Linux---弹球游戏

ReadMe:

弹球游戏按键说明(注意大小写):

Q End Up Game 游戏停止
P Play Again  再玩一次

f 速度x轴方向减速
s 速度x轴方向加速
F 速度y轴方向减速
S 速度y轴方向加速

J 移动挡板变短
L 移动挡板变长

4 移动挡板向左移动
6 移动挡板向右移动

补充说明:
游戏屏幕左上角显示当前得分和游戏状态( GameOn or GameOver )
游戏过程中忽略ctrl+c和ctrl+\信号,游戏结束后恢复信号

/×××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××/

    分。。。。割。。。。线

/×××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××××/

  1 #include <stdio.h>
  2 
  3 #include <stdlib.h>
  4 
  5 #include <string.h>
  6 
  7 #include <curses.h>
  8 
  9 #include <signal.h>
 10 
 11 #include "bounce.h"
 12 
 13 #include <sys/time.h>
 14 
 15  
 16 
 17  
 18 
 19 bool set_up( bool );
 20 
 21 void wrap_up();
 22 
 23 void ball_move();
 24 
 25 void show_baffle();
 26 
 27 void in_bound( struct BallInfo * );
 28 
 29 int set_ticker( int );
 30 
 31 bool judge_in_bound( int ,int );
 32 
 33 void show_baffle();
 34 
 35 void try_move_my_moving_baffle( char );
 36 
 37 void show_my_moving_baffle();
 38 
 39 void cover_my_moving_baffle();
 40 
 41 void show_score_gameon();
 42 
 43 void show_score_gameoff();
 44 
 45 void clear_up();
 46 
 47 void solve_sigint();
 48 
 49 void solve_sigquit();
 50 
 51 bool ball_crash_brick();
 52 
 53 void show_my_moving_brick( int ,int );
 54 
 55 void cover_my_moving_brick( int ,int );
 56 
 57  
 58 
 59 struct BallInfo my_moving_ball;
 60 
 61 struct BaffleInfo my_moving_Baffle;
 62 
 63 struct Brick my_moving_brick[2];
 64 
 65 int score;
 66 
 67  
 68 
 69 void clear_up(){
 70 
 71        int i,j;
 72 
 73        for( i=0;i<24;i++ ){
 74 
 75               for( j=0;j<80;j++ ){
 76 
 77                      mvaddch( i,j,BLANK );
 78 
 79               }
 80 
 81        }
 82 
 83        return ;
 84 
 85 }
 86 
 87 /********************************************************
 88 
 89        clear up the whole screen
 90 
 91 *********************************************************/
 92 
 93  
 94 
 95  
 96 
 97 bool set_up( bool flag ){
 98 
 99        char od;
100 
101        my_moving_ball.x_pos = startX;
102 
103        my_moving_ball.y_pos = startY;
104 
105        my_moving_ball.x_Time1 = my_moving_ball.x_Time2 = X_Time;
106 
107        my_moving_ball.y_Time1 = my_moving_ball.y_Time2 = Y_Time;
108 
109        my_moving_ball.x_dir = 1;
110 
111        my_moving_ball.y_dir = 1;
112 
113        my_moving_ball.ball_symbol = BALL;
114 
115  
116 
117        my_moving_Baffle.len = BaffleLen;
118 
119        my_moving_Baffle.baffle_symbol = BaffleSymbol;
120 
121        my_moving_Baffle.x = startX_;
122 
123        my_moving_Baffle.y = startY_;
124 
125  
126 
127        my_moving_brick[0].x = TopRow+DELTA;
128 
129        my_moving_brick[0].y = LeftCol+1;
130 
131        my_moving_brick[0].speed = speed1;
132 
133        my_moving_brick[0].dir = 1;
134 
135        my_moving_brick[0].flag = true;
136 
137  
138 
139        score = 0;
140 
141  
142 
143        initscr();
144 
145        noecho();
146 
147        crmode();
148 
149        keypad( stdscr,true );
150 
151        //attroff( A_BLINK );
152 
153       
154 
155        if( flag==true ){
156 
157               mvaddstr( startX-3,startY,"Do you want play game (y/n)?" );
158 
159               mvaddstr( startX-2,startY,"Press 's' to slow (x-axis)");
160 
161               mvaddstr( startX-1,startY,"Press 'f' to fast (x-axis)");
162 
163               mvaddstr( startX,startY,"Press 'S' to slow (y-axis)");
164 
165               mvaddstr( startX+1,startY,"Press 'F' to slow (y-axis)");
166 
167               mvaddstr( startX+2,startY,"Press '4' to the left");
168 
169               mvaddstr( startX+3,startY,"Press '6' to the right");
170 
171               mvaddstr( startX+4,startY,"(Please refer to the ReadMe.)");
172 
173               move( LINES-1,COLS-1 );
174 
175               refresh();
176 
177               od = getch();
178 
179               if( od=='y'||od=='Y' ){ clear_up(); }
180 
181               else {
182 
183                      wrap_up();
184 
185                      return false;
186 
187               }
188 
189        }
190 
191        /* 游戏最开始进入界面 */      
192 
193       
194 
195        show_score_gameon();
196 
197  
198 
199        signal( SIGINT,solve_sigint );
200 
201        signal( SIGQUIT,solve_sigquit );
202 
203       
204 
205        mvaddch( my_moving_ball.y_pos, my_moving_ball.x_pos, my_moving_ball.ball_symbol );
206 
207        show_baffle();
208 
209        show_my_moving_baffle();
