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C#带你玩扫雷(附源码)

2019年07月18日  | 移动技术网IT编程  | 我要评论

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?


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
  {
    /// <summary>
    /// 位于游戏地图中的坐标点x
    /// </summary>
    public int x { get; set; }

    /// <summary>
    /// 位于游戏地图中的坐标点y
    /// </summary>
    public int y { get; set; }

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

    /// <summary>
    /// 是否计算数字结果
    /// </summary>
    public bool iscomputeresult { get; set; } = false;

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

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

    /// <summary>
    /// 是否被flag标识
    /// </summary>
    public bool isflag { get; set; } = false;

    /// <summary>
    /// 是否是雷
    /// </summary>
    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
  {

    /// <summary>
    /// 游戏结束事件
    /// </summary>
    public event ongameoverdelegate ongameoverevent;

    /// <summary>
    /// 当一个格子被点击时,显示当前数字的事件
    /// </summary>
    public event onshowanumberdelegate onshowanumberevent;

    /// <summary>
    /// 发布当前游戏的时间
    /// </summary>
    public event onpublishgametimedelegate onpublishgametimeevent;

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

    /// <summary>
    /// 游戏规模n*n
    /// </summary>
    public static readonly int gamecellcount = 10;

    /// <summary>
    /// 移动方向坐标点改变的数组
    /// </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>
    /// 随机数雷生成对象
    /// </summary>
    private static readonly random random = new random(guid.newguid().gethashcode());
    /// <summary>
    /// 游戏地图标识数组
    /// </summary>
    private cellblockrole[][] gamemap = new cellblockrole[gamecellcount][];

    /// <summary>
    /// 雷的数量,默认为10
    /// </summary>
    public int boomcount { get; set; } = 10;

    /// <summary>
    /// 游戏开始时间
    /// </summary>
    private datetime gamestarttime;

    /// <summary>
    /// 计时定时器
    /// </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;
      }
    }

    /// <summary>
    /// 初始化游戏
    /// </summary>
    private void initgame()
    {
      new thread(() =>
      {
        initgamemap();
        generatebooms();
        if (this.invokerequired)
        {
          methodinvoker del = invalidate;
          this.invoke(del);
        } else
        {
          invalidate();
        }
      }).start();
    }

    /// <summary>
    /// 设置游戏定时器
    /// </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>
    /// 初始化游戏地图
    /// </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>
    /// 重置游戏地图
    /// </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>
    /// 随机生成一些地雷
    /// </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
    }

    /// <summary>
    /// 显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>
    /// 显示某点周边所有格子的数字
    /// </summary>
    /// <param name="posix">x轴坐标</param>
    /// <param name="posiy">y轴坐标</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);
          }
        }
      }
    }

    /// <summary>
    /// 获取某点附近的雷数量
    /// </summary>
    /// <param name="posix">x轴坐标点</param>
    /// <param name="posiy">y轴坐标点</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) //防止坐标溢出
        {
          boomcount++;
        }
      }
      return boomcount;
    }

    /// <summary>
    /// 计算每个格子的数字标识
    /// </summary>
    /// <param name="posix">x轴坐标</param>
    /// <param name="posiy">y轴坐标</param>
    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:

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