① C++掃雷源代碼
這是字元界面的掃雷:
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <windows.h>
#include <conio.h>
// defines
#define KEY_UP 0xE048
#define KEY_DOWN 0xE050
#define KEY_LEFT 0xE04B
#define KEY_RIGHT 0xE04D
#define KEY_ESC 0x001B
#define KEY_1 '1'
#define KEY_2 '2'
#define KEY_3 '3'
#define GAME_MAX_WIDTH 100
#define GAME_MAX_HEIGHT 100
// Strings Resource
#define STR_GAMETITLE "ArrowKey:MoveCursor Key1:Open \
Key2:Mark Key3:OpenNeighbors"
#define STR_GAMEWIN "Congratulations! You Win! Thank you for playing!\n"
#define STR_GAMEOVER "Game Over, thank you for playing!\n"
#define STR_GAMEEND "Presented by yzfy . Press ESC to exit\n"
//-------------------------------------------------------------
// Base class
class CConsoleWnd
{
public:
static int TextOut(const char*);
static int GotoXY(int, int);
static int CharOut(int, int, const int);
static int TextOut(int, int, const char*);
static int GetKey();
public:
};
//{{// class CConsoleWnd
//
// int CConsoleWnd::GetKey()
// Wait for standard input and return the KeyCode
//
int CConsoleWnd::GetKey()
{
int nkey=getch(),nk=0;
if(nkey>=128||nkey==0)nk=getch();
return nk>0?nkey*256+nk:nkey;
}
//
// int CConsoleWnd::GotoXY(int x, int y)
// Move cursor to (x,y)
// Only Console Application
//
int CConsoleWnd::GotoXY(int x, int y)
{
COORD cd;
cd.X = x;cd.Y = y;
return SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),cd);
}
//
// int CConsoleWnd::TextOut(const char* pstr)
// Output a string at current position
//
int CConsoleWnd::TextOut(const char* pstr)
{
for(;*pstr;++pstr)putchar(*pstr);
return 0;
}
//
// int CConsoleWnd::CharOut(int x, int y, const int pstr)
// Output a char at (x,y)
//
int CConsoleWnd::CharOut(int x, int y, const int pstr)
{
GotoXY(x, y);
return putchar(pstr);
}
//
// int CConsoleWnd::TextOut(const char* pstr)
// Output a string at (x,y)
//
int CConsoleWnd::TextOut(int x, int y, const char* pstr)
{
GotoXY(x, y);
return TextOut(pstr);
}
//}}
//-------------------------------------------------------------
//Application class
class CSLGame:public CConsoleWnd
{
private:
private:
int curX,curY;
int poolWidth,poolHeight;
int bm_gamepool[GAME_MAX_HEIGHT+2][GAME_MAX_WIDTH+2];
public:
CSLGame():curX(0),curY(0){poolWidth=poolHeight=0;}
int InitPool(int, int, int);
int MoveCursor(){return CConsoleWnd::GotoXY(curX, curY);}
int DrawPool(int);
int WaitMessage();
int GetShowNum(int, int);
int TryOpen(int, int);
private:
int DFSShowNum(int, int);
private:
const static int GMARK_BOOM;
const static int GMARK_EMPTY;
const static int GMARK_MARK;
};
const int CSLGame::GMARK_BOOM = 0x10;
const int CSLGame::GMARK_EMPTY= 0x100;
const int CSLGame::GMARK_MARK = 0x200;
//{{// class CSLGame:public CConsoleWnd
//
// int CSLGame::InitPool(int Width, int Height, int nBoom)
// Initialize the game pool.
// If Width*Height <= nBoom, or nBoom<=0,
// or Width and Height exceed limit , then return 1
// otherwise return 0
//
int CSLGame::InitPool(int Width, int Height, int nBoom)
{
poolWidth = Width; poolHeight = Height;
if(nBoom<=0 || nBoom>=Width*Height
|| Width <=0 || Width >GAME_MAX_WIDTH
|| Height<=0 || Height>GAME_MAX_HEIGHT
){
return 1;
}
// zero memory
for(int y=0; y<=Height+1; ++y)
{
for(int x=0; x<=Width+1; ++x)
{
bm_gamepool[y][x]=0;
}
}
// init seed
srand(time(NULL));
// init Booms
while(nBoom)
{
int x = rand()%Width + 1, y = rand()%Height + 1;
if(bm_gamepool[y][x]==0)
{
bm_gamepool[y][x] = GMARK_BOOM;
--nBoom;
}
}
// init cursor position
curX = curY = 1;
MoveCursor();
return 0;
}
//
// int CSLGame::DrawPool(int bDrawBoom = 0)
// Draw game pool to Console window
//
int CSLGame::DrawPool(int bDrawBoom = 0)
{
for(int y=1;y<=poolHeight;++y)
{
CConsoleWnd::GotoXY(1, y);
for(int x=1;x<=poolWidth;++x)
{
if(bm_gamepool[y][x]==0)
{
putchar('.');
}
else if(bm_gamepool[y][x]==GMARK_EMPTY)
{
putchar(' ');
}
else if(bm_gamepool[y][x]>0 && bm_gamepool[y][x]<=8)
{
putchar('0'+bm_gamepool[y][x]);
}
else if(bDrawBoom==0 && (bm_gamepool[y][x] & GMARK_MARK))
{
putchar('#');
}
else if(bm_gamepool[y][x] & GMARK_BOOM)
{
if(bDrawBoom)
putchar('*');
else
putchar('.');
}
}
}
return 0;
}
//
// int CSLGame::GetShowNum(int x, int y)
// return ShowNum at (x, y)
//
int CSLGame::GetShowNum(int x, int y)
{
int nCount = 0;
for(int Y=-1;Y<=1;++Y)
for(int X=-1;X<=1;++X)
{
if(bm_gamepool[y+Y][x+X] & GMARK_BOOM)++nCount;
}
return nCount;
}
//
// int CSLGame::TryOpen(int x, int y)
// Try open (x, y) and show the number
// If there is a boom, then return EOF
//
int CSLGame::TryOpen(int x, int y)
{
int nRT = 0;
if(bm_gamepool[y][x] & GMARK_BOOM)
{
nRT = EOF;
}
else
{
int nCount = GetShowNum(x,y);
if(nCount==0)
{
DFSShowNum(x, y);
}
else bm_gamepool[y][x] = nCount;
}
return nRT;
}
//
// int CSLGame::DFSShowNum(int x, int y)
// Private function, no comment
//
int CSLGame::DFSShowNum(int x, int y)
{
if((0<x && x<=poolWidth) &&
(0<y && y<=poolHeight) &&
(bm_gamepool[y][x]==0))
{
int nCount = GetShowNum(x, y);
if(nCount==0)
{
bm_gamepool[y][x] = GMARK_EMPTY;
for(int Y=-1;Y<=1;++Y)
for(int X=-1;X<=1;++X)
{
DFSShowNum(x+X,y+Y);
}
}
else bm_gamepool[y][x] = nCount;
}
return 0;
}
//
// int CSLGame::WaitMessage()
// Game loop, wait and process an input message
// return: 0: not end; 1: Win; otherwise: Lose
//
int CSLGame::WaitMessage()
{
int nKey = CConsoleWnd::GetKey();
int nRT = 0, nArrow = 0;
switch (nKey)
{
case KEY_UP:
{
if(curY>1)--curY;
nArrow=1;
}break;
case KEY_DOWN:
{
if(curY<poolHeight)++curY;
nArrow=1;
}break;
case KEY_LEFT:
{
if(curX>1)--curX;
nArrow=1;
}break;
case KEY_RIGHT:
{
if(curX<poolWidth)++curX;
nArrow=1;
}break;
case KEY_1:
{
nRT = TryOpen(curX, curY);
}break;
case KEY_2:
{
if((bm_gamepool[curY][curX]
& ~(GMARK_MARK|GMARK_BOOM))==0)
{
bm_gamepool[curY][curX] ^= GMARK_MARK;
}
}break;
case KEY_3:
{
if(bm_gamepool[curY][curX] & 0xF)
{
int nb = bm_gamepool[curY][curX] & 0xF;
for(int y=-1;y<=1;++y)
for(int x=-1;x<=1;++x)
{
if(bm_gamepool[curY+y][curX+x] & GMARK_MARK)
--nb;
}
if(nb==0)
{
for(int y=-1;y<=1;++y)
for(int x=-1;x<=1;++x)
{
if((bm_gamepool[curY+y][curX+x]
& (0xF|GMARK_MARK)) == 0)
{
nRT |= TryOpen(curX+x, curY+y);
}
}
}
}
}break;
case KEY_ESC:
{
nRT = EOF;
}break;
}
if(nKey == KEY_1 || nKey == KEY_3)
{
int y=1;
for(;y<=poolHeight;++y)
{
int x=1;
for(;x<=poolWidth; ++x)
{
if(bm_gamepool[y][x]==0)break;
}
if(x<=poolWidth) break;
}
if(! (y<=poolHeight))
{
nRT = 1;
}
}
if(nArrow==0)
{
DrawPool();
}
MoveCursor();
return nRT;
}
//}}
//-------------------------------------------------------------
//{{
//
// main function
//
int main(void)
{
