This is the complete C source code of the most favorite flash game ‘Web Breaker’. The source code is written completely in C/C++ programming language. The game using 256 VGA graphics (which runs in DOS/Console graphics mode).
You can use any C++ compiler to build and run this code, however this source code is tested on Dev C++ compiler.
Brick Game Description
The game includes a paddle, a ball, and a set of bricks arranged in different layers. The paddle and ball are displayed using graphical shapes and images.
The game logic involves moving the ball, deflecting it off boundaries, and checking for collisions with the bricks. Bricks are represented in a 2D array, and their positions are updated as the ball hits them.
The code checks for collisions between the ball and the bricks and then updates the game state accordingly. It also handles paddle movement using arrow keys and updates the paddle’s position.
Source Code of Brick Game
#include <stdio.h>
#include <conio.h>
#include <process.h>
#include <dos.h>
#include <stdlib.h>
#include <graphics.h>
#include <ctype.h>
#define NULL 0
#define YES 1
#define NO 0
int maxx, maxy, midx, midy;
int bri[5][20];
void music(int);
char mainscreen();
void drawbrick(int, int);
void erasebrick(int, int);
void bricks(void);
int main() {
union REGS ii, oo;
int ballx, bally, paddlex;
int paddley, dx = 1, dy = -1, oldx, oldy;
int gm = CGAHI, gd = CGA, playerlevel;
int i, flag = 0, speed = 25;
int 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, "C:\\TURBOC3\\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 = (char*)malloc(area);
// allocate memory for storing the image of the ball
area = imagesize(midx - 25, maxy - 7, midx + 25, maxy - 1);
p2 = (char*)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);
// select font and alignment for displaying text
printf("Your Score: %4d", score);
settextjustify(CENTER_TEXT, CENTER_TEXT);
settextstyle(SANS_SERIF_FONT, HORIZ_DIR, 4);
while (1) {
// save the current x and y coordinates of the ball
flag = 0;
oldx = ballx;
// update ballx and bally to move the ball in appropriate direction
oldy = bally;
ballx = ballx + dx;
// as per the position of ball determine the layer of bricks to check
bally = bally + dy;
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
// erase the image at the old coordinates
putimage(oldx, oldy, p1, OR_PUT);
// place the image of the ball at the new coordinates
putimage(oldx, oldy, p1, XOR_PUT);
// introduce delay
putimage(ballx, bally, p1, XOR_PUT);
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
// if the brick hit happens to be on the extreme right
erasebrick((ballx + 10) / 32, currentlayer);
// redraw right boundary // if the brick hit happens to be on the extreme left
if ((ballx + 10) / 32 == 19) line(maxx, 0, maxx, 50);
// redraw left boundary // if the brick hit happens to be in the topmost layer
if ((ballx + 10) / 32 == 0) line(0, 0, 0, 50);
// redraw top boundary set appropriate array
element to 1 to indicate absence of brick
if (currentlayer == 0) line(0, 0, maxx, 0);
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);
// print latest score
if the first brick is hit during a throw
printf("%4d", score);
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
// put the image of the ball at the updated coordinates
putimage(oldx, oldy, p1, XOR_PUT);
putimage(ballx, bally, p1, XOR_PUT); // introduce delay
delay(speed); // save the current x and y coordinates of the ball
oldx = ballx;
// update ballx and bally to move the ball in appropriate direction
oldy = bally;
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 the last ball is being played
if (chance) putimage(515 + (chance - 1) * 35 - 12, maxy - 10, p1, XOR_PUT);
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
// erase the image of the ball at the old coordinates
putimage(oldx, oldy, p1, OR_PUT);
// put the image of the ball at the upadted coordinates
putimage(oldx, oldy, p1, XOR_PUT);
// if all the bricks have been destroyed
putimage(ballx, bally, p1, XOR_PUT);
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;
// put the image of the paddle at the old coordinates
int86(22, &ii, &oo);
// erase the image of the paddle at the old coordinates
putimage(paddlex, paddley, p2, OR_PUT);
// if Esc key has been pressed
putimage(paddlex, paddley, p2, XOR_PUT);
if (oo.h.ah == 1) exit(0); // right arrow key
// left arrow key
if (oo.h.ah == 75) paddlex = paddlex - 20;
// if paddle goes beyond left boundary
if (oo.h.ah == 77) paddlex = paddlex + 20;
// if paddle goes beyond right boundary
if (paddlex < 0) paddlex = 0;
if (paddlex > 589)
paddlex = 589;
// put the image of the paddle at the proper position
putimage(paddlex, paddley, p2, XOR_PUT);
}
}
}
// creates opening screen
char 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);
// draw the paddle and the ball
floodfill(2, maxy - 2, WHITE);
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')) {
// if a special key is hit, flush the keyboard buffer
fflush(stdin);
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
void 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
void 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
void 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
void 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();
}
}



