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2013-04-20
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/*
* 连连看游戏C语言源代码
*/#include <stdio.h>
#include <graphics.h>
#include <stdlib.h>
#include <math.h>
#include <dos.h>#define true 1
#define false 0/* ---------------------全局变量------------------------------------ */
int BkGndColor=BLACK;
int BorderColor=LIGHTGRAY;
int LineColor=LIGHTBLUE;/* 消除一对方块时时候的连线颜色 */
/* Pb - ProgressBar */
int PbColor=LIGHTGREEN;
int PbY=4;
int PbHeight=4;
int PbValue; /* 进度条百分比,初始值为100.*/
long StartTime; /* 开始时间的秒数,只统计分钟,秒 */
long TotalTime; /* 游戏总共的最大秒数!,*//* BoardDatas: a small-size board */
/* Board[x][y][0] - 0:empty, 1:filled */
/* Board[x][y][1] - cell's key; */
unsigned char Board[10][10][2];
int CellSize=30;
int BoardX=20;
int BoardY=60;
int BoardWidth=10;
int BoardHeight=10;
int CellColor=WHITE;
int SelColor=BLUE; /* selCell's border rect color */
int CurColor=RED; /* curCell's border rect color */
int EraColor=CYAN; /* 用于擦除cell的颜色!*/
int PairsCount; /* how much pairs we have put on board *//* 用于存储逻辑坐标(索引) */
typedef struct _tagCELL
{
char x;
char y;
} CELL;CELL selCell,curCell;/*缓存前一个被选中的位置以及当前所处位置!*//*Scan Codes Define*/
enum KEYCODES
{
K_ESC =0x011b,
K_UP =0x4800, /* upward arrow */
K_LEFT =0x4b00,
K_DOWN =0x5000,
K_RIGHT =0x4d00,
K_SPACE =0x3920,
K_P =0x1970,
K_RETURN =0x1c0d, /* Enter */
}; /* ---------------------函数列表------------------------------------ */
void InitGame(char *bgiPath);
void PlayGame();
void QuitGame();
void InitProgressBar();
void UpdateProgressBar(int percent);
void DrawCell(int key,int x,int y,int color);
void EraseCell(int x,int y);
void DrawBorderRect(CELL *c,int color);
void DrawGameOver(char* info);
int GetKeyCode();
int FindPath(CELL *c1,CELL *c2);
/*绘制消除方块时候的连接路径!,用指定颜色!*/
void DrawPath(int x1,int y1,int x2,int y2,int x3,int y3,int x4,int y4,int color);/* ----------------------函数实现----------------------------------- *//* ----------------------[ 核心算法 ]---------------------------------
* 先进行水平方向判断,找出两点所在的水平直线活动范围,
* 算出这两条线段在垂直方向的共同区域!!!,
* 遍历该区域判断能否在两线段间架起公垂线,能则两点连接上;
* 接着进行垂直方向判断,类同。无论两点在不在一条直线上,
* 都能使用该算法,因为两点同线只是两点作为矩形对角点的特例而已。
*//* 找到两个CELL之间的路径,成功返回true */
int FindPath(CELL *c1,CELL *c2)
{
int i,j,path,min1,max1,min2,max2,left,right,top,bottom;
/*---------------(0)判断是否点中相同块! ------------*/
if(Board[c1->x][c1->y][1] != Board[c2->x][c2->y][1])
return false;
/*---------------(1)查找水平方向公共区域!-----------*/
min1=max1=c1->x;
min2=max2=c2->x;
while(min1-1>=0 && Board[min1-1][c1->y][0]==0) min1--;
while(min2-1>=0 && Board[min2-1][c2->y][0]==0) min2--;
left=max(min1,min2); /* 左边界 */
while(max1+1<BoardWidth && Board[max1+1][c1->y][0]==0) max1++;
while(max2+1<BoardWidth && Board[max2+1][c2->y][0]==0) max2++;
right=min(max1,max2); /* 右边界 */ /* 检查两条水平线之间是否有公垂线连通!*/
/* 可以在边缘连通 */
if(left==0)
{
/* 左边缘连通 */
