Brick Game – Game Developed in C++

Brick Game Screen

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();
 }
}
M. Saqib: Saqib is Master-level Senior Software Engineer with over 14 years of experience in designing and developing large-scale software and web applications. He has more than eight years experience of leading software development teams. Saqib provides consultancy to develop software systems and web services for Fortune 500 companies. He has hands-on experience in C/C++ Java, JavaScript, PHP and .NET Technologies. Saqib owns and write contents on mycplus.com since 2004.
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