C语言+EASYX实现扫雷,供大家参考,具体内容如下
主要思路就是通过一个二维数组存储不同的数来代表0到8等具体的图片,再配合鼠标的位置和点击情况,来改变数组某一项的值,而显示不同的图片。
水平有限,有些地方的代码过于复杂和繁琐,有待优化;有些功能的实现也不是很完整和合理,敬请指正。
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#include <stdio.h> //标准的输入输出头文件。
#include <graphics.h> //EasyX图形界面。
#include <time.h>
#include <stdlib.h>
#include<mmsystem.h>
#pragma comment(lib,"winmm.lib")//导入静态库
int f2=0; //标志信号
int flag=0; //标志信号
int ROW = 0; //棋盘行数
int COL = 0; //棋盘列数
int NUM = 0; //雷的个数
int size; //图片尺寸
HWND hwnd1;
int count = 0; //已掀开的数量;
void BGMPLAY( void ) //播放音乐函数
{
mciSendString(L "open ./image/XXX.mp3 alias bgm" ,0,0,0); //XX可替换为自己的歌曲
mciSendString(L "play bgm repeat" ,0,0,0);
}
struct rayxy //地雷位置
{
int x;
int y;
}xy[200]; //地雷位置
IMAGE img[21]; //存储图像
void welcome()
{
initgraph( 640, 480);
loadimage(&img[9], L "./image/开始界面1.jpg" , 640, 480); //开始界面
loadimage(&img[15], L "./image/菜单界面.jpg" , 640, 480); //菜单选择界面
if (!flag)
{
putimage(0, 0, &img[9]);
Sleep(1000);
}
cleardevice();
putimage(0, 0, &img[15]);
//模式选择
MOUSEMSG msg = { 0 };
const int x1=9,y1=8, x2=290,y2=8,x3=9,y3=330,x4=290,y4=330, h=306, w=265;
int sx = 0, sy = 0;
//模式选择
while (1)
{
HWND hwnd;
msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN)
{
sx = msg.x;
sy = msg.y;
break ;
}
}
if ((sx >= x1 && sy >= y1)&& (sx <= x1+w && sy <= y1+h))
{
ROW = 9;
COL = 9;
NUM = 10;
size = 70;
}
if ((sx >= x2 && sy >= y2) && (sx <= x2 + w && sy <= y2 + h))
{
ROW = 16;
COL = 30;
NUM = 99;
size = 43;
}
if ((sx >= x3 && sy >= y3) && (sx <= x3 + w && sy <= y3 + h))
{
ROW = 16;
COL = 16;
NUM = 40;
size = 48;
}
if ((sx >= x4 && sy >= y4) && (sx <= x4 + w && sy <= y4 + h))
{
MessageBox(hwnd1, L "敬请期待!!!" , L "提示" , MB_OK);
f2 = 1;
flag = 1;
Sleep(1000);
}
} //欢迎界面
int map[30][30]; //棋盘地图
void imgplay( void )
{
loadimage(&img[0], L "./image/空白.jpg" ,size, size); //空白
loadimage(&img[1], L "./image/1.jpg" , size, size);
loadimage(&img[2], L "./image/2.jpg" , size, size);
loadimage(&img[3], L "./image/3.jpg" , size, size);
loadimage(&img[4], L "./image/4.jpg" , size, size);
loadimage(&img[5], L "./image/5.jpg" , size, size);
loadimage(&img[6], L "./image/6.jpg" , size, size);
loadimage(&img[7], L "./image/7.jpg" , size, size);
loadimage(&img[8], L "./image/8.jpg" , size, size); //8
loadimage(&img[16], L "./image/问号.jpg" , size, size); //问号
loadimage(&img[10], L "./image/覆盖.jpg" , size, size); //覆盖
loadimage(&img[11], L "./image/标记.jpg" , size, size); //标记
loadimage(&img[12], L "./image/地雷.jpg" , size, size); //地雷
loadimage(&img[13], L "./image/胜利.jpg" , size, size); //胜利
loadimage(&img[14], L "./image/问号.jpg" , size, size); //问号
loadimage(&img[16], L "./image/9.jpg" , size, size); //9
loadimage(&img[17], L "./image/0.jpg" , size, size); //0
loadimage(&img[18], L "./image/冒号.jpg" , size, size); //冒号
loadimage(&img[20], L "./image/标记错误.jpg" , size, size);/标记错误
}
void gameinit()
{
int i, j;
srand ((unsigned int ) time (NULL)); //为随机布雷提供随机数
for (i = 0; i < ROW + 2; i++)
{
for (j = 0; j < COL + 2; j++)
{
map[i][j] = 0;
}
}
int r, c, n = 0;
while (n < NUM)
{
r = rand () % ROW + 1;
c = rand () % COL + 1;
if (map[r][c] != -1)
{
map[r][c] = -1;
xy[n].x = r;
xy[n].y = c;
n++;
}
else
{
continue ;
}
}
for (i = 1; i <= ROW; i++)
{
for (j = 1; j <= COL; j++)
{
if (map[i][j] != -1)
{
for (r = i - 1; r <= i + 1; r++)
for (c = j - 1; c <= j + 1; c++)
{
if (map[r][c] == -1)
{
map[i][j]++;
}
}
}
}
}
for (i = 1; i <= ROW; i++)
{
for (j = 1; j <= COL; j++)
