C語言實作掃雷游戲
代碼下載 一、多檔案思維 二、游戲總體思路與函式設計實作 2.1 游戲主控制函式Game 2.2 游戲選單Menu 2.3 埋雷SetMines 2.3 顯示面板ShowBoard 2.4 坐標周圍布雷情況GetMines
三、多檔案代碼清單 3.1 game.h 3.2 game.c 3.3 main.c
代碼下載
Github原始碼下載地址: https://github.com/Kyrie-leon/C_Project/tree/master/MineSweeper
一、多檔案思維
我們使用多檔案實作掃雷游戲,培養多檔案思維,分別為game.h、game.c和main.c
二、游戲總體思路與函式設計實作
掃雷游戲的主要思路為:
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選單Menu
埋雷SetMine
掃雷
ShowBoard
判斷GetMine
炸死
你輸了游戲結束
安全
你贏了游戲結束
這里需要注意幾個重要的點: 1.我們用字符0表示沒有雷,字符1表示有雷,顯示的面板中對于未排除的地方用字符表示; 2.需要兩個二維陣列用來存放顯示的面板和布雷的面板,這個陣列的大小為10 10,為了防止越界的出現我們對邊界進行全零填充,方便邊界的檢測; 上述函式封裝在game.c檔案中
2.1 游戲主控制函式Game
這里了解一下庫函式memset memset是計算機中C/C++語言初始化函式,作用是將某一塊記憶體中的內容全部設定為指定的值, 這個函式通常為新申請的記憶體做初始化作業, ptr:為指標或是陣列, value:是賦給ptr的值, num:是ptr的長度.
void Game ( )
{
//定義一個隨機種子用于電腦落子
srand ( ( unsigned long ) time ( NULL ) ) ;
//定義棋盤
char board[ ROW] [ COL] ;
//棋盤初始化為空
memset ( board, ' ' , sizeof ( board) ) ;
//定義變數result用于判斷輸贏情況
char result= 'x' ;
do
{
ShowBoard ( board, ROW, COL) ;
PlayerMove ( board, ROW, COL) ;
result = Judge ( board, ROW, COL) ;
//出現三子成珠,跳出回圈,給出輸贏結果
if ( result != NEXT)
{
break ;
}
ComputerMove ( board, ROW, COL) ;
result = Judge ( board, ROW, COL) ;
//出現三子成珠情況,跳出回圈,給出輸贏結果
if ( result != NEXT)
{
break ;
}
} while ( 1 ) ;
//列印輸贏結果
if ( P_COLOR == result)
{
printf ( "你贏了!\n" ) ;
}
else if ( C_COLOR == result)
{
printf ( "你輸了!\n" ) ;
}
else
{
printf ( "和棋!\n" ) ;
}
//此處再次呼叫顯示棋盤函式,用于顯示最終的落子情況,如果不呼叫該函式,會出現看不到最后一次落子的棋盤
ShowBoard ( board, ROW, COL) ;
}
2.2 游戲選單Menu
void Menu ( )
{
printf ( "################################\n" ) ;
printf ( "#### 1.Play 2.Exit ####\n" ) ;
printf ( "################################\n" ) ;
printf ( "Please input your selection#: " ) ;
}
2.3 埋雷SetMines
//埋雷
void SetMines ( char mines_board[ ] [ COL] , int row, int col, int num)
{
//定義一個計數器統計埋雷的個數
int count = num;
//回圈實作埋雷,當計數器為0表明雷已經被埋完
while ( count)
{
int x = rand ( ) % 10 + 1 ;
int y = rand ( ) % 10 + 1 ;
//只有沒有被埋雷的地方才能埋雷同時計數器減一
if ( mines_board[ x] [ y] == '0' )
{
mines_board[ x] [ y] = '1' ;
count-- ;
}
}
}
2.3 顯示面板ShowBoard
用一個二維陣列來存盤并顯示,對于沒有排除的位置統一用*存盤
//顯示每一行后的橫線
void ShowLine ( int nums)
{
printf ( "---" ) ;
for ( int i = 0 ; i < nums; i++ ) {
printf ( "-" ) ;
}
printf ( "\n" ) ;
}
//顯示10*10面板,此處的顯示需要不斷除錯計算
void ShowBoard ( char show_board[ ] [ COL] , int row, int col)
{
printf ( " " ) ;
//列印橫坐標標簽
for ( int i = 1 ; i < row- 1 ; i++ )
{
printf ( " %d " , i) ;
}
printf ( "\n" ) ;
//雙層回圈,外層列印列標簽,內層列印每一列
for ( int i = 1 ; i < row- 1 ; i++ )
{
printf ( "%2d " , i) ;
for ( int j = 1 ; j < col - 1 ; j++ )
{
printf ( " %c |" , show_board[ i] [ j] ) ;
}
printf ( "\n" ) ;
ShowLine ( 2 * col + col + 4 ) ;
}
}
2.4 坐標周圍布雷情況GetMines
//統計該坐標八個方向的雷
int GetMines ( char mines_board[ ] [ COL] , int row, int col, int x, int y)
{
return mines_board[ x - 1 ] [ y - 1 ] + mines_board[ x - 1 ] [ y] + mines_board[ x + 1 ] [ y + 1 ] + mines_board[ x] [ y + 1 ] \
+ mines_board[ x + 1 ] [ y + 1 ] + mines_board[ x + 1 ] [ y] + mines_board[ x+ 1 ] [ y - 1 ] + mines_board[ x] [ y- 1 ] \
- 8 * '0' ;
