本次修改了格子周围8个格子的方法,原理是创建比雷盘更大一圈的二维vector,从而使每个格子周围都有8个格子,而且不会越界。不像之前特殊位置的格子做特殊判断,那样十分麻烦
另外,去掉了鼠标指针移动到格子上时格子高亮的功能
下面是源代码:
#include<graphics.h>
#include<iostream>
#include<vector>
#include<string>
using namespace std;
//全局变量
MOUSEMSG msg;//全局鼠标信息变量
IMAGE mine, grid, grid_motion, grid_down, flag, flag_motion , mine_other;//所有图像变量
//单个格子大小(单位:像素),雷数常量,格子布局长宽(单位:格子),窗口宽度,窗口高度
int grid_size = 40, layout_size = 10, width = 400, height = 400;
int all_num = 0, grid_x = 0, grid_y = 0, mines_num = 10;
//格子类,边长为40像素的正方形
class Grid {
public:
bool is_mine, is_click = false, is_flag = false;
int num = 0;
IMAGE mine;
int x1, x2, y1, y2;//格子的四个角顶点的位置
int i, j;
int grids[8][2] = { 0 };
void init(bool is_mine, int x, int y, int i, int j) {
//初始化
this->is_mine = is_mine;
x1 = x; x2 = x + grid_size;
y1 = y; y2 = y + grid_size;
this->i = i; this->j = j;
//绘制
change(grid);
//以此格子为中心
int grids[8][2] = { {i - 1,j - 1} ,{i - 1,j} ,{i - 1,j + 1} ,{i,j - 1} ,{i,j + 1} ,{i + 1,j - 1} ,{i + 1,j} ,{i + 1,j + 1} };
for (int a = 0; a < 8; a++) {
this->grids[a][0] = grids[a][0];
this->grids[a][1] = grids[a][1];
}
}
void change(IMAGE image) {
putimage(x1, y1, &image);
}
void show_num() {
if (num == 0)
return;
else if (num == 1)
settextcolor(BLUE);
else if (num == 2)
settextcolor(GREEN);
else if (num == 3)
settextcolor(YELLOW);
else if (num == 4)
settextcolor(RGB(255, 135, 35));
else
settextcolor(RED);
setbkmode(TRANSPARENT);
settextstyle(45, 0, _T("Consolas"));
char