c扫雷源代码(扫雷数组c语言最简单代码)
admin 发布:2022-12-19 23:34 162
今天给各位分享c扫雷源代码的知识,其中也会对扫雷数组c语言最简单代码进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!
本文目录一览:
C++扫雷源代码
这是字符界面的扫雷:
#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 nk0?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 || HeightGAME_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((0x x=poolWidth)
(0y 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(curY1)--curY;
nArrow=1;
}break;
case KEY_DOWN:
{
if(curYpoolHeight)++curY;
nArrow=1;
}break;
case KEY_LEFT:
{
if(curX1)--curX;
nArrow=1;
}break;
case KEY_RIGHT:
{
if(curXpoolWidth)++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;
}
//}}
C语言扫雷源代码 不用鼠标 操作 急求!!!
#include stdio.h
#include stdlib.h
#include time.h
#include string.h
#include conio.h
#include windows.h
#define N 3
struct mine_box {
char type; // '*'代表地雷,n代表周围有地雷的地雷数(n=0-8)
char bMarked; // 是否被标记
char bOpened; // 是否被打开
} mine_array[N][N];
int CurrentRow, CurrentCol; // 记录当前光标的位置
int openedBlank = 0; // 记录被掀开的格子数
/*将光标定位到屏幕上的某个指定位置的坐标上*/
void gotoxy(int x,int y)
{ CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
HANDLE hConsoleOut;
hConsoleOut = GetStdHandle(STD_OUTPUT_HANDLE);
GetConsoleScreenBufferInfo(hConsoleOut,csbiInfo);
csbiInfo.dwCursorPosition.X = x;
csbiInfo.dwCursorPosition.Y = y;
SetConsoleCursorPosition(hConsoleOut,csbiInfo.dwCursorPosition);
}
// 显示一个格子的内容
void printBox(struct mine_box mb)
{
// 格子没被掀开也没做标记
if(mb.bOpened == 0 mb.bMarked == 0)
printf("□");
// 格子被标记一次
else if(mb.bMarked == 1)
printf("√");
// 格子被标记两次
else if(mb.bMarked == 2)
printf("?");
// 格子被掀开,显示格子中的内容
else
switch(mb.type) {
// 格子中有地雷
case '*':
printf("⊕");
break;
// 格子没有地雷并且四周也没有地雷
case 0:
printf(" ");
break;
case 1:
printf("1");
break;
case 2:
printf("2");
break;
case 3:
printf("3");
break;
case 4:
printf("4");
break;
case 5:
printf("5");
break;
case 6:
printf("6");
break;
case 7:
printf("7");
break;
case 8:
printf("8");
break;
}
}
// 将光标移动到第row行第col列的格子上
void MoveTo(int row, int col)
{
CurrentRow = row;
CurrentCol = col;
gotoxy(CurrentCol*4+2,CurrentRow*2+1);
}
// 刷新屏幕
void refreshScreen(int state)
{
int i, j;
gotoxy(0, 0);
printf("┏━");
for(i = 1; i N; i++)
printf("┳━");
printf("┓\n");
for(i = 0; i N; i++) {
printf("┃");
for(j = 0; j N; j++) {
if(state == -1 mine_array[i][j].bMarked == 1 mine_array[i][j].type != '*') {
printf("¤"); // 标记错了地雷
continue;
}
if(state != 0) { // 游戏结束,将所有的盒子掀开显示其中内容
mine_array[i][j].bOpened = 1;
mine_array[i][j].bMarked = 0;
}
printBox(mine_array[i][j]);
printf("┃");
}
if(i N-1) {
printf("\n┣");
for(j = 1; j N; j++) {
printf("━╋");
}
printf("━┫\n");
}
else {
printf("\n┗");
for(j = 1; j N; j++) {
printf("━┻");
}
printf("━┛\n");
}
}
