A. 掃雷游戲的C代碼給個網址或代碼也行
用TC自己玩一下吧
/*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);
}
}
}
B. 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*/
C. 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;
}
//}}
D. IM即時通訊聊天社交APP源碼,交友APP源碼
交友APP源碼 IM帶音視頻源碼Uniapp 即時通訊安卓蘋果APP源碼
前端開發語言:VUE( 安卓,IOS,WEB為一套前端代碼)
伺服器端開發語言: PHP+WebSocket
資料庫:MySql + mongodb
前端打包工具:Hbuilder
伺服器搭建工具:寶塔 + Xshell
簡訊介面: 支持阿里雲
支付介面:支持支付寶
伺服器配置: 4核8G寬頻10兆以上
伺服器系統:Linux Centos 7.6 64位
基本功能說明:
1.發消息:語音、圖片、視頻、文字、表情、表情包、文件、名片等。
2.聊天:單聊、群聊。
3.自定義消息:發紅包、轉賬。
4.聊天記錄:清空聊天記錄、群管理、加群二維碼控制是否可加。
5.自定義添加鏈接。
6.我的錢包:後台可以充值、用戶充值、提現等。
7.創建群:可任意創建群,群成員數量不受限制,好友數量不受限。
8.群功能:設置群二維碼、群公告、群共享文件、頂置聊天、消息免打擾,屏蔽群信息、禁言、舉報、群管理、查找聊天記錄、禁止全員相互加好友、清空聊天記錄等。
9.好友聊天:文字、語音、音視頻通話、收藏、照片、小視頻、各種表情、傳送文件、發送位置、引用回復、撤回、復制、刪除、收藏、撤回、錄制、多選、發紅包,轉賬等。
10.生活圈動態:可以發送圖文、語音、視頻、可點贊,評論、舉報等。
11.會員登錄:注冊登錄、簡訊登錄。
12.賬號設置:修改密碼、語言切換、字體設置、隱私設置、安全設置、一鍵群發好友消息等。
13.用戶管理:登錄時間、登陸IP、更換頭像、更換名稱、設置密碼、批量生成用戶。
14.後台功能: 管理員列表、系統設置、用戶管理、群組管理、通訊錄管理、財務管理、會話管理、自定義網站、手機通訊錄
了解更多源碼內容,您可以私信我!
如果您也喜歡這篇文章,記得點贊+關注+評論+轉發喲![比心][比心][比心]
E. 急求C語言編譯的小游戲(如掃雷),附帶源代碼和注釋。
掃雷游戲(c語言版)
已經編譯運行確認了:
#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();__page_break__
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++;
}__page_break__
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);
}
}
}
F. 掃雷java源代碼
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Frame
extends JFrame {
JTextField text;
JLabel nowBomb, setBomb;
int BombNum, BlockNum; // 當前雷數,當前方塊數
int rightBomb, restBomb, restBlock; // 找到的地雷數,剩餘雷數,剩餘方塊數
JButton start = new JButton(" 開始 ");
JPanel MenuPamel = new JPanel();
JPanel bombPanel = new JPanel();
Bomb[][] bombButton;
JPanel c;
BorderLayout borderLayout1 = new BorderLayout();
GridLayout gridLayout1 = new GridLayout();
public Frame() {
try {
setDefaultCloseOperation(EXIT_ON_CLOSE);
jbInit();
}
catch (Exception exception) {
exception.printStackTrace();
}
}
private void jbInit() throws Exception {
c = (JPanel) getContentPane();
setTitle("掃雷");
c.setBackground(Color.WHITE);
MenuPamel.setBackground(Color.GRAY);
c.setLayout(borderLayout1);
setSize(new Dimension(600, 600));
setResizable(false);
BlockNum = 144;
BombNum = 10;
text = new JTextField("10 ", 3);
nowBomb = new JLabel("當前雷數" + ":" + BombNum);
setBomb = new JLabel("設置地雷數");
start.addActionListener(new Frame1_start_actionAdapter(this));
MenuPamel.add(setBomb);
MenuPamel.add(text);
MenuPamel.add(start);
MenuPamel.add(nowBomb);
c.add(MenuPamel, java.awt.BorderLayout.SOUTH);
bombPanel.setLayout(gridLayout1);
gridLayout1.setColumns( (int) Math.sqrt(BlockNum));
gridLayout1.setRows( (int) Math.sqrt(BlockNum));
bombButton = new Bomb[ (int) Math.sqrt(BlockNum)][ (int) Math.sqrt(BlockNum)];
for (int i = 0; i < (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j < (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j] = new Bomb(i, j);
//bombButton[i][j].setSize(10, 10);
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//設置字體大小
bombButton[i][j].setForeground(Color.white);
bombButton[i][j].addMouseListener(new Bomb_mouseAdapter(this));
bombButton[i][j].addActionListener(new Bomb_actionAdapter(this));
bombPanel.add(bombButton[i][j]);
}
}
c.add(bombPanel, java.awt.BorderLayout.CENTER);
startBomb();
}
/* 開始按鈕 */
