c语言窗口炸弹代码,C语言实现宾果消消乐
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
#include
#include
#include
#include
#include
#define MAPSIZE 10
int 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
for (j=0; 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
{
for (j=0; 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
{
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
for(j=0; 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
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
for(j=0; 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
for(j=0; 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
{
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
for(j=0; 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
{
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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