{
map[i][j] += 20;
}
}
}
void drawgraph()
{
int i, j;
for (i = 1; i <= ROW; i++)
{
for (j = 1; j <= COL; j++)
{
if (map[i][j] == -1)
{
putimage((j - 1) * size, (i - 1) * size, &img[12]); //地雷
}
else if (map[i][j] >= 0 && map[i][j] <= 8)
{
putimage((j - 1) * size, (i - 1) * size, &img[map[i][j]]); //显示数字和空白
}
else if (map[i][j] >= 19 && map[i][j] <= 28)
{
putimage((j - 1) * size, (i - 1) * size, &img[10]); //覆盖
}
else if (map[i][j] >= 29&&map[i][j]<=38)
{
putimage((j - 1) * size, (i - 1) * size, &img[11]); //标记
}
else if (map[i][j]>=39&&map[i][j]<=48)
{
putimage((j - 1) * size, (i - 1) * size, &img[14]); //问号
}
if (map[i][j] == -2)
{
putimage((j - 1) * size, (i - 1) * size, &img[13]); //胜利
}
}
}
}
void draw( int i, int j)
{
if (map[i][j] == -1)
{
putimage((j - 1) * size, (i - 1) * size, &img[12]); //地雷
}
else if (map[i][j] >= 0 && map[i][j] <= 8)
{
putimage((j - 1) * size, (i - 1) * size, &img[map[i][j]]); //显示数字和空白
}
else if (map[i][j] >= 19 && map[i][j] <= 28)
{
putimage((j - 1) * size, (i - 1) * size, &img[10]); //覆盖
}
else if (map[i][j] >= 29&&map[i][j]<=38)
{
putimage((j - 1) * size, (i - 1) * size, &img[11]); //标记
}
else
{
putimage((j - 1) * size, (i - 1) * size, &img[14]); //问号
}
}
void blankopen( int r, int c)
{
int a, b;
if (map[r][c] == 20)
{
count++;
map[r][c] -= 20;
}
for (a = r - 1; a <= r + 1; a++)
{
for (b = c - 1; b <= c + 1; b++)
{
if (a >= 1 && a <= ROW && b >= 1 && b <= COL)
{
if (map[a][b] >= 20 && map[a][b] <= 28)
{
map[a][b] -= 20;
count++;
}
}
}
}
}
int playgame()
{
MOUSEMSG msg = { 0 };
int r, c;
//while (1)
//{
msg = GetMouseMsg();
switch (msg.uMsg)
{
case WM_LBUTTONDOWN:
c = msg.x / size + 1;
r = msg.y / size + 1;
if (map[r][c] >= 29&&map[r][c]<=38)
{
map[r][c] -= 10;
}
if (map[r][c] >= 39 && map[r][c] <= 48)
{
map[r][c] -= 20;
}
if (map[r][c] >= 19 && map[r][c] <= 28)
{
if (map[r][c] == 20)
{
blankopen(r, c);
}
else
{
if (map[r][c] != 19)
count++;
map[r][c] -= 20;
}
}
if (map[r][c] == 0)
blankopen(r, c);
draw(r, c);
return map[r][c];
//break;
case WM_RBUTTONDOWN:
c = msg.x / size + 1;
r = msg.y / size + 1;
if (map[r][c] >= 19 && map[r][c] <= 28)
{
map[r][c] += 10;
}
else if (map[r][c] >= 29&&map[r][c]<=38)
{
map[r][c] += 10;
}
else
{
map[r][c] -= 20;
}
draw(r, c);
return map[r][c];
//break;
}
//}
}
int timerec( void )
{
time_t timep;
struct tm p;
time (&timep);
gmtime_s(&p, &timep);
int t = p.tm_min * 60 + p.tm_sec;
return t;
}
void timeplay( int t)
{
int min=0 ,sec=0;
printf ( "%d\n" , t);
min = t / 60;
putimage((COL - 3) * size, (ROW)*size, &img[18]);
switch (min / 10)
{
case 0:putimage((COL - 5) * size, (ROW ) * size, &img[17]); break ;
case 1:putimage((COL - 5) * size, (ROW ) * size, &img[1]); break ;
case 2:putimage((COL - 5) * size, (ROW ) * size, &img[2]); break ;
case 3:putimage((COL - 5) * size, (ROW ) * size, &img[3]); break ;
case 4:putimage((COL - 5) * size, (ROW ) * size, &img[4]); break ;
case 5:putimage((COL - 5) * size, (ROW ) * size, &img[5]); break ;
case 6:putimage((COL - 5) * size, (ROW ) * size, &img[6]); break ;
case 7:putimage((COL - 5) * size, (ROW ) * size, &img[7]); break ;
case 8:putimage((COL - 5) * size, (ROW ) * size, &img[8]); break ;
case 9:putimage((COL - 5) * size, (ROW ) * size, &img[16]); break ;
default :putimage((COL - 5) * size, (ROW ) * size, &img[10]); break ;
}
switch (min % 10)
{
case 0:putimage((COL - 4) * size, (ROW ) * size, &img[17]); break ;
