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2020
09-23

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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