This is the complete source code of the most favourite flash game ‘Web Breaker’. The source code is written completely in C/C++ programming language. The game runs in DOS graphics mode. You can use either Turbo C++ compiler or Dev C++ compiler to compile and run this code.
[code=’c’]
/*******************************************************
* MYCPLUS Sample Code – http://www.mycplus.com
* This code is made available as a service to our
* visitors and is provided strictly for the
* purpose of illustration.
*
* Please direct all inquiries to saqib at mycplus.com *
*******************************************************/

# include “process.h”
# include “dos.h”
# include “stdlib.h”
# include “graphics.h”
# include “stdio.h”

# define NULL 0
# define YES 1
# define NO 0

int maxx, maxy, midx, midy ;
int bri[5][20] ;

main()
{
union REGS ii, oo ;
int ballx, bally, paddlex, paddley, dx = 1, dy = -1, oldx, oldy ;
int gm = CGAHI, gd = CGA, playerlevel ;
int i, flag = 0, speed = 25, welldone = NO, score = 0, chance = 4, area ;
int layer[5] = { 10, 20, 30, 40, 50 }, limit = 50, currentlayer = 4 ;
char *p1, *p2 ;

/* initialise the graphics system */
initgraph ( &gd, &gm, “D:\\TC\\BGI” ) ;

/* get the maximum x and y screen coordinates */
maxx = getmaxx() ;
maxy = getmaxy() ;

/* calculate center of screen */
midx = maxx / 2 ;
midy = maxy / 2 ;

/* display opening screen and receive player’s level */
playerlevel = mainscreen() ;

/* set speed of ball as per the level chosen */
switch ( playerlevel )
{
case ‘A’ :
case ‘a’ :
speed = 15 ;
break ;

case ‘E’ :
case ‘e’ :
speed = 10 ;
}

/* draw the bricks, the paddle and the ball */
rectangle ( 0, 0, maxx, maxy – 12 ) ;
bricks() ;
rectangle ( midx – 25, maxy – 7 – 12, midx + 25, maxy – 12 ) ;
floodfill ( midx, maxy – 1 – 12, 1 ) ;
circle ( midx, maxy – 13 – 12, 12 ) ;
floodfill ( midx, maxy – 10 – 12, 1 ) ;

/* allocate memory for storing the image of the paddle */
area = imagesize ( midx – 12, maxy – 18, midx + 12, maxy – 8 ) ;
p1 = malloc ( area ) ;

/* allocate memory for storing the image of the ball */
area = imagesize ( midx – 25, maxy – 7, midx + 25, maxy – 1 ) ;
p2 = malloc ( area ) ;

/* if memory allocation unsuccessful */
if ( p1 == NULL || p2 == NULL )
{
puts ( “Insufficient memory!!” ) ;
exit ( 1 ) ;
}

/* store the image of the paddle and the ball into allocated memory */
getimage ( midx – 12, maxy – 7 – 12 – 12 + 1, midx + 12, maxy – 8 – 12, p1 ) ;
getimage ( midx – 25, maxy – 7 – 12, midx + 25, maxy – 1 – 12, p2 ) ;

/* store current position of the paddle and ball */
paddlex = midx – 25 ;
paddley = maxy – 7 – 12 ;
ballx = midx – 12 ;
bally = maxy – 7 – 12 + 1 – 12 ;

/* display balls in hand ( initially 3 ) */
gotoxy ( 45, 25 ) ;
printf ( “Balls Remaining:” ) ;
for ( i = 0 ; i < 3 ; i++ ) { circle ( 515 + i * 35, maxy - 5, 12 ) ; floodfill ( 515 + i * 35, maxy - 5, 1 ) ; } /* display initial score */ gotoxy ( 1, 25 ) ; printf ( "Your Score: %4d", score ) ; /* select font and alignment for displaying text */ settextjustify ( CENTER_TEXT, CENTER_TEXT ) ; settextstyle ( SANS_SERIF_FONT, HORIZ_DIR, 4 ) ; while ( 1 ) { flag = 0 ; /* save the current x and y coordinates of the ball */ oldx = ballx ; oldy = bally ; /* update ballx and bally to move the ball in appropriate direction */ ballx = ballx + dx ; bally = bally + dy ; /* as per the position of ball determine the layer of bricks to check */ if ( bally > 40 )
{
limit = 50 ;
currentlayer = 4 ;
}
else
{
if ( bally > 30 )
{
limit = 40 ;
currentlayer = 3 ;
}
else
{
if ( bally > 20 )
{
limit = 30 ;
currentlayer = 2 ;
}
else
{
if ( bally > 10 )
{
limit = 20 ;
currentlayer = 1 ;
}
else
{
limit = 10 ;
currentlayer = 0 ;
}
}
}
}