210 
211        show_my_moving_brick( my_moving_brick[0].x,my_moving_brick[0].y );
212 
213        refresh();
214 
215  
216 
217        signal( SIGALRM, ball_move );
218 
219        //signal( SIGALRM, brick_move );
220 
221        set_ticker( 1000 / TICKS_PER_SEC );
222 
223        return true;
224 
225 }
226 
227 /********************************************************
228 
229        启动二维弹球
230 
231        set up the game
232 
233 *********************************************************/
234 
235  
236 
237  
238 
239 void wrap_up(){
240 
241        set_ticker( 0 );
242 
243        beep();
244 
245        endwin();
246 
247 }
248 
249 /********************************************************
250 
251        终止二维弹球
252 
253        end up the game
254 
255 *********************************************************/
256 
257  
258 
259  
260 
261 void solve_sigint(){
262 
263        mvaddstr( 2,0,"You enter ctrl+C");
264 
265        return ;
266 
267 }
268 
269 /********************************************************
270 
271        solve the signal :ctrl + C
272 
273 *********************************************************/
274 
275  
276 
277  
278 
279 void show_my_moving_brick( int x,int y ){
280 
281        if( my_moving_brick[0].flag==true ){
282 
283               mvaddstr( x,y,BRICK );
284 
285               move( LINES-1,COLS-1 );
286 
287        }
288 
289        return ;
290 
291 }
292 
293 void cover_my_moving_brick( int x,int y ){
294 
295        mvaddstr( x,y,"     " );
296 
297        move( LINES-1,COLS-1 );
298 
299        return ;
300 
301 }
302 
303 /********************************************************
304 
305        show my moving brick
306 
307 *********************************************************/
308 
309  
310 
311  
312 
313 void solve_sigquit(){
314 
315        mvaddstr( 2,0,"You enter ctrl+\\");
316 
317        return ;
318 
319 }
320 
321 /********************************************************
322 
323        solve the signal :ctrl + \
324 
325 *********************************************************/
326 
327  
328 
329  
330 
331 void show_score_gameon(){
332 
333        move( 0,0 );
334 
335        addstr( Tip1 );
336 
337        char str1[ 105 ],str2[ 105 ];
338 
339        int cnt1 = 0,cnt2 = 0;
340 
341        int tp = score/2;
342 
343        int i;
344 
345        while( tp ){
346 
347               str1[ cnt1++ ] = tp%10 + '0';
348 
349               tp /= 10;
350 
351        }
352 
353        for( i=cnt1-1;i>=0;i-- ){
354 
355               str2[ cnt2++ ] = str1[ i ];
356 
357        }
358 
359        if( cnt2==0 ) str2[ cnt2++ ] = '0';
360 
361        str2[ cnt2 ] = '\0';
362 
363        addstr( "\nYour Score:" );
364 
365        addstr( str2 );
366 
367        move( LINES-1,COLS-1 );
368 
369 }
370 
371 /********************************************************
372 
373        显示得分
374 
375        show the score
376 
377 *********************************************************/
378 
379  
380 
381  
382 
383 void show_score_gameoff(){
384 
385        move( 0,0 );
386 
387        addstr( Tip2 );
388 
389        char str1[ 105 ],str2[ 105 ];
390 
391        int cnt1 = 0,cnt2 = 0;
392 
393        int tp = score;
394 
395        int i;
396 
397        while( tp ){
398 
399               str1[ cnt1++ ] = tp%10 + '0';
400 
401               tp /= 10;
402 
403        }
404 
405        for( i=cnt1-1;i>=0;i-- ){
406 
407               str2[ cnt2++ ] = str1[ i ];
408 
409        }
410 
411        if( cnt2==0 ) str2[ cnt2++ ] = '0';
412 
413        str2[ cnt2 ] = '\0';
414 
415        move( LINES/2,COLS/3 );
416 
417        addstr( Tip2 );
418 
419        mvaddstr( LINES/2+1,COLS/3,"You can input 'P' to play again." );
420 
421        move( LINES-1,COLS-1 );
422 
423 }
424 
425 /********************************************************
426 
427        show game over
428 
429 *********************************************************/
430 
431  
432 
433  
434 
435 void ball_move(){
436 
437        signal( SIGALRM,SIG_IGN );
438 
439       
440 
441        bool moved = false;
442 
443        int x_cur = my_moving_ball.x_pos;
444 
445        int y_cur = my_moving_ball.y_pos;
446 
447        bool crash_ed ;
448 
449  
450 
451        int yy_cur = my_moving_brick[0].y;
452 
453        if( (my_moving_brick[0].speed--)==1 ){
454 
455               my_moving_brick[0].y +=my_moving_brick[0].dir;
456 
