#include <stdio.h>
#include <gtk/gtk.h>
#include <math.h>
#include <stdlib.h>
// 游戏区域的定义
#define GAME_WIDTH 500
#define GAME_LENGTH 600
struct ball
{
int x, y; // 小球的坐标(圆心)
int speed_x, speed_y; // 小球的速度
int radius; // 半径
int exist; // 是否存在
};
struct Baffle
{
int x, y; // 挡板的坐标(挡板左上角)
int width, length; // 挡板的长和宽
};
struct Bricks
{
int matrix[8][12]; // 记录砖块群信息的矩阵
int scores[8][12]; // 记录砖块群分数值的矩阵
int reward[8][12]; // 记录砖块群奖励情况的矩阵
int width, length; // 每一块砖块的长和宽
};
// 全局变量
struct ball ball1, ball2; // 小球
struct Baffle baffle; // 挡板
struct Bricks bricks; // 砖块
GtkWidget *window = NULL; // 游戏主窗口
GtkWidget *fixed = NULL;
GtkWidget *start = NULL;
GtkWidget *lose = NULL; // 游戏失败提示窗口
GtkWidget *win = NULL; // 游戏胜利窗口
GtkWidget *score_label = NULL; // 记录分数的标签
GtkWidget *border_down = NULL; // 下边界
GtkWidget *dialog=NULL;//是否继续游戏对话框
GtkWidget *button;//对话框按钮
int break_off; // 处理暂停的变量。0代表游戏继续,1代表游戏暂停
int score; // 记录得分的变量
int done = 0; // 对应提升难度的
// 函数声明
void play(int argc,char **argv);//开始游戏
void init(void);
static gboolean expose_handler(GtkWidget * widget,
GdkEventExpose * event, gpointer data);
static gboolean time_handler(GtkWidget *widget);
void press_handler(GtkWidget *widget, GdkEventKey *event);
void play_music();
void give_reward(int reward);
void yes(GtkWidget *widget,gpointer *data,int argc, char **argv);//按钮“YES”
void no(GtkWidget *widget,gpointer *data);//按钮“NO”
int main(int argc, char **argv)
{
play(argc,argv);
return 0;
}
void play(int argc,char **argv)//开始游戏函数
{
init();
gtk_init(&argc,&argv);
window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
fixed = gtk_fixed_new();
gtk_container_add (GTK_CONTAINER (window), fixed);
gtk_widget_show (fixed);
border_down = gtk_button_new();
gtk_widget_set_sensitive(border_down, FALSE);
gtk_widget_set_size_request(border_down, 600, 5);
gtk_fixed_put(GTK_FIXED(fixed), border_down, 0, GAME_WIDTH);
gtk_widget_show(border_down);
score_label = gtk_label_new("目前得分为: ");
gtk_fixed_put(GTK_FIXED(fixed), score_label, 0, 505);
gtk_widget_show(score_label);
win = gtk_label_new("恭喜你,已通关");
gtk_widget_set_size_request(win, 200, 100);
lose = gtk_label_new("真遗憾,你输了,是否重新开始");
g_signal_connect(G_OBJECT(window), "destroy", G_CALLBACK(gtk_main_quit),
NULL);
g_signal_connect(G_OBJECT(window), "expose_event", G_CALLBACK(expose_handler),
NULL);
g_signal_connect ( G_OBJECT ( window) , "key_press_event" ,
G_CALLBACK (press_handler) , NULL );
gtk_window_set_position ( GTK_WINDOW ( window) ,
GTK_WIN_POS_CENTER);
gtk_window_set_default_size ( GTK_WINDOW ( window) , GAME_LENGTH, GAME_WIDTH + 40);
gtk_widget_set_app_paintable ( window, TRUE );
gtk_window_set_resizable(GTK_WINDOW(window),FALSE); //禁止窗口最大化
gtk_widget_show_all(window);
g_timeout_add(10, (GSourceFunc)time_handler, NULL);
gtk_main();
}
/*
*
* name: init
* @param
* @return
*
* 完成初始化
*/
void init()
{
int i,j;
break_off = 0;
score = 0;
// 挡板的初始化
baffle.length = 100;
baffle.width = 10;
baffle.x = GAME_LENGTH / 2 - baffle.length / 2;
baffle.y = GAME_WIDTH - baffle.width;
// 小球的初始化
ball1.radius = 5;
ball1.x = GAME_LENGTH / 2;
ball1.y = baffle.y - ball1.radius;
ball1.speed_x = 1;
ball1.speed_y = -1;
ball1.exist = 1;
ball2.radius = 5;
ball2.exist = 0;
// 砖块群的初始化
bricks.length = 50;
bricks.width = 20;
for(i = 0; i < 8; i++)
{
for(j = 0; j < 12; j++)
bricks.matrix[i][j] = bricks.scores[i][j] = bricks.reward[i][j] = 0;
}
for(i = 0; i < 8; i++)
bricks.matrix[i][0] = bricks.scores[i][0] = 1;
for(i = 0; i < 12; i++)
bricks.matrix[7][i] = bricks.scores[7][i] = 1;
for(i = 0; i < 8; i++)
bricks.matrix[i][11] = bricks.scores[i][11] = 1;
for(i = 2; i < 12; i++)
bricks.matrix[0][i] = bricks.scores[0][i] = 1;
for(i = 0; i < 6; i++)
