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掃雷c源碼

發布時間: 2022-04-15 01:52:18

c語言掃雷源代碼 不用滑鼠 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代表周圍有地雷的地雷數(n=0-8)
char bMarked; // 是否被標記
char bOpened; // 是否被打開
} mine_array[N][N];

int CurrentRow, CurrentCol; // 記錄當前游標的位置
int openedBlank = 0; // 記錄被掀開的格子數

/*將游標定位到屏幕上的某個指定位置的坐標上*/

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);
}

// 顯示一個格子的內容
void printBox(struct mine_box mb)
{
// 格子沒被掀開也沒做標記
if(mb.bOpened == 0 && mb.bMarked == 0)
printf("□");
// 格子被標記一次
else if(mb.bMarked == 1)
printf("√");
// 格子被標記兩次
else if(mb.bMarked == 2)
printf("?");
// 格子被掀開,顯示格子中的內容
else
switch(mb.type) {
// 格子中有地雷
case '*':
printf("⊕");
break;
// 格子沒有地雷並且四周也沒有地雷
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;
}
}

// 將游標移動到第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("¤"); // 標記錯了地雷
continue;
}
if(state != 0) { // 游戲結束,將所有的盒子掀開顯示其中內容
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("按鍵指南:A左移,D右移,W上移,S下移,X翻開,C標記,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("失敗!游戲結束)\n");
exit(2);
}
printBox(mine_array[CurrentRow][CurrentCol]);
MoveTo(CurrentRow, CurrentCol);
// 進一步要做的是當掀開一個type=0的空格子時,將其周圍沒有地雷的空格子自動掀開
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("輸入地雷數: ");
scanf("%u", &num);

if(num > N*N) {
printf("地雷數超限\n");
return -1;
}

memset((void*)mine_array, 0, N*N*sizeof(struct mine_box));
//隨機設置num個地雷的位置
srand((unsigned)time(NULL));
for(i=0; i<num; i++) {
row = rand()%N;
col = rand()%N;
if(mine_array[row][col].type == 0)
mine_array[row][col].type = '*';
else // 已經有雷了,重新取下一個格子
i--;
}
// 計算每個非雷格子周圍的地雷數
for(row=0; row<N; 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); // 將游標移到中央的位置
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) { //所有的空格都被掀開
refreshScreen(1);
MoveTo(N+1, 0);
printf("成功!游戲結束。\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);
}

❷ C語言掃雷游戲源代碼

"掃雷"小游戲C代碼

#include<stdio.h>
#include<math.h>
#include<time.h>
#include<stdlib.h>
main( )
{char a[102][102],b[102][102],c[102][102],w;
int i,j; /*循環變數*/
int x,y,z[999]; /*雷的位置*/
int t,s; /*標記*/
int m,n,lei; /*計數*/
int u,v; /*輸入*/
int hang,lie,ge,mo; /*自定義變數*/
srand((int)time(NULL)); /*啟動隨機數發生器*/
leb1: /*選擇模式*/
printf(" 請選擇模式: 1.標准 2.自定義 ");
scanf("%d",&mo);
if(mo==2) /*若選擇自定義模式,要輸入三個參數*/
{do
{t=0; printf("請輸入 行數 列數 雷的個數 ");
scanf("%d%d%d",&hang,&lie,&ge);
if(hang<2){printf("行數太少 "); t=1;}
if(hang>100){printf("行數太多 ");t=1;}
if(lie<2){printf("列數太少 ");t=1;}
if(lie>100){printf("列數太多 ");t=1;}
if(ge<1){printf("至少要有一個雷 ");t=1;}
if(ge>=(hang*lie)){printf("雷太多了 ");t=1;}
}while(t==1);
}
else{hang=10,lie=10,ge=10;} /*否則就是選擇了標准模式(默認參數)*/
for(i=1;i<=ge;i=i+1) /*確定雷的位置*/
{do
{t=0; z[i]=rand( )%(hang*lie);
for(j=1;j<i;j=j+1){if(z[i]==z[j]) t=1;}
}while(t==1);
}
for(i=0;i<=hang+1;i=i+1) /*初始化a,b,c*/
{for(j=0;j<=lie+1;j=j+1) {a[i][j]='1'; b[i][j]='1'; c[i][j]='0';} }
for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1) {a[i][j]='+';} }
for(i=1;i<=ge;i=i+1) /*把雷放入c*/
{x=z[i]/lie+1; y=z[i]%lie+1; c[x][y]='#';}
for(i=1;i<=hang;i=i+1) /*計算b中數字*/
{for(j=1;j<=lie;j=j+1)
{m=48;
if(c[i-1][j-1]=='#')m=m+1; if(c[i][j-1]=='#')m=m+1;
if(c[i-1][j]=='#')m=m+1; if(c[i+1][j+1]=='#')m=m+1;
if(c[i][j+1]=='#')m=m+1; if(c[i+1][j]=='#')m=m+1;
if(c[i+1][j-1]=='#')m=m+1; if(c[i-1][j+1]=='#')m=m+1;
b[i][j]=m;
}
}
for(i=1;i<=ge;i=i+1) /*把雷放入b中*/
{x=z[i]/lie+1; y=z[i]%lie+1; b[x][y]='#';}