int x=50, y=20, b=100,n; // define width & height & n_booms
CSLGame slGame;
// Init Game
{
CConsoleWnd::GotoXY(0,0);
CConsoleWnd::TextOut(STR_GAMETITLE);
slGame.InitPool(x,y,b);
slGame.DrawPool();
slGame.MoveCursor();
}
while((n=slGame.WaitMessage())==0) // Game Message Loop
;
// End of the Game
{
slGame.DrawPool(1);
CConsoleWnd::TextOut("\n");
if(n==1)
{
CConsoleWnd::TextOut(STR_GAMEWIN);
}
else
{
CConsoleWnd::TextOut(STR_GAMEOVER);
}
CConsoleWnd::TextOut(STR_GAMEEND);
}
while(CConsoleWnd::GetKey()!=KEY_ESC)
;
return 0;
}
//}}
import java.awt.*;
import java.util.*;
import java.io.*;
import javax.swing.*;
import javax.swing.Timer;
import java.awt.event.*;
import javax.swing.border.*;
/**
* <p>Title:掃雷</p>
*
* <p>Description:學JAVA以來做的第一個游戲,程序中可能還有些BUG,希望大家提出來供一起探討,
* 如果要測試記錄文件,可以把雷的數量改的少一點,
* arithmetic中的while(landmintTally<99), button_mouseClicked中的
* if((landmineNum-1)==0),有3處,表示還剩的雷數.completeGame中的
* for (int i=0; i<99; i++)</p>
* <p>Copyright: Copyright (c) 2006</p>
*
* <p>Company: private </p>
*
* @author cqp
* @version demo
*/
public class shaolei extends JFrame {
/**類的屬性和控制項實例化*/
ImageIcon ButtonIcon; //按鈕的圖片;
HashMap map = new HashMap(); //雷和數字的狀態,鍵為位置(0-479),值為狀態,0-6為數字,7為雷;
HashMap flag_landmine = new HashMap(); //按鈕上打的標記,如問號,對勾和取消,8為標記雷,9為問號,10為默認值空;
JMenuBar file = new JMenuBar(); //菜單欄;
JMenu game = new JMenu(); //菜單按鈕;
JMenuItem start = new JMenuItem(); //菜單項;
JMenuItem record = new JMenuItem(); //菜單項;
JMenuItem quit = new JMenuItem(); //菜單項;
JMenuItem clearReocrd = new JMenuItem();//菜單項;
JMenu help = new JMenu(); //菜單按鈕;
JButton[] cardsBtn = new JButton[480]; //480個按鈕;
JButton beginBtn = new JButton(); //開始按鈕;
JPanel pane = new JPanel(); //雷區面板;
JPanel paneTime = new JPanel(); //記數器所在的面板;
JOptionPane saveRecord = new JOptionPane(); //保存記錄對話框;
JTextField landmineTally = new JTextField("99");//所剩雷的計數器;
JTextField timeTally = new JTextField("0"); //時間計數器;
GridLayout gridLayout1 = new GridLayout(); //網格布局;
Timer timer; //線程設施;
String[] landmine = new String[99]; //存放雷的位置,用來判斷雷的位置是否重復;
slFrame_button_actionAdatper[] buttonClick =new slFrame_button_actionAdatper[480];//雷區按鈕的事件類;
int mouseKey=0; //得到滑鼠先按下的哪個鍵,用來判斷滑鼠是否同時按下了左右鍵;
int timeCount = 0; //時間計數器;
/**構造方法*/
public shaolei() {
try {
jbInit();
} catch (Exception exception) {
exception.printStackTrace();
}
}
/**界面設置*/
private void jbInit() throws Exception {
getContentPane().setLayout(null);
this.setJMenuBar(file);
game.setText("游戲");
start.setText("開局");
start.addActionListener(new slFrame_start_actionAdapter(this));
record.setText("排行榜");
record.addActionListener(new slFrame_record_actionAdapter(this));
quit.setText("退出");
quit.addActionListener(new slFrame_quit_actionAdapter(this));
help.setText("幫助");
clearReocrd.setText("清除記錄");
clearReocrd.addActionListener(new slFrame_clearReocrd_actionAdapter(this));
landmineTally.setBounds(new Rectangle(5, 5, 40, 25));
landmineTally.setBackground(new Color(0,0,0));
landmineTally.setForeground(new Color(255,0,0));
landmineTally.setFont(new java.awt.Font("Times New Roman", Font.BOLD, 20));
landmineTally.setBorder(BorderFactory.createBevelBorder(1));
landmineTally.setEditable(false);
timeTally.setBounds(new Rectangle(520, 5, 50, 25));
timeTally.setBackground(new Color(0,0,0));
timeTally.setForeground(new Color(255,0,0));
timeTally.setHorizontalAlignment(4);
timeTally.setFont(new java.awt.Font("Times New Roman", Font.BOLD, 20));
timeTally.setBorder(BorderFactory.createBevelBorder(0));
timeTally.setEditable(false);
beginBtn.setBounds(new Rectangle(250, 5, 25, 25));
beginBtn.setBorder(BorderFactory.createBevelBorder(0));
beginBtn.addActionListener(new slFrame_beginBtn_actionAdatper(this));
beginBtn.setIcon(createImageIcon("images/laugh.jpg"));
paneTime.setBounds(new Rectangle(0, 0, 585, 35));
paneTime.setBorder(BorderFactory.createEtchedBorder());
paneTime.setLayout(null);
paneTime.add(landmineTally);
paneTime.add(timeTally);
paneTime.add(beginBtn);
pane.setBounds(new Rectangle(0, 35, 590, 320));
pane.setLayout(gridLayout1);
gridLayout1.setColumns(30);
gridLayout1.setRows(16);
file.add(game);
file.add(help);
game.add(start);
game.add(record);
game.add(quit);
help.add(clearReocrd);
this.getContentPane().add(pane);
this.getContentPane().add(paneTime);
ActionListener listener = new ActionListener(){ //自定義線程
public void actionPerformed(ActionEvent e){
timeCount++;
timeTally.setText(Integer.toString(timeCount));
}
};
timer = new Timer(1000, listener); //增加線程,並每1秒執行一次;
for (int i=0;i<480;i++) //實例化480個小按鈕加到面板pane中
{
cardsBtn[i] = new JButton();
cardsBtn[i].setText(""); //按鈕上的文字去掉;
cardsBtn[i].setBorder(null); //按鈕的邊框去掉;
pane.add(cardsBtn[i]);
}
}
/**主方法*/
public static void main(String[] args) {
shaolei frame = new shaolei();
frame.setSize(580,410);
frame.setTitle("掃雷");
frame.show();
frame.setResizable(false); //不能修改窗體大小
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //點關閉按鈕時直
}
/**自定義方法,用來給按鈕增加圖片*/
protected static ImageIcon createImageIcon(String path){
java.net.URL imgURL = shaolei.class.getResource(path);
if (imgURL != null) {
return new ImageIcon(imgURL);
} else {
System.err.println("Couldn't find file: " + path);
return null;
}
}
/**菜單按鈕的事件,開始游戲*/
public void start_actionPerformed(ActionEvent e) {
start(); //初始化;
arithmetic(); //計算雷的位置;
calculate(); //計算雷的分布情況;
timer.start(); //時間線程開始;
}
/**開始游戲按鈕的事件*/
public void beginBtn_mouseClicked(ActionEvent e){
start_actionPerformed(e); //直接調用菜單的事件;
}
/**自定義方法,游戲從這里開始,方法里對按鈕的屬性和狀態進行初始化;*/
void start(){
timeCount=0; //時間從0開始;
landmineTally.setText("99");//所剩雷數為99;
for (int i = 0; i<480; i++){
cardsBtn[i].setIcon(null); //清除按鈕上的圖片;
map.put( Integer.toString(i),Integer.toString(10)); //分布狀態全為10,表示為空;
flag_landmine.put( Integer.toString(i),Integer.toString(10)); //標記狀態全為10;
cardsBtn[i].removeMouseListener(buttonClick[i]); //去除雷區所有按鈕的滑鼠事件;
}
}
/**自定義方法,用來計算雷的分布位置*/
void arithmetic(){
Calendar time = Calendar.getInstance(); //日歷類,得到當前時間;
int leed = time.get(Calendar.SECOND); //得到當前時間的秒;
Random rand = new Random(leed); //把秒數當個隨機數的種子;
int tempRand; //臨時隨機數;
int landmintTally=0; //得到多少雷的計數器;
boolean flag=false; //標記是否重復;
int tempNum;
while(landmintTally < 99){ //最多隻能有99顆雷;
tempRand = (int)(rand.nextFloat()*480); //得隨機數;
tempNum = Integer.parseInt(map.get(Integer.toString(tempRand)).toString());
if (tempNum == 7) continue; //如果重復執行一個數字;
landmine[landmintTally] = Integer.toString(tempRand); //把得到的位置放進字元串;
map.put(Integer.toString(tempRand),Integer.toString(7)); //把得到的位置放到map集合里,值為7,表示有雷;
landmintTally++; //計數器加1;
}
}
/**計算雷的分部情況,指一個按鈕周圍有多少雷;*/
void calculate()