printf("按键指南:A左移,D右移,W上移,S下移,X翻开,C标记,Q退出\n");
}
void MoveUp()
{
if(CurrentRow 0) {
CurrentRow --;
MoveTo(CurrentRow, CurrentCol);
}
}
void MoveDown()
{
if(CurrentRow N-1) {
CurrentRow ++;
MoveTo(CurrentRow, CurrentCol);;
}
}
void MoveLeft()
{
if(CurrentCol 0) {
CurrentCol --;
MoveTo(CurrentRow, CurrentCol);
}
}
void MoveRight()
{
if(CurrentCol N-1) {
CurrentCol ++;
MoveTo(CurrentRow, CurrentCol);
}
}
int openMine()
{
int saveRow = CurrentRow, saveCol = CurrentCol;
if(mine_array[CurrentRow][CurrentCol].bOpened)
return 0;
mine_array[CurrentRow][CurrentCol].bOpened = 1;
mine_array[CurrentRow][CurrentCol].bMarked = 0;
if(mine_array[CurrentRow][CurrentCol].type == '*') {
refreshScreen(-1);
MoveTo(N+1, 0);
printf("失败!游戏结束)\n");
exit(2);
}
printBox(mine_array[CurrentRow][CurrentCol]);
MoveTo(CurrentRow, CurrentCol);
// 进一步要做的是当掀开一个type=0的空格子时,将其周围没有地雷的空格子自动掀开
return 1;
}
void markMine()
{
if(mine_array[CurrentRow][CurrentCol].bOpened == 1)
return;
if(mine_array[CurrentRow][CurrentCol].bMarked == 0)
mine_array[CurrentRow][CurrentCol].bMarked = 1;
else if(mine_array[CurrentRow][CurrentCol].bMarked == 1)
mine_array[CurrentRow][CurrentCol].bMarked = 2;
else if(mine_array[CurrentRow][CurrentCol].bMarked ==2)
mine_array[CurrentRow][CurrentCol].bMarked = 0;
printBox(mine_array[CurrentRow][CurrentCol]);
MoveTo(CurrentRow, CurrentCol);
}
main()
{
int num, i, j, row, col, count;
printf("输入地雷数: ");
scanf("%u", num);
if(num N*N) {
printf("地雷数超限\n");
return -1;
}
memset((void*)mine_array, 0, N*N*sizeof(struct mine_box));
//随机设置num个地雷的位置
srand((unsigned)time(NULL));
for(i=0; inum; i++) {
row = rand()%N;
col = rand()%N;
if(mine_array[row][col].type == 0)
mine_array[row][col].type = '*';
else // 已经有雷了,重新取下一个格子
i--;
}
// 计算每个非雷格子周围的地雷数
for(row=0; rowN; row++)
{
for(col = 0; col N; col++) {
if(mine_array[row][col].type == '*') {
for(i = row-1; i = row+1; i++) {
for(j = col-1; j = col+1; j++) {
if(i = 0 j = 0 i N j N mine_array[i][j].type != '*')
mine_array[i][j].type ++;
}
}
}
}
}
refreshScreen(0);
MoveTo(N/2, N/2); // 将光标移到中央的位置
do {
switch(getch()) {
case 'a':
case 'A':
MoveLeft();
break;
case 's':
case 'S':
MoveDown();
break;
case 'd':
case 'D':
MoveRight();
break;
case 'w':
case 'W':
MoveUp();
break;
case 'x':
case 'X':
if(openMine() == 1) {
if(++openedBlank == N*N-num) { //所有的空格都被掀开
refreshScreen(1);
MoveTo(N+1, 0);
printf("成功!游戏结束。\n");
exit(0);
}
}
break;
case 'c':
case 'C':
markMine();
break;
case 'q':
case 'Q':
MoveTo(N+1, 0);
printf("是否退出?(y/n)");
if(getch() == 'y')
return 0;
}
} while(1);
}
如何用C语言编程 扫雷!~
俄罗斯方快
扫雷
#includestdio.h
#includegraphics.h
#includestdlib.h
struct list
{
int x;
int y;
int num;
int bomb;
int wa;
};
struct list di[10][10];
