"扫雷"小游戏C代码
#include<stdio.h>
#include<math.h>
#include<time.h>
#include<stdlib.h>
main( )
{char a[102][102],b[102][102],c[102][102],w
int i,j /*循环变量*/
int x,y,z[999] /*雷的位置*/
int t,s /*标记*/
int m,n,lei /*计数*/
int u,v /*输入*/
int hang,lie,ge,mo /*自定义变量*/
srand((int)time(NULL)) /*启动随机数发生器*/
leb1: /*选择模式*/
printf("\n 请选择模式:\n 1.标准 2.自定义\n")
scanf("%d",&mo)
if(mo==2) /*若选择自定义模式,要输入三个参数*/
{do
{t=0printf("请输入\n行数 列数 雷的个数\n")
scanf("%d%d%d",&hang,&lie,&ge)
if(hang<2){printf("行数太少\n")t=1}
if(hang>100){printf("行数太多\n")t=1}
if(lie<2){printf("列数太少\n")t=1}
if(lie>100){printf("列数太多\n")t=1}
if(ge<1){printf("至少要有一个雷\n")t=1}
if(ge>=(hang*lie)){printf("雷太多了\n")t=1}
}while(t==1)
}
else{hang=10,lie=10,ge=10} /*否则就是选择了标准模式(默认参数)*/
for(i=1i<=gei=i+1) /*确定雷的位置*/
{do
{t=0z[i]=rand( )%(hang*lie)
for(j=1j<ij=j+1){if(z[i]==z[j]) t=1}
}while(t==1)
}
for(i=0i<=hang+1i=i+1) /*初始化a,b,c*/
{for(j=0j<=lie+1j=j+1) {a[i][j]='1'b[i][j]='1'c[i][j]='0'} }
for(i=1i<=hangi=i+1)
{for(j=1j<=liej=j+1) {a[i][j]='+'} }
for(i=1i<=gei=i+1) /*把雷放入c*/
{x=z[i]/lie+1y=z[i]%lie+1c[x][y]='#'}
for(i=1i<=hangi=i+1) /*计算b中数字*/
{for(j=1j<=liej=j+1)
{m=48
if(c[i-1][j-1]=='#')m=m+1if(c[i][j-1]=='#')m=m+1
if(c[i-1][j]=='#')m=m+1 if(c[i+1][j+1]=='#')m=m+1
if(c[i][j+1]=='#')m=m+1 if(c[i+1][j]=='#')m=m+1
if(c[i+1][j-1]=='#')m=m+1if(c[i-1][j+1]=='#')m=m+1
b[i][j]=m
}
}
for(i=1i<=gei=i+1) /*把雷放入b中*/
{x=z[i]/lie+1y=z[i]%lie+1b[x][y]='#'}
lei=ge /*以下是游戏设计*/
do
{leb2: /*输出*/
system("cls")printf("\n\n\n\n")
printf(" ")
for(i=1i<=liei=i+1)
{w=(i-1)/10+48printf("%c",w)
w=(i-1)%10+48printf("%c ",w)
}
printf("\n |")
for(i=1i<=liei=i+1){printf("---|")}
printf("\n")
for(i=1i<=hangi=i+1)
{w=(i-1)/10+48printf("%c",w)
w=(i-1)%10+48printf("%c |",w)
for(j=1j<=liej=j+1)
{if(a[i][j]=='0')printf(" |")
else printf(" %c |",a[i][j])
}
if(i==2)printf(" 剩余雷个数")
if(i==3)printf(" %d",lei)
printf("\n |")
for(j=1j<=liej=j+1){printf("---|")}
printf("\n")
}
scanf("%d%c%d",&u,&w,&v) /*输入*/
u=u+1,v=v+1
if(w!='#'&&a[u][v]=='@')
goto leb2
if(w=='#')
{if(a[u][v]=='+'){a[u][v]='@'lei=lei-1}
else if(a[u][v]=='@'){a[u][v]='?'lei=lei+1}
else if(a[u][v]=='?'){a[u][v]='+'}
goto leb2
}
a[u][v]=b[u][v]
leb3: /*打开0区*/
t=0
if(a[u][v]=='0')
{for(i=1i<=hangi=i+1)
{for(j=1j<=liej=j+1)
{s=0
if(a[i-1][j-1]=='0')s=1if(a[i-1][j+1]=='0')s=1
if(a[i-1][j]=='0')s=1 if(a[i+1][j-1]=='0')s=1
if(a[i+1][j+1]=='0')s=1if(a[i+1][j]=='0')s=1
if(a[i][j-1]=='0')s=1 if(a[i][j+1]=='0')s=1
