C++实现扫雷游戏
时间:2021-03-07 10:32:12|栏目:C代码|点击: 次
本文实例为大家分享了C++实现扫雷游戏的具体代码,供大家参考,具体内容如下
直接上代码
#include<stdio.h> #include<windows.h> #include<stdlib.h> #include<time.h> #include<conio.h> #include<queue> #include<ctype.h> #define A 17 //地图的高 #define B 17 //地图的宽 #define C 30 //雷的总数 using namespace std; DWORD a,b; char map[A][B],news,spare; int BoomTotalNum,floatx,floaty,flag[A][B],flagnum,mode,slect[A][B],game; //颜色属性 const WORD FORE_BLUE = FOREGROUND_BLUE; //蓝色文本属性 const WORD FORE_GREEN = FOREGROUND_GREEN; //绿色文本属性 const WORD FORE_RED = FOREGROUND_RED; //红色文本属性 //开垦地图结构体 struct node { int x; int y; }; queue <node> dui; //打印位置 void position(int x,int y) { COORD pos={x,y}; HANDLE Out=GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleCursorPosition(Out,pos); } //隐藏光标 void Hide() { HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); CONSOLE_CURSOR_INFO CursorInfo; GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息 CursorInfo.bVisible = false; //隐藏控制台光标 SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态 } //初始化 void Beginning() { while(!dui.empty()) { dui.pop(); } game=1; //BoomTotalNum=C; floatx=A/2; floaty=B/2; flagnum=0; BoomTotalNum=C; mode=0; HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄 CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体 GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息 int x,y; srand((unsigned)time(0)); for(int i=0;i<A;i++) for(int j=0;j<B;j++) { map[i][j]=' '; flag[i][j]=0; slect[i][j]=0; } while(BoomTotalNum) { x=rand()%A; y=rand()%B; if(map[x][y]==' ') { map[x][y]='@'; BoomTotalNum--; } } SetConsoleTextAttribute(handle_out, FORE_GREEN); for(int i=0;i<A;i++) { for(int j=0;j<B;j++) printf("?"); printf("\n"); } position(floaty*2,floatx); SetConsoleTextAttribute(handle_out, FORE_RED); printf("??"); //光标位置 position(44,9); printf("扫雷模式"); position(44,5); printf("剩余雷数:%d ",C-flagnum); SetConsoleTextAttribute(handle_out, FORE_GREEN); position(5,22); printf("按“空格”切换模式"); position(5,23); printf("按“Enter”确认"); position(5,24); printf("按“方向键”选择方块"); } //打印地图的一块儿 void Lump(int xx,int yy) { switch(map[xx][yy]) { case '1' : printf("①");break; //周围雷的数量(下同) 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; case ' ' : if(xx==floatx&&yy==floaty) { if(flag[xx][yy]==0) { if(mode%2==0) printf("??"); else printf("??"); } else printf("??"); } else { if(flag[xx][yy]==0) printf("?"); else printf("??"); } break; case '@' : if(xx==floatx&&yy==floaty) { if(flag[xx][yy]==0) { if(mode%2==0) printf("??"); else printf("??"); } else printf("??"); } else { if(flag[xx][yy]==0) printf("?"); else printf("??"); } break; case 'x' : if(floatx==xx&&floaty==yy) printf("??"); else printf(" ");break; //已经挖开的空白 } } //移动光标 void Move() { HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄 CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体 GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息 int xxx,yyy; xxx=floatx; yyy=floaty; switch(news) { case 72 : floatx--;break; //上 case 80 : floatx++;break; //下 case 75 : floaty--;break; //左 case 77 : floaty++;break; //右 } if(floatx==-1) floatx=A-1; floatx%=A; //两端穿模处理 if(floaty==-1) floaty=B-1; floaty%=B; position(yyy*2,xxx); SetConsoleTextAttribute(handle_out, FORE_GREEN); Lump(xxx,yyy); //删除原位置 if(map[floatx][floaty]=='x') { position(floaty*2,floatx); printf(" "); } position(floaty*2,floatx); SetConsoleTextAttribute(handle_out, FORE_BLUE); Lump(floatx,floaty); //更新新位置 } //插旗和排雷模式切换 void Mode() { HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄 CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体 GetConsoleScreenBufferInfo(handle_out, &csbi); //获得窗口缓冲区信息 mode++; SetConsoleTextAttribute(handle_out, FORE_BLUE); position(floaty*2,floatx); if(mode%2==0) printf("??"); else printf("??"); position(44,9); if(mode%2==0) { SetConsoleTextAttribute(handle_out, FORE_BLUE); printf("扫雷模式"); } else { SetConsoleTextAttribute(handle_out, FORE_RED); printf("插旗模式"); } } //该点周围地雷数 