C++实现扫雷、排雷小游戏
更新时间:2020年05月19日 09:23:36 作者:xinger_28
这篇文章主要为大家详细介绍了C++实现扫雷、排雷小游戏,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了C++实现扫雷、排雷小游戏的具体代码,供大家参考,具体内容如下
界面:
游戏思想:
扫雷游戏:
1.随机给定雷点坐标
2.判断每个点的雷情况
3.由用户根据上下左右键到达指定位置,点击enter,翻开该点
如果该点是雷点,此时翻开所有雷点,告知游戏结束
非雷点,翻开该点坐标
代码:
#include<iostream> #include<vector> #include<sstream> #include<algorithm> #include<graphics.h> #include<ctime> #include<conio.h> using namespace std; #define WIDTH 500 #define HEIGHT 500 #define SIDE 50 #define THUNDERNUM 10 #define TOTALSCORE 100 #define EVERY_OF_DESC 5 int score = TOTALSCORE; class Point { public: int x; int y; Point() {} Point(int _x, int _y) :x(_x), y(_y) {} void setPoint(int x, int y) { this->x = x; this->y = y; } Point(const Point& xy) :x(xy.x), y(xy.y) {} bool operator<(const Point& xy)const { if (x <= xy.x) return true; return y <= xy.y; } Point& operator=(const Point& xy) { if (this != &xy) { x = xy.x; y = xy.y; } return *this; } bool operator==(const Point& xy) { return ((x == xy.x) && (y = xy.y)); } bool operator!=(const Point& xy) { return !(*this == xy); } }; class ThunderPoint { private: vector<Point> storage; int num; public: ThunderPoint(int _num = THUNDERNUM) :num(_num) { //初始化雷点位置 int count = 0; while (count != num) { int x = (rand() % (WIDTH / SIDE)) * SIDE;//随机生成数据,使之在图形界面之中 int y = (rand() % (HEIGHT / SIDE)) * SIDE; Point tem(x, y); int i = -1; bool flag = false; for (i = 0; i < storage.size(); i++) { if (tem == storage[i]) { flag = true; break; } } if (flag==false) { //说明没有重复 storage.push_back(tem); count++; } } } vector<Point>& getThunderPoint() { //获得雷点位置 return storage; } void drawThunderPoint() { auto it = storage.begin(); while (it != storage.end()) { setfillcolor(RED); fillcircle((*it).x, (*it).y, SIDE / 2); ++it; } } }; class Grid { private: vector<vector<int>> nearbythunder; vector<vector<bool>> isopen; ThunderPoint thunder; Point currposition; Point preposition; vector<COLORREF> color; public: bool isOver; public: Grid() :thunder(10),currposition() { preposition.setPoint(0, 0); for (int i = 0; i < 10; ++i) { color.push_back(RGB(rand() % 256, rand() % 256, rand() % 256)); } isOver = false; isopen.resize(HEIGHT / SIDE, vector<bool>(WIDTH / SIDE, false)); nearbythunder.resize(HEIGHT/SIDE,vector<int>(WIDTH/SIDE,0)); currposition.setPoint(0, 0); //先将雷点的位置标出来,标为数字 9 // 任何一个点,他附近的雷点最多8个 auto it = thunder.getThunderPoint().begin(); while (it != thunder.getThunderPoint().end()) { int x = ((*it).x)/SIDE; int y = ((*it).y)/SIDE; nearbythunder[x][y] = 9; if (((y - SIDE/SIDE) >= 0) && (nearbythunder[x][y - SIDE/SIDE] != 9)) { nearbythunder[x][y - SIDE/SIDE]++; } if (((y - SIDE/SIDE) >= 0) && ((x - SIDE/SIDE) >= 0) && (nearbythunder[x - SIDE/SIDE][y - SIDE/SIDE] != 9)) { nearbythunder[x - SIDE/SIDE][y - SIDE/SIDE]++; } if (((y - SIDE/SIDE) >= 0) && ((x + SIDE/SIDE) < WIDTH/SIDE) && (nearbythunder[x + SIDE/SIDE][y - SIDE/SIDE] != 9)) { nearbythunder[x + SIDE/SIDE][y - SIDE/SIDE]++; } if (((x - SIDE/SIDE) >= 0) && (nearbythunder[x - SIDE/SIDE][y] != 9)) { nearbythunder[x - SIDE/SIDE][y]++; } if (((x + SIDE/SIDE) < WIDTH/SIDE) && (nearbythunder[x + SIDE/SIDE][y] != 9)) { nearbythunder[x + SIDE/SIDE][y]++; } if (((y + SIDE/SIDE) < HEIGHT/SIDE) && (nearbythunder[x][y + SIDE/SIDE] != 9)) { nearbythunder[x][y + SIDE/SIDE]++; } if (((y + SIDE/SIDE) < HEIGHT/SIDE) && ((x - SIDE/SIDE) >= 0) && (nearbythunder[x - SIDE/SIDE][y + SIDE/SIDE] != 9)) { nearbythunder[x - SIDE/SIDE][y + SIDE/SIDE]++; } if (((y + SIDE / SIDE) < HEIGHT / SIDE) && ((x + SIDE / SIDE) < WIDTH / SIDE) && (nearbythunder[x + SIDE / SIDE][y + SIDE / SIDE] != 9)) { nearbythunder[x + SIDE / SIDE][y + SIDE / SIDE]++; } ++it; } for (int i = 0; i < HEIGHT; i = i + SIDE) { setlinecolor(YELLOW); line(0, i, WIDTH, i); line(i, 0, i, HEIGHT); } } void keyDown() { char userKey = _getch(); if (userKey == -32) // 表明这是方向键 userKey = -_getch(); // 获取具体方向,并避免与其他字母的 ASCII 冲突 setfillcolor(GREEN); preposition = currposition; switch (userKey) { case 'w': case 'W': case -72: //上 { if (currposition.y - SIDE >= 0) { currposition.y -= SIDE; } } break; case 's': case 'S': case -80://下 { if (currposition.y + SIDE < HEIGHT) currposition.y += SIDE; } break; case 'a': case 'A': case -75://左 { if (currposition.x - SIDE >= 0) currposition.x -= SIDE; } break; case 'd': case 'D': case -77://右 { if (currposition.x + SIDE < WIDTH) { currposition.x += SIDE; } } break; case '\r': { score -= EVERY_OF_DESC; settextstyle(10, 10, "楷体"); settextcolor(GREEN); RECT rect; rect.left = WIDTH-100; rect.top = 100; rect.right = WIDTH; rect.bottom = 200; string ll = to_string(score); const char* str = ll.c_str(); //drawtext(str, &rect, 1); //现在开始翻 openOne(currposition); } break; } setlinecolor(BLACK); setlinestyle(1, 0); line(preposition.x, preposition.y, preposition.x + SIDE, preposition.y); setfillcolor(GREEN); setlinecolor(WHITE); setlinestyle(1, 2); line(currposition.x, currposition.y, currposition.x + SIDE, currposition.y ); } private: bool pred(bool x) { return x == true; } void openOne(const Point& cur) { //说明此时翻一个 isopen[cur.x / SIDE][cur.y / SIDE] = true; //此时应该着色 settextcolor(color[nearbythunder[cur.x/SIDE][cur.y/SIDE]]); RECT rect; settextstyle(SIDE, SIDE, "楷体"); rect.left = cur.x; rect.top = cur.y; rect.right = cur.x + SIDE; rect.bottom = cur.y + SIDE; drawtext((to_string(nearbythunder[cur.x / SIDE][cur.y / SIDE])).c_str(), &rect, 1); int count = 0; for (int i = 0; i < HEIGHT / SIDE; ++i) { for (int j = 0; j < WIDTH / SIDE; ++j) { if (isopen[i][j] == true) { count++; } } } cout << count << endl; if (nearbythunder[cur.x / SIDE][cur.y / SIDE] == 9 || count==((WIDTH/SIDE)*(HEIGHT/SIDE)- THUNDERNUM)) { //说明游戏结束 setfillcolor(RED); for (int i = 0; i < thunder.getThunderPoint().size(); i++) { fillcircle((thunder.getThunderPoint()[i]).x + SIDE / 2, (thunder.getThunderPoint()[i]).y + SIDE / 2, SIDE / 2); } settextcolor(WHITE); settextstyle(SIDE, SIDE, "楷体"); rect.left = 0; rect.top = 4*SIDE; rect.right = WIDTH; rect.bottom = HEIGHT; drawtext("GAMEOVER!", &rect, 2); isOver = true; return; } } }; int main() { initgraph(WIDTH, HEIGHT);//初始化界面 srand((unsigned)time(NULL));//设置随机数据种子,以当前的时间戳为种子 setbkcolor(RED); srand((unsigned)time(NULL)); settextcolor(BLUE); setbkmode(TRANSPARENT); // 设置文字输出模式为透明c setbkcolor(HSLtoRGB(100, 0.3, 7.5f)); Grid gr; while (gr.isOver==false) { gr.keyDown(); } system("pause"); clearcliprgn(); }
代码解读:
1.类之间的联系
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脚本之家。
最新评论