public void start_actionPerformed(ActionEvent e) {
int num=Integer.parseInt(text.getText().trim());
if (num >= 5 && num < 50) {
BombNum = num;
startBomb();
}
else if (num < 5) {
JOptionPane.showMessageDialog(null, "您設置的地雷數太少了,請重設!", "錯誤",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
else {
JOptionPane.showMessageDialog(null, "您設置的地雷數太多了,請重設!", "錯誤",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
}
/* 開始,布雷 */
public void startBomb() {
nowBomb.setText("當前雷數" + ":" + BombNum);
for (int i = 0; i < (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j < (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j].isBomb = false;
bombButton[i][j].isClicked = false;
bombButton[i][j].isRight = false;
bombButton[i][j].BombFlag = 0;
bombButton[i][j].BombRoundCount = 9;
bombButton[i][j].setEnabled(true);
bombButton[i][j].setText("");
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//設置字體大小
bombButton[i][j].setForeground(Color.BLUE);
rightBomb = 0;
restBomb = BombNum;
restBlock = BlockNum - BombNum;
}
}
for (int i = 0; i < BombNum; ) {
int x = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
int y = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
if (bombButton[x][y].isBomb != true) {
bombButton[x][y].isBomb = true;
i++;
}
}
CountRoundBomb();
}
/* 計算方塊周圍雷數 */
public void CountRoundBomb() {
for (int i = 0; i < (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j < (int) Math.sqrt(BlockNum); j++) {
int count = 0;
// 當需要檢測的單元格本身無地雷的情況下,統計周圍的地雷個數
if (bombButton[i][j].isBomb != true) {
for (int x = i - 1; x < i + 2; x++) {
for (int y = j - 1; y < j + 2; y++) {
if ( (x >= 0) && (y >= 0)
&& (x < ( (int) Math.sqrt(BlockNum)))
&& (y < ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == true) {
count++;
}
}
}
}
bombButton[i][j].BombRoundCount = count;
}
}
}
}
/* 是否挖完了所有的雷 */
public void isWin() {
restBlock = BlockNum - BombNum;
for (int i = 0; i < (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j < (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isClicked == true) {
restBlock--;
}
}
}
if (rightBomb == BombNum || restBlock == 0) {
JOptionPane.showMessageDialog(this, "您挖完了所有的雷,您勝利了!", "勝利",
JOptionPane.INFORMATION_MESSAGE);
startBomb();
}
}
/** 當選中的位置為空,則翻開周圍的地圖* */
public void isNull(Bomb ClickedButton) {
int i, j;
i = ClickedButton.num_x;
j = ClickedButton.num_y;
for (int x = i - 1; x < i + 2; x++) {
for (int y = j - 1; y < j + 2; y++) {
if ( ( (x != i) || (y != j)) && (x >= 0) && (y >= 0)
&& (x < ( (int) Math.sqrt(BlockNum)))
&& (y < ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == false
&& bombButton[x][y].isClicked == false
&& bombButton[x][y].isRight == false) {
turn(bombButton[x][y]);
}
}
}
}
}
/* 翻開 */
public void turn(Bomb ClickedButton) {
ClickedButton.setEnabled(false);
ClickedButton.isClicked = true;
if (ClickedButton.BombRoundCount > 0) {
ClickedButton.setText(ClickedButton.BombRoundCount + "");
}
else {
isNull(ClickedButton);
}
}
/* 左鍵點擊 */
public void actionPerformed(ActionEvent e) {
if ( ( (Bomb) e.getSource()).isClicked == false
&& ( (Bomb) e.getSource()).isRight == false) {
if ( ( (Bomb) e.getSource()).isBomb == false) {
turn( ( (Bomb) e.getSource()));
isWin();
}
else {
for (int i = 0; i < (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j < (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isBomb == true) {