DrawPath(c1->x,c1->y, -1,c1->y, -1,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, -1,c1->y, -1,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
if(right==(BoardWidth-1))
{
DrawPath(c1->x,c1->y, BoardWidth,c1->y, BoardWidth,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, BoardWidth,c1->y, BoardWidth,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
} for(i=left;i<=right;i++)
{
path=0;/*统计垂直的公垂线长度!*/
for(j=min(c1->y,c2->y)+1;j<max(c1->y,c2->y);j++)
{
path+=Board[i][j][0];
if(path>0) break;
}
if(path==0)
{
DrawPath(c1->x,c1->y, i,c1->y, i,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, i,c1->y, i,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
} /*---------------(2)查找垂直方向公共区域!-----------*/
min1=max1=c1->y;
min2=max2=c2->y;
while(min1-1>=0 && Board[c1->x][min1-1][0]==0) min1--;
while(min2-1>=0 && Board[c2->x][min2-1][0]==0) min2--;
top=max(min1,min2);
while(max1+1<BoardHeight && Board[c1->x][max1+1][0]==0) max1++;
while(max2+1<BoardHeight && Board[c2->x][max2+1][0]==0) max2++;
bottom=min(max1,max2); /* 检查两条垂直线之间是否有公垂线连通!*/
/* 可以在边缘连通 */
if(top==0)
{
/* 同在顶端消除 */
DrawPath(c1->x,c1->y, c1->x,-1, c2->x,-1, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,-1, c2->x,-1, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
if(bottom==(BoardHeight-1))
{
DrawPath(c1->x,c1->y, c1->x,BoardHeight, c2->x,BoardHeight, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,BoardHeight, c2->x,BoardHeight, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
} for(j=top;j<=bottom;j++)
{
path=0;/*统计水平的公垂线长度!*/
for(i=min(c1->x,c2->x)+1; i<max(c1->x,c2->x); i++)
{
path+=Board[i][j][0];
if(path>0) break;
}
if(path==0)
{
/* 水平公垂线 */
DrawPath(c1->x,c1->y, c1->x,j, c2->x,j, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,j, c2->x,j, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
} /* 到达这里说明没有任何通路 */
return false;
}
/*Get Key Code */
int GetKeyCode()
{
int key=0;
if(bioskey(1))
{
key=bioskey(0);
}
return key;
}/*绘制消除方块时候的连接路径!,用指定颜色!,坐标是CELL逻辑坐标!*/
void DrawPath(int x1,int y1,int x2,int y2,int x3,int y3,int x4,int y4,int color)
{
setcolor(color);
moveto(BoardX+CellSize/2+CellSize*x1,BoardY+CellSize/2+CellSize*y1);
lineto(BoardX+CellSize/2+CellSize*x2,BoardY+CellSize/2+CellSize*y2);
lineto(BoardX+CellSize/2+CellSize*x3,BoardY+CellSize/2+CellSize*y3);
lineto(BoardX+CellSize/2+CellSize*x4,BoardY+CellSize/2+CellSize*y4);
}
/* congratulations info,the user has success finish the game ! */
void DrawGameOver(char* info)
{
/*计算棋盘的中心点*/
int cx=BoardX+CellSize*BoardWidth/2;
int cy=BoardY+CellSize*BoardHeight/2;
struct textsettingstype textInfos;
/*获取此前的文字信息*/
gettextsettings(&textInfos);
setcolor(DARKGRAY);
setfillstyle(SOLID_FILL,BLUE);
/* 文字居中 */
rectangle(cx-102,cy-22,cx+102,cy+22);
floodfill(cx,cy,DARKGRAY);
rectangle(cx-100,cy-20,cx+100,cy+20);
settextjustify(CENTER_TEXT,CENTER_TEXT);
setcolor(LIGHTBLUE);