if(s==1)a[i][j]=b[i][j]
}
}
for(i=1i<=hangi=i+1)
{for(j=liej>=1j=j-1)
{s=0
if(a[i-1][j-1]=='0')s=1if(a[i-1][j+1]=='0')s=1
if(a[i-1][j]=='0')s=1 if(a[i+1][j-1]=='0')s=1
if(a[i+1][j+1]=='0')s=1if(a[i+1][j]=='0')s=1
if(a[i][j-1]=='0')s=1 if(a[i][j+1]=='0')s=1
if(s==1)a[i][j]=b[i][j]
}
}
for(i=hangi>=1i=i-1)
{for(j=1j<=liej=j+1)
{s=0
if(a[i-1][j-1]=='0')s=1if(a[i-1][j+1]=='0')s=1
if(a[i-1][j]=='0')s=1 if(a[i+1][j-1]=='0')s=1
if(a[i+1][j+1]=='0')s=1if(a[i+1][j]=='0')s=1
if(a[i][j-1]=='0')s=1 if(a[i][j+1]=='0')s=1
if(s==1)a[i][j]=b[i][j]
}
}
for(i=hangi>=1i=i-1)
{for(j=liej>=1j=j-1)
{s=0
if(a[i-1][j-1]=='0')s=1if(a[i-1][j+1]=='0')s=1
if(a[i-1][j]=='0')s=1 if(a[i+1][j-1]=='0')s=1
if(a[i+1][j+1]=='0')s=1if(a[i+1][j]=='0')s=1
if(a[i][j-1]=='0')s=1 if(a[i][j+1]=='0')s=1
if(s==1)a[i][j]=b[i][j]
}
}
for(i=1i<=hangi=i+1) /*检测0区*/
{for(j=1j<=liej=j+1)
{if(a[i][j]=='0')
{if(a[i-1][j-1]=='+'||a[i-1][j-1]=='@'||a[i-1][j-1]=='?')t=1
if(a[i-1][j+1]=='+'||a[i-1][j+1]=='@'||a[i-1][j+1]=='?')t=1
if(a[i+1][j-1]=='+'||a[i+1][j-1]=='@'||a[i+1][j-1]=='?')t=1
if(a[i+1][j+1]=='+'||a[i+1][j+1]=='@'||a[i+1][j+1]=='?')t=1
if(a[i+1][j]=='+'||a[i+1][j]=='@'||a[i+1][j]=='?')t=1
if(a[i][j+1]=='+'||a[i][j+1]=='@'||a[i][j+1]=='?')t=1
if(a[i][j-1]=='+'||a[i][j-1]=='@'||a[i][j-1]=='?')t=1
if(a[i-1][j]=='+'||a[i-1][j]=='@'||a[i-1][j]=='?')t=1
}
}
}
if(t==1)goto leb3
}
n=0 /*检查结束*/
for(i=1i<=hangi=i+1)
{for(j=1j<=liej=j+1)
{if(a[i][j]!='+'&&a[i][j]!='@'&&a[i][j]!='?')n=n+1}
}
}
while(a[u][v]!='#'&&n!=(hang*lie-ge))
for(i=1i<=gei=i+1) /*游戏结束*/
{x=z[i]/lie+1y=z[i]%lie+1a[x][y]='#'}
printf(" ")
for(i=1i<=liei=i+1)
{w=(i-1)/10+48printf("%c",w)
w=(i-1)%10+48printf("%c ",w)
}
printf("\n |")
for(i=1i<=liei=i+1){printf("---|")}
printf("\n")
for(i=1i<=hangi=i+1)
{w=(i-1)/10+48printf("%c",w)
w=(i-1)%10+48printf("%c |",w)
for(j=1j<=liej=j+1)
{if(a[i][j]=='0')printf(" |")
else printf(" %c |",a[i][j])
}
if(i==2)printf(" 剩余雷个数")
if(i==3)printf(" %d",lei)printf("\n |")
for(j=1j<=liej=j+1) {printf("---|")}
printf("\n")
}
if(n==(hang*lie-ge)) printf("你成功了!\n")
else printf(" 游戏结束!\n")
printf(" 重玩请输入1\n")
t=0
scanf("%d",&t)
if(t==1)goto leb1
}
/*注:在DEV c++上运行通过。行号和列号都从0开始,比如要确定第0行第9列不是“雷”,就在0和9中间加入一个字母,可以输入【0a9】三个字符再按回车键。3行7列不是雷,则输入【3a7】回车;第8行第5列是雷,就输入【8#5】回车,9行0列是雷则输入【9#0】并回车*/
给你一个完整的扫雷源码#include <conio.h>
#include <graphics.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include "mouse.c"
#define YES 1
