之前一直想自己写一个扫雷游戏,但是感觉用Unity又有点大材小用了,所有搁置下来,最近发现用WPF来做不是刚刚好嘛,这种小游戏,用WPF做起来真的得心应手。话不多说,我们开始:
首先是页面布局,扫雷的界面是很多个小格子,统计了一下,是16*30,总共480个格子,这么多的数量的格子,我们不能直接在XAML界面上直接写了,只能在cs后台动态生成,计划是要布局两层格子,总共960个,然后格子外层我们要一个边框,边框上面,需要6个文本,用来显示计时器,游戏成功文本,游戏失败文本,剩余地雷数量
以下是MainWindow.xaml代码:
<Window x:Class="SaoLei.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:local="clr-namespace:SaoLei"
mc:Ignorable="d"
Title="MainWindow" Height="700" Width="1100">
<Grid>
<!--最上面的文本-->
<TextBlock Height="48" Width="120" FontSize="35" Text="计时器:" Margin="100,30,5,0" HorizontalAlignment="Left" VerticalAlignment="Top" />
<TextBlock Name="TimerText" Height="48" Width="120" FontSize="35" Text="000s" Margin="220,30,5,0" HorizontalAlignment="Left" VerticalAlignment="Top" Foreground="Red"/>
<TextBlock Height="48" Width="150" FontSize="35" Text="剩余地雷:" Margin="720,30,5,0" HorizontalAlignment="Left" VerticalAlignment="Top" />
<TextBlock Name="MinesCounter" Height="48" Width="80" FontSize="35" Text="00" Margin="880,30,5,0" HorizontalAlignment="Left" VerticalAlignment="Top" Foreground="Red"/>
<TextBlock Name="WinText" Height="48" Width="150" FontSize="35" Text="排雷成功" Margin="-20,30,5,0" HorizontalAlignment="Center" VerticalAlignment="Top" Foreground="LightGreen" Visibility="Hidden"/>
<TextBlock Name="FailText" Height="48" Width="150" FontSize="35" Text="排雷失败" Margin="-20,30,5,0" HorizontalAlignment="Center" VerticalAlignment="Top" Foreground="Red" Visibility="Hidden"/>
<!--外边框-->
<StackPanel>
<Border x:Name="GridBorder" Height="500" Width="920" CornerRadius="5" BorderThickness="5,5,5,5" BorderBrush="SteelBlue" Padding="5" HorizontalAlignment="Center" Margin="36,90" />
</StackPanel>
<!--底层,用textblock表示数字和地雷(*是地雷)-->
<UniformGrid Name="DeepGrid" Rows="16" Columns="30" Height="480" Width="900" HorizontalAlignment="Center" Margin="50,65,50,52">
<Button Name="Deep0" Width="28" Height="28" Background="AliceBlue" Content="1" Foreground="Blue" FontWeight="Bold" FontSize="22" />
</UniformGrid>
<!--上层,供用户点击的按钮-->
<UniformGrid Name="TopGrid" Rows="16" Columns="30" Height="480" Width="900" HorizontalAlignment="Center" Margin="50,65,50,52"/>
</Grid>
</Window>
其中Deep0是我用来测随机数的按钮,大家可忽略
然后我们看后台的逻辑处理,我们的思路是,开始状态先根据指定地雷数量,创建底层的格子,用集合存储,格子有三种状态,地雷,数字,空格,我们首先根据给定的地雷数量n,生成99个随机且不相等的数,范围在0~479之间,然后根据格子索引给地雷格子赋值,遍历每一个格子,根据周围地雷的数量显示对应的数字,没有则显示空格。
然后我们看上层格子的逻辑,点击一个上层格子,我们会根据底下格子状态来判断,如果底下为数字,隐藏自身,底下为地雷,游戏结束,底下为空格,我们用方法将周围的8格都隐藏掉,然后隐藏自身。在这个过程中,因为周围的8格同样可能存在空格,如果存在,那我们用这个索引去调用这个方法自身,用递归的思想让周围的空白格都清除掉。
以下是后台代码MainWindow.xaml.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Collections;
using System.Windows.Threading;
namespace SaoLei
{
/// <summary>
/// MainWindow.xaml 的交互逻辑
/// </summary>
public partial class MainWindow : Window
{
private const int GRID_NUM = 480;//游戏格子数
private const int GRID_ROWS = 16;//格子行数
private const int GRID_COLS = 30;//格子列数
private const int RANDOM_MINES_NUM = 99;//地雷数量
private List<Button> deepGridButton = new List<Button>();//存储底层按钮的集合
private List<Button> topGridButton = new List<Button>();//存储上层按钮的集合
private DispatcherTimer timer = null;//计时器
private enum TimeState {//计时器的三种状态
Start,
Pause,
End
}
TimeState timeState = TimeState.End;//初始时间状态
private TimeSpan timeSpan = new TimeSpan(0, 0, 0, 0, 0);
private string str = "";
public MainWindow()
{
InitializeComponent();
Title = "扫雷";
Panel.SetZIndex(GridBorder,1);//设置边框的层级在其他控价之上