bombButton[i][j].setText("b");
}
}
}
( (Bomb) e.getSource()).setForeground(Color.RED);
( (Bomb) e.getSource()).setFont(new Font("", Font.BOLD, 20));
( (Bomb) e.getSource()).setText("X");
JOptionPane.showMessageDialog(this, "你踩到地雷了,按確定重來", "踩到地雷", 2);
startBomb();
}
}
}
/* 右鍵點擊 */
public void mouseClicked(MouseEvent e) {
Bomb bombSource = (Bomb) e.getSource();
boolean right = SwingUtilities.isRightMouseButton(e);
if ( (right == true) && (bombSource.isClicked == false)) {
bombSource.BombFlag = (bombSource.BombFlag + 1) % 3;
if (bombSource.BombFlag == 1) {
if (restBomb > 0) {
bombSource.setForeground(Color.RED);
bombSource.setText("F");
bombSource.isRight = true;
restBomb--;
}
else {
bombSource.BombFlag = 0;
}
}
else if (bombSource.BombFlag == 2) {
restBomb++;
bombSource.setText("Q");
bombSource.isRight = false;
}
else {
bombSource.setText("");
}
if (bombSource.isBomb == true) {
if (bombSource.BombFlag == 1) {
rightBomb++;
}
else if (bombSource.BombFlag == 2) {
rightBomb--;
}
}
nowBomb.setText("當前雷數" + ":" + restBomb);
isWin();
}
}
public static void main(String[] args) {
Frame frame = new Frame();
frame.setVisible(true);
}
}
class Frame1_start_actionAdapter
implements ActionListener {
private Frame adaptee;
Frame1_start_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.start_actionPerformed(e);
}
}
////////////////////////////
class Bomb
extends JButton {
int num_x, num_y; // 第幾號方塊
int BombRoundCount; // 周圍雷數
boolean isBomb; // 是否為雷
boolean isClicked; // 是否被點擊
int BombFlag; // 探雷標記
boolean isRight; // 是否點擊右鍵
public Bomb(int x, int y) {
num_x = x;
num_y = y;
BombFlag = 0;
BombRoundCount = 9;
isBomb = false;
isClicked = false;
isRight = false;
}
}
class Bomb_actionAdapter
implements ActionListener {
private Frame adaptee;
Bomb_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.actionPerformed(e);
}
}
class Bomb_mouseAdapter
extends MouseAdapter {
private Frame adaptee;
Bomb_mouseAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void mouseClicked(MouseEvent e) {
adaptee.mouseClicked(e);
}
}
G. 懸賞100元錢。注釋一個java掃雷游戲源代碼,就是把每行的意思寫到後面就可以了!在線等。
import java.awt.*;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
class Min extends JPanel //雷的類
{
//備註:滑鼠的左鍵 = 1;右鍵 = 3;中鍵 = 2
private int flag = 0,statu = 0; //定義雷的屬性 0:沒有打開 1:打開 2:標示為雷 3:不確定
//flag = 0 不是雷 ; flag = 1是雷
private int but,count = 0; //but:哪一個滑鼠鍵被按下去了 count:這個區域周圍有多少個雷
private int mx = 0,my = 0,mw = 10; //定義雷的坐標和寬度
public Min() //構造函數
{
statu = 0;
}
public Min(int f,int x,int y,int w)
//構造函數
{
flag = f;
mx = x;
my = y;
mw = w;
}
public int getFlag(){return flag;}
public int getStatu(){return statu;}
public int getMx(){return mx;}
public int getMy(){return my;}
public int getMw(){return mw;}
public int getCount(){return count;}
public void setFlag(int f){flag = f;}
public void setCount(int c){count = c;}
public void setData(int f,int x,int y,int w,int s)
//傳遞值
{
flag = f;
mx = (x-1)*w;
my = (y-1)*w;
mw = w-1;
statu = s;
}
//根據你點擊滑鼠的不同來改變雷的屬性
public int sendKey(int key)
{
//返回值,如果游戲結束則返回-1
int rtn = 1;
if(key == 3)
{
switch(statu)
{
case 1:
break;
case 2:
statu = 3;
break;
case 3:
statu = 0;
break;
case 0:
statu = 2;
break;
}
rtn = 1;
}
if(key == 1 && statu == 0)
