
#include
#include
#include
using namespace std;
int map[12][12]; // 为避免边界的特殊处理,故将二维数组四周边界扩展1
int derection[3] = { 0, 1, -1 }; //方向数组
int calculate ( int x, int y )
{
int counter = 0;
for ( int i = 0; i < 3; i++ )
for ( int j = 0; j < 3; j++ )
if ( map[ x+derection[i]][ y+derection[j] ] == 9 )
counter++; // 统计以(x,y)为中心的四周的雷数目
return counter;
}
void game ( int x, int y )
{
if ( calculate ( x, y ) == 0 )
{
map[x][y] = 0;
for ( int i = 0; i < 3; i++ )
{ // 模拟游戏过程,若点到一个空白,则系统自动向外扩展
for ( int j = 0; j < 3; j++ )
if ( x+derection[i] <= 9 && y+derection[j] <= 9 && x+derection[i] >= 1 && y+derection[j] >= 1
&& !( derection[i] == 0 && derection[j] == 0 ) && map[x+derection[i]][y+derection[j]] == -1 )
game( x+derection[i], y+derection[j] ); // 条件比较多,一是不可以让两个方向坐标同时为0,否则
递归调用本身!
} //二是递归不能出界三是要保证不返回调用。
}
else
map[x][y] = calculate(x,y);
}
void print ()
{
for ( int i = 1; i < 10; i++ )
{
for ( int j = 1; j < 10; j++ )
{
if ( map[i][j] == -1 || map[i][j] == 9 )
cout << "#";
else
cout <> x >> y )
{
if ( map[x][y] == 9 )
{
cout << "GAME OVER" <> ch;
cout << "\n\n";
} while ( ch == 'Y' );
return 0;
}
import javaxswing;
import javaawt;
import javaawtevent;
public class Main
{
public static void main(String[] argus)
{
Landmine Zhang = new Landmine();
}
}
//
// Landmine类 主界面
class Landmine extends JFrame
{
static Resources resources = new Resources();
Playing listener = new Playing(this); //主要监听者,监听地雷面板的动作
Help helpListener = new Help(this); //辅助监听者,监听“帮助”、“关于”
JPanel landminePanel = new JPanel(); //创建地雷面板
JPanel topPanel = new JPanel(); //创建顶部面板
JPanel lowerPanel = new JPanel(); //创建底部面板
public static MyButton [][] lei; //主区按钮组
public static int numberOfUnflaged ; //剩余的雷数,显示在topPanel上,用于提示用户
public static int numberOfClicked; //已经翻开的格子数,当数字数字到"总格子数—雷数"时,即胜利
public static int usedTime; //已用时间
public static JLabel numberOfUnflagedLabel = new JLabel(); //创建剩雷数标签
public static JLabel timeLabel = new JLabel();//创建时间标签
public static Timer timer; //创建计时
Keylistener keyListener = new Keylistener(this);
public Landmine()
{
super("扫雷__12版__小老头"); //标题
setBounds(300,90,800,800); //设置窗口位置和大小
setDefaultCloseOperation(JFrameEXIT_ON_CLOSE);//最大化、最小化、关闭按钮
BorderLayout ff = new BorderLayout(); //创建布局管理器
setLayout(ff); //关联布局管理器
setResizable(false); //禁止改变窗口大小
/初始化一些数据/
numberOfClicked = 0;
numberOfUnflaged = 40;
usedTime = 0;
/设置顶部面板/
numberOfUnflagedLabelsetText("剩余雷数:"+numberOfUnflaged);//显示剩余雷数
numberOfUnflagedLabelsetFont(resourcesfontOne);//设置剩雷数标签字体
numberOfUnflagedLabelsetIcon(resourcesbombIconForLabel);//剩雷数标签图标(地雷形)
topPaneladd(numberOfUnflagedLabel); //剩雷数标签加入topPanel
timeLabelsetText("用时:" + usedTime); //显示剩余时间
timeLabelsetFont(resourcesfontOne); //设置时间标签字体
timeLabelsetIcon(resourcesclockIcon); //设置时间标签图标
topPaneladd(timeLabel); //时间标签加入topPanel
add(topPanel,BorderLayoutNORTH); //加入主面板上部