outtextxy(cx,cy,info);
/*restore orignal text settings */
settextjustify(textInfos.horiz, textInfos.vert);
}/* draw a focus rect on the cell with the color */
/* 用制定颜色绘制一个选中的外边框 */
void DrawBorderRect(CELL *c,int color)
{
setcolor(color);
rectangle(BoardX+(c->x)*CellSize+1, BoardY+(c->y)*CellSize+1, BoardX+(c->x+1)*CellSize-2, BoardY+(c->y+1)*CellSize-2);
rectangle(BoardX+(c->x)*CellSize, BoardY+(c->y)*CellSize, BoardX+(c->x+1)*CellSize-1, BoardY+(c->y+1)*CellSize-1);
}/* 在x,y处用指定颜色绘制键为key的 CELL,key在2,3,4,5,6,7,8,9,10,11之间随机 */
void DrawCell(int key,int x,int y,int color)
{
setcolor(color);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
setfillstyle(key, color);
floodfill(BoardX+x*CellSize+3, BoardY+y*CellSize+3,color);
}/* 擦除CELL */
void EraseCell(int x,int y)
{
setcolor(EraColor);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
setfillstyle(SOLID_FILL, BkGndColor);
floodfill(BoardX+x*CellSize+3, BoardY+y*CellSize+3,EraColor);
setcolor(BkGndColor);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
}
/* 初始化进度条 */
void InitProgressBar()
{
int width=CellSize*BoardWidth;
/* progress bar border rect */
setcolor(BorderColor);
rectangle(BoardX-2,PbY-2,BoardX+width+2,PbY+PbHeight+2); /* draw a value = 100% progress bar */
setcolor(PbColor);
rectangle(BoardX,PbY,BoardX+width,PbY+PbHeight);
setfillstyle(SOLID_FILL,PbColor);
floodfill(BoardX+1,PbY+1,PbColor);
}
* 连连看游戏C语言源代码
*/#include <stdio.h>
#include <graphics.h>
#include <stdlib.h>
#include <math.h>
#include <dos.h>#define true 1
#define false 0/* ---------------------全局变量------------------------------------ */
int BkGndColor=BLACK;
int BorderColor=LIGHTGRAY;
int LineColor=LIGHTBLUE;/* 消除一对方块时时候的连线颜色 */
/* Pb - ProgressBar */
int PbColor=LIGHTGREEN;
int PbY=4;
int PbHeight=4;
int PbValue; /* 进度条百分比,初始值为100.*/
long StartTime; /* 开始时间的秒数,只统计分钟,秒 */
long TotalTime; /* 游戏总共的最大秒数!,*//* BoardDatas: a small-size board */
/* Board[x][y][0] - 0:empty, 1:filled */
/* Board[x][y][1] - cell's key; */
unsigned char Board[10][10][2];
int CellSize=30;
int BoardX=20;
int BoardY=60;
int BoardWidth=10;
int BoardHeight=10;
int CellColor=WHITE;
int SelColor=BLUE; /* selCell's border rect color */
int CurColor=RED; /* curCell's border rect color */
int EraColor=CYAN; /* 用于擦除cell的颜色!*/
int PairsCount; /* how much pairs we have put on board *//* 用于存储逻辑坐标(索引) */
typedef struct _tagCELL
{
char x;
char y;
} CELL;CELL selCell,curCell;/*缓存前一个被选中的位置以及当前所处位置!*//*Scan Codes Define*/
enum KEYCODES
{
K_ESC =0x011b,
K_UP =0x4800, /* upward arrow */
K_LEFT =0x4b00,
K_DOWN =0x5000,
K_RIGHT =0x4d00,
K_SPACE =0x3920,
K_P =0x1970,
K_RETURN =0x1c0d, /* Enter */
}; /* ---------------------函数列表------------------------------------ */
void InitGame(char *bgiPath);
void PlayGame();
void QuitGame();
void InitProgressBar();
void UpdateProgressBar(int percent);
void DrawCell(int key,int x,int y,int color);