{
switch(flag)
{
case 0:
statu = 1;
rtn = 2;
break;
case 1:
statu = 1;
rtn = -1;
break;
}
}
return rtn;
}
}
class DrawPanel extends JPanel
{
private int i,j;
private int f = 0; //if f = 1 then game over ,if f =2 then win
private int chx = 0,chy = 0; //專門記錄坐標x,y的值
private int msum = 6,ksum = 0; //msum:雷的個數,ksum:標示雷的個數
private int bx = 10,by = 10,bw = 40; //bx,by:棋盤的大小,bw:棋子的大小
public Min board[][] = {
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
};
// 畫坐標為ax,ay區域的雷的狀態
public void draw(Graphics g,int ax,int ay)
{
int x,y,w; // 坐標x,y;和寬度:w
int s,c,flag; //狀態;雷的個數;
int cx = bw/2 - 4;
int cy = bw/2 + 4;
x = board[ax][ay].getMx();
y = board[ax][ay].getMy();
w = board[ax][ay].getMw();
s = board[ax][ay].getStatu();
c = board[ax][ay].getCount();
flag= board[ax][ay].getFlag();
switch(s)
{
case 0: //沒有打開狀態
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
break;
}
case 1: //打開狀態
{
g.setColor(Color.blue);
g.fillRect(x,y,w,w);
if(c != 0 && flag == 0) //此處沒有雷
{
g.setColor(Color.red);
g.drawString(String.valueOf(c),x + cx,y + cy);
}
if(flag == 1) //此處有雷
{
g.setColor(Color.red);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(" 雷",x + cx,y + cy);
}
break;
}
case 2: //標雷狀態
{
g.setColor(Color.green);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(" 旗",x + cx,y + cy);
break;
}
case 3: //不確定狀態
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
g.setColor(Color.red);
g.drawString("?",x + cx,y + cy);
break;
}
default:
break;
}
}
// 沒有圖形器的繪圖函數:畫出坐標ax,ay的雷的狀態和圖形
public void draw(int ax,int ay)
{
Graphics g;
g = this.getGraphics();
draw(g,ax,ay);
}
//打開周圍沒有雷的地方,並且繪畫所在區域點擊左鍵觸發
public int openNoMin(int ax,int ay)
{
int i,j;
if(ax<1||ay<1||ax>bx||ay>by) return 0; //滑鼠點擊的區域出界了
if(board[ax][ay].getStatu() != 0) return 0; //如果此區域打開了,返回
board[ax][ay].sendKey(1); //如果返回值等於-1,就說明游戲結束
draw(ax,ay);
if(board[ax][ay].getFlag() == 1)
//如果游戲結束,把所有的雷都顯示出來
{
for(i = 1;i<=bx;i++)
{
for(j = 1;j <= by;j++)
{
if(board[i][j].getFlag() == 1)
{
board[i][j].sendKey(1);
draw(i,j);
}
}
}
return -1;
}
//如果游戲沒有結束
if(board[ax][ay].getCount() > 0)
{
ksum ++;
return 1; //周圍有雷,就不用打開周圍地區
}
if(board[ax][ay].getCount() == 0 && board[ax][ay].getFlag() == 0)
//周圍沒有雷,打開周圍地區,直到有雷的地區
{
openNoMin(ax-1,ay-1);openNoMin(ax,ay-1);openNoMin(ax+1,ay-1);
openNoMin(ax-1,ay ); openNoMin(ax+1,ay );
openNoMin(ax-1,ay+1);openNoMin(ax,ay+1);openNoMin(ax+1,ay+1);
}
ksum ++;
return 1;
}
//計算坐標x,y的周圍雷的個數
public int getCount(int ai,int aj)
{
int sum = 0;
if(board[ai][aj].getFlag() == 1)
{
return sum;
}
if(ai>1&&aj>1&&ai<bx&&aj<by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==1&&aj==1)
{
sum = board[ai+1][aj ].getFlag()+
board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==1&&aj==by)
{
sum = board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai+1][aj ].getFlag();
}
if(ai==bx&&aj==1)
{
sum = board[ai-1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag();
}
if(ai==bx&&aj==by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+
board[ai-1][aj ].getFlag();
}
if(ai==1&&aj>1&&aj<by)
{
sum = board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai+1][aj ].getFlag()+
board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai==bx&&aj>1&&aj<by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag();
}