/* if the ball hits the left boundary, deflect it to the right */
if ( ballx < 1 ) { music ( 5 ) ; ballx = 1 ; dx = -dx ; } /* if the ball hits the right boundary, deflect it to the left */ if ( ballx > ( maxx – 24 – 1 ) )
{
music ( 5 ) ;
ballx = maxx – 24 – 1 ;
dx = -dx ;
}

/* if the ball hits the top boundary, deflect it down */
if ( bally < 1 ) { music ( 5 ) ; bally = 1 ; dy = -dy ; } /* if the ball is in the area occupied by the bricks */ if ( bally < limit ) { /* if there is no brick present exactly at the top of the ball */ if ( bri[currentlayer][ ( ballx + 10 ) / 32 ] == 1 ) { /* determine if the boundary of the ball touches a brick */ for ( i = 1 ; i <= 6 ; i++ ) { /* check whether there is a brick to the right of the ball */ if ( bri[currentlayer][ ( ballx + i + 10 ) / 32 ] == 0 ) { /* if there is a brick */ ballx = ballx + i ; flag = 1 ; break ; } /* check whether there is a brick to the left of the ball */ if ( bri[currentlayer][ ( ballx - i + 10 ) / 32 ] == 0 ) { ballx = ballx - i ; flag = 1 ; break ; } } /* if the ball does not touch a brick at the top, left or right */ if ( !flag ) { /* check if the ball has moved above the current layer */ if ( bally < layer[currentlayer - 1] ) { /* if so, change current layer appropriately */ currentlayer-- ; limit = layer[currentlayer] ; } /* put the image of the ball at the old coordinates */ putimage ( oldx, oldy, p1, OR_PUT ) ; /* erase the image at the old coordinates */ putimage ( oldx, oldy, p1, XOR_PUT ) ; /* place the image of the ball at the new coordinates */ putimage ( ballx, bally, p1, XOR_PUT ) ; /* introduce delay */ delay ( speed ) ; /* carry on with moving the ball */ continue ; } } /* control comes to this point only if the ball is touching a brick */ music ( 4 ) ; /* play music */ /* erase the brick hit by the ball */ erasebrick ( ( ballx + 10 ) / 32, currentlayer ) ; /* if the brick hit happens to be on the extreme right */ if ( ( ballx + 10 ) / 32 == 19 ) line ( maxx, 0, maxx, 50 ) ; /* redraw right boundary */ /* if the brick hit happens to be on the extreme left */ if ( ( ballx + 10 ) / 32 == 0 ) line ( 0, 0, 0, 50 ) ; /* redraw left boundary */ /* if the brick hit happens to be in the topmost layer */ if ( currentlayer == 0 ) line ( 0, 0, maxx, 0 ) ; /* redraw top boundary */ /* set appropriate array element to 1 to indicate absence of brick */ bri[currentlayer][ ( ballx + 10 ) / 32 ] = 1 ; bally = bally + 1 ; /* update the y coordinate */ dy = -dy ; /* change the direction of the ball */ score += 5 ; /* increment score */ gotoxy ( 16, 25 ) ; printf ( "%4d", score ) ; /* print latest score */ /* if the first brick is hit during a throw */ if ( welldone == NO ) welldone = YES ; else { /* for the consecutive bricks hit during the same throw */ outtextxy ( midx, midy, "Well done!" ) ; music ( 1 ) ; } } /* clear part of the screen used for displaying Well done message */ if ( bally > 50 && welldone == YES )
{
setviewport ( midx – 32 * 2.5, midy – 32 / 2, midx + 32 * 2.5, midy + 32 / 2, 1 ) ;
clearviewport() ;
setviewport ( 0, 0, maxx, maxy, 1 ) ;
welldone = NO ;
}

/* if the ball has reached the bottom */
if ( bally > 180 – 12 )
{
welldone = NO ;