bricks.matrix[i][2] = bricks.scores[i][2] = 2;
for(i = 2; i < 10; i++)
bricks.matrix[5][i] = bricks.scores[5][i] = 2;
for(i = 2; i < 6; i++)
bricks.matrix[i][9] = bricks.scores[i][9] = 2;
for(i = 4; i < 10; i ++)
bricks.matrix[2][i] = bricks.scores[2][i] = 3;
bricks.reward[7][9] = 1;
bricks.reward[7][0] = 2;
}
static gboolean expose_handler(GtkWidget * widget,
GdkEventExpose * event, gpointer data)
{
cairo_t *cr;
int i,j;
int count = 0;
cr = gdk_cairo_create(widget ->window);
// 先画出挡板(矩形)
cairo_set_line_width(cr, 2);
cairo_set_source_rgb(cr, 0.69, 0.19, 0);
cairo_rectangle(cr, baffle.x, baffle.y, baffle.length, baffle.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.3, 0.4, 0.6);
cairo_fill(cr);
// 再画出小球
if(ball1.exist == 1)
{
cairo_set_line_width(cr, 0);
cairo_arc(cr, ball1.x, ball1.y, ball1.radius, 0, 2 * M_PI);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 1, 0, 0);
cairo_fill(cr);
}
if(ball2.exist == 1)
{
cairo_set_line_width(cr, 0);
cairo_arc(cr, ball2.x, ball2.y, ball2.radius, 0, 2 * M_PI);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 1, 0, 0);
cairo_fill(cr);
}
for(i = 0; i < 8; i++)
{
if(bricks.matrix[i][0] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, 0 * bricks.length, i * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.1 * count, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 0; i < 12; i++)
{
if(bricks.matrix[7][i] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, i * bricks.length, 7 * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
if(bricks.reward[7][i] != 0)
cairo_set_source_rgb(cr, 0.8, 0.1, 0.9);
else
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.018 * count);
cairo_fill(cr);
}
count++;
}
for(i = 1; i < 8; i++)
{
if(bricks.matrix[i][11] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, 11 * bricks.length, i * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 2; i < 12; i++)
{
if(bricks.matrix[0][i] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, i * bricks.length, 0 * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 0; i < 6; i++)
{
if(bricks.matrix[i][2] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, 2 * bricks.length, i * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 2; i < 10; i++)
{
if(bricks.matrix[5][i] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, i * bricks.length, 5 * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 2; i < 6; i++)
{
if(bricks.matrix[i][9] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, 9 * bricks.length, i * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
for(i = 4; i < 10; i ++)
{
if(bricks.matrix[2][i] != 0)
{
cairo_set_line_width(cr, 1);
cairo_set_source_rgb(cr, 1, 1, 0);
cairo_rectangle(cr, i * bricks.length, 2 * bricks.width, bricks.length, bricks.width);
cairo_stroke_preserve(cr);
cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2);
cairo_fill(cr);
}
count++;
}
cairo_destroy(cr);
return FALSE;
}
static gboolean time_handler(GtkWidget *widget)
{
int top_ball1, bottom_ball1, right_ball1, left_ball1;
int top_ball2, bottom_ball2, right_ball2, left_ball2;
int virtual_x, virtual_y;
char buffer[40], choice;
double index;
if(break_off == 1)
return TRUE;
// 赢了
if(score == 100)
{
gtk_fixed_put(GTK_FIXED(fixed), win, 200, 200);
gtk_widget_show(win);
return FALSE;
}
// 分数达到一定级别提升难度
if(score >= 20 && done == 0)
{
baffle.length = baffle.length / 2;
ball1.speed_x = 2 * ball1.speed_x;
ball1.speed_y = 2 * ball1.speed_y;
ball2.speed_x = 2 * ball2.speed_x;
ball2.speed_y = 2 * ball2.speed_y;
done = 1;
}
// 输了
if(ball1.exist == 0 && ball2.exist == 0)
{
dialog=gtk_dialog_new();//初始化对话框
gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->vbox),lose,TRUE,TRUE,0);//添加文本组件并显示
