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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