timer = new Timer(1000,new TimerListener());//计算器注册监听者
/设置底部面板/
JButton aboutJB = new JButton("关于"); //创建“关于”按钮
JButton helpJB = new JButton("求救"); //创建“求救”按钮
helpJBaddActionListener(helpListener); //"求救"按钮加入监听者
aboutJBaddActionListener(helpListener);//"关于"按钮加入监听者
helpJBaddKeyListener(keyListener);
aboutJBaddKeyListener(keyListener); //注册按键监听
lowerPaneladd(aboutJB); //“关于”按钮加入lowerPanel
lowerPaneladd(helpJB); //“帮助”按钮加入lowerPanel
add(lowerPanel,BorderLayoutSOUTH);
/设置地雷面板/
GridLayout dd = new GridLayout(16,16);
landminePanelsetLayout(dd); //布局管理
lei = new MyButton[18][18];
for(int i=0; i<18; ++i)
{//创建下标0—17的按钮,1818矩阵
for(int j=0; j<18; ++j)
{
lei[i][j] = new MyButton(i,j);
}
}
for(int i=1; i<17; ++i)
{//将下标1-16的按钮,加入面板、设置图标、翻开标记为假、加入监听者
for(int j=1; j<17; ++j)
{
landminePaneladd(lei[i][j]); //按钮加入地雷面板
lei[i][j]setIcon(resourcessmallIcon); //设置按钮图标
lei[i][j]isClicked = false; //翻开标记设置为 假lei[i][j]setIcon(dead);
lei[i][j]addActionListener(listener); //加入监听者
lei[i][j]addMouseListener(listener); //加入鼠标事件监听者
lei[i][j]addKeyListener(keyListener); //按钮注册按键监听,当焦点在按钮上是能监听按键
}
}
add(landminePanel,BorderLayoutCENTER); //landminePanel加入主框架中央
addLandmine(); //布雷
timerstart(); //启动计时器
setVisible(true);//显示之
}
/布雷/
public static void addLandmine()
{//随机将40的按钮的是否为雷的标记isBomb设为真
for(int count = 0; count<40; /blank/)
{
int i = (int)(Mathrandom()100 % 16 +1 ) ;
int j = (int)(Mathrandom()100 % 16 +1 ) ;
if(lei[i][j]isBomb == false)
{
lei[i][j]isBomb = true;
count++;
}
}
}
class TimerListener implements ActionListener
{//内部类,时间监听
public void actionPerformed(ActionEvent e)
{
usedTime++;
timeLabelsetText("用时:" + usedTime);
}
}
}
//
// Playing类 执行主要游戏 *** 作
class Playing implements ActionListener,MouseListener
{
static Resources resources = new Resources();
public static Landmine gui;
public Playing(Landmine in )
{
gui = in;
}
public void actionPerformed(ActionEvent event)
{
MyButton receive = (MyButton)eventgetSource();
if(receiveisBomb)
{//如果翻到了雷。。
for(int i=1; i<17; ++i)
{//将所有的雷图标设为 “地雷”
for(int j=1; j<17; ++j)
{
if(guilei[i][j]isBomb)
guilei[i][j]setIcon(resourcesbombIcon);
}
}
receivesetIcon(resourcesdeadIcon);//将踩到的地雷图标设为 “衰”
guitimerstop(); //停止计时器
JOptionPaneshowMessageDialog(null,"小朋友,你挂了…","失败!",
JOptionPaneINFORMATION_MESSAGE,
resourcesdeadIcon);//提示失败
int yourChose = JOptionPaneshowConfirmDialog(null,"你可能是一不小心点错了,再来一局?" );
if(yourChose == JOptionPaneOK_OPTION)
{//点击“是”时
replay();
}
else
{//点击 “否” 或 “取消” 时退出程序
Systemexit(0);
}
}
else if(receiveisClicked ==false)
{//未翻到雷
showBombNumber(receive);
}
}
public static void showBombNumber(MyButton in)
{//翻开点击的按钮
int numberOfLandmine = 0;//记录雷的个数
inisClicked = true; //翻开标记设为真
/检测周围8个方块是否为雷/
if(guilei[innum_x-1][innum_y-1]isBomb == true) numberOfLandmine++;//左上
if(guilei[innum_x][innum_y-1]isBomb == true) numberOfLandmine++; //上
