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掃雷游戲,大家都應該玩過吧!其實規則也很簡單,可是我們想自己實現一個掃雷,我們應該怎么做呢?
Step1: 知曉游戲原理
掃雷就是要把所有非地雷的格子揭開即勝利;踩到地雷格子就算失敗。游戲主區域由很多個方格組成。使用鼠標左鍵隨機點擊一個方格,方格即被打開并顯示出方格中的數字;方格中數字則表示其周圍的8個方格隱藏了幾顆雷;如果點開的格子為空白格,即其周圍有0顆雷,則其周圍格子自動打開;如果其周圍還有空白格,則會引發連鎖反應;在你認為有雷的格子上,點擊右鍵即可標記雷;如果一個已打開格子周圍所有的雷已經正確標出,則可以在此格上同時點擊鼠標左右鍵以打開其周圍剩余的無雷格。
1代表1的上下左右及斜角合計有一顆雷,依次輪推,2則有2顆,3則有3顆..
在確實是炸彈的方格上點了旗子,就安全了,不是炸彈的被點了旗子,后面會被炸死的..問號就先不確定這里有沒有炸彈,不會存在點錯了被炸死的狀況..
Step2: 由step1可知,游戲由格子組成,翻譯成代碼語言就叫做數組,也就是游戲地圖就是一個二維數組。格子對象,格子的值即當前雷的數量,那么此時我們暫定雷的數字標識為-1。除此之外,格子對象還有是否被顯示,顯示當前雷數量等屬性,那么我們大概可以定義這樣一個類:
public class CellBlockRole { /// <summary> /// 位于游戲地圖中的坐標點X /// </summary> public int X { get; set; } /// <summary> /// 位于游戲地圖中的坐標點Y /// </summary> public int Y { get; set; } /// <summary> /// 是否展示最后格子所代表的結果 /// </summary> public bool IsShowResult { get; set; } = false; /// <summary> /// 是否計算數字結果 /// </summary> public bool IsComputeResult { get; set; } = false; /// <summary> /// 是否已經展示過計算結果了 /// </summary> public bool IsHasShowComputed { get; set; } = false; /// <summary> /// 當前的格子的角色數字, -1:地雷,其他當前雷的數量 /// </summary> public int Number { set; get; } = 0; /// <summary> /// 是否被Flag標識 /// </summary> public bool IsFlag { get; set; } = false; /// <summary> /// 是否是雷 /// </summary> public bool IsBoom => Number == -1; }
繪制游戲UI畫面,見代碼:
using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; using SweeperLibrary.Properties; using Timer = System.Threading.Timer; namespace SweeperLibrary { public delegate void OnGameOverDelegate(); public delegate void OnShowANumberDelegate(); public delegate void OnPublishGameTimeDelegate(string timeDescription); public partial class GameView : UserControl { /// <summary> /// 游戲結束事件 /// </summary> public event OnGameOverDelegate OnGameOverEvent; /// <summary> /// 當一個格子被點擊時,顯示當前數字的事件 /// </summary> public event OnShowANumberDelegate OnShowANumberEvent; /// <summary> /// 發布當前游戲的時間 /// </summary> public event OnPublishGameTimeDelegate OnPublishGameTimeEvent; /// <summary> /// 游戲繪制地圖的每個格子的大小 /// </summary> public static readonly int CellSize = 40; /// <summary> /// 游戲規模N*N /// </summary> public static readonly int GameCellCount = 10; /// <summary> /// 移動方向坐標點改變的數組 /// </summary> public static readonly int[][] MoveDirectionPoints = { new[]{-1, -1}, new[] {0, -1}, new[] {1, -1}, new[] {1, 0}, new[] {1, 1}, new[] {0, 1}, new[] {-1, 1}, new[] {-1, 0} }; /// <summary> /// 隨機數雷生成對象 /// </summary> private static readonly Random random = new Random(Guid.NewGuid().GetHashCode()); /// <summary> /// 游戲地圖標識數組 /// </summary> private CellBlockRole[][] gameMap = new CellBlockRole[GameCellCount][]; /// <summary> /// 雷的數量,默認為10 /// </summary> public int BoomCount { get; set; } = 10; /// <summary> /// 游戲開始時間 /// </summary> private DateTime gameStartTime; /// <summary> /// 計時定時器 /// </summary> private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer(); public GameView() { InitializeComponent(); SetStyle(ControlStyles.OptimizedDoubleBuffer, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); InitGame(); //默認游戲已經開始 SetGameTimer(); //設置游戲定時器 } private void GameView_Paint(object sender, PaintEventArgs e) { Width = GameCellCount + 1 + GameCellCount * CellSize; Height = GameCellCount + 1 + GameCellCount * CellSize; //繪制游戲界面 Graphics graphics = e.Graphics; graphics.Clear(Color.WhiteSmoke); if (gameMap != null && gameMap.Length > 0 && gameMap[0] != null && gameMap[0].Length > 0) { for (int y = 0; y < GameCellCount; y++) { for (int x = 0; x < GameCellCount; x++) { int dx = x + 1 + x * CellSize, dy = y + 1 + y * CellSize; CellBlockRole cellBlockRole = gameMap[y][x]; graphics.FillRectangle(new SolidBrush(cellBlockRole.IsShowResult ? Color.LightSlateGray : Color.WhiteSmoke), dx, dy, CellSize, CellSize); graphics.DrawRectangle(new Pen(Color.LightGray), dx, dy, CellSize, CellSize); if (cellBlockRole.IsShowResult && cellBlockRole.Number != 0) { switch (cellBlockRole.Number) { case -1: //雷 graphics.DrawImage(Image.FromHbitmap(Resources.boom.GetHbitmap()), new RectangleF(dx, dy, CellSize, CellSize)); break; default: //數字 string drawText = cellBlockRole.Number.ToString(); Font textFont = new Font(FontFamily.GenericSansSerif, 12, FontStyle.Bold); SizeF textSize = graphics.MeasureString(drawText, textFont); graphics.DrawString(drawText, textFont, new SolidBrush(Color.White), dx + (CellSize - textSize.Width) / 2, dy + (CellSize - textSize.Height) / 2); break; } } } } } } private void GameView_MouseDown(object sender, MouseEventArgs e) { int px = (e.X - 1) / (CellSize + 1), py = (e.Y - 1) / (CellSize + 1); switch (e.Button) { case MouseButtons.Left: //鼠標左鍵 if (!gameMap[py][px].IsShowResult) { if (gameMap[py][px].IsBoom) { new Thread(() => { ShowAllCellBlockRoleNumber(); if (this.InvokeRequired) { MethodInvoker del = Invalidate; this.Invoke(del); } else { Invalidate(); } }).Start(); gameTimer.Stop(); OnGameOverEvent?.Invoke(); } else { new Thread(() => { ShowNeiborhoodCellRolesByPosi(px, py); if (this.InvokeRequired) { MethodInvoker del = Invalidate; this.Invoke(del); } else { Invalidate(); } }).Start(); OnShowANumberEvent?.Invoke(); } } break; case MouseButtons.Right: //鼠標右鍵 break; } } /// <summary> /// 初始化游戲 /// </summary> private void InitGame() { new Thread(() => { InitGameMap(); GenerateBooms(); if (this.InvokeRequired) { MethodInvoker del = Invalidate; this.Invoke(del); } else { Invalidate(); } }).Start(); } /// <summary> /// 設置游戲定時器 /// </summary> private void SetGameTimer() { gameTimer.Interval = 1000; gameTimer.Enabled = true; gameTimer.Tick += (sender, args) => { long dMillisecond = DateTime.Now.Millisecond - gameStartTime.Millisecond; long hour = dMillisecond / 60 / 60 / 1000; long minute = (dMillisecond - hour * (60 * 60 * 1000)) / (60 * 1000); long second = ((dMillisecond - hour * (60 * 60 * 1000)) % (60 * 1000)) / 1000; OnPublishGameTimeEvent?.Invoke((hour > 0 ? (hour > 9 ? hour.ToString() : "0" + hour) + ":" : "") + (minute > 9 ? minute.ToString() : "0" + minute) + ":" + (second > 9 ? second.ToString() : "0" + second)); }; } /// <summary> /// 初始化游戲地圖 /// </summary> private void InitGameMap() { for (int i = 0; i < GameCellCount; i++) { gameMap[i] = new CellBlockRole[GameCellCount]; for (int j = 0; j < GameCellCount; j++) { gameMap[i][j] = new CellBlockRole { X = j, Y = i }; } } gameStartTime = DateTime.Now; gameTimer.Start(); } /// <summary> /// 重置游戲地圖 /// </summary> public void ResetGameMap() { new Thread(() => { for (int i = 0; i < GameCellCount; i++) { for (int j = 0; j < GameCellCount; j++) { gameMap[i][j].X = j; gameMap[i][j].Y = i; gameMap[i][j].Number = 0; gameMap[i][j].IsShowResult = false; gameMap[i][j].IsComputeResult = false; gameMap[i][j].IsHasShowComputed = false; } } GenerateBooms(); //生成一些雷 if (this.InvokeRequired) { MethodInvoker del = Invalidate; this.Invoke(del); } else { Invalidate(); } }).Start(); gameStartTime = DateTime.Now; gameTimer.Start(); } /// <summary> /// 隨機生成一些地雷 /// </summary> public void GenerateBooms() { for (int i = 0; i < BoomCount; i++) { int boomNumberIndex = random.Next(0, GameCellCount * GameCellCount - 1); //生成隨機數的范圍 int boomX = boomNumberIndex % GameCellCount, boomY = boomNumberIndex / GameCellCount; if (gameMap[boomY][boomX].Number == 0) gameMap[boomY][boomX].Number = -1; //-1表示雷 else // 已經存在雷了,所以要重新處理 i--; } MakeAllNumberComputeInCellRole(0, 0); //默認從坐標(0,0)開始 } /// <summary> /// 顯示所有的格子的信息 /// </summary> private void ShowAllCellBlockRoleNumber() { for (int i = 0; i < GameCellCount; i++) { for (int j = 0; j < GameCellCount; j++) { gameMap[i][j].IsShowResult = true; } } } /// <summary> /// 顯示某點周邊所有格子的數字 /// </summary> /// <param name="posiX">X軸坐標</param> /// <param name="posiY">Y軸坐標</param> private void ShowNeiborhoodCellRolesByPosi(int posiX, int posiY) { gameMap[posiY][posiX].IsShowResult = true; gameMap[posiY][posiX].IsHasShowComputed = true; int boomCount = GetBoomCountInNeiborhood(posiX, posiY); if (boomCount == 0) //如果周圍沒有雷,則翻開所有8個方向的相關數字 { for (int i = 0; i < MoveDirectionPoints.Length; i++) { int[] itemPosi = MoveDirectionPoints[i]; int rx = posiX + itemPosi[0], ry = posiY + itemPosi[1]; bool isNotOutIndexRange = rx >= 0 && rx < GameCellCount && ry >= 0 && ry < GameCellCount; if (isNotOutIndexRange) //防止坐標溢出 { gameMap[ry][rx].IsShowResult = true; if (!gameMap[ry][rx].IsHasShowComputed && gameMap[ry][rx].Number == 0) ShowNeiborhoodCellRolesByPosi(rx, ry); } } } } /// <summary> /// 獲取某點附近的雷數量 /// </summary> /// <param name="posiX">X軸坐標點</param> /// <param name="posiY">Y軸坐標點</param> /// <returns></returns> private int GetBoomCountInNeiborhood(int posiX, int posiY) { int boomCount = 0; for (int i = 0; i < MoveDirectionPoints.Length; i++) { int[] itemPosi = MoveDirectionPoints[i]; int rx = posiX + itemPosi[0], ry = posiY + itemPosi[1]; bool isNotOutIndexRange = rx >= 0 && rx < GameCellCount && ry >= 0 && ry < GameCellCount; if (isNotOutIndexRange && gameMap[ry][rx].IsBoom) //防止坐標溢出 { boomCount++; } } return boomCount; } /// <summary> /// 計算每個格子的數字標識 /// </summary> /// <param name="posiX">X軸坐標</param> /// <param name="posiY">Y軸坐標</param> private void MakeAllNumberComputeInCellRole(int posiX, int posiY) { int boomCount = GetBoomCountInNeiborhood(posiX, posiY); if (boomCount != 0) //如果周圍沒有雷,則計算周圍的8個方向的格子 { gameMap[posiY][posiX].Number = boomCount; } else { if (!gameMap[posiY][posiX].IsBoom) gameMap[posiY][posiX].Number = 0; } gameMap[posiY][posiX].IsComputeResult = true; for (int i = 0; i < MoveDirectionPoints.Length; i++) { int[] itemPosi = MoveDirectionPoints[i]; int rx = posiX + itemPosi[0], ry = posiY + itemPosi[1]; bool isNotOutIndexRange = rx >= 0 && rx < GameCellCount && ry >= 0 && ry < GameCellCount; if (isNotOutIndexRange && !gameMap[ry][rx].IsComputeResult && !gameMap[ry][rx].IsBoom) //防止坐標溢出 { MakeAllNumberComputeInCellRole(rx, ry); } } } } }
主要代碼已經實現,現已知現有代碼的定時器由問題,暫時不支持Flag(旗子標識)。當然代碼中還有其他不足的地方,游戲持續優化中。。。
源代碼地址:MineSweeper-CShape_jb51.rar
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。
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