#define NO 0
#define XPX 15 /* X pixels by square */
#define YPX 15 /* Y pixels by square */
#define DEFCX 30 /* Default number of squares */
#define DEFCY 28
#define MINE 255-'0' /* So that when it prints, it prints char 0xff */
#define STSQUARE struct stsquare
STSQUARE {
unsigned char value/* Number of mines in the surround squares */
unsigned char sqopen/* Square is open */
unsigned char sqpress/* Square is pressed */
unsigned char sqmark/* Square is marked */
} *psquare
#define value(x,y) (psquare+(x)*ncy+(y))->value
#define sqopen(x,y) (psquare+(x)*ncy+(y))->sqopen
#define sqpress(x,y) (psquare+(x)*ncy+(y))->sqpress
#define sqmark(x,y) (psquare+(x)*ncy+(y))->sqmark
int XST, /* Offset of first pixel X */
YST,
ncx, /* Number of squares in X */
ncy,
cmines, /* Mines discovered */
initmines, /* Number of initial mines */
sqclosed, /* Squares still closed */
maxy/* Max. number of y pixels of the screen */
void Graph_init(void)
void Read_param(int argc, char *argv[])
void Set_mines(int nminas)
void Set_square(int x, int y, int status)
void Mouse_set(void)
void Draw_squares(void)
int Do_all(void)
void Blow_up(void)
void Open_square(int x, int y)
int Open_near_squares(int x, int y)
/************************************************************************/
void main(int argc, char *argv[])
{
if (!mouse_reset()) {
cputs(" ERROR: I can't find a mouse driver\r\n")
exit(2)
}
Graph_init()
Read_param(argc, argv)
Mouse_set()
do {
randomize()
cleardevice()
Set_mines(cmines=initmines)
mouse_enable()
Draw_squares()
}
while (Do_all() != '\x1b')
closegraph()
}
/*************************************************************************
* *
* F U N C T I O N S *
* *
*************************************************************************/
/*----------------------------------------------------------------------*/
void Graph_init(void)
{
int graphdriver=DETECT, graphmode, errorcode
if(errorcode <0) {
cprintf("\n\rGraphics System Error: %s\n",grapherrormsg(errorcode))
exit(98)
}
initgraph(&graphdriver, &graphmode, "")
errorcode=graphresult()
if(errorcode!=grOk) {
printf(" Graphics System Error: %s\n",grapherrormsg(errorcode))
exit(98)
}
maxy=getmaxy()
} /* Graph_init */
/*----------------------------------------------------------------------*/
void Read_param(int argc, char *argv[])
{
int x, y, m
x=y=m=0
if (argc!=1) {
if (!isdigit(*argv[1])) {
closegraph()
