1、奇次按下表示雷,偶数按下表示对上次的否定。 结束:左键按到雷结束,找出全部雷结束。在游戏开始后,雷区上方有两个计数器。右边的计数器显示用户扫雷所花费的总时间,以秒为单位;左边的计数器显示当前还剩余多少个雷方块。2.2 设计流程图图13.详细设计3.1界面设置在vc+运行环境下编写程序并调试,最终实现的游戏界面为图2所示,点击鼠标可开始游戏。图23.2功能设计3.2.1 布雷随即获取一个状态为非雷的点,将它的属性标志为雷,重复这样的工作,直到布下足够的雷为止,其流程图如图3所示。图3在CMineWnd类中添加游戏的布雷模块的处理函数,其具体实现代码如下所示。void CMineWnd:LayMi
2、nes(UINT row, UINT col)/埋下随机种子 srand( (unsigned)time( NULL ) ); UINT i, j; for(UINT index = 0; index uRow, m_pOldMine-uCol); if (m_uGameState = GS_WAIT) m_uBtnState = BUTTON_NORMAL; Invalidate(); ReleaseCapture(); return; /假若周围已经标识的雷周围真正的雷数,拓展 if (m_pOldMine-uState != STATE_FLAG) OpenAround(m_pOldMi
3、ne- if (ErrorAroundFlag(m_pOldMine-uCol) Dead(m_pOldMine- else /如果游戏尚未开始,点击左键启动游戏 if (m_uGameState = GS_WAIT) if (m_uTimer) KillTimer(ID_TIMER_EVENT); m_uTimer = 0; m_uSpendTime = 1; if (m_bSoundful) sndPlaySound(LPCTSTR)LockResource(m_pSndClock), SND_MEMORY | SND_ASYNC | SND_NODEFAULT); /启动定时器 m_uT
4、imer = SetTimer(ID_TIMER_EVENT, 1000, NULL); /布雷 LayMines(m_pOldMine- /改变游戏状态为运行/GS_RUN m_uGameState = GS_RUN;uOldState = STATE_NORMAL) /当该雷区域为正常未作标记才打开 /如果该区域为雷,则死亡 if (IsMine(m_pOldMine-uCol) Dead(m_pOldMine- ReleaseCapture(); return; /不是雷的时候,获取其周围的雷数目 around = GetAroundNum(m_pOldMine- / 如果为空白区域,拓
5、展,否则打开该区域(显示周围有多少雷数) if (around = 0) ExpandMines(m_pOldMine- else DrawDownNum(m_pOldMine, around); else if (m_pOldMine-uOldState = STATE_DICEY) /标志为“?”问号的时候 m_pOldMine-uState = STATE_DICEY; /判断是否为胜利 if (Victory() break; case GS_VICTORY: case GS_DEAD: ReleaseCapture(); return; default : m_uBtnState =
6、 BUTTON_NORMAL; Invalidate(); else /点击非雷区域 if (m_uGameState = GS_WAIT | m_uGameState = GS_RUN) m_uBtnState = BUTTON_NORMAL; InvalidateRect(rcBtn); ReleaseCapture(); CWnd:OnLButtonUp(nFlags, point);/拓展操作的实现代码ExpandMines(UINT row, UINT col) UINT minRow = (row = 0) ? 0 : row - 1; UINT maxRow = row + 2;
7、 UINT minCol = (col = 0) ? col - 1; UINT maxCol = col + 2; UINT around = GetAroundNum(row, col); /显示该区域的方块状态 m_pMinesrowcol.uState = 15 - around; m_pMinesrowcol.uOldState = 15 - around; / “打开”该区域,重绘 DrawSpecialMine(row, col); /对周围一个雷都没有的空白区域 if (around = 0) for (i = minRow; i maxRow; i+) for (j = mi
8、nCol; j uRow, m_pNewMine- else switch(m_pNewMine-uState) /普通状态 case STATE_NORMAL: m_pNewMine-uState = STATE_FLAG;uOldState = STATE_FLAG; m_nLeaveNum-; break; /标记状态 case STATE_FLAG:uOldState = STATE_DICEY; m_nLeaveNum+; /未知状态 case STATE_DICEY:uState = STATE_NORMAL;uOldState = STATE_NORMAL; default:On
9、RButtonDown(nFlags, point);附录3:绘制雷区的函数代码DrawMineArea(CPaintDC &dc) CDC dcMemory; /用作内存设备 /源设备 dcMemory.CreateCompatibleDC(&dc); /使得这个设备与dc兼容 /dc是目标设备 dcMemory.SelectObject(m_bmpMine); /将内存设备与位图资源关联 for (UINT i = 0; im_uYNum; for (UINT j = 0; jm_uXNum; /根据ij区域的雷方块状态拷贝相应的图像到ij雷区的特定区域 dc.StretchBlt(MIN
10、EAREA_FRAME_X+16*j, MINEAREA_FRAME_Y+16*i, 16, 16, &dcMemory, 0, 16*m_pMinesij.uState, 16, 16, SRCCOPY);附录4:雷区、笑脸按钮、3D效果外壳和数字图像的绘制代码OnPaint() CPaintDC dc(this); /创建一个CPaintDC类型的用以屏幕显示的dc设备 /参数是指向当前框架窗口 / 内存设备 CBitmap bitmap; /创建临时的位图资源 if (!dc.IsPrinting() /判断不是使用打印机来进行绘制工作 / 使内存设备与dc设备兼容 if (dcMemory.CreateCompatibleDC(&dc) / 使得bitmap与实际显示的dc设备兼容 if(bitmap.CreateCompatibleBitmap(&dc,m_rcClient.right,m_rcClient.bottom) / 内存设备选择物件位图 dcMemory.SelectObject(&bitmap); /绘制背景框 dcMemory.FillRect(&m_rcClient, &m_brsBG); DrawButton(CPaintDC&) dcMemory);/笑脸按钮绘图 DrawNumber(CPaintDC&/数字图像绘图 DrawShel
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