lei=ge; /*以下是游戲設計*/
do
{leb2: /*輸出*/
system("cls");printf(" ");

printf(" ");
for(i=1;i<=lie;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c ",w);
}
printf(" |");
for(i=1;i<=lie;i=i+1){printf("---|");}
printf(" ");
for(i=1;i<=hang;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c |",w);
for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')printf(" |");
else printf(" %c |",a[i][j]);
}
if(i==2)printf(" 剩餘雷個數");
if(i==3)printf(" %d",lei);
printf(" |");
for(j=1;j<=lie;j=j+1){printf("---|");}
printf(" ");
}

scanf("%d%c%d",&u,&w,&v); /*輸入*/
u=u+1,v=v+1;
if(w!='#'&&a[u][v]=='@')
goto leb2;
if(w=='#')
{if(a[u][v]=='+'){a[u][v]='@'; lei=lei-1;}
else if(a[u][v]=='@'){a[u][v]='?'; lei=lei+1;}
else if(a[u][v]=='?'){a[u][v]='+';}
goto leb2;
}
a[u][v]=b[u][v];

leb3: /*打開0區*/
t=0;
if(a[u][v]=='0')
{for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=1;i<=hang;i=i+1)
{for(j=lie;j>=1;j=j-1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=hang;i>=1;i=i-1)
{for(j=1;j<=lie;j=j+1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1; if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}
for(i=hang;i>=1;i=i-1)
{for(j=lie;j>=1;j=j-1)
{s=0;
if(a[i-1][j-1]=='0')s=1; if(a[i-1][j+1]=='0')s=1;
if(a[i-1][j]=='0')s=1; if(a[i+1][j-1]=='0')s=1;
if(a[i+1][j+1]=='0')s=1;if(a[i+1][j]=='0')s=1;
if(a[i][j-1]=='0')s=1; if(a[i][j+1]=='0')s=1;
if(s==1)a[i][j]=b[i][j];
}
}

for(i=1;i<=hang;i=i+1) /*檢測0區*/
{for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')
{if(a[i-1][j-1]=='+'||a[i-1][j-1]=='@'||a[i-1][j-1]=='?')t=1;
if(a[i-1][j+1]=='+'||a[i-1][j+1]=='@'||a[i-1][j+1]=='?')t=1;
if(a[i+1][j-1]=='+'||a[i+1][j-1]=='@'||a[i+1][j-1]=='?')t=1;
if(a[i+1][j+1]=='+'||a[i+1][j+1]=='@'||a[i+1][j+1]=='?')t=1;
if(a[i+1][j]=='+'||a[i+1][j]=='@'||a[i+1][j]=='?')t=1;
if(a[i][j+1]=='+'||a[i][j+1]=='@'||a[i][j+1]=='?')t=1;
if(a[i][j-1]=='+'||a[i][j-1]=='@'||a[i][j-1]=='?')t=1;
if(a[i-1][j]=='+'||a[i-1][j]=='@'||a[i-1][j]=='?')t=1;
}
}
}
if(t==1)goto leb3;
}

n=0; /*檢查結束*/
for(i=1;i<=hang;i=i+1)
{for(j=1;j<=lie;j=j+1)
{if(a[i][j]!='+'&&a[i][j]!='@'&&a[i][j]!='?')n=n+1;}
}
}
while(a[u][v]!='#'&&n!=(hang*lie-ge));

