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C语言代码实现简单的扫雷小游戏

时间:2022-04-20 08:58:52|栏目:C代码|点击:

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。

#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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