{
int num; //按鈕的狀態;
int sum=0; //計數器,計算周圍有幾顆雷;
int leftUp, up, rightUp, left, right, leftDown, down, rightDown; //定義了8個位置
for (int i = 0; i<480; i++)
{
leftUp = i-31;
up = i-30;
rightUp = i-29;
left = i-1;
right = i+1;
leftDown = i+29;
down = i+30;
rightDown= i+31;
cardsBtn[i].setBorder(BorderFactory.createBevelBorder(0)); //設置按鈕的邊框樣式;
buttonClick[i] = new slFrame_button_actionAdatper(this,i); //實例化事件類;
cardsBtn[i].addMouseListener(buttonClick[i]); //給當前按鈕添加滑鼠事件;
num = Integer.parseInt(map.get(Integer.toString(i)).toString());//得到當前按鈕的狀態;
if (num == 7){
continue; //如果這個按鈕的狀態為雷,跳到下個按鈕;
}
if (i == 0) { //左上角第一顆雷;
num = Integer.parseInt(map.get(Integer.toString(i)).toString());
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++; //如果是雷計數器加1;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightDown)).toString()) == 7 ) sum++;
map.put(Integer.toString(0),Integer.toString(sum)); //把得到的數字放到當前的位置;
sum=0; //計數器清零;
continue; //下個按鈕;
}else if (i == 29) { //右上角第一顆雷;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(leftDown)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else if (i == 450) { //左下角第一顆雷;
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightUp)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else if (i == 479) { //右下角第一顆雷;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(leftUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
return;
}else if (i<29){ //第一行;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(leftDown)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightDown)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else if (i>450){ //最後一行;
if ( Integer.parseInt(map.get(Integer.toString(leftUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else if ( (i%30) == 0 ){ //第一列;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightDown)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else if ( ((i+1)%30) == 0 ){ //最後一列;
if ( Integer.parseInt(map.get(Integer.toString(leftUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(leftDown)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}else{ //除去四周剩下的;
if ( Integer.parseInt(map.get(Integer.toString(leftUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(up)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightUp)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(left)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(right)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(leftDown)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(down)).toString()) == 7 ) sum++;
if ( Integer.parseInt(map.get(Integer.toString(rightDown)).toString()) == 7 ) sum++;
map.put(Integer.toString(i),Integer.toString(sum));
sum=0;
continue;
}
}
}
/**滑鼠點擊事件,參數i為點擊按鈕的位置 */
public void button_mouseClicked(MouseEvent e,int i){
int mKey = e.getButton(); //點擊的哪個鍵;
int landmineNum = Integer.parseInt(landmineTally.getText().toString()); //所剩的雷數;
int num = Integer.parseInt(map.get(Integer.toString(i)).toString()); //當前按鈕的狀態;
int flag = Integer.parseInt(flag_landmine.get(Integer.toString(i)).toString());//當前按鈕的標記狀態;
if ( (mKey == 3) && ( cardsBtn[i].getBorder()!= null)){ //點擊為滑鼠右鍵,並且邊框不為空(空的表示已按亮開的);
if (flag == 10){ //如果沒有標記,則改為標記狀態;
flag_landmine.put(Integer.toString(i),Integer.toString(8));
ButtonIcon = createImageIcon("images/8.jpg");
cardsBtn[i].setIcon(ButtonIcon);
landmineTally.setText( Integer.toString(landmineNum - 1) );
if ( (landmineNum-1) == 0) //如果標記的雷數為99;
completeGame(); //完成游戲;
}else if (flag == 8){ //如果為標記狀態,則改為問號;
flag_landmine.put(Integer.toString(i),Integer.toString(9));
ButtonIcon = createImageIcon("images/9.jpg");
cardsBtn[i].setIcon(ButtonIcon);
landmineTally.setText( Integer.toString(landmineNum + 1) );
if ( (landmineNum+1) == 0) //如果標記的雷數為99;
completeGame(); //完成游戲;
}else if (flag == 9){ //如果為問號,則取消標記;
flag_landmine.put(Integer.toString(i),Integer.toString(10));
cardsBtn[i].setIcon(null);
}
}else if (mKey == 1){ //如果點擊為滑鼠左鍵;
flag_landmine.put(Integer.toString(i),Integer.toString(10)); //先清除所點擊按鈕的標記狀態;
if ( (landmineNum+1) == 0) //如果標記的雷數為99;
completeGame(); //完成游戲;
if (num == 7){ //如果銨鈕的狀態為雷,則結束游戲;
overGame(i);
}else if (num == 0){ //如果雷數為空
if ( flag == 8 ){ //如果已經標記為雷,計數器加1;
landmineTally.setText( Integer.toString(landmineNum + 1) );
}
ButtonIcon = createImageIcon("images/0.jpg");
cardsBtn[i].setIcon(ButtonIcon);
cardsBtn[i].setBorder(null);
display(i); //亮開周圍的按鈕;
}else { //數字為1-6之間,亮開按鈕,並顯示數字所對應的圖片;
if ( flag == 8 ){ //如果已經標記為雷,計數器加1;
landmineTally.setText( Integer.toString(landmineNum + 1) );
}
ButtonIcon = createImageIcon("images/"+num+".jpg");
cardsBtn[i].setIcon(ButtonIcon);
cardsBtn[i].setBorder(null);
}
}
if ( (mouseKey==1 && mKey == 3) || (mouseKey==3 && mKey == 1) ){ //滑鼠左右鍵同時點按下;
open(i); //亮開周圍的按鈕(先判斷);
}
mouseKey = 0;
}
/**自定義方法,用來判斷是否要亮開周圍的按鈕*/
void open(int i){
int landmineAmount = 0; //實際的雷數;
int flagAmount=0; //標記的雷數;
int landmine_leftUp=0, landmine_up=0, landmine_rightUp=0, landmine_left=0, landmine_right=0,
landmine_leftDown=0, landmine_down=0, landmine_rightDown=0; //定義了實際雷的8個位置
int flag_leftUp=0, flag_up=0, flag_rightUp=0, flag_left=0, flag_right=0,
flag_leftDown=0, flag_down=0, flag_rightDown=0; //定義了標記雷的8個位置
//實際雷所在的8個位置和標記雷的8個位置,如果不加判斷則hashMap集合會越界;
if (i > 31) landmine_leftUp = Integer.parseInt(map.get(Integer.toString(i-31)).toString());
if (i > 30) landmine_up = Integer.parseInt(map.get(Integer.toString(i-30)).toString());
if (i > 29) landmine_rightUp = Integer.parseInt(map.get(Integer.toString(i-29)).toString());
if (i > 1) landmine_left = Integer.parseInt(map.get(Integer.toString(i-1)).toString());
if (i < 479) landmine_right = Integer.parseInt(map.get(Integer.toString(i+1)).toString());
if (i < 450) landmine_leftDown = Integer.parseInt(map.get(Integer.toString(i+29)).toString());
if (i < 449) landmine_down = Integer.parseInt(map.get(Integer.toString(i+30)).toString());
if (i < 448) landmine_rightDown = Integer.parseInt(map.get(Integer.toString(i+31)).toString());
if (i > 31) flag_leftUp = Integer.parseInt(flag_landmine.get(Integer.toString(i-31)).toString());
if (i > 30) flag_up = Integer.parseInt(flag_landmine.get(Integer.toString(i-30)).toString());
if (i > 29) flag_rightUp = Integer.parseInt(flag_landmine.get(Integer.toString(i-29)).toString());
if (i > 1) flag_left = Integer.parseInt(flag_landmine.get(Integer.toString(i-1)).toString());
if (i < 479) flag_right = Integer.parseInt(flag_landmine.get
太長了寫不完,我把壓縮包發給你吧,49905518注意查收
③ java 掃雷源代碼
建議去學習Java相關知識,首先是圖形界面編程,把局不出來,然後是功能實現
④ 求一個java掃雷游戲的程序源代碼,盡量多點注釋,要確實可用的!急急急急急急急急急急急急!!!!!