for(i=1;i<=ge;i=i+1) /*游戲結束*/
{x=z[i]/lie+1; y=z[i]%lie+1; a[x][y]='#'; }
printf(" ");
for(i=1;i<=lie;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c ",w);
}
printf(" |");
for(i=1;i<=lie;i=i+1){printf("---|");}
printf(" ");
for(i=1;i<=hang;i=i+1)
{w=(i-1)/10+48; printf("%c",w);
w=(i-1)%10+48; printf("%c |",w);
for(j=1;j<=lie;j=j+1)
{if(a[i][j]=='0')printf(" |");
else printf(" %c |",a[i][j]);
}
if(i==2)printf(" 剩餘雷個數");
if(i==3)printf(" %d",lei); printf(" |");
for(j=1;j<=lie;j=j+1) {printf("---|");}
printf(" ");
}
if(n==(hang*lie-ge)) printf("你成功了! ");
else printf(" 游戲結束! ");
printf(" 重玩請輸入1 ");
t=0;
scanf("%d",&t);
if(t==1)goto leb1;
}

/*註:在DEV c++上運行通過。行號和列號都從0開始,比如要確定第0行第9列不是「雷」,就在0和9中間加入一個字母,可以輸入【0a9】三個字元再按回車鍵。3行7列不是雷,則輸入【3a7】回車;第8行第5列是雷,就輸入【8#5】回車,9行0列是雷則輸入【9#0】並回車*/

❸ C語言編簡單的掃雷

給你一個完整的掃雷源碼
#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 (x>0 && x<ncx)
ncx=x;
if (y>0 && y<ncy) {
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)
{