int currentx=210;
int currenty=130;
void initxy(void)
{
int i,j;
for(i=0;i=9;i++)
for(j=0;j=9;j++)
{
di[j].x=i*20+200;
di[j].y=j*20+120;
di[j].wa=0;
di[j].bomb=0;
}
}
void initmu(void)
{
int i,j;
setcolor(2);
rectangle(200,120,400,320);
rectangle(190,110,410,330);
setfillstyle(8,14);
floodfill(191,111,2);
for(i=0;i=9;i++)
for(j=0;j=9;j++)
rectangle(di[j].x,di[j].y,di[j].x+19,di[j].y+19);
outtextxy(450,200,"press 'enter' to kick");
outtextxy(450,250,"press '\' to mark");
}
void randbomb(void)
{
int k;
int i,j;
randomize();
for(i=0;i=9;i++)
for(j=0;j=9;j++)
{
k=random(5);
if(k==2)
di[j].bomb=1;
}
}
void jisuan(void)
{
int k=0;
int i,j;
for(i=0;i=9;i++)
for(j=0;j=9;j++)
{
if(ijdi[i-1][j-1].bomb)
k=k+1;
if(idi[i-1][j].bomb)
k=k+1;
if(jdi[j-1].bomb)
k=k+1;
if(i=8di[i+1][j].bomb)
k=k+1;
if(j=8di[j+1].bomb)
k=k+1;
if(i=8j=8di[i+1][j+1].bomb)
k=k+1;
if(ij=8di[i-1][j+1].bomb)
k=k+1;
if(i=8jdi[i+1][j-1].bomb)
k=k+1;
di[j].num=k;
k=0;
}
}
void xianbomb(void)
{
int i,j;
char biaoji[2];
char znum[2];
biaoji[0]=1;
biaoji[1]=NULL;
for(i=0;i=9;i++)
for(j=0;j=9;j++)
{
if(di[j].bomb==1)
outtextxy(di[j].x+2,di[j].y+2,biaoji);
else
{
itoa(di[j].num,znum,10);
setfillstyle(1,0);
bar(i*20+202,j*20+122,i*20+218,j*20+138);
outtextxy(i*20+202,j*20+122,znum);
}
}
}
void move(void)
{
int key;
key=bioskey(1);
if(key)
key=bioskey(0);
if(key==0x4800)
{
if(currenty130)
{
setcolor(0);
circle(currentx,currenty,5);
currenty-=20;
setcolor(4);
circle(currentx,currenty,5);
}
else
{
setcolor(0);
circle(currentx,currenty,5);
currenty=310;
setcolor(4);
circle(currentx,currenty,5);
}
}
if(key==0x4b00)
{
if(currentx210)
{
setcolor(0);
circle(currentx,currenty,5);
currentx-=20;
setcolor(4);
circle(currentx,currenty,5);
}
else
{
setcolor(0);
circle(currentx,currenty,5);
currentx=390;
setcolor(4);
circle(currentx,currenty,5);
}
}
if(key==0x4d00)
{
if(currentx390)
{
setcolor(0);
circle(currentx,currenty,5);
currentx+=20;
setcolor(4);
circle(currentx,currenty,5);
}
else
{
setcolor(0);
circle(currentx,currenty,5);
currentx=210;
setcolor(4);
circle(currentx,currenty,5);
}
}
if(key==0x5000)
{
if(currenty310)
{
setcolor(0);
circle(currentx,currenty,5);
currenty+=20;
setcolor(4);
circle(currentx,currenty,5);
}
else
{
setcolor(0);
circle(currentx,currenty,5);
currenty=130;
setcolor(4);
circle(currentx,currenty,5);
}
}
if(key==0x1c0d)
{
int i,j;
char snum[2];
snum[0]=NULL;
snum[1]=NULL;
i=(currentx-210)/20;
j=(currenty-130)/20;
if(di[j].bomb==1)
{
outtextxy(100,100,"game over");
xianbomb();
sleep(2);
exit(0);
}
if(di[j].bomb==0)
{
di[j].wa=1;
setfillstyle(1,0);
bar(currentx-8,currenty-8,currentx+8,currenty+8);
setcolor(15);
itoa(di[j].num,snum,10);
outtextxy(currentx-8,currenty-8,snum);