457               if( my_moving_brick[0].y+5==RightCol||my_moving_brick[0].y==LeftCol ) my_moving_brick[0].dir *= (-1);
458 
459               my_moving_brick[0].speed = speed1;
460 
461        }
462 
463        cover_my_moving_brick( my_moving_brick[0].x,yy_cur );
464 
465        show_my_moving_brick( my_moving_brick[0].x,my_moving_brick[0].y );
466 
467        move( LINES-1,COLS-1 );
468 
469        refresh();
470 
471        //my_moving_brick
472 
473        if( my_moving_ball.x_Time1>0 && ((my_moving_ball.x_Time2--) == 1) ){
474 
475               moved = true;
476 
477               my_moving_ball.x_pos += my_moving_ball.x_dir;
478 
479               my_moving_ball.x_Time2 = my_moving_ball.x_Time1;
480 
481        }
482 
483  
484 
485        if( my_moving_ball.y_Time1>0 && ((my_moving_ball.y_Time2--) == 1) ){
486 
487               moved = true;
488 
489               my_moving_ball.y_pos += my_moving_ball.y_dir;
490 
491               my_moving_ball.y_Time2 = my_moving_ball.y_Time1;
492 
493        }
494 
495  
496 
497        if( moved == true ){
498 
499               crash_ed = ball_crash_brick();
500 
501               mvaddch( y_cur,x_cur,BLANK );
502 
503               mvaddch( my_moving_ball.y_pos,my_moving_ball.x_pos,my_moving_ball.ball_symbol );
504 
505               in_bound( &my_moving_ball );
506 
507               move( LINES-1,COLS-1 );
508 
509               refresh();
510 
511        }
512 
513        signal( SIGALRM,ball_move );
514 
515        return ;
516 
517 }
518 
519 /********************************************************
520 
521        try move the ball
522 
523 *********************************************************/
524 
525  
526 
527  
528 
529 bool ball_crash_brick(){
530 
531        if( my_moving_ball.y_pos==my_moving_brick[0].x ){
532 
533               if( my_moving_ball.x_pos>=my_moving_brick[0].y&&my_moving_ball.x_pos<=my_moving_brick[0].y+5 ){
534 
535                      cover_my_moving_brick( my_moving_brick[0].x,my_moving_brick[0].y );
536 
537                      my_moving_brick[0].flag = false;
538 
539                      return true;
540 
541               }
542 
543        }
544 
545        else
546 
547               return false;
548 
549 }
550 
551 /********************************************************
552 
553        when the ball crash with the brick
554 
555 *********************************************************/
556 
557  
558 
559  
560 
561 void in_bound( struct BallInfo *myballPoint ){
562 
563        bool return_dir = false;
564 
565        if( myballPoint->x_pos==LeftCol ){
566 
567               myballPoint->x_dir = 1;
568 
569               return_dir = true;
570 
571        }//left
572 
573        else if( myballPoint->x_pos==RightCol ){
574 
575               myballPoint->x_dir = -1;
576 
577               return_dir = true;
578 
579        }//right
580 
581        if( myballPoint->y_pos==TopRow ){
582 
583               myballPoint->y_dir = 1;
584 
585               return_dir = true;
586 
587        }//up
588 
589        else if( myballPoint->y_pos==BotRow ){
590 
591               if( ((myballPoint->x_pos)>=my_moving_Baffle.y) && ((myballPoint->x_pos)<=my_moving_Baffle.y+my_moving_Baffle.len) ){
592 
593                      myballPoint->y_dir = -1;
594 
595                      score ++;
596 
597                      show_score_gameon();
598 
599                      return_dir = true;
600 
601               }
602 
603               else{
604 
605                      show_score_gameoff();
606 
607                      wrap_up();
608 
609               }
610 
611        }//down
612 
613 }
614 
615 /********************************************************
616 
617        rebound the ball
618 
619 *********************************************************/
620 
621  
622 
623  
624 
625 int set_ticker( int n_msecs ){
626 
627        struct itimerval new_timeset;
628 
629        long n_sec, n_usecs;
630 
631  
632 
633        n_sec = n_msecs / 1000;
634 
635        n_usecs = ( n_msecs %1000 ) * 1000L;
636 
637       
638 
639        new_timeset.it_interval.tv_sec = n_sec;
640 
641        new_timeset.it_interval.tv_usec = n_usecs;
642 
643        new_timeset.it_value.tv_sec = n_sec;
644 
645        new_timeset.it_value.tv_usec = n_usecs;
646 
647       
648 
649        return setitimer( ITIMER_REAL, &new_timeset, NULL );
650 
651 }
652 
653 /********************************************************
654 
