C++ And EasyX 实现简单扫雷小游戏

在这里插入图片描述

【实现代码】

#include <cmath>
#include <time.h>
#include <easyx.h>
#include <conio.h>
using namespace std;
#define Size 500  //定义窗口大小
#define SquareSize 50  //定义格子大小
#define BackGroundColor LIGHTGRAY  //定义背景颜色
const int N = Size / SquareSize;  //设置地图大小为N * N
const int Num = N * N / 5;  //设置总地雷数
int num = Num, all = N * N - Num; //剩余地雷数和未格子访问数
int Map[N + 10][N + 10];  //地图表示(i, j)旁边的地雷数目,等于-1表示该位置为地雷
bool vis[N + 10][N + 10];  //标记是否(i, j)被访问
bool vis_lm[N + 10][N + 10];  //标记(i, j)是否被标记为地雷
int dx[] = { 0, 0, 1, -1, 1, -1, 1, -1 };
int dy[] = { 1, -1, 0, 0, 1, -1, -1, 1 };
void Init() {
	initgraph(Size, Size);
	setbkcolor(BackGroundColor);
	settextcolor(YELLOW);
	settextstyle(25, 0, _T("宋体"));
	cleardevice();
}
void BuildGameMap() {  //构建地图
	srand((unsigned int)time(NULL));  //产生随机数
	for (int i = 1; i <= Num; ++i) {
		int x = rand() % N + 1, y = rand() % N + 1;
		while (Map[x][y] == -1) {
			x = rand() % N + 1, y = rand() % N + 1;
		}
		Map[x][y] = -1;
	}
	//计算每个格子旁边的地雷数目
	for (int i = 1; i <= N; ++i) {
		for (int j = 1; j <= N; ++j) {
			if (Map[i][j] == -1) continue;
			for (int k = 0; k < 8; ++k) {
				if (Map[i + dx[k]][j + dy[k]] == -1) ++Map[i][j];
			}
		}
	}
}
void InitGameGraph() {  //地图初始化
	memset(Map, 0, sizeof(Map));
	memset(vis, false, sizeof(vis));
	memset(vis_lm, false, sizeof(vis_lm));
	num = Num, all = N * N - Num;
	BuildGameMap();
	cleardevice();  //清屏
	setfillcolor(WHITE);
	for (int i = 0; i <= Size; i += SquareSize) {
		line(i, 0, i, Size);
	}
	for (int i = 0; i <= Size; i += SquareSize) {
		line(0, i, Size, i);
	}
}
int Translate_X(int x) {  //左边变换
	return x * SquareSize + SquareSize / 2;
}
void GameOver(bool tag) {
	RECT r = { 0, 0, Size - 1, Size - 1 };
	if (tag) {
		drawtext(_T("Win"), &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
	}
	else {
		//游戏失败画出所有地雷
		setfillcolor(RED);
		for (int i = 1; i <= N; ++i) {
			for (int j = 1; j <= N; ++j) {
				if (Map[i][j] == -1) {
					if (vis_lm[i][j]) continue;  //该地雷已被玩家标记,跳过
					outtextxy(Translate_X(i - 1), Translate_X(j - 1), 'X');  //否则显示出来
				}
				else if (vis_lm[i][j]) {  //玩家标记了错误的地雷,标红
					fillcircle(Translate_X(i - 1), Translate_X(j - 1), SquareSize / 2 - 10);
				}
			}
		}
		drawtext(_T("Failed"), &r, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
	}
}
void Help() {  //调试函数(其实是挂)
	for (int i = 1; i <= N; ++i) {
		for (int j = 1; j <= N; ++j) {
			if (Map[i][j] == -1) {
				outtextxy(Translate_X(i - 1), Translate_X(j - 1), 'X');
			}
		}
	}
}
void StartGame() {
	Init();
	while (true) {
		InitGameGraph();
		//Help();
		bool IF_WIN = true;
		while (all || num) {  //胜利条件是所有非地雷格子均被访问且所有地雷均被标记
			MOUSEMSG msg = GetMouseMsg(); //获取用户鼠标信息
			int x = ceil(msg.x * 1.0 / SquareSize * 1.0), y = ceil(msg.y * 1.0 / SquareSize * 1.0);
			if (vis[x][y]) continue;  //该格已被访问,跳过
			if (msg.mkLButton) {  //鼠标左键按下
				if (Map[x][y] == -1) {  //如果是地雷那么游戏结束
					IF_WIN = false;
					break;
				}
				outtextxy(Translate_X(x - 1), Translate_X(y - 1), Map[x][y] + '0');
				--all;
				vis[x][y] = true;
			}
			else if (msg.mkRButton) {  //鼠标右键按下
				if (!vis_lm[x][y]) {  //如果该格子已被标记,消除标记
					vis_lm[x][y] = true;
					if (Map[x][y] == -1) --num;
					solidcircle(Translate_X(x - 1), Translate_X(y - 1), SquareSize / 2 - 10);
				}
				else if (vis_lm[x][y]) {  //否则标记
					vis_lm[x][y] = false;
					if (Map[x][y] == -1) ++num;
					clearrectangle((x - 1) * SquareSize + 1, (y - 1) * SquareSize + 1, x * SquareSize - 1, y * SquareSize - 1);
				}
			}
		}
		GameOver(IF_WIN);
		int t = _getch();
	}
}
int main() {
	StartGame();
	return 0;
}

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转载自blog.csdn.net/weixin_44211980/article/details/104543819