C语言实现宾果消消乐

本文实例为大家分享了C语言宾果消消乐的具体代码,供大家参考,具体内容如下

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```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; ihigh)
  {
    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||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=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; i105&&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; i400&&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.score170&&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; i400&&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.score115&&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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