deepGridButton.Insert(0,Deep0);
//计时器初始化
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 0, 1);
timer.Tick += OnTimer;
timer.IsEnabled = true;
timer.Start();
MinesCounter.Text = RANDOM_MINES_NUM.ToString();//剩余地雷数初始化
CreateDeepMinesAndNums(RANDOM_MINES_NUM);
CreateTopGridButton(GRID_NUM);
Deep0.Click += Num0_Click;
}
//时间回调方法
private void OnTimer(object sender, EventArgs e)
{
switch (timeState) {
case TimeState.Start: timeSpan += new TimeSpan(0,0,0,1);break;
case TimeState.Pause: { }break;
case TimeState.End: timeSpan = new TimeSpan();break;
}
TimerText.Text= (timeSpan.Hours * 3600 + timeSpan.Minutes * 60 + timeSpan.Seconds).ToString();
}
private void Num0_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show(str);//显示地雷的索引
}
Dictionary<string, int> DeepButtonIndexDict = new Dictionary<string, int>();//存储底层按钮名字索引的字典
//创建底层的地雷和数字
private void CreateDeepMinesAndNums(int n) {
//生成指定个随机不相等的数
List<int> randomList = new List<int>();
for (int i = 0; i < n; i++)
{
tryAgain:
Random ra = new Random();
int num = ra.Next(0, GRID_NUM);
if (randomList.Count!=0&& randomList.Contains(num))
goto tryAgain;
else
randomList.Insert(i,num);
}
//创建底层按钮
for (int i = 1; i < GRID_NUM; i++)
{
Button btn = new Button();
btn.Name = "Deep" + i.ToString();
btn.Width = 28;
btn.Height = 28;
btn.FontSize = 22;
btn.FontWeight = FontWeights.Bold;
btn.Background = Brushes.AliceBlue;
if (randomList.Contains(i))
btn.Content = "雷";
btn.MouseDown += DeepButtonBothClick;
deepGridButton.Insert(i, btn);
DeepButtonIndexDict.Add(btn.Name,i);
DeepGrid.Children.Add(btn);
}
//随机数集合排序
int temp;
for (int i = 0; i < n-1; i++)
{
for (int j = i+1; j < n; j++)
{
if (randomList[i] > randomList[j]){
temp = randomList[i];
randomList[i] = randomList[j];
randomList[j] = temp;
}
}
}
for (int i = 0; i < n; i++)
{
str += randomList[i].ToString() + "...";
}
//对生成的数字再次处理
for (int i = 0; i < GRID_NUM; i++)
{
if(!randomList.Contains(i))
deepGridButton[i].Content = CreateNumBaseOnMinesAround(i, randomList);
if (deepGridButton[i].Content.ToString() == "0")
deepGridButton[i].Content = "";
//处理数字颜色
switch (deepGridButton[i].Content.ToString()) {
case "1":deepGridButton[i].Foreground = Brushes.DeepSkyBlue;break;
case "2":deepGridButton[i].Foreground = Brushes.Green;break;
case "3":deepGridButton[i].Foreground = Brushes.OrangeRed;break;
case "4":deepGridButton[i].Foreground = Brushes.DarkBlue;break;
case "5":deepGridButton[i].Foreground = Brushes.DarkRed;break;
case "6":deepGridButton[i].Foreground = Brushes.LightSeaGreen;break;
default:{ }break;
}
}
}
//底层按钮左右键同时按下,触发清除事件
private void DeepButtonBothClick(Object sender, MouseButtonEventArgs e) {
var btn = sender as Button;
int n = DeepButtonIndexDict[btn.Name];
//判断鼠标左右键同时按下的状态
if (e.LeftButton == MouseButtonState.Pressed && e.RightButton == MouseButtonState.Pressed) {
if (deepGridButton[n].Content.ToString() == "")
return;
int minesCount = int.Parse(deepGridButton[n].Content.ToString());//按下的按钮的数字
int flagCount = 0;
//格子周围8格的索引
int[] indexArr = { n - GRID_COLS - 1, n - GRID_COLS, n - GRID_COLS + 1, n - 1, n + 1, n + GRID_COLS - 1, n + GRID_COLS, n + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (n % 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (n % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM)//筛掉范围之外的格子
if (topGridButton[indexArr[i]].Content.ToString() == "旗")