❹ C語言掃雷怎麼實現

點擊(x,y)
{
如果(x,y)格子不存在,return
如果是炸彈,GG
如果已經翻開,return
如果周圍有雷,顯示雷數量,並標記翻開

否則
{
顯示空,並標記翻開
點擊(x-1,y-1)....點擊(x+1,y+1)共8個
}
}
基本思路是這樣

❺ 掃雷游戲 c語言

10塊錢都沒人搞 真心話

❻ 急求用c語言編寫掃雷詳細代碼

/*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;/*格子當前處於什麼狀態,1有雷,0已經顯示過數字或者空白格子*/
int roundnum;/*統計格子周圍有多少雷*/
int flag;/*右鍵按下顯示紅旗的標志,0沒有紅旗標志,1有紅旗標志*/
}Mine[10][10];
int gameAGAIN=0;/*是否重來的變數*/
int gamePLAY=0;/*是否是第一次玩游戲的標志*/
int mineNUM;/*統計處理過的格子數*/
char randmineNUM[3];/*顯示數字的字元串*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
void Init(void);/*圖形驅動*/
void MouseOn(void);/*滑鼠游標顯示*/
void MouseOff(void);/*滑鼠游標隱藏*/
void MouseSetXY(int,int);/*設置當前位置*/
int LeftPress(void);/*左鍵按下*/
int RightPress(void);/*滑鼠右鍵按下*/
void MouseGetXY(void);/*得到當前位置*/
void Control(void);/*游戲開始,重新,關閉*/
void GameBegain(void);/*游戲開始畫面*/
void DrawSmile(void);/*畫笑臉*/
void DrawRedflag(int,int);/*顯示紅旗*/
void DrawEmpty(int,int,int,int);/*兩種空格子的顯示*/
void GameOver(void);/*游戲結束*/
void GameWin(void);/*顯示勝利*/
int MineStatistics(int,int);/*統計每個格子周圍的雷數*/
int ShowWhite(int,int);/*顯示無雷區的空白部分*/
void GamePlay(void);/*游戲過程*/
void Close(void);/*圖形關閉*/
void main(void)
{
Init();
Control();
Close();
}
void Init(void)/*圖形開始*/
{
int gd=DETECT,gm;
initgraph(&gd,&gm,"c:\\tc");
}
void Close(void)/*圖形關閉*/
{
closegraph();
}
void MouseOn(void)/*滑鼠游標顯示*/
{
_AX=0x01;
geninterrupt(0x33);
}
void MouseOff(void)/*滑鼠游標隱藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*設置當前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress(void)/*滑鼠左鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&1);
}
int RightPress(void)/*滑鼠右鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&2);
}
void MouseGetXY(void)/*得到當前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
void Control(void)/*游戲開始,重新,關閉*/
{
int gameFLAG=1;/*游戲失敗後判斷是否重新開始的標志*/
while(1)
{
if(gameFLAG)/*游戲失敗後沒判斷出重新開始或者退出遊戲的話就繼續判斷*/
{
GameBegain(); /*游戲初始畫面*/
GamePlay();/*具體游戲*/
if(gameAGAIN==1)/*游戲中重新開始*/
{
gameAGAIN=0;
continue;
}
}
MouseOn();
gameFLAG=0;
if(LeftPress())/*判斷是否重新開始*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)
{
gameFLAG=1;
continue;
}
}
if(kbhit())/*判斷是否按鍵退出*/
break;
}
MouseOff();
}
void DrawSmile(void)/*畫笑臉*/
{
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)/*顯示紅旗*/
{
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)/*兩種空格子的顯示*/
{
setcolor(color);
setfillstyle(SOLID_FILL,color);
if(mode==0)/*沒有單擊過的大格子*/
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
else
if(mode==1)/*單擊過後顯示空白的小格子*/
bar(200+j*20-7,100+i*20-7,200+j*20+7,100+i*20+7);
}
void GameBegain(void)/*游戲開始畫面*/
{
int i,j;
cleardevice();
if(gamePLAY!=1)
{
MouseSetXY(290,70); /*滑鼠一開始的位置,並作為它的初始坐標*/
MouseX=290;
MouseY=70;
}
gamePLAY=1;/*下次按重新開始的話滑鼠不重新初始化*/
mineNUM=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
for(i=0;i<10;i++)/*畫格子*/
for(j=0;j<10;j++)
DrawEmpty(i,j,0,8);
setcolor(7);
DrawSmile();/*畫臉*/
randomize();
for(i=0;i<10;i++)/*100個格子隨機賦值有沒有地雷*/
for(j=0;j<10;j++)
{
Mine[i][j].num=random(8);/*如果隨機數的結果是1表示這個格子有地雷*/
if(Mine[i][j].num==1)
mineNUM++;/*現有雷數加1*/
else
Mine[i][j].num=2;
Mine[i][j].flag=0;/*表示沒紅旗標志*/
}
sprintf(randmineNUM,"%d",mineNUM); /*顯示這次總共有多少雷數*/
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,randmineNUM);
mineNUM=100-mineNUM;/*變數取空白格數量*/
MouseOn();
}
void GameOver(void)/*游戲結束畫面*/
{
int i,j;
setcolor(0);
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(Mine[i][j].num==1)/*顯示所有的地雷*/
{
DrawEmpty(i,j,0,RED);
setfillstyle(SOLID_FILL,BLACK);
fillellipse(200+j*20,100+i*20,7,7);
}
}
void GameWin(void)/*顯示勝利*/
{
setcolor(11);
settextstyle(0,0,2);
outtextxy(230,30,"YOU WIN!");
}
int MineStatistics(int i,int j)/*統計每個格子周圍的雷數*/
{
int nNUM=0;
if(i==0&&j==0)/*左上角格子的統計*/
{
if(Mine[0][1].num==1)
nNUM++;
if(Mine[1][0].num==1)
nNUM++;
if(Mine[1][1].num==1)
nNUM++;
}
else
if(i==0&&j==9)/*右上角格子的統計*/
{
if(Mine[0][8].num==1)
nNUM++;
if(Mine[1][9].num==1)
nNUM++;
if(Mine[1][8].num==1)
nNUM++;
}
else
if(i==9&&j==0)/*左下角格子的統計*/
{
if(Mine[8][0].num==1)
nNUM++;
if(Mine[9][1].num==1)
nNUM++;
if(Mine[8][1].num==1)
nNUM++;
}
else
if(i==9&&j==9)/*右下角格子的統計*/
{
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)/*左邊第一列格子的統計*/
{
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)/*右邊第一列格子的統計*/
{
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)/*第一行格子的統計*/
{
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)/*最後一行格子的統計*/
{
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/*普通格子的統計*/
{
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);/*把格子周圍一共有多少雷數的統計結果返回*/
}
int ShowWhite(int i,int j)/*顯示無雷區的空白部分*/
{
if(Mine[i][j].flag==1||Mine[i][j].num==0)/*如果有紅旗或該格處理過就不對該格進行任何判斷*/
return;
mineNUM--;/*顯示過數字或者空格的格子就表示多處理了一個格子,當所有格子都處理過了表示勝利*/
if(Mine[i][j].roundnum==0&&Mine[i][j].num!=1)/*顯示空格*/
{
DrawEmpty(i,j,1,7);
Mine[i][j].num=0;
}
else
if(Mine[i][j].roundnum!=0)/*輸出雷數*/
{
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;/*已經輸出雷數的格子用0表示已經用過這個格子*/
return ;
}
/*8個方向遞歸顯示所有的空白格子*/
if(i!=0&&Mine[i-1][j].num!=1)
ShowWhite(i-1,j);
if(i!=0&&j!=9&&Mine[i-1][j+1].num!=1)
ShowWhite(i-1,j+1);
if(j!=9&&Mine[i][j+1].num!=1)
ShowWhite(i,j+1);
if(j!=9&&i!=9&&Mine[i+1][j+1].num!=1)
ShowWhite(i+1,j+1);
if(i!=9&&Mine[i+1][j].num!=1)
ShowWhite(i+1,j);
if(i!=9&&j!=0&&Mine[i+1][j-1].num!=1)
ShowWhite(i+1,j-1);
if(j!=0&&Mine[i][j-1].num!=1)
ShowWhite(i,j-1);
if(i!=0&&j!=0&&Mine[i-1][j-1].num!=1)
ShowWhite(i-1,j-1);
}
void GamePlay(void)/*游戲過程*/
{
int i,j,Num;/*Num用來接收統計函數返回一個格子周圍有多少地雷*/
for(i=0;i<10;i++)
for(j=0;j<10;j++)
Mine[i][j].roundnum=MineStatistics(i,j);/*統計每個格子周圍有多少地雷*/
while(!kbhit())
{
if(LeftPress())/*滑鼠左鍵盤按下*/
{
MouseGetXY();
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)/*重新來*/
{
MouseOff();
gameAGAIN=1;
break;
}
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
if(Mine[i][j].flag==1)/*如果格子有紅旗則左鍵無效*/
continue;
if(Mine[i][j].num!=0)/*如果格子沒有處理過*/
{
if(Mine[i][j].num==1)/*滑鼠按下的格子是地雷*/
{
MouseOff();
GameOver();/*游戲失敗*/
break;
}
else/*滑鼠按下的格子不是地雷*/
{
MouseOff();
Num=MineStatistics(i,j);
if(Num==0)/*周圍沒地雷就用遞歸演算法來顯示空白格子*/
ShowWhite(i,j);
else/*按下格子周圍有地雷*/
{
sprintf(randmineNUM,"%d",Num);/*輸出當前格子周圍的雷數*/
setcolor(RED);
outtextxy(195+j*20,95+i*20,randmineNUM);
mineNUM--;
}
MouseOn();
Mine[i][j].num=0;/*點過的格子周圍雷數的數字變為0表示這個格子已經用過*/
if(mineNUM<1)/*勝利了*/
{
GameWin();
break;
}
}
}
}
}
if(RightPress())/*滑鼠右鍵鍵盤按下*/
{
MouseGetXY();
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*當前滑鼠位置在格子范圍內*/
{
j=(MouseX-190)/20;/*x坐標*/
i=(MouseY-90)/20;/*y坐標*/
MouseOff();
if(Mine[i][j].flag==0&&Mine[i][j].num!=0)/*本來沒紅旗現在顯示紅旗*/
{
DrawRedflag(i,j);
Mine[i][j].flag=1;
}
else
if(Mine[i][j].flag==1)/*有紅旗標志再按右鍵就紅旗消失*/
{
DrawEmpty(i,j,0,8);
Mine[i][j].flag=0;
}
}
MouseOn();
sleep(1);
}
}
}

