代码思路:写在代码中了。
1.头文件:
#pragma once
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define ROW 9
#define COL 9
#define ROWS ROW+2
#define COLS COL+2
#define EASY_COUNT 10
//棋盘进行初始化的函数的声明
void InitBoard(char board[ROWS][COLS], int rows, int cols,char set);
//打印棋盘的函数的声明
void DisplayBoard(char board[ROW][COL], int row, int col);
//布置雷的函数的声明
void SetMine(char board[ROW][COL], int row, int col);
//扫雷的函数的声明
void FindMine(char mine[ROW][COL],char show[ROW][COL], int row, int col);
2.存放游戏菜单和游戏的函数的调用:
#include "game.h"
void menu()
{
printf("**************************\n");
printf("**** 1.play ****\n");
printf("**** 0.exit ****\n");
printf("**************************\n");
}
void game()
{
//定义放置雷的棋盘
char mine[ROWS][COLS] = { 0 };//真正用到的棋盘是9*9
//为了防止数组进行越界访问,需要把棋盘设置成11*11
//定义扫雷后存放排查出雷的信息的棋盘
char show[ROWS][COLS] = { 0 };
//对棋盘进行初始化
InitBoard(mine, ROWS, COLS, '0');
InitBoard(show, ROWS, COLS, '*');
//打印棋盘(只需要打印9*9的棋盘)
//打印布置雷的棋盘(不需要打印)
//DisplayBoard(mine, ROW, COL);
//打印存放排查雷的信息的棋盘
DisplayBoard(show, ROW, COL);
//布置雷(布置雷完后不需要打印棋盘)
SetMine(mine, ROW, COL);
//DisplayBoard(mine, ROW, COL);
//扫雷
FindMine(mine, show, ROW, COL);
}
void test()
{
int input = 0;
srand((unsigned int)time(NULL));
do
{
menu();
printf("请选择菜单:>\n");
scanf("%d", &input);
switch (input)
{
case 1:
game();
break;
case 0:
printf("退出游戏!\n");
break;
default:
printf("选择菜单错误,请重新选择:\n");
break;
}
} while (input);
}
int main()
{
test();
return 0;
}
3.游戏的相关的函数的实现:
#include "game.h"
int win = 0;//用这个来控制排雷结束的开关
//棋盘初始化函数的实现
void InitBoard(char board[ROWS][COLS], int rows, int cols, char set)
{
int i = 0;
int j = 0;
for (i = 0; i < rows; i++)
{
for (j = 0; j < cols; j++)
{
board[i][j] = set;
}
}
}
//打印棋盘的函数的实现
void DisplayBoard(char board[ROWS][COLS], int row, int col)
{
int i = 0;
int j = 0;
for (i = 0; i <= row; i++)
{
printf("%d ", i);
}
printf("\n");
for (i = 1; i <= row; i++)
{
printf("%d ", i);
for (j = 1; j <= col; j++)
{
printf("%c ", board[i][j]);
}
printf("\n");
}
}
//布置雷的函数的实现
void SetMine(char board[ROWS][COLS], int row, int col)
{
int count = EASY_COUNT;
int x = 0;
int y = 0;
while (count)
{
x = rand() % row + 1;//rand()%row的范围是0-8,由于棋盘是9*9所以要加1.(从1-9)
y = rand() % col + 1;
if (board[x][y] == '0')
{
board[x][y] = '1';
count--;
}
}
}
//计算输入坐标的周围的雷的个数(利用该坐标的雷的个数之和-字符0,得到对应的表示雷的个数的字符)
int get_mine_count(char mine[ROWS][COLS], int x, int y)
{
return mine[x][y - 1] +
mine[x][y + 1] +
mine[x - 1][y] +
mine[x - 1][y - 1] +
mine[x - 1][y + 1] +
mine[x + 1][y] +
mine[x + 1][y - 1] +
mine[x + 1][y + 1] - 8 * '0';
}
//扫雷时,扩展没雷的区域
void DisGuiBoard(char mine[ROWS][COLS], char show[ROWS][COLS],int x, int y)
{
if (x >= 1 && x <= 9 && y >= 1 && y <= 9 && show[x][y] == '*')
{
int count = get_mine_count(mine, x, y);
if (count > 0)//如果雷的个数>0就输出雷的个数对应的数字
{
show[x][y] = count + '0';
win++;
}
else
{
win++;
show[x][y] = ' ';//如果雷的个数为0就扩展棋盘成空格
DisGuiBoard(mine, show, x - 1, y);//使用递归判断该坐标的周围的坐标
DisGuiBoard(mine, show, x - 1, y - 1);
DisGuiBoard(mine, show, x, y - 1);
DisGuiBoard(mine, show, x + 1, y - 1);
DisGuiBoard(mine, show, x + 1, y);
DisGuiBoard(mine, show, x + 1, y + 1);
DisGuiBoard(mine, show, x, y + 1);
DisGuiBoard(mine, show, x - 1, y + 1);
}
}
}
//扫雷的函数的实现
void FindMine(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col)
{
int x = 0;
int y = 0;
while (win<row*col- EASY_COUNT)//判断81-10=71个坐标(因为只有71个坐标才是没雷的)
{
printf("请输入坐标:>\n");
scanf("%d%d", &x, &y);
if (x >= 1 && x <= row && y >= 1 && y <= col)//判断输入的坐标是否合法
{
if (mine[x][y] == '1')
{
printf("很遗憾,你被炸死了\n");
DisplayBoard(show, ROW, COL);
break;
}
else
{
int num = get_mine_count(mine,x,y);
win++;
if (num == 0)
{
DisGuiBoard(mine, show, x, y);
}
else
{
show[x][y]=num+'0';
}
DisplayBoard(show, ROW, COL);
}
}
else
{
printf("输入坐标错误\n");
}
}
if (win == row * col - EASY_COUNT)
{
printf("恭喜你,排雷成功!\n");
}
}