flagCount++;
}
if (flagCount == minesCount)
Clean8GridWithIndex(n);
}
}
//根据周围的地雷数生成数字
private string CreateNumBaseOnMinesAround(int n,List<int> randList) {
int count = 0;
//格子周围8格的索引
int[] indexArr = { n - GRID_COLS - 1, n - GRID_COLS, n - GRID_COLS + 1, n - 1, n + 1, n + GRID_COLS - 1, n + GRID_COLS, n + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (n% 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (n % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM)//筛掉范围之外的格子
if (randList.Contains(indexArr[i]))
count++;
}
return count.ToString();
}
Dictionary<string, int> TopButtonIndexDict = new Dictionary<string, int>();//存储上层按钮名字索引的字典
//创建上层按钮格子
private void CreateTopGridButton(int n) {
for (int i = 0; i < n; i++)
{
Button btn = new Button();
btn.Name = "Top" + i.ToString();
btn.Height = 28;
btn.Width = 28;
btn.FontSize = 22;
btn.Content = "";
btn.Background = Brushes.LightBlue;
btn.Foreground = Brushes.Red;
btn.FontWeight = FontWeights.Bold;
btn.Click += Btn_MouseLeftButtonDown;
btn.MouseDown += Btn_MouseRightButtonDown;
TopButtonIndexDict.Add(btn.Name,i);
topGridButton.Insert(i, btn);
TopGrid.Children.Insert(i, btn);
}
}
//上层按钮左键点击事件
private void Btn_MouseLeftButtonDown(object sender, RoutedEventArgs e)
{
if (timeState == TimeState.End)
timeState = TimeState.Start;
var btn = sender as Button;
int index = TopButtonIndexDict[btn.Name];
//如果点击的是雷,游戏结束
if (deepGridButton[index].Content.ToString() == "雷")
{
FailText.Visibility = Visibility.Visible;
timeState = TimeState.End;
}
//如果点中的按钮下为空,周围8格同时消除
if (deepGridButton[index].Content.ToString() == "")
{
Clean8GridWithIndex(index);
}
btn.Visibility = Visibility.Hidden;
}
//上层按钮右键点击事件
private void Btn_MouseRightButtonDown(object sender, MouseButtonEventArgs e)
{
var btn = sender as Button;
int minesCounter = int.Parse(MinesCounter.Text);
if (btn.Content.ToString() == "")
{
btn.Content = "旗";
minesCounter--;
}
else
{
btn.Content = "";
minesCounter++;
}
MinesCounter.Text = minesCounter.ToString();
if (minesCounter == 0)
{//排雷成功
WinText.Visibility = Visibility.Visible;
timeState = TimeState.Pause;
MessageBox.Show("恭喜你赢得了游戏,游戏记录为:" + TimerText.Text + "s");
}
}
//根据索引排除周围8格
private void Clean8GridWithIndex(int index) {
//格子周围8格的索引
int[] indexArr = { index - GRID_COLS - 1, index - GRID_COLS, index - GRID_COLS + 1, index - 1, index + 1, index + GRID_COLS - 1, index + GRID_COLS, index + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (index % 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (index % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM&& topGridButton[indexArr[i]].Visibility==Visibility.Visible)//筛掉范围之外的格子
{
if (deepGridButton[indexArr[i]].Content.ToString() == "雷")
continue;
topGridButton[indexArr[i]].Visibility = Visibility.Hidden;
if (deepGridButton[indexArr[i]].Content.ToString() == "") {
Clean8GridWithIndex(indexArr[i]);//利用递归把周围可消除的空格都消除
}
}
}
}
}
}
写代码的过程极其艰辛,尤其是关于那个递归的方法,想了两天才想明白,不过真的把自己喜欢的游戏做出来了也很有成就感,就这样,希望对大家有帮助。
*******************最近更新:2022/1/30**********************
把地雷和棋子换成图片形式显示了,以下是代码
MainWindow.xaml.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Collections;
using System.Windows.Threading;
namespace SaoLei
{
/// <summary>
/// MainWindow.xaml 的交互逻辑
/// </summary>
public partial class MainWindow : Window
{
private const int GRID_NUM = 480;//游戏格子数
private const int GRID_ROWS = 16;//格子行数