655        set the timer
656 
657 *********************************************************/
658 
659  
660 
661  
662 
663 bool judge_in_bound( int x,int y ){
664 
665        if( x>=BotRow && x<=TopRow && y>=LeftCol && y<=RightCol )
666 
667               return true;
668 
669        else
670 
671               return false;
672 
673 }
674 
675 void show_baffle(){
676 
677        int i;
678 
679        for( i=TopRow-1;i<=BotRow+1;i++ ){
680 
681               mvaddch( i,LeftCol-1,Baffle );
682 
683               mvaddch( i,RightCol+1,Baffle );
684 
685        }
686 
687        for( i=LeftCol-1;i<=RightCol+1;i++ ){
688 
689               mvaddch( TopRow-1,i,Baffle );
690 
691        }
692 
693        return ;
694 
695 }
696 
697 /********************************************************
698 
699        show the baffle
700 
701 *********************************************************/
702 
703  
704 
705  
706 
707 void try_move_my_moving_baffle( char od ){
708 
709        if( od==LEFT ){
710 
711               if( my_moving_Baffle.y-1 >= LeftCol ){
712 
713                      cover_my_moving_baffle();
714 
715                      my_moving_Baffle.y --;
716 
717                      show_my_moving_baffle();
718 
719               }
720 
721        }
722 
723        /* left */
724 
725        if( od==RIGHT ){
726 
727               if( my_moving_Baffle.y+my_moving_Baffle.len<=RightCol ){
728 
729                      cover_my_moving_baffle();
730 
731                      my_moving_Baffle.y ++;
732 
733                      show_my_moving_baffle();
734 
735               }
736 
737        }
738 
739        /* right */
740 
741 }
742 
743 /********************************************************
744 
745        solve my moving baffle's direction
746 
747 *********************************************************/
748 
749  
750 
751  
752 
753 void cover_my_moving_baffle(){
754 
755        int i;
756 
757        for( i=0;i<my_moving_Baffle.len;i++ )
758 
759               mvaddch( my_moving_Baffle.x,my_moving_Baffle.y+i,BLANK );
760 
761        return ;
762 
763 }
764 
765 void show_my_moving_baffle(){
766 
767        int i;
768 
769        for( i=0;i<my_moving_Baffle.len;i++ )
770 
771               mvaddch( my_moving_Baffle.x,my_moving_Baffle.y+i,my_moving_Baffle.baffle_symbol );
772 
773        return ;
774 
775 }
776 
777 /********************************************************
778 
779        show my moving baffle
780 
781 *********************************************************/
782 
783  
784 
785  
786 
787 int main(){
788 
789        char od;
790 
791       
792 
793        bool flag = set_up( true );
794 
795        /* start the game */
796 
797        if( flag==false )
798 
799               return 0;
800 
801        /* the user dont want to play the game */
802 
803       
804 
805        while( ( od=getch() )!='Q' ){
806 
807               if( od=='f'&&my_moving_ball.x_Time1>Min ) my_moving_ball.x_Time1 --;
808 
809               else if( od=='s'&&my_moving_ball.x_Time1<Max ) my_moving_ball.x_Time1 ++;
810 
811               else if( od=='F'&&my_moving_ball.y_Time1>Min ) my_moving_ball.y_Time1 --;
812 
813               else if( od=='S'&&my_moving_ball.y_Time1<Max ) my_moving_ball.y_Time1 ++;
814 
815               /* change the ball's speed */
816 
817               if( od=='J'&&my_moving_Baffle.len>=2 ) {
818 
819                      cover_my_moving_baffle();
820 
821                      my_moving_Baffle.len --;
822 
823                      show_my_moving_baffle();
824 
825               }
826 
827               else if( od=='L'&&my_moving_Baffle.y+my_moving_Baffle.len<RightCol ){
828 
829                      cover_my_moving_baffle();
830 
831                      my_moving_Baffle.len ++;
832 
833                      show_my_moving_baffle();
834 
835               }
836 
837               /* change my moving baffle's len */
838 
839               if( od=='P' ) {
840 
841                      clear_up();
842 
843                      set_up( false );
844 
845               }
846 
847               /* play again the game */
848 
849               if( od==LEFT||od==RIGHT ){
850 
851                      try_move_my_moving_baffle( od );
852 
853               }
854 
855               /* move my moving baffle */
856 
857        }
858 
859       
860 
861        wrap_up();
862 
863        /* end up the game */
864 
865        return 0;
866 
867 }
View Code

