简单扫雷
using System;
using System.Drawing;
using System.Windows.Forms;
namespace Mine
{
public partial class Form1 : Form
{
private int CostTime; //所用时间
private int MineNum = 10; //雷的总数
private int MineWidth = 30; //雷方块的大小(宽度为30像素)
private Button[,] Mines;
private int RestMine = 10; //剩余的雷数
private int[,] Turn; //==-1 表示这个位置已经翻开;
private int XNum = 8; //一行方块的数目
private int YNum = 9; //一列方块的数目
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
Turn = new int[XNum,YNum];
Mines = new Button[XNum,YNum];
for (int x = 0; x < XNum; x = 1)
for (int y = 0; y < YNum; y = 1)
{
Mines[x, y] = new Button();
Controls.Add(Mines[x, y]);
Mines[x, y].Left = 10 MineWidth*x;
Mines[x, y].Top = 50 MineWidth*y;
Mines[x, y].Width = MineWidth;
Mines[x, y].Height = MineWidth;
Mines[x, y].Font = new Font("宋体", 10.5F, FontStyle.Bold, GraphicsUnit.Point, ((134)));
Mines[x, y].BackgroundImageLayout = ImageLayout.Stretch;
Mines[x, y].Name = "Mines" (x y*XNum).ToString();
Mines[x, y].MouseUp = bt_MouseUp;
Mines[x, y].Visible = false;
}
}
private void GameInit() //游戏初始化
{
for (int x = 0; x < XNum; x = 1)
for (int y = 0; y < YNum; y = 1)
{
Mines[x, y].Text = "";
Mines[x, y].Visible = true;
Mines[x, y].Enabled = true;
Mines[x, y].Tag = null;
Mines[x, y].BackgroundImage = null;
Turn[x, y] = 0;
}
LayMines();
}
///布雷
private void LayMines()
{
int x, y;
Random s = new Random();
//取随机数
for (int i = 0; i < MineNum;)
{
//取随机数
x = s.Next(XNum);
y = s.Next(YNum);
if (Convert.ToInt16(Mines[x, y].Tag) != 1)
{
//==1时,代表这个位置是地雷
Mines[x, y].Tag = 1; //修改属性为雷
//Mines[x, y].Text = "u";
i ;
}
}
}
///获取某个小方块区域相邻8个区域的雷个数
private int GetAroundNum(int row, int col)
{
int i, j;
int around = 0;
int minRow = (row == 0) ? 0 : row - 1;
int maxRow = row 2;
int minCol = (col == 0) ? 0 : col - 1;
int maxCol = col 2;
for (i = minRow; i < maxRow; i )
{
for (j = minCol; j < maxCol; j )
{
if (!IsInMineArea(i, j)) //判断是否在扫雷区域
continue;
if (Convert.ToInt16(Mines[i, j].Tag) == 1) around ;
}
}
return around;
}
///判断是否在扫雷区域
private bool IsInMineArea(int row, int col)
{
return (row >= 0 && row < XNum && col >= 0 && col < YNum);
}
///雷方块拓展(对于周围无雷的空白区域)
private void ExpandMines(int row, int col)
{
int i, j;
int minRow = (row == 0) ? 0 : row - 1;
int maxRow = row 2;
int minCol = (col == 0) ? 0 : col - 1;
int maxCol = col 2;
int around = GetAroundNum(row, col);
//对周围一个雷都没有的空白区域拓展
if (around == 0)
{
Mines[row, col].Enabled = false;
for (i = minRow; i < maxRow; i )
{
for (j = minCol; j < maxCol; j )
{
//对于周围可以拓展的区域进行的规拓展
if (!IsInMineArea(i, j)) continue;
if (!(i == row && j == col) && Mines[i, j].Enabled)
//&& Convert.ToInt16(Mines[i,j].Tag)!= 1
{
ExpandMines(i, j);
}
Mines[i, j].Enabled = false; //周围无雷的区域按钮无效
if (GetAroundNum(i, j) != 0) //周围无雷**********6--28
Mines[i, j].Text = GetAroundNum(i, j).ToString();
}
}
}
}
///胜利判断并处理
private bool Victory() // 检测是否胜利
{
for (int i = 0; i < XNum; i )
for (int j = 0; j < YNum; j )
