Linux GTK 打砖块 最新版

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#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 600struct 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);elsecairo_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}

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