一、实现的功能
(1)棋盘可改变大小(利用宏实现)
(2)雷的随机生成,可改变大小(利用宏实现)
(3)棋盘可实现展开,展示周围雷的个数(递归实现)
(4)第一次踩雷不死,改变雷的位置
二、效果截图
菜单:
游戏过程:
成功:
失败(小棋盘容易失败):
三、代码参考
注意点:
有两个数组分别代表给玩家展示的棋盘和雷盘(放雷的棋盘)
当失败是可以展示雷盘给玩家!
棋盘定义时要多定义两行两列,因为在后期扫雷的时候,要判断一个坐标点的周围8个坐标的雷数,当坐标为(1,1)的时候也可以正常扫雷,如图:
也就是说我们实际用的棋盘大小是内部的
代码参考:
多文件编写,运行环境是VS2013
注释很详细。可以相互学习,如果有错误的地方请提出来。
main.c
#include "sweep.h"
void Menu(){
printf("********************************\n");
printf(" 1.开始游戏 2.结束游戏 \n");
printf(" 3.游戏帮助 \n");
printf("********************************\n");
}
int main(){
int select = 0;
do{
Menu();
printf("请选择:\n");
scanf("%d", &select);
switch (select){
case 1:
Game();
break;
case 2:
break;
case 3:
printf("(1)实现了棋盘改变大小!雷的个数\n(2)第一次下棋不炸死\n(3)棋盘展开\n");
break;
default:
printf("没有这个选项!\n");
break;
}
} while (select != 2);
system("pause");
return 0;
}
sweep.h
#ifndef _SWEEP_H_
#define ROW 10
#define COL 10
#define COUNT 5 //雷的个数
#include <stdio.h>
#include <Windows.h>
#include <time.h>
#pragma warning(disable:4996)
void Game();
//埋雷函数
void MineBoard(char board[][COL], int row, int col);
//扫雷,扩展棋盘
void SweepBoard(char board[][COL], char board0[][COL], int x, int y);
//获得雷的数量
char GetMines(char board[][COL], int x, int y);
//转移雷的地放,只有第一次踩到雷采用到
void ChangeBoard(char board[][COL], int x, int y);
//展示棋盘
void ShowBoard(char board[][COL], int x, int y);
//判断是否踩到雷
int Fail(char board[][COL], int x, int y);
//扫描棋盘,判断是否雷已经扫描完毕
int Win(char board[][COL],int row, int col);
#endif
sweep.c
#include "sweep.h"
void Game(){
//定义一个棋盘(雷盘)
char board[ROW][COL] = {'0'};
//定义一个棋盘(玩家盘)
char board0[ROW][COL] = {'0'};
int x = 0;
int y = 0;
int result = 0;//结果是0,表示玩家没猜踩到雷,否则踩到雷
//初始化棋盘(这个棋盘是玩家棋盘)
int first = 1; //判断是否为第一次下棋
memset(board0, '*', sizeof(board0));
//千万要初始化雷盘,而且必须全盘初始化
memset(board, '0', sizeof(board));
//埋雷
MineBoard(board, ROW - 2, COL - 2);
while (1){
//展示棋盘
ShowBoard(board0, ROW - 2, COL - 2);
printf("请输入坐标:(x,y)\n");
scanf("%d %d", &x, &y);
if (x >= 1 && x <= ROW - 2 && y >= 1 && y <= COL - 2){
//是第一次就挖到雷的话就转移雷的地方
if (first == 1 && board[x][y] == '1'){
board[x][y] = '0';
ChangeBoard(board, x, y);
first++;
}
first = 0;//无论第一次踩没踩到以后踩到就会结束,所以这里改变first
result = Fail(board, x, y);
if (1 == result){
printf("你踩到雷了,游戏结束\n");
ShowBoard(board, ROW - 2, COL - 2);
break;
}
else{
SweepBoard(board, board0, x, y);
//扫描一遍,棋盘判断是否将雷全部扫除
if (Win(board0,ROW - 2, COL - 2) == 1){
ShowBoard(board, ROW - 2, COL - 2);
printf("扫雷小能手!!!你赢了\n");
break;
}
else{
//空语句
}
}
}
else{
printf("你输入的位置有误请重新输入!\n");
}
}
}
void MineBoard(char board[][COL], int row, int col){
srand((unsigned int)time(NULL));
int x, y;
int i = 0;
int j = 0;
//埋雷前先将棋盘变为白纸
for (i = 1; i <= row; i++){
for (j = 1; j <= col; j++){
board[i][j] = '0';
}
}
//开始埋雷
for (i = 0; i < COUNT; i++){
x = rand() % row + 1;
y = rand() % col + 1;
if (board[x][y] == '0'){
board[x][y] = '1'; //1代表有雷,0代表无雷
}
else{
i--; //这个雷不计数,重新生成一次
}
}
}
//展开原则:遇到雷就停止开展
void SweepBoard(char board[][COL], char board0[][COL], int x, int y){
if (board[x][y] == '0' && x >= 1 && x <= (ROW-2) && y >= 1 && y <= (COL-2) && board0[x][y] == '*'){
board0[x][y] = GetMines(board,x,y);
}
if (board[x - 1][y - 1] == '0' && x-1 >= 1 && x-1 <= (ROW - 2) && y-1 >= 1 && y-1 <= (COL - 2) && board0[x - 1][y - 1] == '*'){
board0[x - 1][y - 1] = GetMines(board, x - 1, y - 1);
if (GetMines(board, x - 1, y - 1) == '0'){
SweepBoard(board, board0, x - 1, y - 1);