private const int GRID_COLS = 30;//格子列数
private const int RANDOM_MINES_NUM = 99;//地雷数量
private List<Button> deepGridButton = new List<Button>();//存储底层按钮的集合
private List<Image> deepMineImage = new List<Image>();//底层地雷图片的集合
private List<Button> topGridButton = new List<Button>();//存储上层按钮的集合
private List<Image> topFlagImage = new List<Image>();//上层旗子图片的集合
private DispatcherTimer timer = null;//计时器
private enum TimeState {//计时器的三种状态
Start,
Pause,
End
}
TimeState timeState = TimeState.End;//初始时间状态
private TimeSpan timeSpan = new TimeSpan(0, 0, 0, 0, 0);
private string str = "";
public MainWindow()
{
InitializeComponent();
Title = "扫雷";
Panel.SetZIndex(GridBorder,1);//设置边框的层级在其他控价之上
deepGridButton.Insert(0,Deep0);
//计时器初始化
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 0, 1);
timer.Tick += OnTimer;
timer.IsEnabled = true;
timer.Start();
RefreshButton.Click += RefreshButtonClick;
MinesCounter.Text = RANDOM_MINES_NUM.ToString();//剩余地雷数初始化
CreateDeepMinesAndNums(RANDOM_MINES_NUM);
CreateTopGridButton(GRID_NUM);
Deep0.Click += Num0_Click;
}
//刷新按钮点击事件
private void RefreshButtonClick(object sender, RoutedEventArgs e)
{
timeState = TimeState.End;
if (WinText.Visibility == Visibility.Visible || FailText.Visibility == Visibility.Visible)
{
WinText.Visibility = Visibility.Hidden;FailText.Visibility = Visibility.Hidden;
}
for (int i = 0; i < GRID_NUM; i++)
{
if (i != 0)//Deep0不移除
DeepGrid.Children.Remove(deepGridButton[i]);
MineGrid.Children.Remove(deepMineImage[i]);
TopGrid.Children.Remove(topGridButton[i]);
FlagGrid.Children.Remove(topFlagImage[i]);
}
deepGridButton.Clear();
DeepButtonIndexDict.Clear();
deepMineImage.Clear();
topGridButton.Clear();
TopButtonIndexDict.Clear();
topFlagImage.Clear();
deepGridButton.Insert(0, Deep0);
MinesCounter.Text = RANDOM_MINES_NUM.ToString();//剩余地雷数初始化
str = "";//地雷索引信息清零
CreateDeepMinesAndNums(RANDOM_MINES_NUM);
CreateTopGridButton(GRID_NUM);
}
//时间回调方法
private void OnTimer(object sender, EventArgs e)
{
switch (timeState) {
case TimeState.Start: timeSpan += new TimeSpan(0,0,0,1);break;
case TimeState.Pause: { }break;
case TimeState.End: timeSpan = new TimeSpan();break;
}
TimerText.Text= (timeSpan.Hours * 3600 + timeSpan.Minutes * 60 + timeSpan.Seconds).ToString();
}
private void Num0_Click(object sender, RoutedEventArgs e)
{
MessageBox.Show(str);//显示地雷的索引
}
Dictionary<string, int> DeepButtonIndexDict = new Dictionary<string, int>();//存储底层按钮名字索引的字典
//创建底层的地雷和数字
private void CreateDeepMinesAndNums(int n) {
//生成指定个随机不相等的数
List<int> randomList = new List<int>();
for (int i = 0; i < n; i++)
{
tryAgain:
Random ra = new Random();
int num = ra.Next(0, GRID_NUM);
if (randomList.Count!=0&& randomList.Contains(num))
goto tryAgain;
else
randomList.Insert(i,num);
}
//创建底层按钮
for (int i = 1; i < GRID_NUM; i++)
{
Button btn = new Button();
btn.Name = "Deep" + i.ToString();
btn.Width = 28;
btn.Height = 28;
btn.FontSize = 22;
btn.FontWeight = FontWeights.Bold;
btn.Background = Brushes.AliceBlue;
//if (randomList.Contains(i))
//btn.Content = "雷";
btn.MouseDown += DeepButtonBothClick;
deepGridButton.Insert(i, btn);
DeepButtonIndexDict.Add(btn.Name,i);
DeepGrid.Children.Insert(i, btn);
}
//创建底层雷
for (int i = 0; i < GRID_NUM; i++)
{
Image img = new Image();
img.Name = "Mine" + i.ToString();
img.Width = 28;
img.Height = 28;
img.Source = null;
if (randomList.Contains(i))
