c语言消消乐作业,C语言实现宾果消消乐

```c

#include

#include

#include

#include

#include

#include

#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

for (j=0; 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

{

for (j=0; 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

{

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

for(j=0; 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

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

for(j=0; 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

for(j=0; 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

{

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

for(j=0; 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

{

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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