if(guilei[innum_x+1][innum_y-1]isBomb == true) numberOfLandmine++;//右上
if(guilei[innum_x+1][innum_y]isBomb == true) numberOfLandmine++; //右
if(guilei[innum_x+1][innum_y+1]isBomb == true) numberOfLandmine++;//右下
if(guilei[innum_x][innum_y+1]isBomb == true) numberOfLandmine++; //下
if(guilei[innum_x-1][innum_y+1]isBomb == true) numberOfLandmine++;//左下
if(guilei[innum_x-1][innum_y]isBomb == true) numberOfLandmine++; //左
insetIcon(new ImageIcon("images/"+numberOfLandmine+"png"));//根据周围的雷数显示数字图标
guinumberOfClicked++;//翻开格子数+1
if(guinumberOfClicked==216)
{//翻开216个格子时游戏成功,用户选择是否再来一局
int yourChoice = JOptionPaneshowConfirmDialog(null,"恭喜你成功了!再来一盘吗?");
if(yourChoice == JOptionPaneOK_OPTION)
replay();
else
Systemexit(0);
}
if(numberOfLandmine==0)
{//如果周围无雷,则将周围未翻开格子的全部翻开
if(guilei[innum_x-1][innum_y-1]isClicked == false)
showBombNumber(guilei[innum_x-1][innum_y-1]);
if(guilei[innum_x][innum_y-1]isClicked == false)
showBombNumber(guilei[innum_x][innum_y-1]);
if(guilei[innum_x+1][innum_y-1]isClicked == false)
showBombNumber(guilei[innum_x+1][innum_y-1]);
if(guilei[innum_x+1][innum_y]isClicked == false)
showBombNumber(guilei[innum_x+1][innum_y]);
if(guilei[innum_x+1][innum_y+1]isClicked == false)
showBombNumber(guilei[innum_x+1][innum_y+1]);
if(guilei[innum_x][innum_y+1]isClicked == false)
showBombNumber(guilei[innum_x][innum_y+1]);
if(guilei[innum_x-1][innum_y+1]isClicked == false)
showBombNumber(guilei[innum_x-1][innum_y+1]);
if(guilei[innum_x-1][innum_y]isClicked == false)
showBombNumber(guilei[innum_x-1][innum_y]);
}
}
public static void replay()
{//重新开始
guidispose(); //释放框架资源
guitimerstop(); //终止计时器
Landmine ff = new Landmine();//重新创建一个主类的实例
//这几条语句实现了重新开始————关闭上一个窗口,重新开启一个
//但是这种方法会造成内存的浪费,一个改进的方法是不关闭当年窗口,而是将当前窗口重新初始化
}
public void mousePressed(MouseEvent e)
{//当鼠标右键点击时自动调用此函数
int mods = egetModifiers();
MyButton receive = (MyButton)egetSource();
if((mods & InputEventBUTTON3_MASK) != 0)
{//鼠标右键
if(receiveisClicked == false)
{
receiveisRight = receiveisRight false : true;//改变receiveisRight的值
if(receiveisRight)
{//如果添加标记,则剩余雷数-1,设置标签为“旗帜”
guinumberOfUnflaged--;
receivesetIcon(resourcesflagIcon);
}
else
{//如果清除标记,则剩余雷数+1,设置标签为“未翻开”
guinumberOfUnflaged++;
receivesetIcon(resourcessmallIcon);
}
guinumberOfUnflagedLabelsetText("剩余雷数:"+guinumberOfUnflaged);
//更新剩余雷数标签
}
}
}
public void mouseReleased(MouseEvent e){}
public void mouseExited(MouseEvent e) {}
public void mouseClicked(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
}
//
// Help类,响应“关于”、“求救”
class Help implements ActionListener
{
static Resources resources = new Resources();
public static Landmine gui;
public Help(Landmine in)
{
gui = in ;
}
public void actionPerformed(ActionEvent event)
{
if(eventgetActionCommand()=="关于")
JOptionPaneshowMessageDialog(null,"扫雷12版。。小老头出品");
if(eventgetActionCommand()=="求救")
help();
}