{
//没翻开且未标示,则未成功
if (Mines[i, j].Enabled && Turn[i, j] != 1) return false;
//不是雷却误标示为雷,则也未成功
if (Convert.ToInt16(Mines[i, j].Tag) != 1 && Turn[i, j] == 1) return false;
}
return true;
}
//添加按钮控件Click事件与处理方法bt_Click:
private void bt_MouseUp(object sender, MouseEventArgs e) //这里处理事件方法
{
String btName;
Button bClick = (Button) sender; //将被击的按钮赋给定义的bClick变量
btName = bClick.Name; //获取按钮的Name
int n = Convert.ToInt16(btName.Substring(5));
int x = n%XNum;
int y = n/XNum;
//通过按钮Name属性来判断是哪个Button被点击,并执行相应的操作
switch (e.Button)
{
case MouseButtons.Left:
if (Convert.ToInt16(Mines[x, y].Tag) != 1) //不是雷
{
Mines[x, y].BackgroundImage = null;
Mines[x, y].Text = GetAroundNum(x, y).ToString();
Mines[x, y].Enabled = false;
ExpandMines(x, y); //完成无雷拓展
if (Victory())
{
// 判断是否胜利,是则将地图中所有雷标识出来
show();
MessageBox.Show("胜利!!!", "结束");
timer1.Enabled = false; //停止计时
}
}
else //触雷
{
Mines[x, y].BackgroundImage = Image.FromFile("mine1.bmp");
MessageBox.Show("失败!!!", "结束");
timer1.Enabled = false; //停止计时
show(); //将地图中所有雷标识出来
}
break;
case MouseButtons.Right:
Mines[x, y].BackgroundImage = Image.FromFile("flag.bmp");
if (Turn[x, y] == 1) //表示这个位置插上红旗
{
Turn[x, y] = 0; //取消红旗,表示这个位置没有翻开
RestMine ;
Mines[x, y].BackgroundImage = null;
}
else
{
Turn[x, y] = 1; //表示这个位置插上红旗
RestMine--;
}
lblMine.Text = RestMine.ToString();
if (Victory())
{
MessageBox.Show("胜利!!!", "结束");
timer1.Enabled = false; //停止计时
}
break;
}
}
private void show() //将地图中所有雷标识出来
{
for (int i = 0; i < XNum; i )
for (int j = 0; j < YNum; j )
if (Convert.ToInt16(Mines[i, j].Tag) == 1)
{
//==1时,代表这个位置是地雷
Mines[i, j].BackgroundImage = Image.FromFile("mine.bmp");
}
}
private void btnStart_Click(object sender, EventArgs e)
{
GameInit(); //游戏初始化
timer1.Enabled = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
CostTime ;
lblTime.Text = CostTime.ToString(); // "用时:" CostTime.ToString() "秒";
}
private void button2_Click(object sender, EventArgs e)
{
show(); //将地图中所有雷标识出来
}
}
}
资源文件列表
obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache , 5274
obj/Debug/Mine.bin.Debug.face.bmp , 4198
obj/Debug/Mine.csproj.FileListAbsolute.txt , 823
obj/Debug/Mine.csproj.GenerateResource.Cache , 885
obj/Debug/TempPE/Properties.Resources.Designer.cs.dll , 4608
obj/Mine.csproj.FileList.txt , 282
Properties/AssemblyInfo.cs , 1146
Properties/Resources.Designer.cs , 3206
Properties/Resources.resx , 6195
Properties/Settings.Designer.cs , 1087
Properties/Settings.settings , 249
Form1.cs , 9426
Form1.Designer.cs , 5238
Form1.resx , 6181
mine.ico , 2238
Program.cs , 484
瞅我,来来看我.txt , 92
扫雷游戏.csproj , 3823
扫雷游戏.sln , 913
扫雷游戏.suo , 12288
bin/Debug/aa.bmp , 2166
bin/Debug/ask.bmp , 1638
bin/Debug/bb.bmp , 1558
bin/Debug/face.bmp , 4198
bin/Debug/flag.bmp , 1550
bin/Debug/mine.bmp , 1710
bin/Debug/mine.ico , 2238
bin/Debug/Mine.vshost.exe , 11608
bin/Debug/Mine.vshost.exe.manifest , 490
bin/Debug/mine1.bmp , 1414
