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C语言实现宾果消消乐

来源:本站原创|时间:2020-01-10|栏目:C语言|点击:

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 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<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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