cprintf("Usage is: %s [x] [y] [m]\r\n\n"
"Where x is the horizontal size\r\n"
" y is the vertical size\r\n"
" m is the number of mines\r\n\n"
" Left mouse button: Open the square\r\n"
"Right mouse button: Mark the square\r\n"
" -The first time puts a 'mine' mark\r\n"
" -The second time puts a 'possible "
"mine' mark\r\n"
" -The third time unmarks the square\r\n"
"Left+Right buttons: Open the surrounded squares only if "
"the count of mines\r\n"
" is equal to the number in the square",argv[0])
exit (1)
}
switch (argc) {
case 4: m=atoi(argv[3])
case 3: y=atoi(argv[2])
case 2: x=atoi(argv[1])
}
}
XST=100
ncx=DEFCX
if (maxy==479) {
YST=30
ncy=DEFCY
}
else {
YST=25
ncy=20
}
if (x>0 &&x<ncx)
ncx=x
if (y>0 &&y<ncy) {
YST+=((ncy-y)*YPX)>>1
ncy=y
}
initmines= m ? m : ncx*ncy*4/25/* There are about 16% of mines */
if (((void near*)psquare=calloc(ncx*ncy, sizeof(STSQUARE)))==NULL) {
closegraph()
cputs("ERROR: Not enought memory")
exit(3)
}
} /* Read_param */
/*----------------------------------------------------------------------*/
void Set_mines(int nminas)
{
/*5.3.4 源程序*/#include <graphics.h>
#include <stdlib.h>
#include <dos.h>
#define LEFTPRESS 0xff01
#define LEFTCLICK 0xff10
#define LEFTDRAG 0xff19
#define MOUSEMOVE 0xff08
struct
{
int num/*格子当前处于什么状态,1有雷,0已经显示过数字或者空白格子*/
int roundnum/*统计格子周围有多少雷*/
int flag/*右键按下显示红旗的标志,0没有红旗标志,1有红旗标志*/
}Mine[10][10]
int gameAGAIN=0/*是否重来的变量*/
int gamePLAY=0/*是否是第一次玩游戏的标志*/
int mineNUM/*统计处理过的格子数*/
char randmineNUM[3]/*显示数字的字符串*/
int Keystate
int MouseExist
int MouseButton
int MouseX
int MouseY
void Init(void)/*图形驱动*/
void MouseOn(void)/*鼠标光标显示*/
void MouseOff(void)/*鼠标光标隐藏*/
void MouseSetXY(int,int)/*设置当前位置*/
int LeftPress(void)/*左键按下*/
int RightPress(void)/*鼠标右键按下*/
void MouseGetXY(void)/*得到当前位置*/
void Control(void)/*游戏开始,重新,关闭*/
void GameBegain(void)/*游戏开始画面*/
void DrawSmile(void)/*画笑脸*/
void DrawRedflag(int,int)/*显示红旗*/
void DrawEmpty(int,int,int,int)/*两种空格子的显示*/
void GameOver(void)/*游戏结束*/
void GameWin(void)/*显示胜利*/
int MineStatistics(int,int)/*统计每个格子周围的雷数*/
int ShowWhite(int,int)/*显示无雷区的空白部分*/
void GamePlay(void)/*游戏过程*/
void Close(void)/*图形关闭*/
void main(void)
{
Init()
Control()
Close()
}
void Init(void)/*图形开始*/
{
int gd=DETECT,gm
initgraph(&gd,&gm,"c:\\tc")
}
void Close(void)/*图形关闭*/
{
closegraph()
}
void MouseOn(void)/*鼠标光标显示*/
{
_AX=0x01
geninterrupt(0x33)
}
void MouseOff(void)/*鼠标光标隐藏*/
{
_AX=0x02
geninterrupt(0x33)
}