❼ c++掃雷代碼

這是字元界面的掃雷:(如果要MFC程序源碼,給我郵箱)

#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 nk>0?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 || Height>GAME_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((0<x && x<=poolWidth) &&
(0<y && 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(curY>1)--curY;
nArrow=1;
}break;
case KEY_DOWN:
{
if(curY<poolHeight)++curY;
nArrow=1;
}break;
case KEY_LEFT:
{
if(curX>1)--curX;
nArrow=1;
}break;
case KEY_RIGHT:
{
if(curX<poolWidth)++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;
}
//}}

❽ 掃雷程序用c語言怎樣寫(附源代碼注釋)

LS寫的不錯.這里提一句,掃雷的規則是,你第一次點擊不會踩雷的。也就是在第一次點擊的時候,會把除了當前點擊位置的其餘所有格子隨機填充雷。第一次永遠不會踩雷。不信調到最密的時候試下。:)

❾ C++掃雷源代碼

這是字元界面的掃雷:

#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 nk>0?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 || Height>GAME_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((0<x && x<=poolWidth) &&
(0<y && 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(curY>1)--curY;
nArrow=1;
}break;
case KEY_DOWN:
{
if(curY<poolHeight)++curY;
nArrow=1;
}break;
case KEY_LEFT:
{
if(curX>1)--curX;
nArrow=1;
}break;
case KEY_RIGHT:
{
if(curX<poolWidth)++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;
}
//}}

❿ C語言掃雷源代碼 用到圖形函數 並且能用滑鼠玩

看看這個如何!

