掃雷游戲是一款經典的益智游戲,最早由微軟在1990年代推出。游戲的目標是在不觸雷的情況下,揭開所有非雷的方塊。本文將詳細介紹如何使用C語言實現一個簡單的掃雷游戲,涵蓋從數據結構設計到核心功能實現的完整過程。
在開始編寫代碼之前,我們需要設計項目的結構。一個典型的掃雷游戲可以分為以下幾個模塊:
為了實現掃雷游戲,我們需要設計合適的數據結構來存儲游戲狀態。以下是我們將使用的主要數據結構:
#define ROWS 10
#define COLS 10
#define MINES 10
typedef struct {
int is_mine; // 是否是雷
int is_revealed; // 是否被揭開
int is_flagged; // 是否被標記
int adjacent_mines; // 周圍雷的數量
} Cell;
Cell board[ROWS][COLS];
is_mine
:表示該格子是否是雷。is_revealed
:表示該格子是否被揭開。is_flagged
:表示該格子是否被標記為雷。adjacent_mines
:表示該格子周圍8個格子中雷的數量。在游戲開始時,我們需要初始化游戲界面,生成雷區。以下是初始化游戲的代碼:
void initialize_game() {
// 初始化所有格子
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
board[i][j].is_mine = 0;
board[i][j].is_revealed = 0;
board[i][j].is_flagged = 0;
board[i][j].adjacent_mines = 0;
}
}
// 隨機生成雷
int mines_placed = 0;
while (mines_placed < MINES) {
int x = rand() % ROWS;
int y = rand() % COLS;
if (!board[x][y].is_mine) {
board[x][y].is_mine = 1;
mines_placed++;
}
}
// 計算每個格子周圍的雷數
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (!board[i][j].is_mine) {
board[i][j].adjacent_mines = count_adjacent_mines(i, j);
}
}
}
}
在初始化游戲時,我們需要隨機生成雷區。以下是生成雷區的代碼:
void place_mines() {
int mines_placed = 0;
while (mines_placed < MINES) {
int x = rand() % ROWS;
int y = rand() % COLS;
if (!board[x][y].is_mine) {
board[x][y].is_mine = 1;
mines_placed++;
}
}
}
在生成雷區后,我們需要計算每個格子周圍8個格子中雷的數量。以下是計算周圍雷數的代碼:
int count_adjacent_mines(int x, int y) {
int count = 0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
int new_x = x + i;
int new_y = y + j;
if (new_x >= 0 && new_x < ROWS && new_y >= 0 && new_y < COLS && board[new_x][new_y].is_mine) {
count++;
}
}
}
return count;
}
在游戲過程中,我們需要顯示當前游戲狀態。以下是顯示游戲界面的代碼:
void display_board() {
printf(" ");
for (int j = 0; j < COLS; j++) {
printf("%d ", j);
}
printf("\n");
for (int i = 0; i < ROWS; i++) {
printf("%d ", i);
for (int j = 0; j < COLS; j++) {
if (board[i][j].is_revealed) {
if (board[i][j].is_mine) {
printf("* ");
} else {
printf("%d ", board[i][j].adjacent_mines);
}
} else if (board[i][j].is_flagged) {
printf("F ");
} else {
printf(". ");
}
}
printf("\n");
}
}
在游戲過程中,玩家可以輸入坐標來揭開格子或標記雷。以下是處理玩家輸入的代碼:
void process_input() {
int x, y;
char action;
printf("Enter action (r to reveal, f to flag) and coordinates (x y): ");
scanf(" %c %d %d", &action, &x, &y);
if (x < 0 || x >= ROWS || y < 0 || y >= COLS) {
printf("Invalid coordinates!\n");
return;
}
if (action == 'r') {
if (board[x][y].is_mine) {
printf("Game Over! You hit a mine.\n");
exit(0);
} else {
reveal_cell(x, y);
}
} else if (action == 'f') {
board[x][y].is_flagged = !board[x][y].is_flagged;
} else {
printf("Invalid action!\n");
}
}
當玩家揭開一個空白格子時,我們需要遞歸展開所有相鄰的空白格子。以下是遞歸展開空白區域的代碼:
void reveal_cell(int x, int y) {
if (x < 0 || x >= ROWS || y < 0 || y >= COLS || board[x][y].is_revealed) {
return;
}
board[x][y].is_revealed = 1;
if (board[x][y].adjacent_mines == 0) {
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
reveal_cell(x + i, y + j);
}
}
}
}