void EraseCell(int x,int y);
void DrawBorderRect(CELL *c,int color);
void DrawGameOver(char* info);
int GetKeyCode();
int FindPath(CELL *c1,CELL *c2);
/*绘制消除方块时候的连接路径!,用指定颜色!*/
void DrawPath(int x1,int y1,int x2,int y2,int x3,int y3,int x4,int y4,int color);/* ----------------------函数实现----------------------------------- *//* ----------------------[ 核心算法 ]---------------------------------
* 先进行水平方向判断,找出两点所在的水平直线活动范围,
* 算出这两条线段在垂直方向的共同区域!!!,
* 遍历该区域判断能否在两线段间架起公垂线,能则两点连接上;
* 接着进行垂直方向判断,类同。无论两点在不在一条直线上,
* 都能使用该算法,因为两点同线只是两点作为矩形对角点的特例而已。
*//* 找到两个CELL之间的路径,成功返回true */
int FindPath(CELL *c1,CELL *c2)
{
int i,j,path,min1,max1,min2,max2,left,right,top,bottom;
/*---------------(0)判断是否点中相同块! ------------*/
if(Board[c1->x][c1->y][1] != Board[c2->x][c2->y][1])
return false;
/*---------------(1)查找水平方向公共区域!-----------*/
min1=max1=c1->x;
min2=max2=c2->x;
while(min1-1>=0 && Board[min1-1][c1->y][0]==0) min1--;
while(min2-1>=0 && Board[min2-1][c2->y][0]==0) min2--;
left=max(min1,min2); /* 左边界 */
while(max1+1<BoardWidth && Board[max1+1][c1->y][0]==0) max1++;
while(max2+1<BoardWidth && Board[max2+1][c2->y][0]==0) max2++;
right=min(max1,max2); /* 右边界 */ /* 检查两条水平线之间是否有公垂线连通!*/
/* 可以在边缘连通 */
if(left==0)
{
/* 左边缘连通 */
DrawPath(c1->x,c1->y, -1,c1->y, -1,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, -1,c1->y, -1,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
if(right==(BoardWidth-1))
{
DrawPath(c1->x,c1->y, BoardWidth,c1->y, BoardWidth,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, BoardWidth,c1->y, BoardWidth,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
} for(i=left;i<=right;i++)
{
path=0;/*统计垂直的公垂线长度!*/
for(j=min(c1->y,c2->y)+1;j<max(c1->y,c2->y);j++)
{
path+=Board[i][j][0];
if(path>0) break;
}
if(path==0)
{
DrawPath(c1->x,c1->y, i,c1->y, i,c2->y, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, i,c1->y, i,c2->y, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
} /*---------------(2)查找垂直方向公共区域!-----------*/
min1=max1=c1->y;
min2=max2=c2->y;
while(min1-1>=0 && Board[c1->x][min1-1][0]==0) min1--;
while(min2-1>=0 && Board[c2->x][min2-1][0]==0) min2--;
top=max(min1,min2);
while(max1+1<BoardHeight && Board[c1->x][max1+1][0]==0) max1++;
while(max2+1<BoardHeight && Board[c2->x][max2+1][0]==0) max2++;
bottom=min(max1,max2); /* 检查两条垂直线之间是否有公垂线连通!*/
/* 可以在边缘连通 */
if(top==0)
{
/* 同在顶端消除 */
DrawPath(c1->x,c1->y, c1->x,-1, c2->x,-1, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,-1, c2->x,-1, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
if(bottom==(BoardHeight-1))
{
DrawPath(c1->x,c1->y, c1->x,BoardHeight, c2->x,BoardHeight, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,BoardHeight, c2->x,BoardHeight, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
} for(j=top;j<=bottom;j++)
{
path=0;/*统计水平的公垂线长度!*/
for(i=min(c1->x,c2->x)+1; i<max(c1->x,c2->x); i++)
{