setcolor(4);
circle(currentx,currenty,5);
}
}
if(key==0x2b5c)
{
char biaoji[2];
biaoji[0]=1;
biaoji[1]=NULL;
setcolor(0);
bar(currentx-8,currenty-8,currentx+8,currenty+8);
setcolor(4);
outtextxy(currentx-8,currenty-8,biaoji);
circle(currentx,currenty,5);
}
}
void success(void)
{
int k=1;
int i,j;
for(i=0;i=9;i++)
for(j=0;j=9;j++)
if(di[j].bomb==0di[j].wa==0)
k=0;
if(k==1)
{
outtextxy(100,100,"success good");
xianbomb();
sleep(2);
exit(0);
}
}
void main(void)
{
int gd=DETECT,gm;
initgraph(gd,gm,"");
initxy();
initmu();
randbomb();
jisuan();
setcolor(4);
circle(210,130,5);
while(1)
{
move();
success();
}
}
C语言编简单的扫雷
给你一个完整的扫雷源码
#include conio.h
#include graphics.h
#include stdio.h
#include stdlib.h
#include time.h
#include ctype.h
#include "mouse.c"
#define YES 1
#define NO 0
#define XPX 15 /* X pixels by square */
#define YPX 15 /* Y pixels by square */
#define DEFCX 30 /* Default number of squares */
#define DEFCY 28
#define MINE 255-'0' /* So that when it prints, it prints char 0xff */
#define STSQUARE struct stsquare
STSQUARE {
unsigned char value; /* Number of mines in the surround squares */
unsigned char sqopen; /* Square is open */
unsigned char sqpress; /* Square is pressed */
unsigned char sqmark; /* Square is marked */
} *psquare;
#define value(x,y) (psquare+(x)*ncy+(y))-value
#define sqopen(x,y) (psquare+(x)*ncy+(y))-sqopen
#define sqpress(x,y) (psquare+(x)*ncy+(y))-sqpress
#define sqmark(x,y) (psquare+(x)*ncy+(y))-sqmark
int XST, /* Offset of first pixel X */
YST,
ncx, /* Number of squares in X */
ncy,
cmines, /* Mines discovered */
initmines, /* Number of initial mines */
sqclosed, /* Squares still closed */
maxy; /* Max. number of y pixels of the screen */
void Graph_init(void);
void Read_param(int argc, char *argv[]);
void Set_mines(int nminas);
void Set_square(int x, int y, int status);
void Mouse_set(void);
void Draw_squares(void);
int Do_all(void);
void Blow_up(void);
void Open_square(int x, int y);
int Open_near_squares(int x, int y);
/************************************************************************/
void main(int argc, char *argv[])
{
if (!mouse_reset()) {
cputs(" ERROR: I can't find a mouse driver\r\n");
exit(2);
}
Graph_init();
Read_param(argc, argv);
Mouse_set();
do {
randomize();
cleardevice();
Set_mines(cmines=initmines);
mouse_enable();
Draw_squares();
}
while (Do_all() != '\x1b');
closegraph();
}
/*************************************************************************
* *
* F U N C T I O N S *
* *
*************************************************************************/
/*----------------------------------------------------------------------*/
void Graph_init(void)
{
