黄蕊小白花 发表于 2020-7-18 11:07:14

扫雷圣诞节特别版

#include<stdio.h>
#include<windows.h>
#include<stdlib.h>
#include<time.h>
#include<conio.h>
#include<queue>
#include<ctype.h>
#define A 17 //地图的高
#define B 17 //地图的宽
#define C 30 //雷的总数
using namespace std;

//全局变量
DWORD a,b;
char map,news,spare;
int BoomTotalNum,floatx,floaty,flag,flagnum,mode,slect,game;

//颜色属性
const WORD FORE_BLUE = FOREGROUND_BLUE; //蓝色文本属性
const WORD FORE_GREEN = FOREGROUND_GREEN; //绿色文本属性
const WORD FORE_RED = FOREGROUND_RED; //红色文本属性

//开垦地图结构体
struct node {
int x;
int y;
};
queue <node> dui;

//打印位置
void position(int x,int y) {
COORD pos={x,y};
HANDLE Out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(Out,pos);
}

//隐藏光标
void Hide() {
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息
CursorInfo.bVisible = false; //隐藏控制台光标
SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态
}

//初始化
void Beginning() {
while(!dui.empty()) {
dui.pop();
}
game=1;
//BoomTotalNum=C;
floatx=A/2;
floaty=B/2;
flagnum=0;
BoomTotalNum=C;
mode=0;
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi;      //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi);   //获得窗口缓冲区信息
int x,y;
srand((unsigned)time(0));
for(int i=0;i<A;i++) for(int j=0;j<B;j++) {
map=' ';
flag=0;
slect=0;
}
while(BoomTotalNum) {
x=rand()%A;
y=rand()%B;
if(map==' ') {
map='@';
BoomTotalNum--;
}
}
SetConsoleTextAttribute(handle_out, FORE_GREEN);
for(int i=0;i<A;i++) {
for(int j=0;j<B;j++) printf("█");
printf("\n");
}
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_RED);
printf(""); //光标位置
position(44,9);
printf("扫雷模式");
position(44,5);
printf("剩余雷数:%d ",C-flagnum);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
position(5,22);
printf("按“空格”切换模式");
position(5,23);
printf("按“Enter”确认");
position(5,24);
printf("按“方向键”选择方块");

}

//打印地图的一块儿
void Lump(int xx,int yy) {
switch(map) {
case '1' : printf("①");break; //周围雷的数量(下同)
case '2' : printf("②");break;
case '3' : printf("③");break;
case '4' : printf("④");break;
case '5' : printf("⑤");break;
case '6' : printf("⑥");break;
case '7' : printf("⑦");break;
case '8' : printf("⑧");break;
case ' ' :
if(xx==floatx&&yy==floaty) {
if(flag==0) {
if(mode%2==0) printf("");
else printf("");
}
else printf("");
}
else {
if(flag==0) printf("█");
else printf("");
}
break;
case '@' :
if(xx==floatx&&yy==floaty) {
if(flag==0) {
if(mode%2==0) printf("");
else printf("");
}
else printf("");
}
else {
if(flag==0) printf("█");
else printf("");
}
break;
case 'x' : if(floatx==xx&&floaty==yy) printf(""); else printf(" ");break; //已经挖开的空白
}
}

//移动光标
void Move() {
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi;      //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi);   //获得窗口缓冲区信息
int xxx,yyy;
xxx=floatx;
yyy=floaty;
switch(news) {
case 72 : floatx--;break; //上
case 80 : floatx++;break; //下
case 75 : floaty--;break; //左
case 77 : floaty++;break; //右
}
if(floatx==-1) floatx=A-1; floatx%=A; //两端穿模处理
if(floaty==-1) floaty=B-1; floaty%=B;

position(yyy*2,xxx);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
Lump(xxx,yyy); //删除原位置

if(map=='x') {
position(floaty*2,floatx);
printf(" ");
}

position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty); //更新新位置
}

//插旗和排雷模式切换
void Mode() {
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi;      //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi);   //获得窗口缓冲区信息
mode++;
SetConsoleTextAttribute(handle_out, FORE_BLUE);
position(floaty*2,floatx);
if(mode%2==0) printf("");
else printf("");

position(44,9);
if(mode%2==0) {
SetConsoleTextAttribute(handle_out, FORE_BLUE);
printf("扫雷模式");
}
else {
SetConsoleTextAttribute(handle_out, FORE_RED);
printf("插旗模式");
}
}

//该点周围地雷数
int Boomnum(int xx,int yy) {
int num=0;
if((xx-1>=0)&&(yy-1>=0)&&(map=='@')) num++;
if((xx-1>=0)&&(yy+0>=0)&&(map=='@')) num++;
if((xx-1>=0)&&(yy+1<B) &&(map=='@')) num++;
if((xx+0>=0)&&(yy-1>=0)&&(map=='@')) num++;
if((xx+0>=0)&&(yy+1<B) &&(map=='@')) num++;
if((xx+1<A)&&(yy-1>=0) &&(map=='@')) num++;
if((xx+1<A)&&(yy+0>=0) &&(map=='@')) num++;
if((xx+1<A)&&(yy+1<B) &&(map=='@')) num++;
return num;
}