import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JPanel;
import javax.swing.Timer;
public class ScanLei1 extends JFrame implements ActionListener{
private static final long serialVersionUID = 1L;
private Container contentPane;
private JButton btn;
private JButton[] btns;
private JLabel b1;
private JLabel b2;
private JLabel b3;
private Timer timer;
private int row=9;
private int col=9;
private int bon=10;
private int[][] a;
private int b;
private int[] a1;
private JPanel p,p1,p2,p3;
public ScanLei1(String title){
super(title);
contentPane=getContentPane();
setSize(297,377);
this.setBounds(400, 100, 400, 500);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
timer =new Timer(1000,(ActionListener) this);
a = new int[row+2][col+2];
initGUI();
}
public void initGUI(){
p3=new JPanel();
b=bon;
JMenuBar menuBar=new JMenuBar();
JMenu menu1=new JMenu("游戲");
JMenu menu2=new JMenu("幫助");
JMenuItem mi1=new JMenuItem("初級");
JMenuItem mi2 = new JMenuItem("中級");
JMenuItem mi3 =new JMenuItem("高級");
mi1.addActionListener(this);
menu1.add(mi1);
mi2.addActionListener(this);
menu1.add(mi2);
mi3.addActionListener(this);
menu1.add(mi3);
menuBar.add(menu1);
menuBar.add(menu2);
p3.add(menuBar);
b1=new JLabel(bon+"");
a1=new int[bon];
btn =new JButton("開始");
btn.addActionListener(this);
b2=new JLabel("0");
b3=new JLabel("");
btns=new JButton[row*col];
p=new JPanel();
p.setLayout(new BorderLayout());
contentPane.add(p);
p.add(p3,BorderLayout.NORTH);
//combo=new JComboBox(new Object[]{"初級","中級","高級"} );
//加監聽
/*combo.addItemListener(new ItemListener(){
}});*/
p1=new JPanel();
//在那個位置
//(( FlowLayout)p1.getLayout()).setAlignment( FlowLayout.RIGHT);
p1.add(b1);
p1.add(btn);
p1.add(b2);
p1.add(b3);
p.add(p3,BorderLayout.NORTH);
p.add(p1,BorderLayout.CENTER);
p2=new JPanel();
p2.setLayout(new GridLayout(row,col,0,0));
for(int i=0;i<row*col;i++){
btns[i]=new JButton("");
btns[i].setMargin(new Insets(0,0,0,0));
btns[i].setFont(new Font(null,Font.BOLD,25));
btns[i].addActionListener(this);
btns[i].addMouseListener(new NormoreMouseEvent());
p2.add(btns[i]);
}
contentPane.add(p,BorderLayout.NORTH);
contentPane.add(p2,BorderLayout.CENTER);
}
public void go(){
setVisible(true);
}
public static void main(String[] args){
new ScanLei1("掃雷").go();
}
public void out(int[][] a,JButton[] btns,ActionEvent e,int i,int x,int y){
int p=1;
if(a[x][y]==0){
a[x][y]=10;
btns[i].setEnabled(false); //33
for(int l=y-1;l<=y+1;l++){
int m=x-1-1;
int n=l-1;
p=1;
System.out.println(a[1][2]);
if(n>-1&&n<col&&m>-1&&m<row)
{
for(int q=0;q<row&&p==1;q++){//col-->row;
if(((n+col*q)>=(m*col))&&((n+col*q)<(m+1)*col)){
if(a[x-1][l]!=0&&a[x-1][l]!=10){
btns[n+col*q].setText(a[x-1][l]+"");
a[x-1][l]=10;
btns[n+col*q].setEnabled(false);
}
else if(a[x-1][l]==0){
//a[x-1][l]=10;
btns[n+col*q].setEnabled(false);
out(a,btns,e,n+col*q,x-1,l); ////55////
a[x-1][l]=10;
btns[n+col*q].setEnabled(false);
}
p=0;
}
}
}
p=1;
m=x;
if(n>-1&&n<col&&m>-1&&m<col)
{
for(int q=0;q<row&&p==1;q++){
if(((n+col*q)>=(m*col))&&((n+col*q)<(m+1)*col)){
if(a[x+1][l]!=0&&a[x+1][l]!=10){
btns[n+col*q].setText(a[x+1][l]+"");
a[x+1][l]=10;
btns[n+col*q].setEnabled(false);
}
else if(a[x+1][l]==0){
out(a,btns,e,n+col*q,x+1,l);///55////
a[x+1][l]=10;
btns[n+col*q].setEnabled(false);
}
p=0;
}
}
}
}
int m=x-1;
int n=y-1-1;
p=1;
if(n>-1&&n<col&&m>-1&&m<col)
{
for(int q=0;q<row&&p==1;q++){
if(((n+col*q)>=(m*col))&&((n+col*q)<(m+1)*col)){
if(a[x][y-1]!=0&&a[x][y-1]!=10){
btns[n+col*q].setText(a[x][y-1]+"");
a[x][y-1]=10;
btns[n+col*q].setEnabled(false);
}
else if(a[x][y-1]==0){
out(a,btns,e,n+col*q,x,y-1);
a[x][y-1]=10;
btns[n+col*q].setEnabled(false);
}
p=0;
}
}
}
p=1;
m=x-1;
n=y+1-1;
if(n>-1&&n<col&&m>-1&&m<col)
{
for(int q=0;q<row&&p==1;q++){
if(((n+col*q)>=(m*col))&&((n+col*q)<(m+1)*col)){
if(a[x][y+1]!=0&&a[x][y+1]!=10){
btns[n+col*q].setText(a[x][y+1]+"");
a[x][y+1]=10;
btns[n+col*q].setEnabled(false);
}
else if(a[x][y+1]==0){
out(a,btns,e,n+col*q,x,y+1);
a[x][y+1]=10;
btns[n+col*q].setEnabled(false);
}
p=0;
}
}
}
}
}
public void actionPerformed(ActionEvent e) {
if(e.getActionCommand()=="初級"){
row=9;
col=9;
bon=10;
a1=new int[bon];
b=bon;
//setSize(297,377);
a = new int[row+2][col+2];
this.remove(p2);
timer.stop();
b1.setText("10");
b2.setText("0");
b3.setText("");
btns=new JButton[row*col];
p2=new JPanel();
p2.setLayout(new GridLayout(row,col,0,0));
for(int i=0;i<row*col;i++){
btns[i]=new JButton(" ");
btns[i].setMargin(new Insets(0,0,0,0));
btns[i].setFont(new Font(null,Font.BOLD,25));
btns[i].addActionListener(this);
btns[i].addMouseListener(new NormoreMouseEvent());
p2.add(btns[i]);
}
contentPane.add(p2,BorderLayout.CENTER);
//setSize(297,377);
this.pack();
for(int i=0;i<row*col;i++){
btns[i].setText(" ");
btns[i].setEnabled(true);
}
for(int i=0;i<row+2;i++){
for(int j=0;j<col+2;j++){
a[i][j]=0;
}
}
}else if(e.getActionCommand()=="中級"){
row=16;
col=16;
bon=40;
//setSize(33*col,33*row+80);
a1=new int[bon];
a = new int[row+2][col+2];
b=bon;
this.remove(p2);
timer.stop();
b1.setText("40");
b2.setText("0");
b3.setText("");
btns=new JButton[row*col];
p2=new JPanel();
p2.setLayout(new GridLayout(row,col,0,0));
for(int i=0;i<row*col;i++){
btns[i]=new JButton(" ");
btns[i].setMargin(new Insets(0,0,0,0));
btns[i].setFont(new Font(null,Font.BOLD,25));
btns[i].addActionListener(this);
btns[i].addMouseListener(new NormoreMouseEvent());
p2.add(btns[i]);
}
contentPane.add(p2,BorderLayout.CENTER);
this.pack();
//setSize(33*col,33*row+80);
for(int i=0;i<row*col;i++){
btns[i].setText("");
btns[i].setEnabled(true);
}
for(int i=0;i<row+2;i++){
for(int j=0;j<col+2;j++){
a[i][j]=0;
}
}
}else if(e.getActionCommand()=="高級"){
row=16;
col=32;
bon=99;
setSize(33*col,33*row+80);
a1=new int[bon];
a = new int[row+2][col+2];
b=bon;
this.remove(p2);
timer.stop();
b1.setText("99");
b2.setText("0");
b3.setText("");
btns=new JButton[row*col];
p2=new JPanel();
p2.setLayout(new GridLayout(row,col,0,0));
for(int i=0;i<row*col;i++){
btns[i]=new JButton(" ");
btns[i].setMargin(new Insets(0,0,0,0));
btns[i].setFont(new Font(null,Font.BOLD,25));
btns[i].addActionListener(this);
btns[i].addMouseListener(new NormoreMouseEvent());
p2.add(btns[i]);
}
contentPane.add(p2,BorderLayout.CENTER);
//setSize(33*col,33*row+80);
this.pack();
for(int i=0;i<row*col;i++){
btns[i].setText("");
btns[i].setEnabled(true);
}
for(int i=0;i<row+2;i++){
for(int j=0;j<col+2;j++){
a[i][j]=0;
}
}
}
if(e.getSource()==btn){
timer.start();
b=bon;
b3.setText("");
//System.out.println(bon);
//清空
for(int i=0;i<row*col;i++){
btns[i].setText("");
btns[i].setEnabled(true);
}
for(int i=0;i<row+2;i++){
for(int j=0;j<col+2;j++){
a[i][j]=0;
}
}
//產生隨機數
for(int i=0;i<bon;i++)
{ int p=1;
int m=(int)(Math.random()*row*col);
while(p==1){
int l=1;
int j;
for( j=0;j<i&&l==1;j++){
if(a1[j]==m){
m=(int)(Math.random()*row*col);
l=0;
}
}
if(j==i){
a1[i]=m;
p=0;
}
}
}
b1.setText(bon+"");
b2.setText("0");
//布雷
for(int i=0;i<bon;i++){
int x=(a1[i]/col+1);
int y=(a1[i]%col+1);
a[x][y]=100;
}
for(int i=0;i<row+2;i++){
for(int j=0;j<col+2;j++){
if(i==0||j==0||i==row+1||j==col+1){
a[i][j]=0;
}
}
}
for(int i=1;i<=row;i++){
for(int j=1;j<=col;j++){
if(a[i][j]!=100){
for(int l=j-1;l<=j+1;l++){
if(a[i-1][l]==100){
a[i][j]++;
}
if(a[i+1][l]==100){
a[i][j]++;
}
}
if(a[i][j-1]==100){
a[i][j]++;
}
if(a[i][j+1]==100){
a[i][j]++;
}