gtk_widget_show(lose);
button=gtk_button_new_with_label("Yes");//添加“YES”按钮
gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->action_area),button,TRUE,TRUE,0);
gtk_signal_connect(GTK_OBJECT(button),"clicked",G_CALLBACK(yes),dialog);//添加“YES”按钮事件驱动
gtk_widget_show(button);
button=gtk_button_new_with_label("No");//添加“NO”按钮
gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->action_area),button,TRUE,TRUE,0);
gtk_signal_connect(GTK_OBJECT(button),"clicked",G_CALLBACK(no),NULL);//添加“NO”按钮事件驱动
gtk_widget_show(button);
gtk_widget_show(dialog);//显示对话框
return FALSE;
}
if(ball1.exist != 0)
{
ball1.x += ball1.speed_x;
ball1.y += ball1.speed_y;
if(ball1.x <= 0 + ball1.radius || ball1.x >= GAME_LENGTH - ball1.radius)
ball1.speed_x = -ball1.speed_x;
if(ball1.y <= 0 + ball1.radius)
ball1.speed_y = -ball1.speed_y;
if(ball1.y >= GAME_WIDTH - baffle.width - ball1.radius)
{
if(ball1.x >= baffle.x && ball1.x <= baffle.x + baffle.length)
{
ball1.speed_y = -ball1.speed_y;
}
}
// 小球落入最下方,停止游戏
if(ball1.y >= GAME_WIDTH - ball1.radius)
{
ball1.exist = 0;
}
// 检测碰撞
// 当小球向右下方移动时,小球的右方和下方可能碰到砖块
if(ball1.speed_x > 0 && ball1.speed_y > 0)
{
bottom_ball1 = ball1.y + ball1.radius;
virtual_x = ball1.x / bricks.length;
virtual_y = bottom_ball1 / bricks.width;
// 小球下方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_y = -ball1.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
right_ball1 = ball1.x + ball1.radius;
virtual_x = right_ball1 / bricks.length;
virtual_y = ball1.y / bricks.width;
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0)
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_x = -ball1.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向右上方移动时
else if(ball1.speed_x > 0 && ball1.speed_y < 0)
{
top_ball1 = ball1.y - ball1.radius;
virtual_x = ball1.x / bricks.length;
virtual_y = top_ball1 / bricks.width;
// 小球上方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_y = -ball1.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
right_ball1 = ball1.x + ball1.radius;
virtual_x = right_ball1 / bricks.length;
virtual_y = ball1.y / bricks.width;
// 小球右方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_x = -ball1.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向左下方移动时
else if(ball1.speed_x < 0 && ball1.speed_y > 0)
{
bottom_ball1 = ball1.y + ball1.radius;
virtual_x = ball1.x / bricks.length;
virtual_y = bottom_ball1 / bricks.width;
// 小球下方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_y = -ball1.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
left_ball1 = ball1.x - ball1.radius;
virtual_x = left_ball1 / bricks.length;
virtual_y = ball1.y / bricks.width;
// 小球左方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_x = -ball1.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向左上方移动时
else
{
top_ball1 = ball1.y - ball1.radius;
virtual_x = ball1.x / bricks.length;
virtual_y = top_ball1 / bricks.width;
// 小球上方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_y = -ball1.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
left_ball1 = ball1.x - ball1.radius;
virtual_x = left_ball1 / bricks.length;
virtual_y = ball1.y / bricks.width;
// 小球左方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball1.speed_x = -ball1.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music();
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
}
/
if(ball2.exist == 1)
{
ball2.x += ball2.speed_x;
ball2.y += ball2.speed_y;
if(ball2.x <= 0 + ball2.radius || ball2.x >= GAME_LENGTH - ball2.radius)
ball2.speed_x = -ball2.speed_x;
if(ball2.y <= 0 + ball2.radius)
ball2.speed_y = -ball2.speed_y;
if(ball2.y >= GAME_WIDTH - baffle.width - ball2.radius)
{
if(ball2.x >= baffle.x && ball2.x <= baffle.x + baffle.length)
