#include <stdio.h> #include <gtk/gtk.h> #include <math.h> #include <stdlib.h> // 游戏区域的定义 #define GAME_WIDTH 500 #define GAME_LENGTH 600 struct ball { int x, y; // 小球的坐标(圆心) int speed_x, speed_y; // 小球的速度 int radius; // 半径 int exist; // 是否存在 }; struct Baffle { int x, y; // 挡板的坐标(挡板左上角) int width, length; // 挡板的长和宽 }; struct Bricks { int matrix[8][12]; // 记录砖块群信息的矩阵 int scores[8][12]; // 记录砖块群分数值的矩阵 int reward[8][12]; // 记录砖块群奖励情况的矩阵 int width, length; // 每一块砖块的长和宽 }; // 全局变量 struct ball ball1, ball2; // 小球 struct Baffle baffle; // 挡板 struct Bricks bricks; // 砖块 GtkWidget *window = NULL; // 游戏主窗口 GtkWidget *fixed = NULL; GtkWidget *start = NULL; GtkWidget *lose = NULL; // 游戏失败提示窗口 GtkWidget *win = NULL; // 游戏胜利窗口 GtkWidget *score_label = NULL; // 记录分数的标签 GtkWidget *border_down = NULL; // 下边界 GtkWidget *dialog=NULL;//是否继续游戏对话框 GtkWidget *button;//对话框按钮 int break_off; // 处理暂停的变量。0代表游戏继续,1代表游戏暂停 int score; // 记录得分的变量 int done = 0; // 对应提升难度的 // 函数声明 void play(int argc,char **argv);//开始游戏 void init(void); static gboolean expose_handler(GtkWidget * widget, GdkEventExpose * event, gpointer data); static gboolean time_handler(GtkWidget *widget); void press_handler(GtkWidget *widget, GdkEventKey *event); void play_music(); void give_reward(int reward); void yes(GtkWidget *widget,gpointer *data,int argc, char **argv);//按钮“YES” void no(GtkWidget *widget,gpointer *data);//按钮“NO” int main(int argc, char **argv) { play(argc,argv); return 0; } void play(int argc,char **argv)//开始游戏函数 { init(); gtk_init(&argc,&argv); window = gtk_window_new(GTK_WINDOW_TOPLEVEL); fixed = gtk_fixed_new(); gtk_container_add (GTK_CONTAINER (window), fixed); gtk_widget_show (fixed); border_down = gtk_button_new(); gtk_widget_set_sensitive(border_down, FALSE); gtk_widget_set_size_request(border_down, 600, 5); gtk_fixed_put(GTK_FIXED(fixed), border_down, 0, GAME_WIDTH); gtk_widget_show(border_down); score_label = gtk_label_new("目前得分为: "); gtk_fixed_put(GTK_FIXED(fixed), score_label, 0, 505); gtk_widget_show(score_label); win = gtk_label_new("恭喜你,已通关"); gtk_widget_set_size_request(win, 200, 100); lose = gtk_label_new("真遗憾,你输了,是否重新开始"); g_signal_connect(G_OBJECT(window), "destroy", G_CALLBACK(gtk_main_quit), NULL); g_signal_connect(G_OBJECT(window), "expose_event", G_CALLBACK(expose_handler), NULL); g_signal_connect ( G_OBJECT ( window) , "key_press_event" , G_CALLBACK (press_handler) , NULL ); gtk_window_set_position ( GTK_WINDOW ( window) , GTK_WIN_POS_CENTER); gtk_window_set_default_size ( GTK_WINDOW ( window) , GAME_LENGTH, GAME_WIDTH + 40); gtk_widget_set_app_paintable ( window, TRUE ); gtk_window_set_resizable(GTK_WINDOW(window),FALSE); //禁止窗口最大化 gtk_widget_show_all(window); g_timeout_add(10, (GSourceFunc)time_handler, NULL); gtk_main(); } /* * * name: init * @param * @return * * 完成初始化 */ void init() { int i,j; break_off = 0; score = 0; // 挡板的初始化 baffle.length = 100; baffle.width = 10; baffle.x = GAME_LENGTH / 2 - baffle.length / 2; baffle.y = GAME_WIDTH - baffle.width; // 小球的初始化 ball1.radius = 5; ball1.x = GAME_LENGTH / 2; ball1.y = baffle.y - ball1.radius; ball1.speed_x = 1; ball1.speed_y = -1; ball1.exist = 1; ball2.radius = 5; ball2.exist = 0; // 砖块群的初始化 bricks.length = 50; bricks.width = 20; for(i = 0; i < 8; i++) { for(j = 0; j < 12; j++) bricks.matrix[i][j] = bricks.scores[i][j] = bricks.reward[i][j] = 0; } for(i = 0; i < 8; i++) bricks.matrix[i][0] = bricks.scores[i][0] = 1; for(i = 0; i < 12; i++) bricks.matrix[7][i] = bricks.scores[7][i] = 1; for(i = 0; i < 8; i++) bricks.matrix[i][11] = bricks.scores[i][11] = 1; for(i = 2; i < 12; i++) bricks.matrix[0][i] = bricks.scores[0][i] = 1; for(i = 0; i < 6; i++) bricks.matrix[i][2] = bricks.scores[i][2] = 2; for(i = 2; i < 10; i++) bricks.matrix[5][i] = bricks.scores[5][i] = 2; for(i = 2; i < 6; i++) bricks.matrix[i][9] = bricks.scores[i][9] = 2; for(i = 4; i < 10; i ++) bricks.matrix[2][i] = bricks.scores[2][i] = 3; bricks.reward[7][9] = 1; bricks.reward[7][0] = 2; } static gboolean expose_handler(GtkWidget * widget, GdkEventExpose * event, gpointer data) { cairo_t *cr; int i,j; int count = 0; cr = gdk_cairo_create(widget ->window); // 先画出挡板(矩形) cairo_set_line_width(cr, 2); cairo_set_source_rgb(cr, 0.69, 0.19, 0); cairo_rectangle(cr, baffle.x, baffle.y, baffle.length, baffle.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.3, 0.4, 0.6); cairo_fill(cr); // 再画出小球 if(ball1.exist == 1) { cairo_set_line_width(cr, 0); cairo_arc(cr, ball1.x, ball1.y, ball1.radius, 0, 2 * M_PI); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 1, 0, 0); cairo_fill(cr); } if(ball2.exist == 1) { cairo_set_line_width(cr, 0); cairo_arc(cr, ball2.x, ball2.y, ball2.radius, 0, 2 * M_PI); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 1, 0, 0); cairo_fill(cr); } for(i = 0; i < 8; i++) { if(bricks.matrix[i][0] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, 0 * bricks.length, i * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.1 * count, 0.2); cairo_fill(cr); } count++; } for(i = 0; i < 12; i++) { if(bricks.matrix[7][i] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, i * bricks.length, 7 * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); if(bricks.reward[7][i] != 0) cairo_set_source_rgb(cr, 0.8, 0.1, 0.9); else cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.018 * count); cairo_fill(cr); } count++; } for(i = 1; i < 8; i++) { if(bricks.matrix[i][11] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, 11 * bricks.length, i * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } for(i = 2; i < 12; i++) { if(bricks.matrix[0][i] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, i * bricks.length, 0 * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } for(i = 0; i < 6; i++) { if(bricks.matrix[i][2] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, 2 * bricks.length, i * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } for(i = 2; i < 10; i++) { if(bricks.matrix[5][i] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, i * bricks.length, 5 * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } for(i = 2; i < 6; i++) { if(bricks.matrix[i][9] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, 9 * bricks.length, i * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } for(i = 4; i < 10; i ++) { if(bricks.matrix[2][i] != 0) { cairo_set_line_width(cr, 1); cairo_set_source_rgb(cr, 1, 1, 0); cairo_rectangle(cr, i * bricks.length, 2 * bricks.width, bricks.length, bricks.width); cairo_stroke_preserve(cr); cairo_set_source_rgb(cr, 0.016 * count, 0.8, 0.2); cairo_fill(cr); } count++; } cairo_destroy(cr); return FALSE; } static gboolean time_handler(GtkWidget *widget) { int top_ball1, bottom_ball1, right_ball1, left_ball1; int top_ball2, bottom_ball2, right_ball2, left_ball2; int virtual_x, virtual_y; char buffer[40], choice; double index; if(break_off == 1) return TRUE; // 赢了 if(score == 100) { gtk_fixed_put(GTK_FIXED(fixed), win, 200, 200); gtk_widget_show(win); return FALSE; } // 分数达到一定级别提升难度 if(score >= 20 && done == 0) { baffle.length = baffle.length / 2; ball1.speed_x = 2 * ball1.speed_x; ball1.speed_y = 2 * ball1.speed_y; ball2.speed_x = 2 * ball2.speed_x; ball2.speed_y = 2 * ball2.speed_y; done = 1; } // 输了 if(ball1.exist == 0 && ball2.exist == 0) { dialog=gtk_dialog_new();//初始化对话框 gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->vbox),lose,TRUE,TRUE,0);//添加文本组件并显示 gtk_widget_show(lose); button=gtk_button_new_with_label("Yes");//添加“YES”按钮 gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->action_area),button,TRUE,TRUE,0); gtk_signal_connect(GTK_OBJECT(button),"clicked",G_CALLBACK(yes),dialog);//添加“YES”按钮事件驱动 gtk_widget_show(button); button=gtk_button_new_with_label("No");//添加“NO”按钮 gtk_box_pack_start(GTK_BOX(GTK_DIALOG(dialog)->action_area),button,TRUE,TRUE,0); gtk_signal_connect(GTK_OBJECT(button),"clicked",G_CALLBACK(no),NULL);//添加“NO”按钮事件驱动 gtk_widget_show(button); gtk_widget_show(dialog);//显示对话框 return FALSE; } if(ball1.exist != 0) { ball1.x += ball1.speed_x; ball1.y += ball1.speed_y; if(ball1.x <= 0 + ball1.radius || ball1.x >= GAME_LENGTH - ball1.radius) ball1.speed_x = -ball1.speed_x; if(ball1.y <= 0 + ball1.radius) ball1.speed_y = -ball1.speed_y; if(ball1.y >= GAME_WIDTH - baffle.width - ball1.radius) { if(ball1.x >= baffle.x && ball1.x <= baffle.x + baffle.length) { ball1.speed_y = -ball1.speed_y; } } // 小球落入最下方,停止游戏 if(ball1.y >= GAME_WIDTH - ball1.radius) { ball1.exist = 0; } // 检测碰撞 // 当小球向右下方移动时,小球的右方和下方可能碰到砖块 if(ball1.speed_x > 0 && ball1.speed_y > 0) { bottom_ball1 = ball1.y + ball1.radius; virtual_x = ball1.x / bricks.length; virtual_y = bottom_ball1 / bricks.width; // 小球下方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_y = -ball1.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } right_ball1 = ball1.x + ball1.radius; virtual_x = right_ball1 / bricks.length; virtual_y = ball1.y / bricks.width; if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_x = -ball1.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向右上方移动时 else if(ball1.speed_x > 0 && ball1.speed_y < 0) { top_ball1 = ball1.y - ball1.radius; virtual_x = ball1.x / bricks.length; virtual_y = top_ball1 / bricks.width; // 小球上方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_y = -ball1.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } right_ball1 = ball1.x + ball1.radius; virtual_x = right_ball1 / bricks.length; virtual_y = ball1.y / bricks.width; // 小球右方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_x = -ball1.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向左下方移动时 else if(ball1.speed_x < 0 && ball1.speed_y > 0) { bottom_ball1 = ball1.y + ball1.radius; virtual_x = ball1.x / bricks.length; virtual_y = bottom_ball1 / bricks.width; // 小球下方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_y = -ball1.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } left_ball1 = ball1.x - ball1.radius; virtual_x = left_ball1 / bricks.length; virtual_y = ball1.y / bricks.width; // 小球左方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_x = -ball1.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向左上方移动时 else { top_ball1 = ball1.y - ball1.radius; virtual_x = ball1.x / bricks.length; virtual_y = top_ball1 / bricks.width; // 小球上方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_y = -ball1.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } left_ball1 = ball1.x - ball1.radius; virtual_x = left_ball1 / bricks.length; virtual_y = ball1.y / bricks.width; // 小球左方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball1.speed_x = -ball1.