case 1:putimage((COL - 4) * size, (ROW ) * size, &img[1]); break ;
case 2:putimage((COL - 4) * size, (ROW ) * size, &img[2]); break ;
case 3:putimage((COL - 4) * size, (ROW ) * size, &img[3]); break ;
case 4:putimage((COL - 4) * size, (ROW ) * size, &img[4]); break ;
case 5:putimage((COL - 4) * size, (ROW ) * size, &img[5]); break ;
case 6:putimage((COL - 4) * size, (ROW ) * size, &img[6]); break ;
case 7:putimage((COL - 4) * size, (ROW ) * size, &img[7]); break ;
case 8:putimage((COL - 4) * size, (ROW ) * size, &img[8]); break ;
case 9:putimage((COL - 4) * size, (ROW ) * size, &img[16]); break ;
default :putimage((COL - 4) * size, (ROW ) * size, &img[10]); break ;
}
sec = t % 60;
switch (sec / 10)
{
case 0:putimage((COL - 2) * size, (ROW ) * size, &img[17]); break ;
case 1:putimage((COL - 2) * size, (ROW ) * size, &img[1]); break ;
case 2:putimage((COL - 2) * size, (ROW ) * size, &img[2]); break ;
case 3:putimage((COL - 2) * size, (ROW ) * size, &img[3]); break ;
case 4:putimage((COL - 2) * size, (ROW ) * size, &img[4]); break ;
case 5:putimage((COL - 2) * size, (ROW ) * size, &img[5]); break ;
case 6:putimage((COL - 2) * size, (ROW ) * size, &img[6]); break ;
case 7:putimage((COL - 2) * size, (ROW ) * size, &img[7]); break ;
case 8:putimage((COL - 2) * size, (ROW ) * size, &img[8]); break ;
case 9:putimage((COL - 2) * size, (ROW ) * size, &img[16]); break ;
default :putimage((COL - 2) * size, (ROW ) * size, &img[10]); break ;
}
switch (sec % 10)
{
case 0:putimage((COL - 1) * size, (ROW ) * size, &img[17]); break ;
case 1:putimage((COL - 1) * size, (ROW ) * size, &img[1]); break ;
case 2:putimage((COL - 1) * size, (ROW ) * size, &img[2]); break ;
case 3:putimage((COL - 1) * size, (ROW ) * size, &img[3]); break ;
case 4:putimage((COL - 1) * size, (ROW ) * size, &img[4]); break ;
case 5:putimage((COL - 1) * size, (ROW ) * size, &img[5]); break ;
case 6:putimage((COL - 1) * size, (ROW ) * size, &img[6]); break ;
case 7:putimage((COL - 1) * size, (ROW ) * size, &img[7]); break ;
case 8:putimage((COL - 1) * size, (ROW ) * size, &img[8]); break ;
case 9:putimage((COL - 1) * size, (ROW ) * size, &img[16]); break ;
default :putimage((COL - 1) * size, (ROW ) * size, &img[10]); break ;
}
for ( int i = 0; i < COL-5; i++)
{
putimage((i) * size, (ROW)*size, &img[20]);
}
}
int main()
{
BGMPLAY(); //播放初始音乐
int i = 0, j = 0, MAX = 0;
srand ((unsigned int ) time (NULL));
loop:
loop1:
f2 = 0;
welcome();
if (f2) goto loop1;
imgplay();
count = 0;
hwnd1 = initgraph(COL * size, (ROW+1) * size);
gameinit();
MAX = ROW * COL - NUM;
time_t timep;
struct tm p;
time (&timep);
gmtime_s(&p,&timep);
int t1 = timerec();
while (1)
{
drawgraph();
timeplay(timerec() - t1);
if (playgame() == -1)
{
for (i = 0; i < NUM; i++)
{
map[xy[i].x][xy[i].y] = -1;
}
drawgraph();
Sleep(1000);
MessageBox(hwnd1, L "很遗憾!" , L "提示" , MB_OK);
int x = MessageBox(hwnd1, L "回到主菜单" , L "Minesweeper" , MB_OKCANCEL);
if (x == 1)
{
flag = 1;
goto loop;
}
break ;
}
if (count == MAX)
{
for (i = 0; i < NUM; i++)
{
map[xy[i].x][xy[i].y] = -2;
}
drawgraph();
Sleep(1000);
MessageBox(hwnd1, L "Very good!!!" , L "提示" , MB_OK);
int y = MessageBox(hwnd1, L "回到主菜单" , L "Minesweeper" , MB_OKCANCEL);
if (y)
{
flag = 1;
goto loop;
}
else
{
break ;
}
}
}
}
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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服务器之家。
原文链接:https://blog.csdn.net/Joker15517/article/details/114947461