void MouseSetXY(int x,int y)/*设置当前位置*/
{
_CX=x
_DX=y
_AX=0x04
geninterrupt(0x33)
}
int LeftPress(void)/*鼠标左键按下*/
{
_AX=0x03
geninterrupt(0x33)
return(_BX&1)
}
int RightPress(void)/*鼠标右键按下*/
{
_AX=0x03
geninterrupt(0x33)
return(_BX&2)
}
void MouseGetXY(void)/*得到当前位置*/
{
_AX=0x03
geninterrupt(0x33)
MouseX=_CX
MouseY=_DX
}
void Control(void)/*游戏开始,重新,关闭*/
{
int gameFLAG=1/*游戏失败后判断是否重新开始的标志*/
while(1)
{
if(gameFLAG)/*游戏失败后没判断出重新开始或者退出游戏的话就继续判断*/
{
GameBegain()/*游戏初始画面*/
GamePlay()/*具体游戏*/
if(gameAGAIN==1)/*游戏中重新开始*/
{
gameAGAIN=0
continue
}
}
MouseOn()
gameFLAG=0
if(LeftPress())/*判断是否重新开始*/
{
MouseGetXY()
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)
{
gameFLAG=1
continue
}
}
if(kbhit())/*判断是否按键退出*/
break
}
MouseOff()
}
void DrawSmile(void)/*画笑脸*/
{
setfillstyle(SOLID_FILL,YELLOW)
fillellipse(290,75,10,10)
setcolor(YELLOW)
setfillstyle(SOLID_FILL,BLACK)/*眼睛*/
fillellipse(285,75,2,2)
fillellipse(295,75,2,2)
setcolor(BLACK)/*嘴巴*/
bar(287,80,293,81)
}
void DrawRedflag(int i,int j)/*显示红旗*/
{
setcolor(7)
setfillstyle(SOLID_FILL,RED)
bar(198+j*20,95+i*20,198+j*20+5,95+i*20+5)
setcolor(BLACK)
line(198+j*20,95+i*20,198+j*20,95+i*20+10)
}
void DrawEmpty(int i,int j,int mode,int color)/*两种空格子的显示*/
{
setcolor(color)
setfillstyle(SOLID_FILL,color)
if(mode==0)/*没有单击过的大格子*/
bar(200+j*20-8,100+i*20-8,200+j*20+8,100+i*20+8)
else
if(mode==1)/*单击过后显示空白的小格子*/
bar(200+j*20-7,100+i*20-7,200+j*20+7,100+i*20+7)
}
void GameBegain(void)/*游戏开始画面*/
{
int i,j
cleardevice()
if(gamePLAY!=1)
{
MouseSetXY(290,70)/*鼠标一开始的位置,并作为它的初始坐标*/
MouseX=290
MouseY=70
}
gamePLAY=1/*下次按重新开始的话鼠标不重新初始化*/
mineNUM=0
setfillstyle(SOLID_FILL,7)
bar(190,60,390,290)
for(i=0i<10i++)/*画格子*/
for(j=0j<10j++)
DrawEmpty(i,j,0,8)
setcolor(7)
DrawSmile()/*画脸*/
randomize()
for(i=0i<10i++)/*100个格子随机赋值有没有地雷*/
for(j=0j<10j++)
{
Mine[i][j].num=random(8)/*如果随机数的结果是1表示这个格子有地雷*/
if(Mine[i][j].num==1)
mineNUM++/*现有雷数加1*/
else
Mine[i][j].num=2
Mine[i][j].flag=0/*表示没红旗标志*/
}
sprintf(randmineNUM,"%d",mineNUM)/*显示这次总共有多少雷数*/
setcolor(1)
settextstyle(0,0,2)
outtextxy(210,70,randmineNUM)
mineNUM=100-mineNUM/*变量取空白格数量*/
MouseOn()
}
void GameOver(void)/*游戏结束画面*/
{
int i,j
setcolor(0)
for(i=0i<10i++)
for(j=0j<10j++)
if(Mine[i][j].num==1)/*显示所有的地雷*/
{
DrawEmpty(i,j,0,RED)
setfillstyle(SOLID_FILL,BLACK)
fillellipse(200+j*20,100+i*20,7,7)
}
}
void GameWin(void)/*显示胜利*/
{
setcolor(11)
settextstyle(0,0,2)
outtextxy(230,30,"YOU WIN!")