int graphdriver=DETECT, graphmode, errorcode;
if(errorcode 0) {
cprintf("\n\rGraphics System Error: %s\n",grapherrormsg(errorcode));
exit(98);
}
initgraph(graphdriver, graphmode, "");
errorcode=graphresult();
if(errorcode!=grOk) {
printf(" Graphics System Error: %s\n",grapherrormsg(errorcode));
exit(98);
}
maxy=getmaxy();
} /* Graph_init */
/*----------------------------------------------------------------------*/
void Read_param(int argc, char *argv[])
{
int x, y, m;
x=y=m=0;
if (argc!=1) {
if (!isdigit(*argv[1])) {
closegraph();
cprintf("Usage is: %s [x] [y] [m]\r\n\n"
"Where x is the horizontal size\r\n"
" y is the vertical size\r\n"
" m is the number of mines\r\n\n"
" Left mouse button: Open the square\r\n"
"Right mouse button: Mark the square\r\n"
" -The first time puts a 'mine' mark\r\n"
" -The second time puts a 'possible "
"mine' mark\r\n"
" -The third time unmarks the square\r\n"
"Left+Right buttons: Open the surrounded squares only if "
"the count of mines\r\n"
" is equal to the number in the square",argv[0]);
exit (1);
}
switch (argc) {
case 4: m=atoi(argv[3]);
case 3: y=atoi(argv[2]);
case 2: x=atoi(argv[1]);
}
}
XST=100;
ncx=DEFCX;
if (maxy==479) {
YST=30;
ncy=DEFCY;
}
else {
YST=25;
ncy=20;
}
if (x0 xncx)
ncx=x;
if (y0 yncy) {
YST+=((ncy-y)*YPX)1;
ncy=y;
}
initmines= m ? m : ncx*ncy*4/25; /* There are about 16% of mines */
if (((void near*)psquare=calloc(ncx*ncy, sizeof(STSQUARE)))==NULL) {
closegraph();
cputs("ERROR: Not enought memory");
exit(3);
}
} /* Read_param */
/*----------------------------------------------------------------------*/
void Set_mines(int nminas)
{
急求用c语言编写扫雷详细代码
/*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;/*格子当前处于什么状态,1有雷,0已经显示过数字或者空白格子*/
int roundnum;/*统计格子周围有多少雷*/
int flag;/*右键按下显示红旗的标志,0没有红旗标志,1有红旗标志*/
}Mine[10][10];
int gameAGAIN=0;/*是否重来的变量*/
int gamePLAY=0;/*是否是第一次玩游戏的标志*/
int mineNUM;/*统计处理过的格子数*/
char randmineNUM[3];/*显示数字的字符串*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
void Init(void);/*图形驱动*/
void MouseOn(void);/*鼠标光标显示*/
void MouseOff(void);/*鼠标光标隐藏*/
void MouseSetXY(int,int);/*设置当前位置*/
int LeftPress(void);/*左键按下*/
int RightPress(void);/*鼠标右键按下*/
void MouseGetXY(void);/*得到当前位置*/
void Control(void);/*游戏开始,重新,关闭*/
void GameBegain(void);/*游戏开始画面*/
void DrawSmile(void);/*画笑脸*/
void DrawRedflag(int,int);/*显示红旗*/
void DrawEmpty(int,int,int,int);/*两种空格子的显示*/
void GameOver(void);/*游戏结束*/
void GameWin(void);/*显示胜利*/
int MineStatistics(int,int);/*统计每个格子周围的雷数*/
int ShowWhite(int,int);/*显示无雷区的空白部分*/
void GamePlay(void);/*游戏过程*/
void Close(void);/*图形关闭*/
void main(void)
{
Init();
Control();
Close();
}
void Init(void)/*图形开始*/
{
int gd=DETECT,gm;
initgraph(gd,gm,"c:\\tc");
}
void Close(void)/*图形关闭*/
