c语言实现扫雷

目录

一 游戏逻辑

二 模块化

1.游戏菜单

2.创建棋盘并初始化

3.布置雷

4.棋盘的打印

5.排雷

统计某个坐标周围雷的数量

遍历展开一片无雷区

判断时候排雷成功

排雷

三 代码展示

test.c

game.h

game.c

四 结果展示

 五 细节

1.

2.


一 游戏逻辑

1.游戏菜单

2.创建棋盘并初始化

3.布置雷

4.棋盘的打印

5.排雷

二 模块化

1.游戏菜单

void menu()
{
	printf("***********************\n");
	printf("*****  1. play     ****\n");
	printf("*****  0. exit     ****\n");
	printf("***********************\n");
}

2.创建棋盘并初始化

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;
		}
	}
}

3.布置雷

//布置雷
void SetMine(char mine[ROWS][COLS], int row, int col)
{
	int count = EASY_COUNT;//布置10个雷
	while (count)
	{
		//随机产生的x y坐标是1-9
		int x = rand() % row + 1;
		int y = rand() % col + 1;

		if (mine[x][y] == '0')
		{
			mine[x][y] = '1';
			count--;
		}
	}
}

4.棋盘的打印

//棋盘的打印
void DisplayBoard(char board[ROWS][COLS], int row, int col)
{
	//1-9开始
	int i = 0;
	//打印列号
	for (i = 0; i <= col; i++) //i从0开始,避免列号错位
	{
		printf("%d ", i);
	}
	printf("\n");
	for (i = 1; i <= row; i++)
	{
		printf("%d ", i);//打印行号
		for (int j = 1; j <= col; j++)
		{
			printf("%c ", board[i][j]);
		}
		printf("\n");
	}
}

5.排雷

统计某个坐标周围雷的数量

//无需写到头文件,因为不想暴露它 +static保护更加彻底 只能在game.c用
static int get_mine_count(char mine[ROWS][COLS], int x, int y) 
{
	//mine里放的是字符 需要减去'0'
	return mine[x - 1][y] + mine[x - 1][y - 1]
		+ mine[x][y - 1] + mine[x + 1][y - 1]
		+ mine[x + 1][y] + mine[x + 1][y + 1]
		+ mine[x][y + 1] + mine[x - 1][y + 1]
		- 8 * '0';
	//因为设计时11*11 所以x+1 y+1不会越界
}

遍历展开一片无雷区

//递归展开一片雷
void Open_Mine(char mine[ROWS][COLS], char show[ROWS][COLS], int x, int y)
{
	if (get_mine_count(mine, x, y) == 0)
	{
		show[x][y] = ' ';
		//判断坐标是否越界以及雷是否已经被排除
		if (show[x - 1][y - 1] == '*')
			Open_Mine(mine, show, x - 1, y - 1);
		if (show[x - 1][y] == '*')
			Open_Mine(mine, show, x - 1, y);
		if (show[x - 1][y + 1] == '*')
			Open_Mine(mine, show, x - 1, y + 1);
		if (show[x][y - 1] == '*')
			Open_Mine(mine, show, x, y - 1);
		if (show[x][y + 1] == '*')
			Open_Mine(mine, show, x, y + 1);
		if (show[x + 1][y - 1] == '*')
			Open_Mine(mine, show, x + 1, y - 1);
		if (show[x + 1][y] == '*')
			Open_Mine(mine, show, x + 1, y);
		if (show[x + 1][y + 1] == '*')
			Open_Mine(mine, show, x + 1, y + 1);
	}
	else
	{
		show[x][y] = get_mine_count(mine, x, y) + '0';
	}
}

判断时候排雷成功

//遍历show,以便判断是否排雷完毕
int Travel(char show[ROWS][COLS], int row, int col)
{
	int i = 0;
	int j = 0;
	int win = 0;
	for (i = 1; i <= row; i++)
	{
		for (j = 1; j <= col; j++)
		{
			if (show[i][j] == '*')
			{
				win++;
			}
		}
	}
	return win;
}

排雷

//排雷
void FindMine(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col)
{
	int x = 0;
	int y = 0;
	int win = 0;
	while (1)
	{
		printf("请输入要排查的雷的坐标:>\n");
		scanf("%d %d", &x, &y);
		if (x >= 1 && x <= row && y >= 1 && y <= col)//坐标合法性排查
		{
			if (mine[x][y] == '1')
			{
				printf("很遗憾,你被炸死了\n");
				DisplayBoard(mine, row, col);
				break;
			}
			else
			{
				//计算x y坐标周围有几个雷
				//show 里面放的是字符 数字3 + '0' 就变成'3'
				//字符'0' 48  '2' -> 50 = '0' + 2
				Open_Mine(mine, show, x, y);
				DisplayBoard(show, row, col);
				
			}
		}
		else
		{
			printf("输入坐标非法,请重新输入\n");
		}
		win = Travel(show, row, col);
		if (win == EASY_COUNT)
			break;
	}
	//EASY_COUNT 设置小一点方便检验是否排雷成功
	if (win == EASY_COUNT)
	{
		printf("恭喜你,排雷成功\n");
		//将EASY_COUNT 
		DisplayBoard(mine, row, col);
	}
}