{
ball2.speed_y = -ball2.speed_y;
}
}
// 小球落入最下方,停止游戏
if(ball2.y >= GAME_WIDTH - ball2.radius)
{
ball2.exist = 0;
}
// 检测碰撞
// 当小球向右下方移动时,小球的右方和下方可能碰到砖块
if(ball2.speed_x > 0 && ball2.speed_y > 0)
{
bottom_ball2 = ball2.y + ball2.radius;
virtual_x = ball2.x / bricks.length;
virtual_y = bottom_ball2 / bricks.width;
// 小球下方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_y = -ball2.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
right_ball2 = ball2.x + ball2.radius;
virtual_x = right_ball2 / bricks.length;
virtual_y = ball2.y / bricks.width;
//
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0)
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_x = -ball2.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向右上方移动时
else if(ball2.speed_x > 0 && ball2.speed_y < 0)
{
top_ball2 = ball2.y - ball2.radius;
virtual_x = ball2.x / bricks.length;
virtual_y = top_ball2 / bricks.width;
// 小球上方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_y = -ball2.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
right_ball2 = ball2.x + ball2.radius;
virtual_x = right_ball2 / bricks.length;
virtual_y = ball2.y / bricks.width;
// 小球右方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_x = -ball2.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向左下方移动时
else if(ball2.speed_x < 0 && ball2.speed_y > 0)
{
bottom_ball2 = ball2.y + ball2.radius;
virtual_x = ball2.x / bricks.length;
virtual_y = bottom_ball2 / bricks.width;
// 小球下方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_y = -ball2.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
left_ball2 = ball2.x - ball2.radius;
virtual_x = left_ball2 / bricks.length;
virtual_y = ball2.y / bricks.width;
// 小球左方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_x = -ball2.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
// 当小球向左上方移动时
else
{
top_ball2 = ball2.y - ball2.radius;
virtual_x = ball2.x / bricks.length;
virtual_y = top_ball2 / bricks.width;
// 小球下方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_y = -ball2.speed_y;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
left_ball2 = ball2.x - ball2.radius;
virtual_x = left_ball2 / bricks.length;
virtual_y = ball2.y / bricks.width;
// 小球左方碰撞到砖块
if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7)
{
if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在
{
bricks.matrix[virtual_y][virtual_x]--;
ball2.speed_x = -ball2.speed_x;
if(bricks.matrix[virtual_y][virtual_x] == 0)
{
score += bricks.scores[virtual_y][virtual_x];
play_music(); // 播放音效
if(bricks.reward[virtual_y][virtual_x] != 0)
give_reward(bricks.reward[virtual_y][virtual_x]);
}
}
}
}
}
sprintf(buffer, "目前得分为%d", score);
gtk_label_set_text(GTK_LABEL(score_label), buffer);
gdk_window_invalidate_rect(window ->window, NULL, FALSE);
return TRUE ;
}
void press_handler(GtkWidget *widget, GdkEventKey *event)
{
switch(event ->keyval)
{
case 65361: // 左键
if(baffle.x > 0)
baffle.x -= 10;
break;
case 65363: // 右键
if(baffle.x < 600 - baffle.length)
baffle.x += 10;
break;
case 32: // 空格(暂停)
break_off = 1;
break;
case 65293: // 回车
break_off = 0;
break;
default:
break;
}
}
void play_music()
{
system("sh voice");
}
void give_reward(int reward)
{
if(reward == 1) // 挡板加长
baffle.length += 40;
else
{
ball2.exist = 1;
ball2.x = ball1.x;
ball2.y = ball1.y;
ball2.speed_x = -ball1.speed_x;
ball2.speed_y = ball1.speed_y;
}
}
void yes(GtkWidget *widget,gpointer *data,int argc, char **argv)//按钮“YES”
{
gtk_widget_destroy(GTK_WIDGET(data));//删除选择对话框
gtk_widget_destroy(window);//删除游戏框
play(argc,argv);//重新开始游戏
}
void no(GtkWidget *widget,gpointer *data)//按钮“NO”
{
exit(0);//退出游戏
}
Linux GTK 打砖块 最新版
最新推荐文章于 2022-05-08 14:30:51 发布