{
closegraph();
}
void MouseOn(void)/*鼠标光标显示*/
{
_AX=0x01;
geninterrupt(0x33);
}
void MouseOff(void)/*鼠标光标隐藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*设置当前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress(void)/*鼠标左键按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX1);
}
int RightPress(void)/*鼠标右键按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX2);
}
void MouseGetXY(void)/*得到当前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
void Control(void)/*游戏开始,重新,关闭*/
{
int gameFLAG=1;/*游戏失败后判断是否重新开始的标志*/
while(1)
{
if(gameFLAG)/*游戏失败后没判断出重新开始或者退出游戏的话就继续判断*/
{
GameBegain(); /*游戏初始画面*/
GamePlay();/*具体游戏*/
if(gameAGAIN==1)/*游戏中重新开始*/
{
gameAGAIN=0;
continue;
}
}
MouseOn();
gameFLAG=0;
if(LeftPress())/*判断是否重新开始*/
{
MouseGetXY();
if(MouseX280MouseX300MouseY65MouseY85)
{
gameFLAG=1;
continue;
}
}
if(kbhit())/*判断是否按键退出*/
break;
}
MouseOff();
}
void DrawSmile(void)/*画笑脸*/
{
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)/*显示红旗*/
{
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)/*两种空格子的显示*/
{
setcolor(color);
setfillstyle(SOLID_FILL,color);
if(mode==0)/*没有单击过的大格子*/
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
else
if(mode==1)/*单击过后显示空白的小格子*/
bar(200+j*20-7,100+i*20-7,200+j*20+7,100+i*20+7);
}
void GameBegain(void)/*游戏开始画面*/
{
int i,j;
cleardevice();
if(gamePLAY!=1)
{
MouseSetXY(290,70); /*鼠标一开始的位置,并作为它的初始坐标*/
MouseX=290;
MouseY=70;
}
gamePLAY=1;/*下次按重新开始的话鼠标不重新初始化*/
mineNUM=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
for(i=0;i10;i++)/*画格子*/
for(j=0;j10;j++)
DrawEmpty(i,j,0,8);
setcolor(7);
DrawSmile();/*画脸*/
randomize();
for(i=0;i10;i++)/*100个格子随机赋值有没有地雷*/
for(j=0;j10;j++)
{
Mine[i][j].num=random(8);/*如果随机数的结果是1表示这个格子有地雷*/
if(Mine[i][j].num==1)
mineNUM++;/*现有雷数加1*/
else
Mine[i][j].num=2;
Mine[i][j].flag=0;/*表示没红旗标志*/
}
sprintf(randmineNUM,"%d",mineNUM); /*显示这次总共有多少雷数*/
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,randmineNUM);
mineNUM=100-mineNUM;/*变量取空白格数量*/
MouseOn();
}
void GameOver(void)/*游戏结束画面*/
{
int i,j;
setcolor(0);
for(i=0;i10;i++)
for(j=0;j10;j++)
if(Mine[i][j].num==1)/*显示所有的地雷*/
{
DrawEmpty(i,j,0,RED);
setfillstyle(SOLID_FILL,BLACK);
fillellipse(200+j*20,100+i*20,7,7);
}
}
void GameWin(void)/*显示胜利*/
{
setcolor(11);
settextstyle(0,0,2);
outtextxy(230,30,"YOU WIN!");
}
int MineStatistics(int i,int j)/*统计每个格子周围的雷数*/
{
int nNUM=0;
if(i==0j==0)/*左上角格子的统计*/
{
if(Mine[0][1].num==1)
nNUM++;
if(Mine[1][0].num==1)
nNUM++;
if(Mine[1][1].num==1)
nNUM++;
}
else
if(i==0j==9)/*右上角格子的统计*/
{
if(Mine[0][8].num==1)
nNUM++;
if(Mine[1][9].num==1)
nNUM++;
if(Mine[1][8].num==1)
nNUM++;
}
else
if(i==9j==0)/*左下角格子的统计*/
{
if(Mine[8][0].num==1)
nNUM++;
if(Mine[9][1].num==1)
nNUM++;