/* if the paddle has missed the ball */
if ( ballx < paddlex - 20 || ballx > paddlex + 50 )
{
/* continue the descent of the ball */
while ( bally < 177 ) { /* erase the image of the ball at the old coordinates */ putimage ( oldx, oldy, p1, XOR_PUT ) ; /* put the image of the ball at the updated coordinates */ putimage ( ballx, bally, p1, XOR_PUT ) ; /* introduce delay */ delay ( speed ) ; /* save the current x and y coordinates of the ball */ oldx = ballx ; oldy = bally ; /* update ballx and bally to move the ball in appropriate direction */ ballx = ballx + dx ; bally = bally + dy ; } chance-- ; /* decrement the number of chances */ score -= 20 ; /* decrement 20 points for each ball lost */ gotoxy ( 16, 25 ) ; printf ( "%4d", score ) ; /* print latest score */ music ( 2 ) ; /* erase one out of the available balls */ if ( chance ) putimage ( 515 + ( chance - 1 ) * 35 - 12 , maxy - 10, p1, XOR_PUT ) ; /* if the last ball is being played */ if ( chance == 1 ) { gotoxy ( 45, 25 ) ; printf ( "Your last ball... Be careful!" ) ; } /* if all the balls are lost */ if ( !chance ) { gotoxy ( 45, 25 ) ; printf ( "Press any key... " ) ; outtextxy ( midx, midy, "I warned you! Try again" ) ; music ( 3 ) ; closegraph() ; restorecrtmode() ; exit ( 0 ) ; } } /* if ball is collected on paddle */ music ( 5 ) ; bally = 180 - 12 ; /* restore the y coordinate of ball */ dy = -dy ; /* deflect the ball upwards */ } /* put the image of the ball at the old coordinates */ putimage ( oldx, oldy, p1, OR_PUT ) ; /* erase the image of the ball at the old coordinates */ putimage ( oldx, oldy, p1, XOR_PUT ) ; /* put the image of the ball at the upadted coordinates */ putimage ( ballx, bally, p1, XOR_PUT ) ; /* if all the bricks have been destroyed */ if ( score == 500 - ( ( 4 - chance ) * 20 ) ) { outtextxy ( midx, midy, "You win !!!" ) ; if ( score < 500 ) outtextxy ( midx, midy + 30, "Try scoring 500" ) ; else outtextxy ( midx, midy + 30, "You are simply GREAT!" ) ; music ( 3 ) ; closegraph() ; restorecrtmode() ; exit ( 0 ) ; } /* introduce delay */ delay ( speed ) ; /* if the user has pressed a key to move the paddle */ if ( kbhit() ) { /* issue interrupt to obtain the ascii and scan codes of key hit */ ii.h.ah = 0 ; int86 ( 22, &ii, &oo ) ; /* put the image of the paddle at the old coordinates */ putimage ( paddlex, paddley, p2, OR_PUT ) ; /* erase the image of the paddle at the old coordinates */ putimage ( paddlex, paddley, p2, XOR_PUT ) ; /* if Esc key has been pressed */ if ( oo.h.ah == 1 ) exit ( 0 ) ; /* right arrow key */ if ( oo.h.ah == 75 ) paddlex = paddlex - 20 ; /* left arrow key */ if ( oo.h.ah == 77 ) paddlex = paddlex + 20 ; /* if paddle goes beyond left boundary */ if ( paddlex < 0 ) paddlex = 0 ; /* if paddle goes beyond right boundary */ if ( paddlex > 589 )
paddlex = 589 ;

/* put the image of the paddle at the proper position */
putimage ( paddlex, paddley, p2, XOR_PUT ) ;
}
}
}

/* creates opening screen */
mainscreen()
{
/* array showing the positions where a brick is needed to form the figure BRICKS */
int ff[12][40] = {
1,1,1,1,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,0,0,0,1,1,1,0,0,1,0,0,0,0,1,0,0,0,1,1,1,0,
1,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,
1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,
1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,
1,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,
1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,
1,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,0,
1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,
1,0,0,0,1,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,0,0,0,1,
1,1,1,1,0,0,0,1,0,0,0,0,1,0,1,1,1,1,1,0,0,0,1,1,1,0,0,1,0,0,0,0,1,0,0,1,1,1,1,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
} ;
int i, j, lx = 0, ly = 0, ch ;

/* draw boundary */
rectangle ( 0, 0, maxx, maxy ) ;

