C++基于EasyX实现简单扫雷游戏
本文实例为大家分享了C++ EasyX实现简单游戏" title="扫雷游戏">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;
}
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