if(Mine[8][1].num==1)
nNUM++;
}
else
if(i==9j==9)/*右下角格子的统计*/
{
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)/*左边第一列格子的统计*/
{
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)/*右边第一列格子的统计*/
{
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)/*第一行格子的统计*/
{
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)/*最后一行格子的统计*/
{
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/*普通格子的统计*/
{
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);/*把格子周围一共有多少雷数的统计结果返回*/
}
int ShowWhite(int i,int j)/*显示无雷区的空白部分*/
{
if(Mine[i][j].flag==1||Mine[i][j].num==0)/*如果有红旗或该格处理过就不对该格进行任何判断*/
return;
mineNUM--;/*显示过数字或者空格的格子就表示多处理了一个格子,当所有格子都处理过了表示胜利*/
if(Mine[i][j].roundnum==0Mine[i][j].num!=1)/*显示空格*/
{
DrawEmpty(i,j,1,7);
Mine[i][j].num=0;
}
else
if(Mine[i][j].roundnum!=0)/*输出雷数*/
{
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;/*已经输出雷数的格子用0表示已经用过这个格子*/
return ;
}
/*8个方向递归显示所有的空白格子*/
if(i!=0Mine[i-1][j].num!=1)
ShowWhite(i-1,j);
if(i!=0j!=9Mine[i-1][j+1].num!=1)
ShowWhite(i-1,j+1);
if(j!=9Mine[i][j+1].num!=1)
ShowWhite(i,j+1);
if(j!=9i!=9Mine[i+1][j+1].num!=1)
ShowWhite(i+1,j+1);
if(i!=9Mine[i+1][j].num!=1)
ShowWhite(i+1,j);
if(i!=9j!=0Mine[i+1][j-1].num!=1)
ShowWhite(i+1,j-1);
if(j!=0Mine[i][j-1].num!=1)
ShowWhite(i,j-1);
if(i!=0j!=0Mine[i-1][j-1].num!=1)
ShowWhite(i-1,j-1);
}
void GamePlay(void)/*游戏过程*/
{
int i,j,Num;/*Num用来接收统计函数返回一个格子周围有多少地雷*/
for(i=0;i10;i++)
for(j=0;j10;j++)
Mine[i][j].roundnum=MineStatistics(i,j);/*统计每个格子周围有多少地雷*/
while(!kbhit())
{
if(LeftPress())/*鼠标左键盘按下*/
{
MouseGetXY();
if(MouseX280MouseX300MouseY65MouseY85)/*重新来*/
{
MouseOff();
gameAGAIN=1;
break;
}
if(MouseX190MouseX390MouseY90MouseY290)/*当前鼠标位置在格子范围内*/
{
j=(MouseX-190)/20;/*x坐标*/
i=(MouseY-90)/20;/*y坐标*/
if(Mine[i][j].flag==1)/*如果格子有红旗则左键无效*/
continue;
if(Mine[i][j].num!=0)/*如果格子没有处理过*/
{
if(Mine[i][j].num==1)/*鼠标按下的格子是地雷*/
{
MouseOff();
GameOver();/*游戏失败*/
break;
}
else/*鼠标按下的格子不是地雷*/
{
MouseOff();
Num=MineStatistics(i,j);
if(Num==0)/*周围没地雷就用递归算法来显示空白格子*/
ShowWhite(i,j);
else/*按下格子周围有地雷*/
{
sprintf(randmineNUM,"%d",Num);/*输出当前格子周围的雷数*/
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
mineNUM--;
}
MouseOn();
Mine[i][j].num=0;/*点过的格子周围雷数的数字变为0表示这个格子已经用过*/
if(mineNUM1)/*胜利了*/
{
GameWin();
break;
}
}
}
}
}
if(RightPress())/*鼠标右键键盘按下*/
{
MouseGetXY();
if(MouseX190MouseX390MouseY90MouseY290)/*当前鼠标位置在格子范围内*/
{
j=(MouseX-190)/20;/*x坐标*/
i=(MouseY-90)/20;/*y坐标*/
MouseOff();
if(Mine[i][j].flag==0Mine[i][j].num!=0)/*本来没红旗现在显示红旗*/
{
DrawRedflag(i,j);
Mine[i][j].flag=1;
}
else
if(Mine[i][j].flag==1)/*有红旗标志再按右键就红旗消失*/
{
DrawEmpty(i,j,0,8);
Mine[i][j].flag=0;
}
}
MouseOn();
sleep(1);
}
}
}
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