public static void help()
{//求救
int stopNumber = (int)(Mathrandom() guinumberOfUnflaged + 1 );
int count = 0;
for(int i=1; i<17;++i )
{
for(int j=1; j<17; ++j)
{
if( guilei[i][j]isBomb && !guilei[i][j]isClicked && !guilei[i][j]isRight )
{
count++;
}
if(count == stopNumber)
{
guilei[i][j]setIcon(resourcesbadIcon);
return;
}
}
}
}
}
//
// Keylistener类,响应键盘事件
class Keylistener implements KeyListener
{
static Resources resources = new Resources();
Landmine gui;
public Keylistener(Landmine in)
{
gui = in;
}
public void keyPressed(KeyEvent e)
{//有键按下时自动执行该方法
if(egetKeyCode() == KeyEventVK_UP)
{//按键为 向上 时,将所有未标记的地雷显示出
for(int i=1; i<17; ++i)
{
for(int j=1; j<17; ++j)
{
if(guilei[i][j]isBomb && !guilei[i][j]isRight)
guilei[i][j]setIcon(resourcesbadIcon);
}
}
}
if(egetKeyCode() == KeyEventVK_DOWN)
{//按键为 向下 时,将所有未标记的地雷恢复为未点击的图标
for(int i=1; i<17; ++i)
{
for(int j=1; j<17; ++j)
{
if(guilei[i][j]isBomb && !guilei[i][j]isRight)
guilei[i][j]setIcon(resourcessmallIcon);
}
}
}
}
public void keyReleased(KeyEvent e){}
public void keyTyped(KeyEvent e){}
}
//
// 按钮类 MyBtton
class MyButton extends JButton
{
public int num_x,num_y; //第几号方块
public boolean isBomb; //是否为雷
public boolean isClicked; //是否被点击
public int BombFlag; //探雷标记
public boolean isRight; //是否点击右键
public MyButton(int x, int y)
{
BombFlag = 0;
num_x = x;
num_y = y;
isBomb = false;
isClicked = true;
isRight = false;
}
}
//
// 资源类 其他类中用到的图标,字体等
class Resources
{
public static ImageIcon deadIcon;
public static ImageIcon smallIcon;
public static ImageIcon clockIcon;
public static ImageIcon bombIcon;
public static ImageIcon flagIcon;
public static ImageIcon badIcon;
public static ImageIcon bombIconForLabel;
public static Font fontOne;
public Resources()
{
deadIcon = new ImageIcon("images/deadgif");
smallIcon = new ImageIcon("images/smallIconpng");
clockIcon = new ImageIcon("images/clock2png");
bombIcon = new ImageIcon("images/bombpng");
flagIcon = new ImageIcon("images/flag_2png");
badIcon = new ImageIcon("images/badgif");
bombIconForLabel = new ImageIcon("images/bombForLabelgif");
fontOne = new Font("null",FontBOLD,20);
}
}
太复杂,我分成几部分试着做一下
首先是画棋盘,定义两个二维数组来表示每个棋子的状态和棋子周围的雷数,用于显示。
//画棋盘 a表示棋子是否已被翻开,b表示附近的雷数bool MakeMap(bool a[9][9],int b[9][9])
{
int i=0,j=0;
for(i=0;i<9;i++)
{
for(j=0;j<9;j++)
{
if(a[i][j]) printf("%d ",b[i][j]);
else printf("# ");
}
printf("\n");
}
return true;
}
我觉得数组更好
先建立int map[10][10]的数组,并全部初始化为10
然后随机埋雷被埋雷的格子=19,雷的周边元素++,
这样,一张地图就做好了
然后每点一个格子,就-10
若值在大于10则不用-10
若点中10,即:空白点
则将全图扫描一次,凡是和10接触的格子全部点开,并用一个变量count记录该次扫描点开的新格子数,若count>0,则再扫描一次,若count=0,则不再扫描
当然这是比较笨的办法,不过反正格子数也不多,笨点也没关系
用搜索的办法的话编程会麻烦点,纠正1楼 无谓之光 的说法,应该是搜索8个方向才对
我的原则是:能用数组解决的坚决不用链表,数组就是天然的链表
创建雷的地图的:
int map[9][9];
for (i=0;i<9;i++)
for(j=0;j<9;j++)
{
if ((rand()%100)>50)
{
//设置这个格子为雷,然后雷周围数字+1
}
}
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