}
三、多檔案代碼清單
3.1 game.h
用于存放實作游戲的所有庫函式和函式宣告,以及一些宏定義方便后續更改 使用ifndef/define/endif 防止頭檔案的重復包含和編譯,
#ifndef _GAME_H
#define _GAME_H
#include <stdio.h>
#include <Windows.h>
#include <time.h>
#pragma warning(disable:4996)
//定義掃雷面板大小
#define ROW 12
#define COL 12
//定義埋雷的個數,定義面板大小的五分之一,即10*10*1/5=20
#define NUM 20
void Menu ( ) ;
void Game ( ) ;
#endif
3.2 game.c
用于存放實作游戲的所有函式定義
#include "game.h"
void Menu ( )
{
printf ( "##########################\n" ) ;
printf ( "## 1. Play 2. Exit ##\n" ) ;
printf ( "##########################\n" ) ;
printf ( "請輸入# " ) ;
}
//埋雷
void SetMines ( char mines_board[ ] [ COL] , int row, int col, int num)
{
//定義一個計數器統計埋雷的個數
int count = num;
//回圈實作埋雷,當計數器為0表明雷已經被埋完
while ( count)
{
int x = rand ( ) % 10 + 1 ;
int y = rand ( ) % 10 + 1 ;
//只有沒有被埋雷的地方才能埋雷同時計數器減一
if ( mines_board[ x] [ y] == '0' )
{
mines_board[ x] [ y] = '1' ;
count-- ;
}
}
}
//顯示每一行后的橫線
void ShowLine ( int nums)
{
printf ( "---" ) ;
for ( int i = 0 ; i < nums; i++ ) {
printf ( "-" ) ;
}
printf ( "\n" ) ;
}
//顯示10*10面板,此處的顯示需要不斷除錯計算
void ShowBoard ( char show_board[ ] [ COL] , int row, int col)
{
printf ( " " ) ;
//列印橫坐標標簽
for ( int i = 1 ; i < row- 1 ; i++ )
{
printf ( " %d " , i) ;
}
printf ( "\n" ) ;
//雙層回圈,外層列印列標簽,內層列印每一列
for ( int i = 1 ; i < row- 1 ; i++ )
{
printf ( "%2d " , i) ;
for ( int j = 1 ; j < col - 1 ; j++ )
{
printf ( " %c |" , show_board[ i] [ j] ) ;
}
printf ( "\n" ) ;
ShowLine ( 2 * col + col + 4 ) ;
}
}
void Game ( )
{
//1.定義顯示面板陣列與布雷陣列
char show_board[ ROW] [ COL] ;
char mines_board[ ROW] [ COL] ;
//2.初始化顯示陣列為*,布雷陣列為0
memset ( show_board, '*' , sizeof ( show_board) ) ;
memset ( mines_board, '0' , sizeof ( mines_board) ) ;
//3.隨機埋NUM個雷,有雷的位置設為字符1,
srand ( ( unsigned long ) time ( NULL ) ) ;
SetMines ( mines_board, ROW, COL, NUM) ;
//定義一個計數器用于計數面板中剩余的空位,即去除邊界后的陣列大小減去埋雷的個數 行數-2*列數-2-埋雷的個數
int count = ( ROW - 2 ) * ( COL - 2 ) - NUM;
//定義坐標
int x = 0 ;
int y = 0 ;
//回圈檢測雷是否排空
do
{
//顯示面板
ShowBoard ( show_board, ROW, COL) ;
//輸入坐標排雷
printf ( "請輸入位置坐標:" ) ;
scanf ( "%d %d" , & x, & y) ;
//判斷輸入坐標是否越界,填充邊界后的陣列正好從1開始,10結束
if ( x < 1 || x> 10 || y < 1 || y> 10 )
{
printf ( "您輸入的坐標越界,請重新輸入!\n" ) ;
continue ;
}
//判斷輸入坐標是否已排除過
if ( show_board[ x] [ y] != '*' )
{
printf ( "您輸入的位置已經排除,請重新輸入!\n" ) ;
continue ;
}
//判斷輸入位置是否有雷
if ( mines_board[ x] [ y] == '1' )
{
break ;
}
//不滿足上述條件下,判斷該位置周邊埋有多少個雷
int num = GetMines ( mines_board, ROW, COL, x, y) ;
//統計該坐標八個方向有多少雷
show_board[ x] [ y] = num + '0' ;
//空位數-1
count-- ;
system ( "cls" ) ;
} while ( count> 0 ) ;
if ( count > 0 )
{
printf ( "你被炸死了!\n" ) ;
}
else
{
printf ( "你贏了!\n" ) ;
}
printf ( "下面是雷區的排布!\n" ) ;
ShowBoard ( mines_board, ROW, COL) ;
}
3.3 main.c
實作三子棋游戲的主選單和實作步驟
#include "game.h"
int main ( )
{
int quit = 0 ;
int select = 0 ;
while ( ! quit)
{
Menu ( ) ;
scanf ( "%d" , & select) ;
switch ( select)
{
case 1 :
Game ( ) ;
printf ( "要不要在來一把?\n" ) ;
break ;
case 2 :
quit = 1 ;
break ;
default :
printf ( "你輸入的選擇有誤,請重新輸入!\n" ) ;
break ;
}
}
printf ( "ByeBye\n" ) ;
system ( "pause" ) ;
return 0 ;
}