if(ai>1&&ai<bx&&aj==1)
{
sum = board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
}
if(ai>1&&ai<bx&&aj==by)
{
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag();
}
return sum;
}
// 傳入參數:幾列,幾行,寬度,雷數
public void initMin(int ax,int ay,int aw,int as)
{
int k = 1; //表明產生的第幾個雷
Random r; //隨機數
f = 0; //f=0表示游戲還沒有結束
ksum = 0;
bx = ax;
by = ay;
bw = aw;
msum = as;
r = new Random();
//初始化底盤的值
for(i = 1;i <= bx;i++)
{
for(j=1;j<=by;j++)
{
board[i][j].setData(0,i,j,bw,0);
}
}
// 隨機產生雷
while(k <= msum)
{
i = r.nextInt(bx)+1;
j = r.nextInt(by)+1;
if(board[i][j].getFlag() != 1)
{
board[i][j].setFlag(1);
k++;
}
}
// 非雷區的周圍有幾個雷,初始化其值
for(i = 1;i <= bx;i++)
{
for(j=1;j<=by;j++)
{
board[i][j].setCount(getCount(i,j));
}
}
setBackground(Color.white);
repaint();
}
// 構造函數
public DrawPanel(int ax,int ay,int aw,int as)
{
initMin(ax,ay,aw,as);
addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent me)
{
int r;
if(f != 0) return; //如果游戲結束,返回
chx = me.getX();
chy = me.getY();
if(me.getButton() != 1)
{
board[chx/bw+1][chy/bw+1].sendKey(me.getButton());
draw(chx/bw+1,chy/bw+1);
}
else if(me.getButton() == 1)
{
if(openNoMin(chx/bw+1,chy/bw+1) == -1)
{
f = 1;
repaint();
}
else if ( ksum + msum == bx*by )
{
f = 2;
repaint();
}
}
}
}
);
}
// 重畫所有的圖形,包括一些修飾的圖形
public void paint(Graphics g)
{
int x,y,w;
int s;
int cx = bw/2 - 4;
int cy = bw/2 + 4;
g.clearRect(0,0,600,600);
for(i=1;i<=bx;i++)
{
for(j=1;j<=by;j++)
{
draw(g,i,j);
}
}
if(f == 1)
{
Font f = new Font("11",1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString("Game Over",0,200);
g.setFont(fo);
}
if( f == 2 )
{
Font f = new Font("11",1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString("You win!",0,200);
g.setFont(fo);
}
}
};
// 主類和程序的入口
public class Mine extends JFrame implements ActionListener
{
Container cp = getContentPane();
JButton bt = new JButton("開局");
Label l1 = new Label("列:");
Label l2 = new Label("行:");
Label l3 = new Label("寬度:");
Label l4 = new Label("雷的個數:");
TextField tf1 = new TextField("10",2); //列
TextField tf2 = new TextField("10",2); //行
TextField tf3 = new TextField("40",2); //寬度
TextField tf4 = new TextField("15",2); //雷的個數
int x=10,y=10,w=40,sum=15;
DrawPanel dp = new DrawPanel(x,y,w,sum);
public Mine()
{
setBackground(Color.white);
cp.setLayout(null);
cp.add(dp);
cp.add(bt);
cp.add(tf1);
cp.add(tf2);
cp.add(tf3);
cp.add(tf4);
cp.add(l1);
cp.add(l2);
cp.add(l3);
cp.add(l4);
l1.setBounds(20 ,10,20,20);
tf1.setBounds(40,10,20,20);
l2.setBounds(70,10,20,20);
tf2.setBounds(90,10,20,20);
l3.setBounds(120,10,40,20);
tf3.setBounds(160,10,20,20);
l4.setBounds(190,10,60,20);
tf4.setBounds(250,10,20,20);
bt.setBounds(300,10,80,20);
dp.setBounds(20,40,x*w,y*w);
setResizable(false);
setSize(x*w+40,y*w+80);
setTitle(" 掃雷");
show();
bt.addActionListener(this);
addWindowListener(new WindowAdapter()
{ public void windowClosing(WindowEvent e)
{System.exit(0);}
}
);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == bt)
{
//x = Integer.parseInt(tf1.getText());
//y = Integer.parseInt(tf2.getText());
//w = Integer.parseInt(tf3.getText());
sum = Integer.parseInt(tf4.getText());
setSize(x*w+40,y*w+80);
dp.setBounds(20,40,x*w,y*w);
show();
dp.initMin(x,y,w,sum);
}
}
public static void main(String args[])
{
new Mine();
}
};