如何编写一个扫雷速度最快的自动扫雷程序

如何编写一个扫雷速度最快的自动扫雷程序,第1张

#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

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

}

}

以上就是关于如何编写一个扫雷速度最快的自动扫雷程序全部的内容,包括:如何编写一个扫雷速度最快的自动扫雷程序、JAVA,编一个游戏小游戏,比如扫雷,这个程序大概的代码是什么,谁能教教我我比较笨,但是我认学。、C语言编一个9*9的扫雷游戏程序,跟网上那些不一样,求大神给个正确的答案等相关内容解答,如果想了解更多相关内容,可以关注我们,你们的支持是我们更新的动力!

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