}
}
}
}
if(e.getSource()==timer)
{
String time=b2.getText().trim();
int t=Integer.parseInt(time);
//System.out.println(t);
if(t>=600){
timer.stop();
}else{
t++;
b2.setText(t+"");
}
}
for(int i=0;i<col*row;i++){
if(btns[i].getText()!="★")
{
int x=i/col+1;
int y=i%col+1;
if(e.getSource()==btns[i]&&a[x][y]==100){
btns[i].setText("★");
btns[i].setEnabled(false);
a[x][y]=10;
for(int k=0;k<col*row;k++){
int m1=k/col+1;
int n1=k%col+1;
if(a[m1][n1]!=10&&btns[k].getText()=="★"){
btns[k].setText("*o*");
}
}
for(int j=0;j<col*row;j++){
int m=j/col+1;
int n=j%col+1;
if(a[m][n]==100){
btns[j].setText("★");
btns[j].setEnabled(false);
b3.setText("你輸了 !!");
}
btns[j].setEnabled(false);
a[m][n]=10;
}
timer.stop();
}
else if(e.getSource()==btns[i]){
if(a[x][y]==0){
out(a,btns,e,i,x,y);
a[x][y]=10;
btns[i].setEnabled(false);
}
if(a[x][y]!=0&&a[x][y]!=10){
btns[i].setText(a[x][y]+"");
btns[i].setEnabled(false);
a[x][y]=10;
}
}
}else if(btns[i].getText()=="★"){
}
}
}
class NormoreMouseEvent extends MouseAdapter{
public void mouseClicked(MouseEvent e) {
System.out.println(b);
for(int i=0;i<col*row;i++){
int x1=i/col+1;
int y1=i%col+1;
if(e.getSource()==btns[i]&&btns[i].getText()!="★"&&a[x1][y1]!=10)
{
if(e.getButton()==MouseEvent.BUTTON3){
btns[i].setText("★");
b--;
if(b==0){
int flag=0;
for(int j=0;j<col*row;j++){
int x=j/col+1;
int y=j%col+1;
if(a[x][y]==100&&btns[j].getText()=="★"){
flag++;
}
}
if(flag==bon){
timer.stop();
b3.setText("你贏了!");
}
}
b1.setText(b+"");
}
}else if(e.getSource()==btns[i]&&btns[i].getText()=="★"&&a[x1][y1]!=-1){
if(e.getButton()==MouseEvent.BUTTON3){
btns[i].setText("");
b++;
if(b>bon){
b1.setText(bon+"");
}
else{
b1.setText(b+"");
}
btns[i].setEnabled(true);
}
}
}
}
}
}
⑤ 需要一個掃雷源代碼JAVA編寫的急,要能運行的了的要是好用給20分
呵,我剛好有一個,花了半天時間才20分唉。
package com.game;
import java.awt.GridLayout;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
/**
*
* @author ss
*
*/
public class Winmine extends JFrame implements ActionListener {
private static final long serialVersionUID = 1L;
GridLayout gridLayout;
JButton[] btn;
JPanel pMain;
JMenuBar jMenuBar;
JMenu game;
JMenuItem start;
int width, height;
Random random;
int[] mine;
public Winmine(int width, int height) {
random = new Random();
this.width = width;
this.height = height;
jMenuBar = new JMenuBar();
game = new JMenu("游戲");
start = new JMenuItem("開始");
start.addActionListener(this);
jMenuBar.add(game);
game.add(start);
this.setJMenuBar(jMenuBar);
gridLayout = new GridLayout(width, height);
pMain = new JPanel();
pMain.setLayout(gridLayout);
btn = new JButton[width * height];
for (int i = 0; i < width * height; i++) {
btn[i] = new JButton();
btn[i].addActionListener(this);
pMain.add(btn[i]);
}
proceMine(width, height);
this.getContentPane().add(pMain);
this.setSize(width * 50, height * 40);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void actionPerformed(ActionEvent event) {
try {
JMenuItem jMenuItem = (JMenuItem) event.getSource();
jMenuItem.getAccelerator();
proceMine(width, height);
replay();
return;
} catch (Exception e) {
}
JButton button = (JButton) event.getSource();
for (int i = 0; i < width * height; i++) {
if (button == btn[i]) {
if (!checkMine(i)) {
JOptionPane.showMessageDialog(this, "對不起,你點到地雷啦!");
loseGame();
} else {
int num = getMineQoh(i);
btn[i].setText(num + "");
btn[i].setEnabled(false);
if (num == 0) {
clickBtn(i);
}
isWinGame();
break;
}
}
}
}
// 輸了
public void loseGame() {
for (int i = 0; i < mine.length; i++) {
btn[mine[i]].setText("*");
}
for (int i = 0; i < btn.length; i++) {
btn[i].setEnabled(false);
}
}
// 重新開始新游戲
public void replay() {
for (int i = 0; i < btn.length; i++) {
btn[i].setText("");
btn[i].setEnabled(true);
}
}
// 是否獲勝
public void isWinGame() {
int qoh = 0;
for (int i = 0; i < btn.length; i++) {
if (!btn[i].isEnabled()) {
qoh++;
}
}
if (qoh == width * height - mine.length) {
JOptionPane.showMessageDialog(this, "恭喜您贏了!");
}
}
// 如果得到點擊銨鈕附近地雷數為0的話
public void clickBtn(int index) {
int[] around = getIndex(index);
for (int i = 0; i < around.length; i++) {
btn[around[i]].doClick();
}
}
// 得到點擊銨鈕附近的地雷數
public int getMineQoh(int index) {
int num = 0;
int[] around = getIndex(index);
for (int i = 0; i < around.length; i++) {
for (int j = 0; j < mine.length; j++) {
if (around[i] == mine[j]) {
num++;
continue;
}
}
}
return num;
}
// 得到點擊銨鈕附近的索引號
public int[] getIndex(int index) {
int[] left = new int[height - 2];
for (int i = 0; i < left.length; i++) {
left[i] = (i + 1) * width;
}
int[] right = new int[height - 2];
for (int i = 0; i < right.length; i++) {
right[i] = (i + 2) * width - 1;
}
int[] top = new int[width - 2];
for (int i = 0; i < top.length; i++) {
top[i] = i + 1;
}
int[] floor = new int[width - 2];
for (int i = 0; i < floor.length; i++) {
floor[i] = width * (height - 1) + i + 1;
}
int[] around = new int[3];
if (index == 0) {
around[0] = 1;
around[1] = width;
around[2] = width + 1;
} else if (index == width - 1) {
around[0] = width - 2;
around[1] = 2 * width - 2;
around[2] = 2 * width - 1;
} else if (index == (height - 1) * width) {
around[0] = (height - 2) * width;
around[1] = (height - 2) * width + 1;
around[2] = (height - 1) * width + 1;
} else if (index == height * width - 1) {
around[0] = (height - 1) * width - 2;
around[1] = (height - 1) * width - 1;
around[2] = height * width - 2;
} else {
around = new int[5];
for (int i = 0; i < top.length; i++) {
try {
if (index == top[i]) {
around[0] = top[i] - 1;
around[1] = top[i] + 1;
around[2] = top[i] + width - 1;
around[3] = top[i] + width;
around[4] = top[i] + width + 1;
return around;
} else if (index == floor[i]) {
around[0] = floor[i] - width - 1;
around[1] = floor[i] - width;
around[2] = floor[i] - width + 1;
around[3] = floor[i] - 1;
around[4] = floor[i] + 1;
return around;
} else if (index == left[i]) {
around[0] = left[i] - width;
around[1] = left[i] - width + 1;
around[2] = left[i] + 1;
around[3] = left[i] + width;
around[4] = left[i] + width + 1;
return around;
} else if (index == right[i]) {
around[0] = right[i] - width - 1;
around[1] = right[i] - width;
around[2] = right[i] - 1;
around[3] = right[i] + width - 1;
around[4] = right[i] + width;
return around;
}
} catch (Exception e) {
}
}
around = new int[8];
around[0] = index - width - 1;
around[1] = index - width;
around[2] = index - width + 1;
around[3] = index - 1;
around[4] = index + 1;
around[5] = index + width - 1;
around[6] = index + width;
around[7] = index + width + 1;
}
return around;
}
// 檢查點到的銨鈕是否是地雷
public boolean checkMine(int btnIndex) {
return checkNum(btnIndex, mine);
}
// 得到不重復數字的方法
public boolean checkNum(int num, int[] arrayNum) {
for (int i = 0; i < arrayNum.length; i++) {
if (arrayNum[i] == num) {
return false;
}
}
return true;
}
// 生成地雷的方法
public void proceMine(int width, int height) {
int qoh = width * height / 5;
int index;
mine = new int[qoh];
for (int i = 0; i < qoh; i++) {
index = random.nextInt(width * height);
if (checkNum(index, mine)) {
mine[i] = index;
} else {
i--;
}
}
}
public static void main(String[] args) {
new Winmine(16, 16);
}
}
感覺還行
⑥ 誰有小游戲掃雷的程序代碼啊
掃雷游戲
http://post..com/f?kz=3651013
做游戲常用到的一些函數
http://post..com/f?kz=5416486
賽車游戲的完整圖
http://post..com/f?kz=5417016
簡單打飛碟小游戲
http://post..com/f?kz=3650980
坦克大戰小游戲
http://post..com/f?kz=3650938
吃豆小游戲
http://post..com/f?kz=3651039
⑦ C語言掃雷源代碼 用到圖形函數 並且能用滑鼠玩
看看這個如何!
