[Small game] Use C++ combined with EasyX to create Minesweeper 1

beginning

This program uses the EasyX graphics library, which is easy to use and can draw rich graphics and text.

EasyX official website

You can read this article to get started: Basic introduction to EasyX - this article is enough_Green Mountain's Blog-CSDN Blog

The official website has download links and documents. I use the VC++ compiler and the environment is Visual Studio 2022. Note that the Unicode character set is changed to a multi-byte character set in the project settings.

6760182ef8c44527b34d374b75d87ec0.png

 da65df3a10124c13bfdcdf0a392cc0a3.png

step

  1. Prepare the image file. We will not draw the grids in different states ourselves (provided at the end)
  2. Reference header file (graphics.h)
  3. Prepare global variables (single grid size (unit: pixel), thunder number constant, grid layout length and width (unit: grid), window width, window height)
  4. Define a grid object
  5. [Main function]Load image
  6. [Main function] Initialize the thunder disk (layout two-dimensional array) and randomly mine
  7. [Main function] Infinite loop monitoring mouse operations
  8. [Main function][Infinite loop] Monitor the clicked grid, obtain the number of surrounding grids and display them, and determine the winner or loser.

code

All codes of main.cpp file

#include<graphics.h>
#include<iostream>

using namespace std;
//全局变量
MOUSEMSG msg;//全局鼠标信息变量
IMAGE mine, grid, grid_motion, grid_down, flag, flag_motion , mine_other;//所有图像变量
//单个格子大小(单位:像素),雷数常量,格子布局长宽(单位:格子),窗口宽度,窗口高度
const int grid_size = 40, layout_size=10, width = layout_size * grid_size, height = layout_size * grid_size;

int all_num = 0, grid_x = 0, grid_y = 0, mines_num = 10;

//格子类,边长为40像素的正方形
class Grid {
public:
	bool is_mine, is_click = false, is_flag = false;
	int num = 0;
	IMAGE mine;
	int x1, x2, y1, y2;//格子的四个角顶点的位置
	int i, j;
	int grids[8][2] = { 0 };

	void init(bool is_mine, int x, int y, int i, int j) {
		//初始化
		this->is_mine = is_mine;
		x1 = x; x2 = x + grid_size;
		y1 = y; y2 = y + grid_size;
		this->i = i; this->j = j;
		//绘制
		change(grid);
		//判断自己的位置(grids二维数组记录周围8个格子的行和列)
		if (i == 0 && j == 0)
		{
			//左上角
			int grids[3][2] = { {0,1},{1,0},{1,1}};
			for (int a = 0; a < 3; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else if (i == layout_size - 1 && j == layout_size - 1)
		{
			//右下角
			int grids[3][2] = { {layout_size - 1,layout_size - 2},{layout_size - 2,layout_size - 1},{layout_size - 2,layout_size - 2}};
			for (int a = 0; a < 3; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else if (i == 0 && j == layout_size - 1)
		{
			//右上角
			int grids[3][2] = { {0,layout_size - 2},{1,layout_size - 1},{1,layout_size - 2}};
			for (int a = 0; a < 3; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else if (i == layout_size - 1 && j == 0){
			//左下角
			int grids[3][2] = { {layout_size - 1,layout_size - 2},{layout_size - 2,layout_size - 2},{layout_size-2,layout_size-1} };
			for (int a = 0; a < 3; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}
			
		else if (i == 0 && j > 0 && j < layout_size - 1) 
		{
			//上-边
			int grids[8][2] = { {0,j - 1},{0,j + 1},{1,j - 1},{1,j},{1,j + 1},{2,j - 1},{2,j},{2,j + 1} };
			for (int a = 0; a < 8; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else if (i == layout_size - 1 && j > 0 && j < layout_size - 1) 
		{
			//下-边
			int grids[8][2] = { {layout_size - 1,j - 1},{layout_size - 1,j + 1} ,{layout_size - 2,j - 1} ,{layout_size - 2,j} ,{layout_size - 2,j + 1} ,{layout_size - 3,j - 1} ,{layout_size - 3,j} ,{layout_size - 3,j + 1} };
			for (int a = 0; a < 8; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}
			