}
int MineStatistics(int i,int j)/*统计每个格子周围的雷数*/
{
int nNUM=0
if(i==0&&j==0)/*左上角格子的统计*/
{
if(Mine[0][1].num==1)
nNUM++
if(Mine[1][0].num==1)
nNUM++
if(Mine[1][1].num==1)
nNUM++
}
else
if(i==0&&j==9)/*右上角格子的统计*/
{
if(Mine[0][8].num==1)
nNUM++
if(Mine[1][9].num==1)
nNUM++
if(Mine[1][8].num==1)
nNUM++
}
else
if(i==9&&j==0)/*左下角格子的统计*/
{
if(Mine[8][0].num==1)
nNUM++
if(Mine[9][1].num==1)
nNUM++
if(Mine[8][1].num==1)
nNUM++
}
else
if(i==9&&j==9)/*右下角格子的统计*/
{
if(Mine[9][8].num==1)
nNUM++
if(Mine[8][9].num==1)
nNUM++
if(Mine[8][8].num==1)
nNUM++
}
else if(j==0)/*左边第一列格子的统计*/
{
if(Mine[i][j+1].num==1)
nNUM++
if(Mine[i+1][j].num==1)
nNUM++
if(Mine[i-1][j].num==1)
nNUM++
if(Mine[i-1][j+1].num==1)
nNUM++
if(Mine[i+1][j+1].num==1)
nNUM++
}
else if(j==9)/*右边第一列格子的统计*/
{
if(Mine[i][j-1].num==1)
nNUM++
if(Mine[i+1][j].num==1)
nNUM++
if(Mine[i-1][j].num==1)
nNUM++
if(Mine[i-1][j-1].num==1)
nNUM++
if(Mine[i+1][j-1].num==1)
nNUM++
}
else if(i==0)/*第一行格子的统计*/
{
if(Mine[i+1][j].num==1)
nNUM++
if(Mine[i][j-1].num==1)
nNUM++
if(Mine[i][j+1].num==1)
nNUM++
if(Mine[i+1][j-1].num==1)
nNUM++
if(Mine[i+1][j+1].num==1)
nNUM++
}
else if(i==9)/*最后一行格子的统计*/
{
if(Mine[i-1][j].num==1)
nNUM++
if(Mine[i][j-1].num==1)
nNUM++
if(Mine[i][j+1].num==1)
nNUM++
if(Mine[i-1][j-1].num==1)
nNUM++
if(Mine[i-1][j+1].num==1)
nNUM++
}
else/*普通格子的统计*/
{
if(Mine[i-1][j].num==1)
nNUM++
if(Mine[i-1][j+1].num==1)
nNUM++
if(Mine[i][j+1].num==1)
nNUM++
if(Mine[i+1][j+1].num==1)
nNUM++
if(Mine[i+1][j].num==1)
nNUM++
if(Mine[i+1][j-1].num==1)
nNUM++
if(Mine[i][j-1].num==1)
nNUM++
if(Mine[i-1][j-1].num==1)
nNUM++
}
return(nNUM)/*把格子周围一共有多少雷数的统计结果返回*/
}
int ShowWhite(int i,int j)/*显示无雷区的空白部分*/
{
if(Mine[i][j].flag==1||Mine[i][j].num==0)/*如果有红旗或该格处理过就不对该格进行任何判断*/
return
mineNUM--/*显示过数字或者空格的格子就表示多处理了一个格子,当所有格子都处理过了表示胜利*/
if(Mine[i][j].roundnum==0&&Mine[i][j].num!=1)/*显示空格*/
{
DrawEmpty(i,j,1,7)
Mine[i][j].num=0
}
else
if(Mine[i][j].roundnum!=0)/*输出雷数*/
{
DrawEmpty(i,j,0,8)