{
Uri uri = new Uri(System.Environment.CurrentDirectory + "\\" + "Image/mine.png", UriKind.Absolute);
BitmapImage bitmap = new BitmapImage(uri);
img.Source = bitmap;
}
deepMineImage.Insert(i, img);
MineGrid.Children.Insert(i, img);
}
//随机数集合排序
int temp;
for (int i = 0; i < n-1; i++)
{
for (int j = i+1; j < n; j++)
{
if (randomList[i] > randomList[j]){
temp = randomList[i];
randomList[i] = randomList[j];
randomList[j] = temp;
}
}
}
for (int i = 0; i < n; i++)
{
str += randomList[i].ToString() + "...";
}
//对生成的数字再次处理
for (int i = 0; i < GRID_NUM; i++)
{
if(!randomList.Contains(i))
deepGridButton[i].Content = CreateNumBaseOnMinesAround(i, randomList);
if(deepGridButton[i].Content == null)
deepGridButton[i].Content = "-1";
if (deepGridButton[i].Content.ToString() == "0")
deepGridButton[i].Content = "";
//处理数字颜色
switch (deepGridButton[i].Content.ToString()) {
case "1":deepGridButton[i].Foreground = Brushes.DeepSkyBlue;break;
case "2":deepGridButton[i].Foreground = Brushes.Green;break;
case "3":deepGridButton[i].Foreground = Brushes.OrangeRed;break;
case "4":deepGridButton[i].Foreground = Brushes.DarkBlue;break;
case "5":deepGridButton[i].Foreground = Brushes.DarkRed;break;
case "6":deepGridButton[i].Foreground = Brushes.LightSeaGreen;break;
default:{ }break;
}
}
}
private int clickImageIndex = -1;
private void FlagImageMouseDown(Object sender, MouseButtonEventArgs e)
{
if (e.RightButton == MouseButtonState.Pressed)
{
var img = sender as Image;
clickImageIndex = int.Parse(img.Name.Split('_')[1]);
}
}
private void FlagImageMouseUp(Object sender, MouseButtonEventArgs e)
{
if (e.RightButton == MouseButtonState.Released)
{
var img = sender as Image;
int upIndex = int.Parse(img.Name.Split('_')[1]);
if (upIndex == clickImageIndex)
{
int minesCounter = int.Parse(MinesCounter.Text);
Image flagImg = topFlagImage[clickImageIndex];
if (flagImg.Visibility == Visibility.Hidden)
{
flagImg.Visibility = Visibility.Visible;
minesCounter--;
}
else
{
flagImg.Visibility = Visibility.Hidden;
minesCounter++;
}
MinesCounter.Text = minesCounter.ToString();
if (minesCounter == 0)
{//排雷成功
WinText.Visibility = Visibility.Visible;
timeState = TimeState.Pause;
MessageBox.Show("恭喜你赢得了游戏,游戏记录为:" + TimerText.Text + "s");
}
}
}
}
//底层按钮左右键同时按下,触发清除事件
private void DeepButtonBothClick(Object sender, MouseButtonEventArgs e) {
var btn = sender as Button;
int n = DeepButtonIndexDict[btn.Name];
//判断鼠标左右键同时按下的状态
if (e.LeftButton == MouseButtonState.Pressed && e.RightButton == MouseButtonState.Pressed) {
if (deepGridButton[n].Content.ToString() == "")
return;
int minesCount = int.Parse(deepGridButton[n].Content.ToString());//按下的按钮的数字
int flagCount = 0;
//格子周围8格的索引
int[] indexArr = { n - GRID_COLS - 1, n - GRID_COLS, n - GRID_COLS + 1, n - 1, n + 1, n + GRID_COLS - 1, n + GRID_COLS, n + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (n % 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (n % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM)//筛掉范围之外的格子
if (topFlagImage[indexArr[i]].Visibility == Visibility.Visible && deepMineImage[indexArr[i]].Source != null)
flagCount++;
}
if (flagCount == minesCount)
Clean8GridWithIndex(n);
}
}
//根据周围的地雷数生成数字
private string CreateNumBaseOnMinesAround(int n,List<int> randList) {
int count = 0;
//格子周围8格的索引