#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#define LEFTPRESS 0xff01
#define LEFTCLICK 0xff10
#define LEFTDRAG 0xff19
#define MOUSEMOVE 0xff08
int num[10][10];/*范圍*/
int p[10][10];/*統計雷的數組*/
int loop;/*重新來的標志*/
int again=0;/*是否重來的變數*/
int scorenum;/*一開始統計有幾個雷*/
char score[3];/*輸出一共有幾個地雷*/
int Keystate;
int MouseExist;
int MouseButton;
int MouseX;
int MouseY;
/*滑鼠游標形狀定義*/
typedef struct
{
unsigned int shape[32];
char hotx;
char hoty;
}SHAPE;

/*箭頭型*/
SHAPE ARROW={
{
0x3fff,0x1fff,0x0fff,0x07ff,
0x03ff,0x01ff,0x00ff,0x007f,
0x003f,0x00ff,0x01ff,0x10ff,
0x30ff,0xf87f,0xf87f,0xfc3f,
0x0000,0x7c00,0x6000,0x7000,
0x7800,0x7c00,0x7e00,0x7f00,
0x7f80,0x7e00,0x7c00,0x4600,
0x0600,0x0300,0x0300,0x0180
},
0,0,
};

/*滑鼠游標顯示*/
void MouseOn()
{
_AX=0x01;
geninterrupt(0x33);
}

/*滑鼠游標掩示*/
void MouseOff()/*滑鼠游標隱藏*/
{
_AX=0x02;
geninterrupt(0x33);
}
void MouseSetXY(int x,int y)/*設置當前位置*/
{
_CX=x;
_DX=y;
_AX=0x04;
geninterrupt(0x33);
}
int LeftPress()/*左鍵按下*/
{
_AX=0x03;
geninterrupt(0x33);
return(_BX&1);
}
void MouseGetXY()/*得到當前位置*/
{
_AX=0x03;
geninterrupt(0x33);
MouseX=_CX;
MouseY=_DX;
}
begain()/*游戲開始畫面*/
{
int i,j;
loop: cleardevice();
MouseOn();
MouseSetXY(180,30);
MouseX=180;
MouseY=30;
scorenum=0;
setfillstyle(SOLID_FILL,7);
bar(190,60,390,290);
setfillstyle(SOLID_FILL,8);
for(i=100;i<300;i+=20)/*畫格子*/
for(j=200;j<400;j+=20)
bar(j-8,i+8,j+8,i-8);
setcolor(7);
setfillstyle(SOLID_FILL,YELLOW);/*畫臉*/
fillellipse(290,75,10,10);
setcolor(YELLOW);
setfillstyle(SOLID_FILL,0);
fillellipse(285,75,2,2);
fillellipse(295,75,2,2);
setcolor(0);
bar(287,80,293,81);
randomize();
for(i=0;i<10;i++)
for(j=0;j<10;j++)
{
num[i][j]=random(7)+10;/*用10代表地雷算了*/
if(num[i][j]==10)
scorenum++;
}
sprintf(score,"%d",scorenum);
setcolor(1);
settextstyle(0,0,2);
outtextxy(210,70,score);
scorenum=100-scorenum;/*為了後面判斷勝利*/
}
gameove()/*游戲結束畫面*/
{
int i,j;
setcolor(0);
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(num[i][j]==10)/*是地雷的就顯示出來*/
{
setfillstyle(SOLID_FILL,RED);
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8);
setfillstyle(SOLID_FILL,0);
fillellipse(200+j*20,100+i*20,7,7);
}
}
int tongji(int i,int j)/*計算有幾個雷*/
{
int x=0;/*10代表地雷*/
if(i==0&&j==0)
{
if(num[0][1]==10)
x++;
if(num[1][0]==10)
x++;
if(num[1][1]==10)
x++;
}
else if(i==0&&j==9)
{
if(num[0][8]==10)
x++;
if(num[1][9]==10)
x++;
if(num[1][8]==10)
x++;
}
else if(i==9&&j==0)
{
if(num[8][0]==10)
x++;
if(num[9][1]==10)
x++;
if(num[8][1]==10)
x++;
}
else if(i==9&&j==9)
{
if(num[9][8]==10)
x++;
if(num[8][9]==10)

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