本文实例为大家分享了C++ EasyX实现简单扫雷游戏的具体代码,供大家参考,具体内容如下
【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;
- }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持我们。
原文链接:https://blog.csdn.net/weixin_44211980/article/details/104543819