宾果消消乐(C语言)

宾果消消乐(C语言)


```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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