三 代码展示

test.c

#define _CRT_SECURE_NO_WARNINGS 1
#include"game.h"

void menu()
{
	printf("***********************\n");
	printf("*****  1. play     ****\n");
	printf("*****  0. exit     ****\n");
	printf("***********************\n");
}

void game()
{
	//创建数组
	char mine[ROWS][COLS] = { 0 };//存放布置好的雷信息
	char show[ROWS][COLS] = { 0 };//存放排查出的雷的信息

	//初始化mine数组-全字符'0'
	InitBoard(mine,ROWS,COLS,'0');
	//初始化show数组-全字符'*'
	InitBoard(show,ROWS,COLS,'*');

	//打印棋盘,只需打印9x9就行了
	//DisplayBoard(mine, ROW, COL);
	//DisplayBoard(show, ROW, COL);

	//布置雷
	SetMine(mine, ROW, COL);

	DisplayBoard(show, ROW, COL);
	//DisplayBoard(mine, ROW, COL);

	//排雷
	FindMine(mine, show, ROW, COL);

}

void test()
{
	int input = 0;
	srand((unsigned int)time(NULL));
	do
	{
		menu();
		printf("请选择:>\n");
		scanf("%d", &input);
		switch (input)
		{
		case 1:
			//扫雷
			game();
			break;
		case 0:
			printf("退出游戏\n");
			break;
		default:
			printf("选择错误,请重新选择\n");
			break;
		}
	} while (input);

}

int main()
{
	test();
	return 0;
}

game.h

#pragma once
//头文件包含:符号的声明.函数的声明
#include<stdio.h>
#include<time.h>
#include<stdlib.h>
#define ROW 9
#define COL 9
#define ROWS ROW + 2
#define COLS COL + 2
#define EASY_COUNT 5
//初始化棋盘
void InitBoard(char board[ROWS][COLS], int rows, int cols, char set);

//打印棋盘
void DisplayBoard(char board[ROWS][COLS], int row, int col);

//布置雷
void SetMine(char mine[ROWS][COLS], int row, int col);

//排雷
void FindMine(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col);

game.c

#define _CRT_SECURE_NO_WARNINGS 1
#include"game.h"

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;
		}
	}
}

//棋盘的打印
void DisplayBoard(char board[ROWS][COLS], int row, int col)
{
	//1-9开始
	int i = 0;
	//打印列号
	for (i = 0; i <= col; i++) //i从0开始,避免列号错位
	{
		printf("%d ", i);
	}
	printf("\n");
	for (i = 1; i <= row; i++)
	{
		printf("%d ", i);//打印行号
		for (int j = 1; j <= col; j++)
		{
			printf("%c ", board[i][j]);
		}
		printf("\n");
	}
}

//布置雷
void SetMine(char mine[ROWS][COLS], int row, int col)
{
	int count = EASY_COUNT;//布置10个雷
	while (count)
	{
		//随机产生的x y坐标是1-9
		int x = rand() % row + 1;
		int y = rand() % col + 1;

		if (mine[x][y] == '0')
		{
			mine[x][y] = '1';
			count--;
		}
	}
}

//无需写到头文件,因为不想暴露它 +static保护更加彻底 只能在game.c用
static int get_mine_count(char mine[ROWS][COLS], int x, int y) 
{
	//mine里放的是字符 需要减去'0'
	return mine[x - 1][y] + mine[x - 1][y - 1]
		+ mine[x][y - 1] + mine[x + 1][y - 1]
		+ mine[x + 1][y] + mine[x + 1][y + 1]
		+ mine[x][y + 1] + mine[x - 1][y + 1]
		- 8 * '0';
	//因为设计时11*11 所以x+1 y+1不会越界
}

//递归展开一片雷
void Open_Mine(char mine[ROWS][COLS], char show[ROWS][COLS], int x, int y)
{
	if (get_mine_count(mine, x, y) == 0)
	{
		show[x][y] = ' ';
		//判断坐标是否越界以及雷是否已经被排除
		if (show[x - 1][y - 1] == '*')
			Open_Mine(mine, show, x - 1, y - 1);
		if (show[x - 1][y] == '*')
			Open_Mine(mine, show, x - 1, y);
		if (show[x - 1][y + 1] == '*')
			Open_Mine(mine, show, x - 1, y + 1);
		if (show[x][y - 1] == '*')
			Open_Mine(mine, show, x, y - 1);
		if (show[x][y + 1] == '*')
			Open_Mine(mine, show, x, y + 1);
		if (show[x + 1][y - 1] == '*')
			Open_Mine(mine, show, x + 1, y - 1);
		if (show[x + 1][y] == '*')
			Open_Mine(mine, show, x + 1, y);
		if (show[x + 1][y + 1] == '*')
			Open_Mine(mine, show, x + 1, y + 1);
	}
	else
	{
		show[x][y] = get_mine_count(mine, x, y) + '0';
	}
}