#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#define LEFTPRESS 0xff01
#define LEFTCLICK 0xff10
#define LEFTDRAG 0xff19
#define MOUSEMOVE 0xff08
int num[10][10];/*范圍*/
int p[10][10];/*統計雷的數組*/
int loop;/*重新來的標志*/
int again=0;/*是否重來的變數*/
int scorenum;/*一開始統計有幾個雷*/
char score[3];/*輸出一共有幾個地雷*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
/*滑鼠游標形狀定義*/
typedef struct
{
unsigned int shape[32];
char hotx;
char hoty;
}SHAPE;
/*箭頭型*/
SHAPE ARROW={
{
0x3fff,0x1fff,0x0fff,0x07ff,
0x03ff,0x01ff,0x00ff,0x007f,
0x003f,0x00ff,0x01ff,0x10ff,
0x30ff,0xf87f,0xf87f,0xfc3f,
0x0000,0x7c00,0x6000,0x7000,
0x7800,0x7c00,0x7e00,0x7f00,
0x7f80,0x7e00,0x7c00,0x4600,
0x0600,0x0300,0x0300,0x0180
},
0,0,
};
/*滑鼠游標顯示*/
void MouseOn()
{
_AX=0x01;
geninterrupt(0x33);
}
/*滑鼠游標掩示*/
void MouseOff()/*滑鼠游標隱藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*設置當前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress()/*左鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&1);
}
void MouseGetXY()/*得到當前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
begain()/*游戲開始畫面*/
{
int i,j;
loop: cleardevice();
MouseOn();
MouseSetXY(180,30);
MouseX=180;
MouseY=30;
scorenum=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
setfillstyle(SOLID_FILL,8);
for(i=100;i<300;i+=20)/*畫格子*/
for(j=200;j<400;j+=20)
bar(j-8,i+8,j+8,i-8);
setcolor(7);
setfillstyle(SOLID_FILL,YELLOW);/*畫臉*/
fillellipse(290,75,10,10);
setcolor(YELLOW);
setfillstyle(SOLID_FILL,0);
fillellipse(285,75,2,2);
fillellipse(295,75,2,2);
setcolor(0);
bar(287,80,293,81);
randomize();
for(i=0;i<10;i++)
for(j=0;j<10;j++)
{
num[i][j]=random(7)+10;/*用10代表地雷算了*/
if(num[i][j]==10)
scorenum++;
}
sprintf(score,"%d",scorenum);
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,score);
scorenum=100-scorenum;/*為了後面判斷勝利*/
}
gameove()/*游戲結束畫面*/
{
int i,j;
setcolor(0);
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(num[i][j]==10)/*是地雷的就顯示出來*/
{
setfillstyle(SOLID_FILL,RED);
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
setfillstyle(SOLID_FILL,0);
fillellipse(200+j*20,100+i*20,7,7);
}
}
int tongji(int i,int j)/*計算有幾個雷*/
{
int x=0;/*10代表地雷*/
if(i==0&&j==0)
{
if(num[0][1]==10)
x++;
if(num[1][0]==10)
x++;
if(num[1][1]==10)
x++;
}
else if(i==0&&j==9)
{
if(num[0][8]==10)
x++;
if(num[1][9]==10)
x++;
if(num[1][8]==10)
x++;
}
else if(i==9&&j==0)
{
if(num[8][0]==10)
x++;
if(num[9][1]==10)
x++;
if(num[8][1]==10)
x++;
}
else if(i==9&&j==9)
{
if(num[9][8]==10)
x++;
if(num[8][9]==10)
⑧ 急求C語言編譯的小游戲(如掃雷),附帶源代碼和注釋。
掃雷游戲(c語言版)
已經編譯運行確認了:
#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#define LEFTPRESS 0xff01
#define LEFTCLICK 0xff10
#define LEFTDRAG 0xff19
#define MOUSEMOVE 0xff08
struct
{
int num;/*格子當前處於什麼狀態,1有雷,0已經顯示過數字或者空白格子*/
int roundnum;/*統計格子周圍有多少雷*/
int flag;/*右鍵按下顯示紅旗的標志,0沒有紅旗標志,1有紅旗標志*/
}Mine[10][10];
int gameAGAIN=0;/*是否重來的變數*/
int gamePLAY=0;/*是否是第一次玩游戲的標志*/
int mineNUM;/*統計處理過的格子數*/
char randmineNUM[3];/*顯示數字的字元串*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
void Init(void);/*圖形驅動*/
void MouseOn(void);/*滑鼠游標顯示*/
void MouseOff(void);/*滑鼠游標隱藏*/
void MouseSetXY(int,int);/*設置當前位置*/
int LeftPress(void);/*左鍵按下*/
int RightPress(void);/*滑鼠右鍵按下*/
void MouseGetXY(void);/*得到當前位置*/
void Control(void);/*游戲開始,重新,關閉*/
void GameBegain(void);/*游戲開始畫面*/
void DrawSmile(void);/*畫笑臉*/
void DrawRedflag(int,int);/*顯示紅旗*/
void DrawEmpty(int,int,int,int);/*兩種空格子的顯示*/
void GameOver(void);/*游戲結束*/
void GameWin(void);/*顯示勝利*/
int MineStatistics(int,int);/*統計每個格子周圍的雷數*/
int ShowWhite(int,int);/*顯示無雷區的空白部分*/
void GamePlay(void);/*游戲過程*/
void Close(void);/*圖形關閉*/
void main(void)
{
Init();
Control();
Close();
}
void Init(void)/*圖形開始*/
{
int gd=DETECT,gm;
initgraph(&gd,&gm,"c:\\tc");
}
void Close(void)/*圖形關閉*/
{
closegraph();
}
void MouseOn(void)/*滑鼠游標顯示*/
{
_AX=0x01;
geninterrupt(0x33);
}
void MouseOff(void)/*滑鼠游標隱藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*設置當前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress(void)/*滑鼠左鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&1);
}
int RightPress(void)/*滑鼠右鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&2);
}
void MouseGetXY(void)/*得到當前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
void Control(void)/*游戲開始,重新,關閉*/
{
int gameFLAG=1;/*游戲失敗後判斷是否重新開始的標志*/
while(1)
{
if(gameFLAG)/*游戲失敗後沒判斷出重新開始或者退出遊戲的話就繼續判斷*/
{
GameBegain(); /*游戲初始畫面*/
GamePlay();/*具體游戲*/
if(gameAGAIN==1)/*游戲中重新開始*/
{
gameAGAIN=0;
continue;
}
}
MouseOn();
gameFLAG=0;
if(LeftPress())/*判斷是否重新開始*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)
{
gameFLAG=1;
continue;
}
}
if(kbhit())/*判斷是否按鍵退出*/
break;
}
MouseOff();
}
void DrawSmile(void)/*畫笑臉*/
{
setfillstyle(SOLID_FILL,YELLOW);
fillellipse(290,75,10,10);
setcolor(YELLOW);
setfillstyle(SOLID_FILL,BLACK);/*眼睛*/
fillellipse(285,75,2,2);
fillellipse(295,75,2,2);
setcolor(BLACK);/*嘴巴*/
bar(287,80,293,81);
}
void DrawRedflag(int i,int j)/*顯示紅旗*/
{
setcolor(7);
setfillstyle(SOLID_FILL,RED);
bar(198+j*20,95+i*20,198+j*20+5,95+i*20+5);
setcolor(BLACK);
line(198+j*20,95+i*20,198+j*20,95+i*20+10);
}
void DrawEmpty(int i,int j,int mode,int color)/*兩種空格子的顯示*/
{
setcolor(color);
setfillstyle(SOLID_FILL,color);
if(mode==0)/*沒有單擊過的大格子*/
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
else
if(mode==1)/*單擊過後顯示空白的小格子*/
bar(200+j*20-7,100+i*20-7,200+j*20+7,100+i*20+7);
}
void GameBegain(void)/*游戲開始畫面*/
{
int i,j;
cleardevice();
if(gamePLAY!=1)
{
MouseSetXY(290,70); /*滑鼠一開始的位置,並作為它的初始坐標*/
MouseX=290;
MouseY=70;
}
gamePLAY=1;/*下次按重新開始的話滑鼠不重新初始化*/
mineNUM=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
for(i=0;i<10;i++)/*畫格子*/
for(j=0;j<10;j++)
DrawEmpty(i,j,0,8);
