目录
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