path+=Board[i][j][0];
if(path>0) break;
}
if(path==0)
{
/* 水平公垂线 */
DrawPath(c1->x,c1->y, c1->x,j, c2->x,j, c2->x,c2->y, LineColor);
delay(6000);
DrawPath(c1->x,c1->y, c1->x,j, c2->x,j, c2->x,c2->y, BkGndColor);/*插除线条!*/
return true;
}
} /* 到达这里说明没有任何通路 */
return false;
}
/*Get Key Code */
int GetKeyCode()
{
int key=0;
if(bioskey(1))
{
key=bioskey(0);
}
return key;
}/*绘制消除方块时候的连接路径!,用指定颜色!,坐标是CELL逻辑坐标!*/
void DrawPath(int x1,int y1,int x2,int y2,int x3,int y3,int x4,int y4,int color)
{
setcolor(color);
moveto(BoardX+CellSize/2+CellSize*x1,BoardY+CellSize/2+CellSize*y1);
lineto(BoardX+CellSize/2+CellSize*x2,BoardY+CellSize/2+CellSize*y2);
lineto(BoardX+CellSize/2+CellSize*x3,BoardY+CellSize/2+CellSize*y3);
lineto(BoardX+CellSize/2+CellSize*x4,BoardY+CellSize/2+CellSize*y4);
}
/* congratulations info,the user has success finish the game ! */
void DrawGameOver(char* info)
{
/*计算棋盘的中心点*/
int cx=BoardX+CellSize*BoardWidth/2;
int cy=BoardY+CellSize*BoardHeight/2;
struct textsettingstype textInfos;
/*获取此前的文字信息*/
gettextsettings(&textInfos);
setcolor(DARKGRAY);
setfillstyle(SOLID_FILL,BLUE);
/* 文字居中 */
rectangle(cx-102,cy-22,cx+102,cy+22);
floodfill(cx,cy,DARKGRAY);
rectangle(cx-100,cy-20,cx+100,cy+20);
settextjustify(CENTER_TEXT,CENTER_TEXT);
setcolor(LIGHTBLUE);
outtextxy(cx,cy,info);
/*restore orignal text settings */
settextjustify(textInfos.horiz, textInfos.vert);
}/* draw a focus rect on the cell with the color */
/* 用制定颜色绘制一个选中的外边框 */
void DrawBorderRect(CELL *c,int color)
{
setcolor(color);
rectangle(BoardX+(c->x)*CellSize+1, BoardY+(c->y)*CellSize+1, BoardX+(c->x+1)*CellSize-2, BoardY+(c->y+1)*CellSize-2);
rectangle(BoardX+(c->x)*CellSize, BoardY+(c->y)*CellSize, BoardX+(c->x+1)*CellSize-1, BoardY+(c->y+1)*CellSize-1);
}/* 在x,y处用指定颜色绘制键为key的 CELL,key在2,3,4,5,6,7,8,9,10,11之间随机 */
void DrawCell(int key,int x,int y,int color)
{
setcolor(color);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
setfillstyle(key, color);
floodfill(BoardX+x*CellSize+3, BoardY+y*CellSize+3,color);
}/* 擦除CELL */
void EraseCell(int x,int y)
{
setcolor(EraColor);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
setfillstyle(SOLID_FILL, BkGndColor);
floodfill(BoardX+x*CellSize+3, BoardY+y*CellSize+3,EraColor);
setcolor(BkGndColor);
rectangle(BoardX+x*CellSize+2, BoardY+y*CellSize+2, BoardX+(x+1)*CellSize-3, BoardY+(y+1)*CellSize-3);
}
/* 初始化进度条 */
void InitProgressBar()
{
int width=CellSize*BoardWidth;
/* progress bar border rect */
setcolor(BorderColor);
rectangle(BoardX-2,PbY-2,BoardX+width+2,PbY+PbHeight+2); /* draw a value = 100% progress bar */
setcolor(PbColor);
rectangle(BoardX,PbY,BoardX+width,PbY+PbHeight);
setfillstyle(SOLID_FILL,PbColor);
floodfill(BoardX+1,PbY+1,PbColor);
}
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2024-09-19 广告
2024-09-19 广告
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