setcolor(7);
DrawSmile();/*畫臉*/
randomize();__page_break__
for(i=0;i<10;i++)/*100個格子隨機賦值有沒有地雷*/
for(j=0;j<10;j++)
{
Mine[i][j].num=random(8);/*如果隨機數的結果是1表示這個格子有地雷*/
if(Mine[i][j].num==1)
mineNUM++;/*現有雷數加1*/
else
Mine[i][j].num=2;
Mine[i][j].flag=0;/*表示沒紅旗標志*/
}
sprintf(randmineNUM,"%d",mineNUM); /*顯示這次總共有多少雷數*/
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,randmineNUM);
mineNUM=100-mineNUM;/*變數取空白格數量*/
MouseOn();
}
void GameOver(void)/*游戲結束畫面*/
{
int i,j;
setcolor(0);
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(Mine[i][j].num==1)/*顯示所有的地雷*/
{
DrawEmpty(i,j,0,RED);
setfillstyle(SOLID_FILL,BLACK);
fillellipse(200+j*20,100+i*20,7,7);
}
}
void GameWin(void)/*顯示勝利*/
{
setcolor(11);
settextstyle(0,0,2);
outtextxy(230,30,"YOU WIN!");
}
int MineStatistics(int i,int j)/*統計每個格子周圍的雷數*/
{
int nNUM=0;
if(i==0&&j==0)/*左上角格子的統計*/
{
if(Mine[0][1].num==1)
nNUM++;
if(Mine[1][0].num==1)
nNUM++;
if(Mine[1][1].num==1)
nNUM++;
}
else
if(i==0&&j==9)/*右上角格子的統計*/
{
if(Mine[0][8].num==1)
nNUM++;
if(Mine[1][9].num==1)
nNUM++;
if(Mine[1][8].num==1)
nNUM++;
}
else
if(i==9&&j==0)/*左下角格子的統計*/
{
if(Mine[8][0].num==1)
nNUM++;
if(Mine[9][1].num==1)
nNUM++;
if(Mine[8][1].num==1)
nNUM++;
}
else
if(i==9&&j==9)/*右下角格子的統計*/
{
if(Mine[9][8].num==1)
nNUM++;
if(Mine[8][9].num==1)
nNUM++;
if(Mine[8][8].num==1)
nNUM++;
}
else if(j==0)/*左邊第一列格子的統計*/
{
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
}
else if(j==9)/*右邊第一列格子的統計*/
{
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
}
else if(i==0)/*第一行格子的統計*/
{
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
}
else if(i==9)/*最後一行格子的統計*/
{
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
}
else/*普通格子的統計*/
{
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
}__page_break__
return(nNUM);/*把格子周圍一共有多少雷數的統計結果返回*/
}
int ShowWhite(int i,int j)/*顯示無雷區的空白部分*/
{
if(Mine[i][j].flag==1||Mine[i][j].num==0)/*如果有紅旗或該格處理過就不對該格進行任何判斷*/
return;
mineNUM--;/*顯示過數字或者空格的格子就表示多處理了一個格子,當所有格子都處理過了表示勝利*/
if(Mine[i][j].roundnum==0&&Mine[i][j].num!=1)/*顯示空格*/
{
DrawEmpty(i,j,1,7);
Mine[i][j].num=0;
}
else
if(Mine[i][j].roundnum!=0)/*輸出雷數*/
{
DrawEmpty(i,j,0,8);
sprintf(randmineNUM,"%d",Mine[i][j].roundnum);
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
Mine[i][j].num=0;/*已經輸出雷數的格子用0表示已經用過這個格子*/
return ;
}
/*8個方向遞歸顯示所有的空白格子*/
if(i!=0&&Mine[i-1][j].num!=1)
ShowWhite(i-1,j);
if(i!=0&&j!=9&&Mine[i-1][j+1].num!=1)
ShowWhite(i-1,j+1);
if(j!=9&&Mine[i][j+1].num!=1)
ShowWhite(i,j+1);
if(j!=9&&i!=9&&Mine[i+1][j+1].num!=1)
ShowWhite(i+1,j+1);
if(i!=9&&Mine[i+1][j].num!=1)
ShowWhite(i+1,j);
if(i!=9&&j!=0&&Mine[i+1][j-1].num!=1)
ShowWhite(i+1,j-1);
if(j!=0&&Mine[i][j-1].num!=1)
ShowWhite(i,j-1);
if(i!=0&&j!=0&&Mine[i-1][j-1].num!=1)
ShowWhite(i-1,j-1);
}
void GamePlay(void)/*游戲過程*/
{
int i,j,Num;/*Num用來接收統計函數返回一個格子周圍有多少地雷*/
for(i=0;i<10;i++)
for(j=0;j<10;j++)
Mine[i][j].roundnum=MineStatistics(i,j);/*統計每個格子周圍有多少地雷*/
while(!kbhit())
{
if(LeftPress())/*滑鼠左鍵盤按下*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)/*重新來*/
{
MouseOff();
gameAGAIN=1;
break;
}
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
if(Mine[i][j].flag==1)/*如果格子有紅旗則左鍵無效*/
continue;
if(Mine[i][j].num!=0)/*如果格子沒有處理過*/
{
if(Mine[i][j].num==1)/*滑鼠按下的格子是地雷*/
{
MouseOff();
GameOver();/*游戲失敗*/
break;
}
else/*滑鼠按下的格子不是地雷*/
{
MouseOff();
Num=MineStatistics(i,j);
if(Num==0)/*周圍沒地雷就用遞歸演算法來顯示空白格子*/
ShowWhite(i,j);
else/*按下格子周圍有地雷*/
{
sprintf(randmineNUM,"%d",Num);/*輸出當前格子周圍的雷數*/
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
mineNUM--;
}
MouseOn();
Mine[i][j].num=0;/*點過的格子周圍雷數的數字變為0表示這個格子已經用過*/
if(mineNUM<1)/*勝利了*/
{
GameWin();
break;
}
}
}
}
}
if(RightPress())/*滑鼠右鍵鍵盤按下*/
{
MouseGetXY();
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
MouseOff();
if(Mine[i][j].flag==0&&Mine[i][j].num!=0)/*本來沒紅旗現在顯示紅旗*/
{
DrawRedflag(i,j);
Mine[i][j].flag=1;
}
else
if(Mine[i][j].flag==1)/*有紅旗標志再按右鍵就紅旗消失*/
{
DrawEmpty(i,j,0,8);
Mine[i][j].flag=0;
}
}
MouseOn();
sleep(1);
}
}
}
⑨ 掃雷游戲的C代碼給個網址或代碼也行
用TC自己玩一下吧
/*5.3.4 源程序*/
#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#define LEFTPRESS 0xff01
#define LEFTCLICK 0xff10
#define LEFTDRAG 0xff19
#define MOUSEMOVE 0xff08
struct
{
int num;/*格子當前處於什麼狀態,1有雷,0已經顯示過數字或者空白格子*/
int roundnum;/*統計格子周圍有多少雷*/
int flag;/*右鍵按下顯示紅旗的標志,0沒有紅旗標志,1有紅旗標志*/
}Mine[10][10];
int gameAGAIN=0;/*是否重來的變數*/
int gamePLAY=0;/*是否是第一次玩游戲的標志*/
int mineNUM;/*統計處理過的格子數*/
char randmineNUM[3];/*顯示數字的字元串*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
void Init(void);/*圖形驅動*/
void MouseOn(void);/*滑鼠游標顯示*/
void MouseOff(void);/*滑鼠游標隱藏*/
void MouseSetXY(int,int);/*設置當前位置*/
int LeftPress(void);/*左鍵按下*/
int RightPress(void);/*滑鼠右鍵按下*/
void MouseGetXY(void);/*得到當前位置*/
void Control(void);/*游戲開始,重新,關閉*/
void GameBegain(void);/*游戲開始畫面*/
void DrawSmile(void);/*畫笑臉*/
void DrawRedflag(int,int);/*顯示紅旗*/
void DrawEmpty(int,int,int,int);/*兩種空格子的顯示*/
void GameOver(void);/*游戲結束*/
void GameWin(void);/*顯示勝利*/
int MineStatistics(int,int);/*統計每個格子周圍的雷數*/
int ShowWhite(int,int);/*顯示無雷區的空白部分*/
void GamePlay(void);/*游戲過程*/
void Close(void);/*圖形關閉*/
void main(void)
{
Init();
Control();
Close();
}
void Init(void)/*圖形開始*/
{
int gd=DETECT,gm;
initgraph(&gd,&gm,"c:\\tc");
}
void Close(void)/*圖形關閉*/
{
closegraph();
}
void MouseOn(void)/*滑鼠游標顯示*/
{
_AX=0x01;
geninterrupt(0x33);
}
void MouseOff(void)/*滑鼠游標隱藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*設置當前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress(void)/*滑鼠左鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&1);
}
int RightPress(void)/*滑鼠右鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&2);
}
