C#带你玩扫雷(附源码)

扫雷游戏,大家都应该玩过吧!其实规则也很简单,可是我们想自己实现一个扫雷,我们应该怎么做呢?

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C#带你玩扫雷(附源码)

Step1: 知晓游戏原理

扫雷就是要把所有非地雷的格子揭开即胜利;踩到地雷格子就算失败。游戏主区域由很多个方格组成。使用鼠标左键随机点击一个方格,方格即被打开并显示出方格中的数字;方格中数字则表示其周围的8个方格隐藏了几颗雷;如果点开的格子为空白格,即其周围有0颗雷,则其周围格子自动打开;如果其周围还有空白格,则会引发连锁反应;在你认为有雷的格子上,点击右键即可标记雷;如果一个已打开格子周围所有的雷已经正确标出,则可以在此格上同时点击鼠标左右键以打开其周围剩余的无雷格。

1代表1的上下左右及斜角合计有一颗雷,依次轮推,2则有2颗,3则有3颗..

在确实是炸弹的方格上点了旗子,就安全了,不是炸弹的被点了旗子,后面会被炸死的..问号就先不确定这里有没有炸弹,不会存在点错了被炸死的状况..

Step2:由step1可知,游戏由格子组成,翻译成代码语言就叫做数组,也就是游戏地图就是一个二维数组。格子对象,格子的值即当前雷的数量,那么此时我们暂定雷的数字标识为-1。除此之外,格子对象还有是否被显示,显示当前雷数量等属性,那么我们大概可以定义这样一个类:

 public class CellBlockRole
  {
    /// 
    /// 位于游戏地图中的坐标点X
    /// 
    public int X { get; set; }

    /// 
    /// 位于游戏地图中的坐标点Y
    /// 
    public int Y { get; set; }

    /// 
    /// 是否展示最后格子所代表的结果
    /// 
    public bool IsShowResult { get; set; } = false;

    /// 
    /// 是否计算数字结果
    /// 
    public bool IsComputeResult { get; set; } = false;

    /// 
    /// 是否已经展示过计算结果了
    /// 
    public bool IsHasShowComputed { get; set; } = false;

    /// 
    /// 当前的格子的角色数字, -1:地雷,其他当前雷的数量
    /// 
    public int Number { set; get; } = 0;

    /// 
    /// 是否被Flag标识
    /// 
    public bool IsFlag { get; set; } = false;

    /// 
    /// 是否是雷
    /// 
    public bool IsBoom => Number == -1;

  }

绘制游戏UI画面,见代码:

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
  {

    /// 
    /// 游戏结束事件
    /// 
    public event OnGameOverDelegate OnGameOverEvent;

    /// 
    /// 当一个格子被点击时,显示当前数字的事件
    /// 
    public event OnShowANumberDelegate OnShowANumberEvent;

    /// 
    /// 发布当前游戏的时间
    /// 
    public event OnPublishGameTimeDelegate OnPublishGameTimeEvent;

    /// 
    /// 游戏绘制地图的每个格子的大小
    /// 
    public static readonly int CellSize = 40;

    /// 
    /// 游戏规模N*N
    /// 
    public static readonly int GameCellCount = 10;

    /// 
    /// 移动方向坐标点改变的数组
    /// 
    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}
    };

    /// 
    /// 随机数雷生成对象
    /// 
    private static readonly Random random = new Random(Guid.NewGuid().GetHashCode());
    /// 
    /// 游戏地图标识数组
    /// 
    private CellBlockRole[][] gameMap = new CellBlockRole[GameCellCount][];

    /// 
    /// 雷的数量,默认为10
    /// 
    public int BoomCount { get; set; } = 10;

    /// 
    /// 游戏开始时间
    /// 
    private DateTime gameStartTime;

    /// 
    /// 计时定时器
    /// 
    private System.Windows.Forms.Timer gameTimer = new System.Windows.Forms.Timer();

    public GameView()
    {
      InitializeComponent();
      SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
      SetStyle(ControlStyles.AllPaintingInWmPaint, true);
      InitGame(); //默认游戏已经开始
      SetGameTimer(); //设置游戏定时器
    }

    private void GameView_Paint(object sender, PaintEventArgs e)
    {
      Width = GameCellCount + 1 + GameCellCount * CellSize;
      Height = GameCellCount + 1 + GameCellCount * CellSize;
      //绘制游戏界面
      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: //数字
                  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: //鼠标左键
          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: //鼠标右键
          break;
      }
    }

    /// 
    /// 初始化游戏
    /// 
    private void InitGame()
    {
      new Thread(() =>
      {
        InitGameMap();
        GenerateBooms();
        if (this.InvokeRequired)
        {
          MethodInvoker del = Invalidate;
          this.Invoke(del);
        } else
        {
          Invalidate();
        }
      }).Start();
    }

    /// 
    /// 设置游戏定时器
    /// 
    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));
      };
    }

    /// 
    /// 初始化游戏地图
    /// 
    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();
    }

    /// 
    /// 重置游戏地图
    /// 
    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();
    }

    /// 
    /// 随机生成一些地雷
    /// 
    public void GenerateBooms()
    {
      for (int i = 0; i < BoomCount; i++)
      {
        int boomNumberIndex = random.Next(0, GameCellCount * GameCellCount - 1); //生成随机数的范围
        int boomX = boomNumberIndex % GameCellCount,
          boomY = boomNumberIndex / GameCellCount;
        if (gameMap[boomY][boomX].Number == 0)
          gameMap[boomY][boomX].Number = -1; //-1表示雷
        else // 已经存在雷了,所以要重新处理
          i--;
      }
      MakeAllNumberComputeInCellRole(0, 0); //默认从坐标(0,0)开始
    }

    /// 
    /// 显示所有的格子的信息
    /// 
    private void ShowAllCellBlockRoleNumber()
    {
      for (int i = 0; i < GameCellCount; i++)
      {
        for (int j = 0; j < GameCellCount; j++)
        {
          gameMap[i][j].IsShowResult = true;
        }
      }
    }

    /// 
    /// 显示某点周边所有格子的数字
    /// 
    /// X轴坐标
    /// Y轴坐标
    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) //如果周围没有雷,则翻开所有8个方向的相关数字
      {
        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) //防止坐标溢出
          {
            gameMap[ry][rx].IsShowResult = true;
            if (!gameMap[ry][rx].IsHasShowComputed && gameMap[ry][rx].Number == 0)
              ShowNeiborhoodCellRolesByPosi(rx, ry);
          }
        }
      }
    }

    /// 
    /// 获取某点附近的雷数量
    /// 
    /// X轴坐标点
    /// Y轴坐标点
    /// 
    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) //防止坐标溢出
        {
          boomCount++;
        }
      }
      return boomCount;
    }

    /// 
    /// 计算每个格子的数字标识
    /// 
    /// X轴坐标
    /// Y轴坐标
    private void MakeAllNumberComputeInCellRole(int posiX, int posiY)
    {
      int boomCount = GetBoomCountInNeiborhood(posiX, posiY);
      if (boomCount != 0) //如果周围没有雷,则计算周围的8个方向的格子
      {
        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) //防止坐标溢出
        {
          MakeAllNumberComputeInCellRole(rx, ry);
        }
      }
    }

  }

}

主要代码已经实现,现已知现有代码的定时器由问题,暂时不支持Flag(旗子标识)。当然代码中还有其他不足的地方,游戏持续优化中。。。

源代码地址:MineSweeper-CShape_jb51.rar

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持创新互联。


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