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } } ///////////////////////////////// if(ball2.exist == 1) { ball2.x += ball2.speed_x; ball2.y += ball2.speed_y; if(ball2.x <= 0 + ball2.radius || ball2.x >= GAME_LENGTH - ball2.radius) ball2.speed_x = -ball2.speed_x; if(ball2.y <= 0 + ball2.radius) ball2.speed_y = -ball2.speed_y; if(ball2.y >= GAME_WIDTH - baffle.width - ball2.radius) { if(ball2.x >= baffle.x && ball2.x <= baffle.x + baffle.length) { ball2.speed_y = -ball2.speed_y; } } // 小球落入最下方,停止游戏 if(ball2.y >= GAME_WIDTH - ball2.radius) { ball2.exist = 0; } // 检测碰撞 // 当小球向右下方移动时,小球的右方和下方可能碰到砖块 if(ball2.speed_x > 0 && ball2.speed_y > 0) { bottom_ball2 = ball2.y + ball2.radius; virtual_x = ball2.x / bricks.length; virtual_y = bottom_ball2 / bricks.width; // 小球下方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_y = -ball2.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } right_ball2 = ball2.x + ball2.radius; virtual_x = right_ball2 / bricks.length; virtual_y = ball2.y / bricks.width; // if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_x = -ball2.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向右上方移动时 else if(ball2.speed_x > 0 && ball2.speed_y < 0) { top_ball2 = ball2.y - ball2.radius; virtual_x = ball2.x / bricks.length; virtual_y = top_ball2 / bricks.width; // 小球上方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_y = -ball2.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } right_ball2 = ball2.x + ball2.radius; virtual_x = right_ball2 / bricks.length; virtual_y = ball2.y / bricks.width; // 小球右方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_x = -ball2.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向左下方移动时 else if(ball2.speed_x < 0 && ball2.speed_y > 0) { bottom_ball2 = ball2.y + ball2.radius; virtual_x = ball2.x / bricks.length; virtual_y = bottom_ball2 / bricks.width; // 小球下方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_y = -ball2.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } left_ball2 = ball2.x - ball2.radius; virtual_x = left_ball2 / bricks.length; virtual_y = ball2.y / bricks.width; // 小球左方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_x = -ball2.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } // 当小球向左上方移动时 else { top_ball2 = ball2.y - ball2.radius; virtual_x = ball2.x / bricks.length; virtual_y = top_ball2 / bricks.width; // 小球下方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_y = -ball2.speed_y; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } left_ball2 = ball2.x - ball2.radius; virtual_x = left_ball2 / bricks.length; virtual_y = ball2.y / bricks.width; // 小球左方碰撞到砖块 if(virtual_x >= 0 && virtual_x <= 11 && virtual_y >= 0 && virtual_y <= 7) { if(bricks.matrix[virtual_y][virtual_x] != 0) // 该砖块存在 { bricks.matrix[virtual_y][virtual_x]--; ball2.speed_x = -ball2.speed_x; if(bricks.matrix[virtual_y][virtual_x] == 0) { score += bricks.scores[virtual_y][virtual_x]; play_music(); // 播放音效 if(bricks.reward[virtual_y][virtual_x] != 0) give_reward(bricks.reward[virtual_y][virtual_x]); } } } } } sprintf(buffer, "目前得分为%d", score); gtk_label_set_text(GTK_LABEL(score_label), buffer); gdk_window_invalidate_rect(window ->window, NULL, FALSE); return TRUE ; } void press_handler(GtkWidget *widget, GdkEventKey *event) { switch(event ->keyval) { case 65361: // 左键 if(baffle.x > 0) baffle.x -= 10; break; case 65363: // 右键 if(baffle.x < 600 - baffle.length) baffle.x += 10; break; case 32: // 空格(暂停) break_off = 1; break; case 65293: // 回车 break_off = 0; break; default: break; } } void play_music() { system("sh voice"); } void give_reward(int reward) { if(reward == 1) // 挡板加长 baffle.length += 40; else { ball2.exist = 1; ball2.x = ball1.x; ball2.y = ball1.y; ball2.speed_x = -ball1.speed_x; ball2.speed_y = ball1.speed_y; } } void yes(GtkWidget *widget,gpointer *data,int argc, char **argv)//按钮“YES” { gtk_widget_destroy(GTK_WIDGET(data));//删除选择对话框 gtk_widget_destroy(window);//删除游戏框 play(argc,argv);//重新开始游戏 } void no(GtkWidget *widget,gpointer *data)//按钮“NO” { exit(0);//退出游戏 }