//更新地图
void Open() {
node c;
node d;
while(!dui.empty()) {
dui.pop();
}
c.x=floatx;
c.y=floaty;
dui.push(c);
slect=1;
while(!dui.empty()) {
c=dui.front();
dui.pop();
if(Boomnum(c.x,c.y)!=0) {
map=(Boomnum(c.x,c.y)+48);
continue;
}
else {
map='x';                                                                                                         
if((c.x-1>=0)&&(c.y-1>=0)&&(map==' ')&&(slect==0)) {
d.x=c.x-1;
d.y=c.y-1;
dui.push(d);
slect=1;
}
if((c.x-1>=0)&&(c.y-0>=0)&&(map==' ')&&(slect==0)) {
d.x=c.x-1;
d.y=c.y-0;
dui.push(d);
slect=1;
}
if((c.x-1>=0)&&(c.y+1<B)&&(map==' ')&&(slect==0)) {
d.x=c.x-1;
d.y=c.y+1;
dui.push(d);
slect=1;
}
if((c.x-0>=0)&&(c.y-1>=0)&&(map==' ')&&(slect==0)) {
d.x=c.x-0;
d.y=c.y-1;
dui.push(d);
slect=1;
}
if((c.x-0>=0)&&(c.y+1<B)&&(map==' ')&&(slect==0)) {
d.x=c.x-0;
d.y=c.y+1;
dui.push(d);
slect=1;
}
if((c.x+1<A)&&(c.y-1>=0)&&(map==' ')&&(slect==0)) {
d.x=c.x+1;
d.y=c.y-1;
dui.push(d);
slect=1;
}
if((c.x+1<A)&&(c.y-0>=0)&&(map==' ')&&(slect==0)) {
d.x=c.x+1;
d.y=c.y-0;
dui.push(d);
slect=1;
}
if((c.x+1<A)&&(c.y+1<B)&&(map==' ')&&(slect==0)) {
d.x=c.x+1;
d.y=c.y+1;
dui.push(d);
slect=1;
}
}
}
}

int main() {
freopen("排名.txt","r",stdin);
Relife: //重玩处
HANDLE handle_out = GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出设备句柄
CONSOLE_SCREEN_BUFFER_INFO csbi;      //定义窗口缓冲区信息结构体
GetConsoleScreenBufferInfo(handle_out, &csbi);   //获得窗口缓冲区信息

Hide();
Beginning();
a=GetTickCount();
while(1) {
if(kbhit()!=0) {
spare=getch();


if((spare!=(-32))&&(spare!=13)&&(spare!=' ')) continue;


if(spare==13) {;

if(mode%2==0) {
if(map=='@'&&flag==0) {
break;
game=0;
}

if(flag==1) continue;
Open();
position(0,0);
SetConsoleTextAttribute(handle_out, FORE_GREEN);
for(int i=0;i<A;i++) {
for(int j=0;j<B;j++) Lump(i,j);
printf("\n");
}
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}


else {


if(map=='x'||(map>'0'&&map<'9'))
continue;


if(flag==0) {
flagnum++;
flag=1;
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}


else {
flagnum--;
flag=0;
position(floaty*2,floatx);
SetConsoleTextAttribute(handle_out, FORE_BLUE);
Lump(floatx,floaty);
}
}
}


if(spare==' ') Mode();

//按方向键
if(spare==-32) {
news=getch();
Move();
}
for(int i=0;i<A;i++) for(int j=0;j<B;j++) if(map=='x'||(map>'0'&&map<'9')) game++;
if(game==A*B-C+1) break;
else game=1;
SetConsoleTextAttribute(handle_out, FORE_RED);
position(44,5);
printf("剩余雷数:%d ",C-flagnum);
}
else Sleep(10);
b=GetTickCount();
SetConsoleTextAttribute(handle_out, FORE_RED);
position(44,7);
printf("用时:");
if((b-a)/60000<10) printf("0");
printf("%d:",(b-a)/60000);
if(((b-a)/1000)%60<10) printf("0");
printf("%d:",((b-a)/1000)%60);
if(((b-a)/10)%100<10) printf("0");
printf("%d",((b-a)/10)%100);
}
SetConsoleTextAttribute(handle_out, FORE_RED);
position(5,5);
if(game==1) printf("游戏结束!");
else printf("恭喜通关!");
position(5,8);
printf("任意键重玩");
scanf("%c%c",&spare,&spare);
system("cls");
position(0,0);
goto Relife;
}


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