void MouseGetXY(void)/*得到當前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
void Control(void)/*游戲開始,重新,關閉*/
{
int gameFLAG=1;/*游戲失敗後判斷是否重新開始的標志*/
while(1)
{
if(gameFLAG)/*游戲失敗後沒判斷出重新開始或者退出遊戲的話就繼續判斷*/
{
GameBegain(); /*游戲初始畫面*/
GamePlay();/*具體游戲*/
if(gameAGAIN==1)/*游戲中重新開始*/
{
gameAGAIN=0;
continue;
}
}
MouseOn();
gameFLAG=0;
if(LeftPress())/*判斷是否重新開始*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)
{
gameFLAG=1;
continue;
}
}
if(kbhit())/*判斷是否按鍵退出*/
break;
}
MouseOff();
}
void DrawSmile(void)/*畫笑臉*/
{
setfillstyle(SOLID_FILL,YELLOW);
fillellipse(290,75,10,10);
setcolor(YELLOW);
setfillstyle(SOLID_FILL,BLACK);/*眼睛*/
fillellipse(285,75,2,2);
fillellipse(295,75,2,2);
setcolor(BLACK);/*嘴巴*/
bar(287,80,293,81);
}
void DrawRedflag(int i,int j)/*顯示紅旗*/
{
setcolor(7);
setfillstyle(SOLID_FILL,RED);
bar(198+j*20,95+i*20,198+j*20+5,95+i*20+5);
setcolor(BLACK);
line(198+j*20,95+i*20,198+j*20,95+i*20+10);
}
void DrawEmpty(int i,int j,int mode,int color)/*兩種空格子的顯示*/
{
setcolor(color);
setfillstyle(SOLID_FILL,color);
if(mode==0)/*沒有單擊過的大格子*/
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
else
if(mode==1)/*單擊過後顯示空白的小格子*/
bar(200+j*20-7,100+i*20-7,200+j*20+7,100+i*20+7);
}
void GameBegain(void)/*游戲開始畫面*/
{
int i,j;
cleardevice();
if(gamePLAY!=1)
{
MouseSetXY(290,70); /*滑鼠一開始的位置,並作為它的初始坐標*/
MouseX=290;
MouseY=70;
}
gamePLAY=1;/*下次按重新開始的話滑鼠不重新初始化*/
mineNUM=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
for(i=0;i<10;i++)/*畫格子*/
for(j=0;j<10;j++)
DrawEmpty(i,j,0,8);
setcolor(7);
DrawSmile();/*畫臉*/
randomize();
for(i=0;i<10;i++)/*100個格子隨機賦值有沒有地雷*/
for(j=0;j<10;j++)
{
Mine[i][j].num=random(8);/*如果隨機數的結果是1表示這個格子有地雷*/
if(Mine[i][j].num==1)
mineNUM++;/*現有雷數加1*/
else
Mine[i][j].num=2;
Mine[i][j].flag=0;/*表示沒紅旗標志*/
}
sprintf(randmineNUM,"%d",mineNUM); /*顯示這次總共有多少雷數*/
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,randmineNUM);
mineNUM=100-mineNUM;/*變數取空白格數量*/
MouseOn();
}
void GameOver(void)/*游戲結束畫面*/
{
int i,j;
setcolor(0);
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(Mine[i][j].num==1)/*顯示所有的地雷*/
{
DrawEmpty(i,j,0,RED);
setfillstyle(SOLID_FILL,BLACK);
fillellipse(200+j*20,100+i*20,7,7);
}
}
void GameWin(void)/*顯示勝利*/
{
setcolor(11);
settextstyle(0,0,2);
outtextxy(230,30,"YOU WIN!");
}
int MineStatistics(int i,int j)/*統計每個格子周圍的雷數*/
{
int nNUM=0;
if(i==0&&j==0)/*左上角格子的統計*/
{
if(Mine[0][1].num==1)
nNUM++;
if(Mine[1][0].num==1)
nNUM++;
if(Mine[1][1].num==1)
nNUM++;
}
else
if(i==0&&j==9)/*右上角格子的統計*/
{
if(Mine[0][8].num==1)
nNUM++;
if(Mine[1][9].num==1)
nNUM++;
if(Mine[1][8].num==1)
nNUM++;
}
else
if(i==9&&j==0)/*左下角格子的統計*/
{
if(Mine[8][0].num==1)
nNUM++;
if(Mine[9][1].num==1)
nNUM++;
if(Mine[8][1].num==1)
nNUM++;
}
else
if(i==9&&j==9)/*右下角格子的統計*/
{
if(Mine[9][8].num==1)
nNUM++;
if(Mine[8][9].num==1)
nNUM++;
if(Mine[8][8].num==1)
nNUM++;
}
else if(j==0)/*左邊第一列格子的統計*/
{
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
}
else if(j==9)/*右邊第一列格子的統計*/
{
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
}
else if(i==0)/*第一行格子的統計*/
{
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
}
else if(i==9)/*最後一行格子的統計*/
{
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
}
else/*普通格子的統計*/
{
if(Mine[i-1][j].num==1)
nNUM++;
if(Mine[i-1][j+1].num==1)
nNUM++;
if(Mine[i][j+1].num==1)
nNUM++;
if(Mine[i+1][j+1].num==1)
nNUM++;
if(Mine[i+1][j].num==1)
nNUM++;
if(Mine[i+1][j-1].num==1)
nNUM++;
if(Mine[i][j-1].num==1)
nNUM++;
if(Mine[i-1][j-1].num==1)
nNUM++;
}
return(nNUM);/*把格子周圍一共有多少雷數的統計結果返回*/
}
int ShowWhite(int i,int j)/*顯示無雷區的空白部分*/
{
if(Mine[i][j].flag==1||Mine[i][j].num==0)/*如果有紅旗或該格處理過就不對該格進行任何判斷*/
return;
mineNUM--;/*顯示過數字或者空格的格子就表示多處理了一個格子,當所有格子都處理過了表示勝利*/
if(Mine[i][j].roundnum==0&&Mine[i][j].num!=1)/*顯示空格*/
{
DrawEmpty(i,j,1,7);
Mine[i][j].num=0;
}
else
if(Mine[i][j].roundnum!=0)/*輸出雷數*/
{
DrawEmpty(i,j,0,8);
sprintf(randmineNUM,"%d",Mine[i][j].roundnum);
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
Mine[i][j].num=0;/*已經輸出雷數的格子用0表示已經用過這個格子*/
return ;
}
/*8個方向遞歸顯示所有的空白格子*/
if(i!=0&&Mine[i-1][j].num!=1)
ShowWhite(i-1,j);
if(i!=0&&j!=9&&Mine[i-1][j+1].num!=1)
ShowWhite(i-1,j+1);
if(j!=9&&Mine[i][j+1].num!=1)
ShowWhite(i,j+1);
if(j!=9&&i!=9&&Mine[i+1][j+1].num!=1)
ShowWhite(i+1,j+1);
if(i!=9&&Mine[i+1][j].num!=1)
ShowWhite(i+1,j);
if(i!=9&&j!=0&&Mine[i+1][j-1].num!=1)
ShowWhite(i+1,j-1);
if(j!=0&&Mine[i][j-1].num!=1)
ShowWhite(i,j-1);
if(i!=0&&j!=0&&Mine[i-1][j-1].num!=1)
ShowWhite(i-1,j-1);
}
void GamePlay(void)/*游戲過程*/
{
int i,j,Num;/*Num用來接收統計函數返回一個格子周圍有多少地雷*/
for(i=0;i<10;i++)
for(j=0;j<10;j++)
Mine[i][j].roundnum=MineStatistics(i,j);/*統計每個格子周圍有多少地雷*/
while(!kbhit())
{
if(LeftPress())/*滑鼠左鍵盤按下*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)/*重新來*/
{
MouseOff();
gameAGAIN=1;
break;
}
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
if(Mine[i][j].flag==1)/*如果格子有紅旗則左鍵無效*/
continue;
if(Mine[i][j].num!=0)/*如果格子沒有處理過*/
{
if(Mine[i][j].num==1)/*滑鼠按下的格子是地雷*/
{
MouseOff();
GameOver();/*游戲失敗*/
break;
}
else/*滑鼠按下的格子不是地雷*/
{
MouseOff();
Num=MineStatistics(i,j);
if(Num==0)/*周圍沒地雷就用遞歸演算法來顯示空白格子*/
ShowWhite(i,j);
else/*按下格子周圍有地雷*/
{
sprintf(randmineNUM,"%d",Num);/*輸出當前格子周圍的雷數*/
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
mineNUM--;
}
MouseOn();
Mine[i][j].num=0;/*點過的格子周圍雷數的數字變為0表示這個格子已經用過*/
if(mineNUM<1)/*勝利了*/
{
GameWin();
break;
}
}
}
}
}
if(RightPress())/*滑鼠右鍵鍵盤按下*/
{
MouseGetXY();
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
MouseOff();
if(Mine[i][j].flag==0&&Mine[i][j].num!=0)/*本來沒紅旗現在顯示紅旗*/
{
DrawRedflag(i,j);
Mine[i][j].flag=1;
}
else
if(Mine[i][j].flag==1)/*有紅旗標志再按右鍵就紅旗消失*/
{
DrawEmpty(i,j,0,8);
Mine[i][j].flag=0;
}
}
MouseOn();
sleep(1);
}
}
}