int Boomnum(int xx,int yy) { int num=0; if((xx-1>=0)&&(yy-1>=0)&&(map[xx-1][yy-1]=='@')) num++; if((xx-1>=0)&&(yy+0>=0)&&(map[xx-1][yy]=='@')) num++; if((xx-1>=0)&&(yy+1<B) &&(map[xx-1][yy+1]=='@')) num++; if((xx+0>=0)&&(yy-1>=0)&&(map[xx][yy-1]=='@')) num++; if((xx+0>=0)&&(yy+1<B) &&(map[xx][yy+1]=='@')) num++; if((xx+1<A)&&(yy-1>=0) &&(map[xx+1][yy-1]=='@')) num++; if((xx+1<A)&&(yy+0>=0) &&(map[xx+1][yy]=='@')) num++; if((xx+1<A)&&(yy+1<B) &&(map[xx+1][yy+1]=='@')) num++; return num; } //更新地图 void Open() { node c; node d; while(!dui.empty()) { dui.pop(); } c.x=floatx; c.y=floaty; dui.push(c); slect[c.x][c.y]=1; while(!dui.empty()) { c=dui.front(); dui.pop(); if(Boomnum(c.x,c.y)!=0) { map[c.x][c.y]=(Boomnum(c.x,c.y)+48); continue; } else { map[c.x][c.y]='x'; if((c.x-1>=0)&&(c.y-1>=0)&&(map[c.x-1][c.y-1]==' ')&&(slect[c.x-1][c.y-1]==0)) { d.x=c.x-1; d.y=c.y-1; dui.push(d); slect[d.x][d.y]=1; } if((c.x-1>=0)&&(c.y-0>=0)&&(map[c.x-1][c.y]==' ')&&(slect[c.x-1][c.y]==0)) { d.x=c.x-1; d.y=c.y-0; dui.push(d); slect[d.x][d.y]=1; } if((c.x-1>=0)&&(c.y+1<B)&&(map[c.x-1][c.y+1]==' ')&&(slect[c.x-1][c.y+1]==0)) { d.x=c.x-1; d.y=c.y+1; dui.push(d); slect[d.x][d.y]=1; } if((c.x-0>=0)&&(c.y-1>=0)&&(map[c.x][c.y-1]==' ')&&(slect[c.x][c.y-1]==0)) { d.x=c.x-0; d.y=c.y-1; dui.push(d); slect[d.x][d.y]=1; } if((c.x-0>=0)&&(c.y+1<B)&&(map[c.x][c.y+1]==' ')&&(slect[c.x][c.y+1]==0)) { d.x=c.x-0; d.y=c.y+1; dui.push(d); slect[d.x][d.y]=1; } if((c.x+1<A)&&(c.y-1>=0)&&(map[c.x+1][c.y-1]==' ')&&(slect[c.x+1][c.y-1]==0)) { d.x=c.x+1; d.y=c.y-1; dui.push(d); slect[d.x][d.y]=1; } if((c.x+1<A)&&(c.y-0>=0)&&(map[c.x+1][c.y]==' ')&&(slect[c.x+1][c.y]==0)) { d.x=c.x+1; d.y=c.y-0; dui.push(d); slect[d.x][d.y]=1; } if((c.x+1<A)&&(c.y+1<B)&&(map[c.x+1][c.y+1]==' ')&&(slect[c.x+1][c.y+1]==0)) { d.x=c.x+1; d.y=c.y+1; dui.push(d); slect[d.x][d.y]=1; } } } } int main() { freopen("排名.txt","r",stdin); Relife: //重玩处 HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄 CONSOLE_SCREEN_BUFFER_INFO csbi; //定义窗口缓冲区信息结构体 GetConsoleScreenBufferInfo(handle_out, &csbi); Hide(); Beginning(); a=GetTickCount(); while(1) { if(kbhit()!=0) { spare=getch(); if((spare!=(-32))&&(spare!=13)&&(spare!=' ')) continue; if(spare==13) { if(mode%2==0) { if(map[floatx][floaty]=='@'&&flag[floatx][floaty]==0) { break; game=0; } if(flag[floatx][floaty]==1) continue; Open(); position(0,0); SetConsoleTextAttribute(handle_out, FORE_GREEN); for(int i=0;i<A;i++) { for(int j=0;j<B;j++) Lump(i,j); printf("\n"); } position(floaty*2,floatx); SetConsoleTextAttribute(handle_out, FORE_BLUE); Lump(floatx,floaty); } else { if(map[floatx][floaty]=='x'||(map[floatx][floaty]>'0'&&map[floatx][floaty]<'9')) continue; if(flag[floatx][floaty]==0) { flagnum++; flag[floatx][floaty]=1; position(floaty*2,floatx); SetConsoleTextAttribute(handle_out, FORE_BLUE); Lump(floatx,floaty); } else { flagnum--; flag[floatx][floaty]=0; position(floaty*2,floatx); SetConsoleTextAttribute(handle_out, FORE_BLUE); Lump(floatx,floaty); } } } if(spare==' ') Mode(); if(spare==-32) { news=getch(); Move(); } for(int i=0;i<A;i++) for(int j=0;j<B;j++) if(map[i][j]=='x'||(map[i][j]>'0'&&map[i][j]<'9')) game++; if(game==A*B-C+1) break; else game=1; SetConsoleTextAttribute(handle_out, FORE_RED); position(44,5); printf("剩余雷数:%d ",C-flagnum); } else Sleep(10); b=GetTickCount(); SetConsoleTextAttribute(handle_out, FORE_RED); position(44,7); printf("用时:"); //用时 if((b-a)/60000<10) printf("0"); printf("%d:",(b-a)/60000); if(((b-a)/1000)%60<10) printf("0"); printf("%d:",((b-a)/1000)%60); if(((b-a)/10)%100<10) printf("0"); printf("%d",((b-a)/10)%100); } SetConsoleTextAttribute(handle_out, FORE_RED); position(5,5); if(game==1) printf("游戏结束!新年快乐"); else printf("恭喜通关!大吉大利"); position(5,8); printf("任意键重玩"); scanf("%c%c",&spare,&spare); system("cls"); position(0,0); goto Relife; }
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