sprintf(randmineNUM,"%d",Mine[i][j].roundnum)
setcolor(RED)
outtextxy(195+j*20,95+i*20,randmineNUM)
Mine[i][j].num=0/*已经输出雷数的格子用0表示已经用过这个格子*/
return
}
/*8个方向递归显示所有的空白格子*/
if(i!=0&&Mine[i-1][j].num!=1)
ShowWhite(i-1,j)
if(i!=0&&j!=9&&Mine[i-1][j+1].num!=1)
ShowWhite(i-1,j+1)
if(j!=9&&Mine[i][j+1].num!=1)
ShowWhite(i,j+1)
if(j!=9&&i!=9&&Mine[i+1][j+1].num!=1)
ShowWhite(i+1,j+1)
if(i!=9&&Mine[i+1][j].num!=1)
ShowWhite(i+1,j)
if(i!=9&&j!=0&&Mine[i+1][j-1].num!=1)
ShowWhite(i+1,j-1)
if(j!=0&&Mine[i][j-1].num!=1)
ShowWhite(i,j-1)
if(i!=0&&j!=0&&Mine[i-1][j-1].num!=1)
ShowWhite(i-1,j-1)
}
void GamePlay(void)/*游戏过程*/
{
int i,j,Num/*Num用来接收统计函数返回一个格子周围有多少地雷*/
for(i=0i<10i++)
for(j=0j<10j++)
Mine[i][j].roundnum=MineStatistics(i,j)/*统计每个格子周围有多少地雷*/
while(!kbhit())
{
if(LeftPress())/*鼠标左键盘按下*/
{
MouseGetXY()
if(MouseX>280&&MouseX<300&&MouseY>65&&MouseY<85)/*重新来*/
{
MouseOff()
gameAGAIN=1
break
}
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*当前鼠标位置在格子范围内*/
{
j=(MouseX-190)/20/*x坐标*/
i=(MouseY-90)/20/*y坐标*/
if(Mine[i][j].flag==1)/*如果格子有红旗则左键无效*/
continue
if(Mine[i][j].num!=0)/*如果格子没有处理过*/
{
if(Mine[i][j].num==1)/*鼠标按下的格子是地雷*/
{
MouseOff()
GameOver()/*游戏失败*/
break
}
else/*鼠标按下的格子不是地雷*/
{
MouseOff()
Num=MineStatistics(i,j)
if(Num==0)/*周围没地雷就用递归算法来显示空白格子*/
ShowWhite(i,j)
else/*按下格子周围有地雷*/
{
sprintf(randmineNUM,"%d",Num)/*输出当前格子周围的雷数*/
setcolor(RED)
outtextxy(195+j*20,95+i*20,randmineNUM)
mineNUM--
}
MouseOn()
Mine[i][j].num=0/*点过的格子周围雷数的数字变为0表示这个格子已经用过*/
if(mineNUM<1)/*胜利了*/
{
GameWin()
break
}
}
}
}
}
if(RightPress())/*鼠标右键键盘按下*/
{
MouseGetXY()
if(MouseX>190&&MouseX<390&&MouseY>90&&MouseY<290)/*当前鼠标位置在格子范围内*/
{
j=(MouseX-190)/20/*x坐标*/
i=(MouseY-90)/20/*y坐标*/
MouseOff()
if(Mine[i][j].flag==0&&Mine[i][j].num!=0)/*本来没红旗现在显示红旗*/
{
DrawRedflag(i,j)
Mine[i][j].flag=1
}
else
if(Mine[i][j].flag==1)/*有红旗标志再按右键就红旗消失*/
{
DrawEmpty(i,j,0,8)
Mine[i][j].flag=0
}
}
MouseOn()
sleep(1)
}
}
}
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