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连连看C语言源代码

/*
* 连连看游戏C语言源代码
*/

#include
#include
#include
#include
#include

#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,min

1,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+1y][0]==0) max1++;
while(max2+1y][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;jy,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+1x][max1+1][0]==0) max1++;
while(max2+1x][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; ix,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);
setfill

style(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);
}

/* 更新进度条,设置为某个百分比 */
void UpdateProgressBar(int percent)
{
int p=percent;
int width;
if(percent<0) p=0;
else if(percent>100) p=100;
width=BoardWidth*percent/100*CellSize;

setfillstyle(SOLID_FILL,BkGndColor);
floodfill(BoardX+1,PbY+1,BorderColor);

if(width<2) return;/* too small value? */
setcolor(PbColor);
rectangle(BoardX,PbY,BoardX+width,PbY+PbHeight);
setfillstyle(SOLID_FILL,PbColor);
floodfill(BoardX+1,PbY+1,PbColor);
}


/* 初始化程序 */
void InitGame(char *bgiPath)
{
int gdriver=DETECT,gmode,i,x,y,key;
struct time sysTime;
/*清空棋盘数据!*/
memset(Board,0,sizeof(Board[0][0][0]*BoardWidth*BoardHeight*2));
/* set new seed! */
gettime(&sysTime);
srand(sysTime.ti_hour*3600+sysTime.ti_min*60+sysTime.ti_sec);

/* enter graphics mode */
initgraph(&gdriver,&gmode,bgiPath);
PairsCount=BoardWidth*BoardHeight/4;
for(i=0; i{
key=random(10)+2;
/* fill first cell of pair */
do
{
x=random(BoardWidth);
y=random(BoardHeight);
}
while(Board[x][y][0]!=0);
DrawCell(key,x,y,CellColor);
Board[x][y][0]=1;
Board[x][y][1]=key;

/* fill second cell of pair */
do
{
x=random(BoardWidth);
y=random(BoardHeight);
}
while(Board[x][y][0]!=0);
DrawCell(key,x,y,CellColor);
Board[x][y][0]=1;
Board[x][y][1]=key;
}
setcolor(YELLOW);
outtextxy(BoardX,BoardY+BoardHeight*CellSize+30,"Press ESC to Exit!");
outtextxy(BoardX,BoardY+BoardHeight*CellSize+42,"ArrowKeys to move, Enter to Confirm.");
outtextxy(BoardX,BoardY+BoardHeight*CellSize+54,"--by Hoodlum1980");
PbValue=100;
TotalTime=3*60; /* Total minutes. */
gettime(&sysTime);
StartTime=sysTime.ti_min*60+sysTime.ti_sec;
}

/* 游戏进行 */
void PlayGame()
{
int key,percent;
long curTime;
struct time sysTime;
curCell.x = curCell.y = 0;/*当前所处位置!*/
selCell.x = selCell.y = -1;/*为-1表示当前未选中*/
DrawBorderRect(&curCell, CurColor);

/*用一个循环检测按键!*/
while(key

!=K_ESC)
{
/* wait until a key pressed */
while(!(key=GetKeyCode()))
{
gettime(&sysTime);
curTime=sysTime.ti_min*60+sysTime.ti_sec;
percent=(int)((1-(curTime-StartTime)*1.0/TotalTime)*100);
if(percent<=1)
{
DrawGameOver("YOU HAVE LOSE!");
return;
}
else if(percent!=PbValue)
{
UpdateProgressBar(percent);
PbValue=percent;/* update cache PbValue */
}
delay(1000);
}
/* 这时用户按下了某个键 */

/*需要恢复的是此前选中的cell!*/
if(curCell.x==selCell.x && curCell.y==selCell.y)
DrawBorderRect(&curCell, SelColor); /*恢复选中cell的focus痕迹 */
else
DrawBorderRect(&curCell, BkGndColor); /*擦除此前的focus痕迹 */
switch(key)
{
case K_LEFT:
curCell.x--;
if(curCell.x < 0) curCell.x += BoardWidth;
break;
case K_RIGHT:
curCell.x++;
if(curCell.x >= BoardWidth) curCell.x -= BoardWidth;
break;
case K_UP:
curCell.y--;
if(curCell.y < 0) curCell.y += BoardHeight;
break;
case K_DOWN:
curCell.y++;
if(curCell.y >= BoardHeight) curCell.y -= BoardHeight;
break;

/* 对回车键 */
case K_RETURN:
/* 如果此处没有任何cell,不处理! */
if(Board[curCell.x][curCell.y][0]==0)
break;
/* 与此前选中的位置重合,则不处理 */
if(curCell.x==selCell.x && curCell.y==selCell.y)
break;
/*如果此前没有任何选中,则设置改点为选中位置*/
if(selCell.x<0 || selCell.y<0)
{
selCell.x=curCell.x;
selCell.y=curCell.y;
DrawBorderRect(&selCell,SelColor);
continue;
}
/*如果此前已有选中,则判断是否可以消除!*/
if(FindPath(&selCell,&curCell))
{
/* 消除这两个cell!*/
EraseCell(selCell.x,selCell.y);
EraseCell(curCell.x,curCell.y);
/* 清除棋盘数据 */
Board[selCell.x][selCell.y][0]=0;
Board[selCell.x][selCell.y][1]=0;
Board[curCell.x][curCell.y][0]=0;
Board[curCell.x][curCell.y][1]=0;
/* 清除selCell */
DrawBorderRect(&selCell,BkGndColor);
selCell.x=selCell.y=-1;

/* decrease the pairs count */
PairsCount--;
if(PairsCount==0)
{
DrawGameOver("CONGRATULATIONS!");
return;
}
}
else
{
/* 不能消除这两个cell!*/
/* erase the selCell's focus rect!*/
DrawBorderRect(&selCell,BkGndColor);
selCell.x=selCell.y=-1;
}
break;
case K_ESC:
DrawGameOver("GAME OVER!");
break;
default:
break;
}
/*绘制当前focus位置*/
DrawBorderRect(&curCell, CurColor);
}
}

/* 退出程序 */
void QuitGame()
{
closegraph();
}

/* Entry Point */
int main(int argc,char *argv[])
{
InitGame("");
InitProgressBar();
PlayGame();
getch();
QuitGame();
return 0;
getch();
}

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