int[] indexArr = { n - GRID_COLS - 1, n - GRID_COLS, n - GRID_COLS + 1, n - 1, n + 1, n + GRID_COLS - 1, n + GRID_COLS, n + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (n% 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (n % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM)//筛掉范围之外的格子
if (randList.Contains(indexArr[i]))
count++;
}
return count.ToString();
}
Dictionary<string, int> TopButtonIndexDict = new Dictionary<string, int>();//存储上层按钮名字索引的字典
//创建上层按钮格子
private void CreateTopGridButton(int n) {
for (int i = 0; i < n; i++)
{
Button btn = new Button();
btn.Name = "Top_" + i.ToString();
btn.Height = 28;
btn.Width = 28;
btn.FontSize = 22;
btn.Content = "";
btn.Background = Brushes.LightBlue;
btn.Foreground = Brushes.Red;
btn.FontWeight = FontWeights.Bold;
btn.Click += Btn_MouseLeftButtonDown;
btn.MouseDown += Btn_MouseRightButtonDown;
TopButtonIndexDict.Add(btn.Name,i);
topGridButton.Insert(i, btn);
TopGrid.Children.Insert(i, btn);
//上层旗子
Image img = new Image();
img.Name = "Flag_" + i.ToString();
img.Width = 28;
img.Height = 28;
Uri uri = new Uri(System.Environment.CurrentDirectory + "\\" + "Image/flag.png", UriKind.Absolute);
BitmapImage bitmap = new BitmapImage(uri);
img.Source = bitmap;
img.Visibility = Visibility.Hidden;
img.MouseDown += FlagImageMouseDown;
img.MouseUp += FlagImageMouseUp;
topFlagImage.Insert(i, img);
FlagGrid.Children.Insert(i, img);
}
}
//上层按钮左键点击事件
private void Btn_MouseLeftButtonDown(object sender, RoutedEventArgs e)
{
if (timeState == TimeState.End)
timeState = TimeState.Start;
var btn = sender as Button;
int index = TopButtonIndexDict[btn.Name];
//如果点击的是雷,游戏结束
if (deepMineImage[index].Source != null)
{
FailText.Visibility = Visibility.Visible;
timeState = TimeState.End;
}
//如果点中的按钮下为空,周围8格同时消除
else
{
Clean8GridWithIndex(index);
}
btn.Visibility = Visibility.Hidden;
}
//上层按钮右键点击事件
private void Btn_MouseRightButtonDown(object sender, MouseButtonEventArgs e)
{
var btn = sender as Button;
int btnIndex = int.Parse(btn.Name.Split('_')[1].ToString());
int minesCounter = int.Parse(MinesCounter.Text);
Image flagImg = topFlagImage[btnIndex];
if (flagImg.Visibility == Visibility.Hidden)
{
flagImg.Visibility = Visibility.Visible;
minesCounter--;
}
else
{
flagImg.Visibility = Visibility.Hidden;
minesCounter++;
}
MinesCounter.Text = minesCounter.ToString();
if (minesCounter == 0)
{//排雷成功
WinText.Visibility = Visibility.Visible;
timeState = TimeState.Pause;
MessageBox.Show("恭喜你赢得了游戏,游戏记录为:" + TimerText.Text + "s");
}
}
//根据索引排除周围8格
private void Clean8GridWithIndex(int index) {
//格子周围8格的索引
int[] indexArr = { index - GRID_COLS - 1, index - GRID_COLS, index - GRID_COLS + 1, index - 1, index + 1, index + GRID_COLS - 1, index + GRID_COLS, index + GRID_COLS + 1 };
for (int i = 0; i < indexArr.Length; i++)
{
//最左边的格子,单独判断,排除左边三个格子索引
if (index % 30 == 0)
{
indexArr[0] = -1;
indexArr[3] = -1;
indexArr[5] = -1;
}
//右边的格子
if (index % 30 == 29)
{
indexArr[2] = -1;
indexArr[4] = -1;
indexArr[7] = -1;
}
if (indexArr[i] >= 0 && indexArr[i] < GRID_NUM && topGridButton[indexArr[i]].Visibility==Visibility.Visible)//筛掉范围之外的格子
{
if (deepGridButton[indexArr[i]].Content.ToString() == "-1")
continue;
topGridButton[indexArr[i]].Visibility = Visibility.Hidden;
if (deepGridButton[indexArr[i]].Content.ToString() == "") {
Clean8GridWithIndex(indexArr[i]);//利用递归把周围可消除的空格都消除
}
}
}
}
}
}
参考博文:Wpf计时器:https://blog.csdn.net/dlmuxgyang/article/details/8494999