#include <conio.h>
#include <graphics.h>
#define High 480 // 游戏画面尺寸
#define Width 640
#define Brick_num 10 // 砖块个数
#define R 10 // 小球的半径
#define Speed 30
// 全局变量
int ball_x,ball_y; // 小球的坐标
int ball_vx,ball_vy; // 小球的速度
int bar_x,bar_y; // 挡板中心坐标
int bar_high,bar_width; // 挡板的高度和宽度
int bar_left,bar_right,bar_top,bar_bottom; // 挡板的上下左右位置坐标
int isBrickExisted[Brick_num]; // 每个砖块是否存在,1为存在,0为没有了
int brick_high,brick_width; // 每个砖块的高度和宽度
int speed;
void startup() // 数据初始化
{
ball_x = Width/2;
ball_y = High/2;
ball_vx = 1;
ball_vy = 1;
bar_high = High/20;
bar_width = Width/2;
bar_x = Width/2;
bar_y = High - bar_high/2;
bar_left = bar_x - bar_width/2;
bar_right = bar_x + bar_width/2;
bar_top = bar_y - bar_high/2;
bar_bottom = bar_y + bar_high/2;
brick_width = Width/Brick_num;
brick_high = High/Brick_num;
speed=0;
int i;
for (i=0;i<Brick_num;i++)
isBrickExisted[i] = 1;
initgraph(Width, High);
BeginBatchDraw();
}
void gameover()
{
EndBatchDraw();
closegraph();
}
void clean() // 消除画面
{
setcolor(BLACK); //线条颜色
cleardevice();
setfillcolor(WHITE);
if(speed>=Speed)
{
fillcircle(ball_x, ball_y, R); // 绘制圆
speed=0;
}
bar(bar_left,bar_top,bar_right,bar_bottom);
// 绘制一个填充矩形
int i,brick_left,brick_right,brick_top,brick_bottom;
for (i=0;i<Brick_num;i++)
{
brick_left = i*brick_width;
brick_right = brick_left + brick_width;
brick_top = 0;
brick_bottom = brick_high;
if (!isBrickExisted[i]) // 砖块没有了,绘制黑色
fillrectangle(brick_left,brick_top,brick_right,brick_bottom);
}
}
void show() // 显示画面
{
setcolor(RED);
setfillcolor(BLUE);
fillcircle(ball_x, ball_y, R); // 绘制圆
bar(bar_left,bar_top,bar_right,bar_bottom);
// 绘制挡板
int i,brick_left,brick_right,brick_top,brick_bottom;
for (i=0;i<Brick_num;i++)
{
brick_left = i*brick_width;
brick_right = brick_left + brick_width;
brick_top = 0;
brick_bottom = brick_high;
if (isBrickExisted[i]) // 砖块存在,绘制砖块
{
setcolor(GREEN);
setfillcolor(YELLOW);
fillrectangle(brick_left,brick_top,brick_right,brick_bottom); // 绘制砖块
}
}
FlushBatchDraw();
// 延时
// Sleep(3);
}
void updateWithoutInput() // 与用户输入无关的更新
{
// 更新小圆坐标
if(speed<Speed)
{
speed++;
}
if(speed>=Speed)
{
ball_x = ball_x + ball_vx;
ball_y = ball_y + ball_vy;
}
else return;
// 挡板和小圆碰撞,小圆反弹
if ( ( ball_y+R >= bar_top-1)
&&( ball_y-R <= bar_bottom+1) )
if ( (ball_x>=bar_left) && (ball_x<=bar_right) )
{
ball_y=bar_top-R-1;
ball_vy = -ball_vy;
}
// 小圆和边界碰撞
if(ball_x>=Width-R )
{
ball_vx = -ball_vx;
ball_x=Width-R;
}
if (ball_x<=R)
{
ball_vx = -ball_vx;
ball_x=R;
}
if(ball_y>=High-R )
{
ball_vy = -ball_vy;
ball_y=High-R;
}
if (ball_y<=R)
{
ball_vy = -ball_vy;
ball_y=R;
}
// 判断小圆是否和某个砖块碰撞
int i,brick_left,brick_right,brick_bottom;
for (i=0;i<Brick_num;i++)
{
if (isBrickExisted[i]) // 砖块存在,才判断
{
brick_left = i*brick_width;
brick_right = brick_left + brick_width;
brick_bottom = brick_high;
if ( (ball_y-R<=brick_bottom) && (ball_x>=brick_left)
&& (ball_x<=brick_right) )
{
isBrickExisted[i] = 0;
ball_vy = -ball_vy;
}
}
}
int out=1;
for (i=0;i<Brick_num;i++)
{
if (isBrickExisted[i]) // 砖块存在,才判断
{
out=0;
}
}
if(out==1) gameover();
}
void updateWithInput() // 与用户输入有关的更新
{
MOUSEMSG m; // 定义鼠标消息
if (MouseHit()) //这个函数用于检测当前是否有鼠标消息
{
m = GetMouseMsg(); // 获取一条鼠标消息
if(m.uMsg == WM_MOUSEMOVE)
{
// 鼠标移动时,挡板的位置等于鼠标所在的位置
bar_x = m.x;
bar_y = m.y;
bar_left = bar_x - bar_width/2;
bar_right = bar_x + bar_width/2;
bar_top = bar_y - bar_high/2;
bar_bottom = bar_y + bar_high/2;
}
else if (m.uMsg == WM_LBUTTONDOWN)
{
// 按下鼠标左键,初始化小球的位置为挡板上面中心
ball_x = bar_x;
ball_y = bar_top - R;
}
else if (m.uMsg == WM_RBUTTONDOWN)
{
// 按下鼠标右键,初始化小球的位置为挡板上面中心
//并使方向反向
ball_x = bar_x;
ball_y = bar_top - R;
ball_vx*=-1;
}
}
}
int main()
{
startup(); // 数据初始化
while (1) // 游戏循环执行
{
clean(); // 把之前绘制的内容取消
updateWithoutInput(); // 与用户输入无关的更新
updateWithInput(); // 与用户输入有关的更新
show(); // 显示新画面
}
gameover(); // 游戏结束、后续处理
return 0;
}