當所有非雷的格子都被揭開時,玩家獲勝。以下是判斷游戲勝利的代碼:
int check_win() {
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (!board[i][j].is_mine && !board[i][j].is_revealed) {
return 0;
}
}
}
return 1;
}
以下是完整的掃雷游戲代碼實現:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define ROWS 10
#define COLS 10
#define MINES 10
typedef struct {
int is_mine;
int is_revealed;
int is_flagged;
int adjacent_mines;
} Cell;
Cell board[ROWS][COLS];
void initialize_game() {
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
board[i][j].is_mine = 0;
board[i][j].is_revealed = 0;
board[i][j].is_flagged = 0;
board[i][j].adjacent_mines = 0;
}
}
int mines_placed = 0;
while (mines_placed < MINES) {
int x = rand() % ROWS;
int y = rand() % COLS;
if (!board[x][y].is_mine) {
board[x][y].is_mine = 1;
mines_placed++;
}
}
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (!board[i][j].is_mine) {
board[i][j].adjacent_mines = count_adjacent_mines(i, j);
}
}
}
}
int count_adjacent_mines(int x, int y) {
int count = 0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
int new_x = x + i;
int new_y = y + j;
if (new_x >= 0 && new_x < ROWS && new_y >= 0 && new_y < COLS && board[new_x][new_y].is_mine) {
count++;
}
}
}
return count;
}
void display_board() {
printf(" ");
for (int j = 0; j < COLS; j++) {
printf("%d ", j);
}
printf("\n");
for (int i = 0; i < ROWS; i++) {
printf("%d ", i);
for (int j = 0; j < COLS; j++) {
if (board[i][j].is_revealed) {
if (board[i][j].is_mine) {
printf("* ");
} else {
printf("%d ", board[i][j].adjacent_mines);
}
} else if (board[i][j].is_flagged) {
printf("F ");
} else {
printf(". ");
}
}
printf("\n");
}
}
void process_input() {
int x, y;
char action;
printf("Enter action (r to reveal, f to flag) and coordinates (x y): ");
scanf(" %c %d %d", &action, &x, &y);
if (x < 0 || x >= ROWS || y < 0 || y >= COLS) {
printf("Invalid coordinates!\n");
return;
}
if (action == 'r') {
if (board[x][y].is_mine) {
printf("Game Over! You hit a mine.\n");
exit(0);
} else {
reveal_cell(x, y);
}
} else if (action == 'f') {
board[x][y].is_flagged = !board[x][y].is_flagged;
} else {
printf("Invalid action!\n");
}
}
void reveal_cell(int x, int y) {
if (x < 0 || x >= ROWS || y < 0 || y >= COLS || board[x][y].is_revealed) {
return;
}
board[x][y].is_revealed = 1;
if (board[x][y].adjacent_mines == 0) {
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
reveal_cell(x + i, y + j);
}
}
}
}
int check_win() {
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (!board[i][j].is_mine && !board[i][j].is_revealed) {
return 0;
}
}
}
return 1;
}
int main() {
srand(time(NULL));
initialize_game();
while (1) {
display_board();
process_input();
if (check_win()) {
printf("Congratulations! You won!\n");
break;
}
}
return 0;
}
在完成代碼編寫后,我們需要對游戲進行測試和調試,以確保其功能的正確性。以下是一些測試用例:
在基本功能實現后,我們可以對游戲進行優化和擴展,例如:
通過本文的介紹,我們詳細講解了如何使用C語言實現一個簡單的掃雷游戲。從數據結構設計到核心功能實現,我們逐步構建了一個完整的游戲程序。希望本文能幫助你理解掃雷游戲的實現原理,并激發你進一步優化和擴展游戲的興趣。
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