//遍历show,以便判断是否排雷完毕
int Travel(char show[ROWS][COLS], int row, int col)
{
	int i = 0;
	int j = 0;
	int win = 0;
	for (i = 1; i <= row; i++)
	{
		for (j = 1; j <= col; j++)
		{
			if (show[i][j] == '*')
			{
				win++;
			}
		}
	}
	return win;
}


//排雷
void FindMine(char mine[ROWS][COLS], char show[ROWS][COLS], int row, int col)
{
	int x = 0;
	int y = 0;
	int win = 0;
	while (1)
	{
		printf("请输入要排查的雷的坐标:>\n");
		scanf("%d %d", &x, &y);
		if (x >= 1 && x <= row && y >= 1 && y <= col)//坐标合法性排查
		{
			if (mine[x][y] == '1')
			{
				printf("很遗憾,你被炸死了\n");
				DisplayBoard(mine, row, col);
				break;
			}
			else
			{
				//计算x y坐标周围有几个雷
				//show 里面放的是字符 数字3 + '0' 就变成'3'
				//字符'0' 48  '2' -> 50 = '0' + 2
				Open_Mine(mine, show, x, y);
				DisplayBoard(show, row, col);
				
			}
		}
		else
		{
			printf("输入坐标非法,请重新输入\n");
		}
		win = Travel(show, row, col);
		if (win == EASY_COUNT)
			break;
	}
	//EASY_COUNT 设置小一点方便检验是否排雷成功
	if (win == EASY_COUNT)
	{
		printf("恭喜你,排雷成功\n");
		//将EASY_COUNT 
		DisplayBoard(mine, row, col);
	}
}

四 结果展示

只设5个雷方便展示

 五 细节

1.

创建11*11的数组避免统计周围雷的个数时出现数组越界问题

2.

调用rand函数需要要设置一个时间戳的种子,srand((unsigned int)time(NULL))要放在do while前面,避免随机数生成过近

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好的,以下是一个简单的扫雷程序的C语言代码示例: ```c #include <stdio.h> #include <stdlib.h> #include <time.h> #define ROWS 10 #define COLS 10 #define MINES 10 void print_board(char board[ROWS][COLS], int reveal_all); void place_mines(char board[ROWS][COLS]); int count_adjacent_mines(char board[ROWS][COLS], int row, int col); void reveal_cell(char board[ROWS][COLS], int row, int col, int *remaining_cells); void play_game(char board[ROWS][COLS]); int main() { char board[ROWS][COLS]; srand(time(NULL)); place_mines(board); print_board(board, 0); play_game(board); return 0; } void print_board(char board[ROWS][COLS], int reveal_all) { int i, j; printf(" "); for (i = 0; i < COLS; i++) { printf("%d ", i + 1); } printf("\n"); for (i = 0; i < ROWS; i++) { printf("%c ", 'A' + i); for (j = 0; j < COLS; j++) { if (board[i][j] == '*' && !reveal_all) { printf(". "); } else { printf("%c ", board[i][j]); } } printf("\n"); } } void place_mines(char board[ROWS][COLS]) { int i, j, count = 0; for (i = 0; i < ROWS; i++) { for (j = 0; j < COLS; j++) { board[i][j] = '.'; } } while (count < MINES) { i = rand() % ROWS; j = rand() % COLS; if (board[i][j] == '.') { board[i][j] = '*'; count++; } } } int count_adjacent_mines(char board[ROWS][COLS], int row, int col) { int i, j, count = 0; for (i = row - 1; i <= row + 1; i++) { for (j = col - 1; j <= col + 1; j++) { if (i >= 0 && i < ROWS && j >= 0 && j < COLS && board[i][j] == '*') { count++; } } } return count; } void reveal_cell(char board[ROWS][COLS], int row, int col, int *remaining_cells) { int i, j; if (board[row][col] == '.') { (*remaining_cells)--; board[row][col] = '0' + count_adjacent_mines(board, row, col); if (board[row][col] == '0') { for (i = row - 1; i <= row + 1; i++) { for (j = col - 1; j <= col + 1; j++) { if (i >= 0 && i < ROWS && j >= 0 && j < COLS) { reveal_cell(board, i, j, remaining_cells); } } } } } } void play_game(char board[ROWS][COLS]) { int row, col, remaining_cells = ROWS * COLS - MINES; while (remaining_cells > 0) { printf("Enter row and column: "); scanf("%d %d", &row, &col); row--; col--; if (row >= 0 && row < ROWS && col >= 0 && col < COLS) { if (board[row][col] == '*') { printf("Game over!\n"); print_board(board, 1); return; } else { reveal_cell(board, row, col, &remaining_cells); print_board(board, 0); } } } printf("You won!\n"); } ``` 这个程序使用了一个二维字符数组来表示扫雷的棋盘,其中每个字符表示该位置的状态,'.'表示未揭开,'*'表示地雷,'0'-'8'表示相邻地雷的数量。在程序开始时,使用`place_mines`函数随机放置地雷。然后使用`print_board`函数打印当前的棋盘。在玩家选择一个位置后,使用`reveal_cell`函数揭开该位置,如果该位置是地雷则游戏结束,否则更新棋盘并继续游戏,直到所有非地雷位置都被揭开。

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