/* form the word BRICKS */
for ( i = 0 ; i < 12 ; i++ ) { for ( j = 0 ; j < 40 ; j++ ) { if ( ff[i][j] ) rectangle ( lx, ly, lx + 15, ly + 9 ) ; lx = lx + 16 ; } lx = 0 ; ly = ly + 10 ; } /* draw pattern at the bottom of the screen */ line ( 0, maxy - 12, maxx, maxy - 12 ) ; setfillstyle ( XHATCH_FILL, WHITE ) ; floodfill ( 2, maxy - 2, WHITE ) ; /* draw the paddle and the ball */ setfillstyle ( SOLID_FILL, WHITE ) ; rectangle ( midx - 25, maxy - 7 - 12, midx + 25, maxy - 12 ) ; floodfill ( midx, maxy - 1 - 12, 1 ) ; circle ( midx, maxy - 13 - 12, 12 ) ; floodfill ( midx, maxy - 10 - 12, 1 ) ; music ( 3 ) ; /* play music */ /* display menu */ while ( 1 ) { /* clear the region below the word BRICKS */ setviewport ( 1, 125 - 12, maxx - 1, maxy - 1, 1 ) ; clearviewport() ; setviewport ( 0, 0, maxx, maxy, 1 ) ; outtextxy ( 20, 135, "Select any of the following:" ) ; outtextxy ( 20, 155, "Play ( P )" ) ; outtextxy ( 20, 165, "Instructions ( I )" ) ; outtextxy ( 20, 175, "Exit ( E )" ) ; ch = 0 ; /* continue till the correct choice is made */ while ( ! ( ch == 'E' || ch == 'I' || ch == 'P' ) ) { fflush ( stdin ) ; /* if a special key is hit, flush the keyboard buffer */ if ( ( ch = getch() ) == 0 ) getch() ; else ch = toupper ( ch ) ; } if ( ch == 'P' ) break ; switch ( ch ) { case 'I' : setviewport ( 1, 125 - 12, maxx - 1, maxy - 1, 1 ) ; clearviewport() ; setviewport ( 0, 0, maxx, maxy, 1 ) ; settextstyle ( DEFAULT_FONT, HORIZ_DIR, 1 ) ; outtextxy ( 20, 125, " Instructions " ) ; settextstyle ( DEFAULT_FONT, HORIZ_DIR, 0 ) ; outtextxy ( 20, 140, "Use left and right arrow keys to move paddle." ) ; outtextxy ( 20, 150, "If you don't collect the ball on the paddle, you lose the ball." ) ; outtextxy ( 20, 160, "On loosing a ball you loose 20 points." ) ; outtextxy ( 20, 170, "On taking a brick you gain 5 points." ) ; outtextxy ( 20, 185, "Press any key..." ) ; fflush ( stdin ) ; if ( getch() == 0 ) getch() ; break ; case 'E' : closegraph() ; restorecrtmode() ; exit ( 0 ) ; } } setviewport ( 1, 125 - 12, maxx - 1, maxy - 1, 1 ) ; clearviewport() ; /* prompt the user for the level desired */ setviewport ( 0, 0, maxx, maxy, 1 ) ; outtextxy ( 20, 135, "Select any of the following levels:" ) ; outtextxy ( 20, 155, "Novice ( N )" ) ; outtextxy ( 20, 165, "Advanced ( A )" ) ; outtextxy ( 20, 175, "Expert ( E )" ) ; /* get user's choice */ fflush ( stdin ) ; if ( ( ch = getch() ) == 0 ) getch() ; clearviewport() ; /* return the choice made by the user */ return ( ch ) ; } /* draws bricks at the start of the game */ bricks() { int i, j, lx = 0, ly = 0 ; for ( i = 0 ; i < 5 ; i++ ) /* 5 rows */ { for ( j = 0 ; j < 20 ; j++ ) /* 20 columns */ { /* draw a brick at appropriate coordinates */ drawbrick ( lx, ly ) ; lx = lx + 32 ; } lx = 0 ; ly = ly + 10 ; } } /* draws a brick at the proper position */ drawbrick ( int lx, int ly ) { rectangle ( lx, ly, lx + 31, ly + 9 ) ; rectangle ( lx + 2, ly - 2, lx + 31 - 2, ly + 9 - 2 ) ; floodfill ( lx + 1, ly + 1, 2 ) ; } /* erases the specified brick */ erasebrick ( int b, int l ) { /* b - brick number, l - layer */ setcolor ( BLACK ) ; rectangle ( b * 32, l * 10, ( b * 32 ) + 31 , ( l * 10 ) + 9 ) ; rectangle ( b * 32 + 1, l * 10, ( b * 32 ) + 31 - 1, ( l * 10 ) + 9 - 1 ) ; rectangle ( b * 32 + 2, l * 10, ( b * 32 ) + 31 - 2, ( l * 10 ) + 9 - 2 ) ; setcolor ( WHITE ) ; } /* plays different types of music */ music ( int type ) { /* natural frequencies of 7 notes */ float octave[7] = { 130.81, 146.83, 164.81, 174.61, 196, 220, 246.94 } ; int n, i ; switch ( type ) { case 1 : for ( i = 0 ; i < 7 ; i++ ) { sound ( octave[i] * 8 ) ; delay ( 30 ) ; } nosound() ; break ; case 2 : for ( i = 0 ; i < 15 ; i++ ) { n = random ( 7 ) ; sound ( octave[n] * 4 ) ; delay ( 100 ) ; } nosound() ; break ; case 3 : while ( !kbhit() ) { n = random ( 7 ) ; sound ( octave[n] * 4 ) ; delay ( 100 ) ; } nosound() ; /* flush the keyboard buffer */ if ( getch() == 0 ) getch() ; break ; case 4 : for ( i = 4 ; i >= 0 ; i– )
{
sound ( octave[i] * 4 ) ;
delay ( 15 ) ;
}
nosound() ;
break ;

case 5 :
sound ( octave[6] * 2 ) ;
delay ( 50 ) ;
nosound() ;
}
}[/code]

18 Shares
Share16
+12
Tweet
Share
Stumble