bounce.h

 1 #include<stdio.h>
 2 #include<curses.h>
 3 #include<stdlib.h>
 4 
 5 #define BLANK ' '
 6 #define BALL 'o'
 7 #define Baffle '#'
 8 #define BaffleSymbol '_'
 9 
10 #define TopRow 5
11 #define BotRow 20
12 #define LeftCol 10
13 #define RightCol 70
14 
15 #define startX 10
16 #define startY 10
17 /* ball start position */
18 
19 #define startX_ 21
20 #define startY_ 10
21 #define BaffleLen 7
22 /* baffle start position */
23 
24 #define scorePosx 1
25 #define scorePosy 1
26 #define Tip1 "GameOn:"
27 #define Tip2 "GameOver"
28 #define Tip3 "YourScore:"
29 
30 #define TICKS_PER_SEC 25
31 
32 #define X_Time 5
33 #define Y_Time 8
34 
35 #define LEFT '4'
36 #define RIGHT '6'
37 
38 #define Min 1
39 #define Max 12
40 
41 #define foreground 34
42 #define background 0
43 #define colormode 0
44 
45 #define speed1 3
46 #define speed2 3
47 
48 #define BRICK "BRICK"
49 
50 #define DELTA 5
51 
52 struct BallInfo{
53 int x_pos,y_pos;
54 int x_Time1,y_Time1;
55 int x_Time2,y_Time2;
56 int x_dir,y_dir;
57 char ball_symbol;
58 };
59 
60 struct BaffleInfo{
61 int x,y,len;
62 char baffle_symbol;
63 };
64 
65 
66 struct Brick{
67 int x,y;
68 int speed;
69 int dir;
70 bool flag;
71 };
View Code

 

转载于:https://www.cnblogs.com/xxx0624/p/3456551.html

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