		else if (j == 0 && i > 0 && i < layout_size - 1) 
		{
			//左-边
			int grids[8][2] = { {i - 1,0} ,{i - 1,1} ,{i - 1,2} ,{i,1} ,{i,2} ,{i + 1,0} ,{i + 1,1} ,{i + 1,2} };
			for (int a = 0; a < 8; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else if (j == layout_size - 1 && i > 0 && i < layout_size - 1) 
		{
			//右-边
			int grids[8][2] = { {i - 1,layout_size - 1} ,{i - 1,layout_size - 2} ,{i - 1,layout_size - 3} ,{i,layout_size - 2} ,{i,layout_size - 3} ,{i + 1,layout_size - 1} ,{i + 1,layout_size - 2} ,{i + 1,layout_size - 3} };
			for (int a = 0; a < 8; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}

		else
		{
			//以此格子为中心
			int grids[8][2] = { {i - 1,j - 1} ,{i - 1,j} ,{i - 1,j + 1} ,{i,j - 1} ,{i,j + 1} ,{i + 1,j - 1} ,{i + 1,j} ,{i + 1,j + 1} };
			for (int a = 0; a < 8; a++) {
				this->grids[a][0] = grids[a][0];
				this->grids[a][1] = grids[a][1];
			}
		}
	}

	void change(IMAGE image) {
		putimage(x1, y1, &image);
	}

	void show_num() {
		if (num == 0)
			return;
		else if (num == 1)
			settextcolor(BLUE);
		else if (num == 2)
			settextcolor(GREEN);
		else if (num == 3)
			settextcolor(YELLOW);
		else if (num == 4)
			settextcolor(RGB(255, 135, 35));
		else
			settextcolor(RED);
		setbkmode(TRANSPARENT);
		settextstyle(45, 0, _T("Consolas"));
		char info = num + 48;
		outtextxy(x1 + 6, y1 - 3, _T(info));
	}

	void find_0(Grid(&layout)[layout_size][layout_size]) {
		for (int a = 0; a < 8; a++) {//遍历grids(周围格子)
			int i = grids[a][0], j = grids[a][1];
			if (layout[i][j].num == 0 && layout[i][j].is_click == false && layout[i][j].is_mine == false) {
				//模拟点击操作
				layout[i][j].is_flag = false;
				layout[i][j].change(grid_down);
				layout[i][j].is_click = true;
				all_num++;
				layout[i][j].find_0(layout);
			}
		}
	}
};

int main() {
	//程序初始化
	initgraph(width, height);
	setbkcolor(WHITE);
	cleardevice();
	//加载图像
	loadimage(&mine, "images/mine.png", grid_size, grid_size);
	loadimage(&grid, "images/grid.png", grid_size, grid_size);
	loadimage(&grid_motion, "images/grid_motion.png", grid_size, grid_size);
	loadimage(&grid_down, "images/grid_down.png", grid_size, grid_size);
	loadimage(&flag, "images/flag.png", grid_size, grid_size);
	loadimage(&flag_motion, "images/flag_motion.png", grid_size, grid_size);
	loadimage(&mine_other, "images/mine_other.png", grid_size, grid_size);
	//布雷
	Grid layout[width / grid_size][height / grid_size];//布局,用二维数组,如果是1就有雷,0则没有

	srand(time(nullptr));
	//初始化
	for (int i = 0; i < layout_size; i++) {
		for (int j = 0; j < layout_size; j++) {
			layout[i][j].init(false, grid_x, grid_y, i, j);
			grid_x += 40;
		}
		grid_y += 40;
		grid_x = 0;
	}
	//随机布雷实现
	int x = 0, y = 0, count = 0;
	for (count = 0; count < mines_num;){
		x = 1 + rand() % layout_size-1;
		y = 1 + rand() % layout_size-1;
		if (layout[x][y].is_mine == false){
			layout[x][y].is_mine = true;
			count++;//每次布置好一个雷之后,才会计数
		}
	}

	for (int i = 0; i < layout_size; i++) {
		for (int j = 0; j < layout_size; j++) {
			//每个格子获取周围格子的雷数
			for (int a = 0; a < 8; a++) {
				if (layout[layout[i][j].grids[a][0]][layout[i][j].grids[a][1]].is_mine) {
					layout[i][j].num++;
				}
			}
		}
	}
	/*调试输出布局*/
	for (int i = 0; i < layout_size; i++) {
		for (int j = 0; j < layout_size; j++) {
			cout << layout[i][j].is_mine << ' ';
		}
		cout << endl;
	}
	//轮询监测鼠标事件
	while (true) {
		//监测鼠标操作
		ExMessage msg = getmessage(EX_MOUSE);