}
}
if (board[x - 1][y] == '0' && x-1 >= 1 && x-1 <= (ROW - 2) && y >= 1 && y <= (COL - 2) && board0[x - 1][y] == '*'){
board0[x - 1][y] = GetMines(board, x - 1, y);
if (GetMines(board, x - 1, y) == '0'){
SweepBoard(board, board0, x - 1, y);
}
}
if (board[x - 1][y + 1] == '0' && x-1 >= 1 && x-1 <= (ROW - 2) && y+1 >= 1 && y+1 <= (COL - 2) && board0[x - 1][y + 1] == '*'){
board0[x - 1][y + 1] = GetMines(board, x - 1, y + 1);
if (GetMines(board, x - 1, y + 1) == '0'){
SweepBoard(board, board0, x - 1, y + 1);
}
}
if (board[x][y - 1] == '0' && x >= 1 && x <= (ROW - 2) && y-1 >= 1 && y-1 <= (COL - 2) && board0[x][y - 1] == '*'){
board0[x][y - 1] = GetMines(board, x, y - 1);
if (GetMines(board, x, y - 1) == '0'){
SweepBoard(board, board0, x, y - 1);
}
}
if (board[x][y + 1] == '0' && x >= 1 && x <= (ROW - 2) && y+1 >= 1 && y+1 <= (COL - 2) && board0[x][y + 1] == '*'){
board0[x][y + 1] = GetMines(board, x, y + 1);
if (GetMines(board, x, y + 1) == '0'){
SweepBoard(board, board0, x, y + 1);
}
}
if (board[x + 1][y - 1] == '0' && x+1 >= 1 && x+1 <= (ROW - 2) && y-1 >= 1 && y-1 <= (COL - 2) && board0[x + 1][y - 1] == '*'){
board0[x + 1][y - 1] = GetMines(board, x + 1, y - 1);
if (GetMines(board, x + 1, y - 1) == '0'){
SweepBoard(board, board0, x + 1, y - 1);
}
}
if (board[x + 1][y] == '0' && x + 1 >= 1 && x + 1 <= (ROW - 2) && y >= 1 && y <= (COL - 2) && board0[x + 1][y] == '*'){
board0[x + 1][y] = GetMines(board, x + 1, y);
if (GetMines(board, x + 1, y) == '0'){
SweepBoard(board, board0, x + 1, y);
}
}
if (board[x + 1][y + 1] == '0' && x + 1 >= 1 && x + 1 <= (ROW - 2) && y + 1 >= 1 && y + 1 <= (COL - 2) && board0[x + 1][y + 1] == '*'){
board0[x + 1][y + 1] = GetMines(board, x + 1, y + 1);
if (GetMines(board, x + 1, y + 1) == '0'){
SweepBoard(board, board0, x + 1, y + 1);
}
}
}
char GetMines(char board[][COL], int x, int y){
//返回的数字
return board[x - 1][y - 1] + board[x - 1][y] + board[x - 1][y + 1] + \
board[x][y - 1] + board[x][y + 1] + board[x + 1][y - 1] + \
board[x + 1][y] + board[x + 1][y + 1] - 7 * '0';
}
//转移雷
void ChangeBoard(char board[][COL], int x, int y){
int i = 0;
int j = 0;
srand((unsigned int)time(NULL));
while (1){
i = rand() % (ROW - 2) + 1;
j = rand() % (COL - 2) + 1;
if (board[i][j] == '0' && i != x && j != y){
board[i][j] = '1';
break;
}
}
}
void ShowBoard(char board[][COL], int row, int col){
int i = 0;
int j = 0;
int i0 = 0;
//最顶层的线
for (i = 1; i <= col; i++){
printf("///", i);
}
printf("\n");
printf(" \\");
//列坐标提示
for (i = 1; i <= col; i++){
if (i >= 10){
printf(" %d ", i);
}
else{
printf(" %d ", i);
}
}
for (i = 1; i <= row; i++){
printf("\n");
//行坐标提示
printf(" ");
for (i0 = 1; i0 <= col; i0++){
printf("------", i0);
}
printf("\n");
if (i < 10){
printf(" ");
}
printf(" %d |", i);
//打印内容
for (j = 1; j <= col; j++){
printf(" %c |", board[i][j]);
}
}
printf("\n");
//最底层的线
for (i = 1; i <= col; i++){
printf("-------", i);
}
printf("\n");
}
//返回1说明踩到雷了,否则继续游戏
int Fail(char board[][COL], int x, int y){
if (board[x][y] == '1'){
return 1;
}
else{
return 0;
}
}
int Win(char board[][COL],int row, int col){
int i, j;
int count = 0;
for (i = 1; i <= row; i++){
for (j = 1; j <= col; j++){
if (board[i][j] == '*'){
count++;
}
}
}
if (count > COUNT){
//雷没有扫完,返回0继续游戏
return 0;
}
else{
//*总不能比雷少吧,只能等于了
return 1;
}
}
参考声明:
扫雷扩展棋盘的时候遇到不懂的地方,百度到了一个大佬的博客,参考了一下!
链接:大佬博客