { game.game_state=5; return; } } } Sleep(500); }}void fail_again(){ int i,j; int target; int x,y; int flag=0; mouse_msg msg; for(i=0; i<MAPSIZE; i++) for(j=0; j<MAPSIZE; j++) { state[i][j]=false; map[i][j]=map2[i][j]; } while(1) { show_map(); while(mousemsg()) { msg=getmouse(); if(msg.is_left()&&msg.is_down()) { musicc(); if(msg.x>400&&msg.x<450&&msg.y>=40&&msg.y<100&&game.tool_number>=5) { musicp(); if(bomb_pop()) { bomb_map(); musicb(); adjust_map(); game.score=game.score+game.counts*20; game.tool_number=game.tool_number-5; show_map(); game.counts=0; } } else { x=msg.x/45; y=(msg.y-250)/45; if(!avaliable(x,y)) continue; target=map[y][x]; if((avaliable(x+1,y)&&map[y][x+1]==target)||(avaliable(x-1,y)&&map[y][x-1]==target) ||(avaliable(x,y-1)&&map[y-1][x]==target)||(avaliable(x,y+1)&&map[y+1][x]==target)) { search_map(x,y,target); game.score=game.score+game.counts*20; if(game.counts>=6) { game.tool_number=game.tool_number+3; musicu(); } flash_map(target); adjust_map(); } game.counts=0; show_map(); Sleep(100); state1_back(); if(end_map()) { if(game.score>=game.targets) { musicsheng(); game.game_state=2; return; } else if(game.score<game.targets) { musicf(); game.game_state=-1; return ; } } } } } }}void end_game(){ mouse_msg msg; while(1) { show_map(); putimage(100, 320, game.img[8]); setfont(30,0,"隶书"); setcolor(EGERGB(255,255,255)); setbkmode(TRANSPARENT); outtextrect(120,330, 180,450,"闯关失败,是否重闯本关?"); while (mousemsg()) { msg = getmouse(); if(msg.is_left()&&msg.is_down()) { if(msg.x>115&&msg.x<222&&msg.y>400&&msg.y<430) { musicc(); game.game_state=0; game.state=0; game.level=1; game.targets=1500; game.score=0; return ; } if(msg.x>230&&msg.x<336&&msg.y>400&&msg.y<430) { musicc(); if(game.level>1) game.score=game.score-1500; else if(game.level==1) game.score=0; game.game_state=4; return ; } } } Sleep(500); }}void win_game(){ mouse_msg msg; while(1) { show_map(); putimage_transparent(NULL,game.img[10],130,300,0); while (mousemsg()) { msg = getmouse(); if(msg.is_left()&&msg.is_down()) { musicc(); game.level++; game.targets=game.targets+1600; game.state=1; game.game_state=1; game.level_state=1; game.tool_number=game.tool_number+2; return ; } } Sleep(500); }}void play(){ while(1) { if(game.game_state==0) start_game(); else if(game.game_state==1) play_game(); else if(game.game_state==-1) end_game(); else if(game.game_state==2) win_game(); else if(game.game_state==4) fail_again(); else if(game.game_state==5) inter_game(); else if(game.game_state==3) return ; }}int main(){ initgraph(450,700); game.game_state=0; game.counts=0; game.score=0; game.targets=1500; game.level=1; game.tool_number=0; game.tool_state=1; game.start_state=1; init_img(); mciSendString("open game//under.mp3 alias mymusicg",NULL,0,NULL); mciSendString("play mymusicg repeat",NULL,0,NULL); read(&high); play(); closegraph(); mciSendString("close mymusicg repeat",NULL,0,NULL); return 0;}
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