		if (msg.message == WM_LBUTTONDOWN) {
			for (int i = 0; i < layout_size; i++) {
				for (int j = 0; j < layout_size; j++) {
					//通过点击坐标判断是哪个格子
					if (msg.x >= layout[i][j].x1 && msg.x <= layout[i][j].x2 && msg.y >= layout[i][j].y1 && msg.y <= layout[i][j].y2) {
						if (layout[i][j].is_click == false) {//判断是否被点击过
							layout[i][j].is_flag = false;
							//如果这个格子是雷
							if (layout[i][j].is_mine) {
								layout[i][j].change(mine);
								//显示提示信息
								for (int x = 0; x < layout_size; x++) {
									for (int y = 0; y < layout_size; y++) {
										if (layout[x][y].is_mine && x != i && y != j)
											layout[x][y].change(mine_other);
									}
								}
								cout << "踩雷!即将退出";
								Sleep(2500); //停顿两秒半
								//退出程序
								return 0;
							}

							else {
								layout[i][j].change(grid_down);
								//显示格子周围的雷数
								layout[i][j].show_num();
								//如果是数量是0
								if (layout[i][j].num == 0)
									layout[i][j].find_0(layout);
							}
							layout[i][j].is_click = true;
							all_num++;
						}
						//判断未点开的格子数,从而判断输赢
						if (all_num == layout_size * layout_size - mines_num) {
							//显示提示信息
							for (int x = 0; x < layout_size; x++) {
								for (int y = 0; y < layout_size; y++) {
									if (layout[x][y].is_mine && x != i && y != j)
										layout[x][y].change(flag);
								}
							}
							cout<<"获胜!即将退出";
							Sleep(2500); //停顿两秒半
							//退出
							return 0;
						}
					}
				}
			}
		}

		if (msg.message == WM_MOUSEMOVE) {
			for (int i = 0; i < layout_size; i++) {
				for (int j = 0; j < layout_size; j++) {
					//通过坐标判断是哪个格子
					if (msg.x >= layout[i][j].x1 && msg.x <= layout[i][j].x2 && msg.y >= layout[i][j].y1 && msg.y <= layout[i][j].y2) {
						if (layout[i][j].is_click) {
							layout[i][j].change(grid_down);
							layout[i][j].show_num();
						}
						else if (layout[i][j].is_click == false && layout[i][j].is_flag == false)
							layout[i][j].change(grid_motion);
						else if (layout[i][j].is_click == false && layout[i][j].is_flag == true)
							layout[i][j].change(flag_motion);
					}

					else {
						if (layout[i][j].is_click) {
							layout[i][j].change(grid_down);
							layout[i][j].show_num();
						}
						else if (layout[i][j].is_click == false && layout[i][j].is_flag == false)
							layout[i][j].change(grid);
						else if (layout[i][j].is_click == false && layout[i][j].is_flag)
							layout[i][j].change(flag);
					}

				}
			}
		}

		else if (msg.message == WM_RBUTTONDOWN) {
			for (int i = 0; i < layout_size; i++) {
				for (int j = 0; j < layout_size; j++) {
					//通过点击坐标判断是哪个格子
					if (msg.x >= layout[i][j].x1 && msg.x <= layout[i][j].x2 && msg.y >= layout[i][j].y1 && msg.y <= layout[i][j].y2) {
						//如果已经被标记就取消标记
						if (layout[i][j].is_flag) {
							layout[i][j].is_flag = false;
							layout[i][j].change(grid);
						}
						//如果没有被标记就标记上
						else if (layout[i][j].is_flag == false && layout[i][j].is_click == false) {
							layout[i][j].is_flag = true;
							layout[i][j].change(flag);
						}
					}
				}
			}
		}
	}

	closegraph();
	return 0;
}

end

Open sourced to GitHub (including image files): LightByteCode/MineSweeper (github.com)

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Origin blog.csdn.net/m0_61316509/article/details/128730461