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C# 扫雷游戏源码(GDI+ 入门示例)

桌面应用界面/GUI

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  • 开发语言:C#
  • 实例大小:0.10M
  • 下载次数:59
  • 浏览次数:519
  • 发布时间:2016-09-24
  • 实例类别:桌面应用界面/GUI
  • 发 布 人:crazycode
  • 文件格式:.zip
  • 所需积分:2
 相关标签: 游戏 GDI C# 扫雷

实例介绍

【实例简介】

【实例截图】

【核心代码】


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using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
 
namespace Mine
{
    /// <summary>
    /// 游戏对象
    /// </summary>
    public sealed class Game
    {
        #region 只读字段
 
        //游戏数据
        private readonly Square[,] _gameData;
        //游戏等级
        private readonly GameLevel _level;
        //雷区数
        private readonly int _minesCount;
        //游戏区与窗口边界的偏移量
        private readonly Size _gameFieldOffset;
        //窗口图面
        private readonly Graphics _wndGraphics;
        //缓冲区
        private readonly Bitmap _buffer;
        //缓冲区图面
        private readonly Graphics _bufferGraphics;
        //随机生成器
        private static readonly Random Rnd = new Random();
 
        #endregion 只读字段
 
        #region 可写字段
 
        //游戏是否开始
        private bool _gameStarted;
        //游戏是否结束
        private bool _gameStoped;
 
        #endregion 可写字段
 
        #region 常量
 
        //边界常量
        public const int
            MaxWidth = 24,//最大宽度
            MaxHeight = 30,//最大高度
            MinWidth = 9,//最小宽度
            MinHeight = 9,//最小高度
            MinMinesCount = 10;//最小雷数
 
        #endregion 常量
 
        #region 构造器
 
        /// <summary>
        /// 从预设等级初始化游戏
        /// </summary>
        /// <param name="level">预设等级</param>
        /// <param name="g">图面</param>
        /// <param name="gameFieldOffset">游戏区偏移</param>
        public Game(GameLevel level, Graphics g, Size gameFieldOffset)
        {
            _level = level;
            _gameFieldOffset = gameFieldOffset;
            _wndGraphics = g;
 
            //初始化游戏数据
            switch (level)
            {
                case GameLevel.Beginner:
                    _gameData = new Square[9, 9];
                    _minesCount = 10;
                    break;
                case GameLevel.Intermediate:
                    _gameData = new Square[16, 16];
                    _minesCount = 40;
                    break;
                case GameLevel.Expert:
                    _gameData = new Square[30, 16];
                    _minesCount = 99;
                    break;
                case GameLevel.Customize:
                    break;
                default:
                    throw new ArgumentOutOfRangeException("level", level, null);
            }
 
            //初始化缓冲区
            _buffer = new Bitmap(_gameData.GetLength(0) * Square.SquareSize, _gameData.GetLength(1) * Square.SquareSize);
            //创建缓冲区图面
            _bufferGraphics = Graphics.FromImage(_buffer);
        }
 
        /// <summary>
        /// 创建自定义游戏实例
        /// </summary>
        /// <param name="gameSize">游戏宽高</param>
        /// <param name="minesCount">雷数</param>
        /// <param name="g">图面</param>
        /// <param name="gameFieldOffset">游戏区偏移</param>
        /// <exception cref="ArgumentOutOfRangeException">游戏尺寸或雷数非法</exception>
        public Game(Size gameSize, int minesCount, Graphics g, Size gameFieldOffset)
        {
            _level = GameLevel.Customize;
            _gameFieldOffset = gameFieldOffset;
            _wndGraphics = g;
 
            //边界值验证
            if (gameSize.Width > MaxWidth)
                gameSize.Width = MaxWidth;
            else if (gameSize.Width < MinWidth)
                gameSize.Width = MinWidth;
            if (gameSize.Height > MaxHeight)
                gameSize.Height = MaxHeight;
            else if (gameSize.Height < MinHeight)
                gameSize.Height = MinHeight;
             
            if (minesCount < MinMinesCount)
                minesCount = MinMinesCount;
            else if (minesCount > (gameSize.Width - 1) * (gameSize.Height - 1))
                minesCount = (gameSize.Width - 1) * (gameSize.Height - 1);
 
            //初始化游戏数据
            _gameData = new Square[gameSize.Width, gameSize.Height];
            _minesCount = minesCount;
 
            //初始化缓冲区
            _buffer = new Bitmap(_gameData.GetLength(0) * Square.SquareSize, _gameData.GetLength(1) * Square.SquareSize);
            //创建缓冲区图面
            _bufferGraphics = Graphics.FromImage(_buffer);
        }
 
        #endregion 构造器
 
        #region 公共实例方法
 
        /// <summary>
        /// 开始游戏
        /// </summary>
        public void Start()
        {
            //假设所有方块区均非雷区
            for (int i = 0; i < _gameData.GetLength(0); i  )
                for (int j = 0; j < _gameData.GetLength(1); j  )
                    _gameData[i, j] = new Square(new Point(i, j), false, 0);
        }
 
        /// <summary>
        /// 获取游戏区像素尺寸
        /// </summary>
        /// <returns></returns>
        public Size GetGamePixcelSize()
        {
            return new Size(_gameData.GetLength(0) * Square.SquareSize, _gameData.GetLength(1) * Square.SquareSize);
        }
 
        /// <summary>
        /// 左键单击
        /// </summary>
        /// <param name="pixelPt">鼠标单击像素点</param>
        /// <returns>
        /// 0:空白处
        /// 1:获胜
        /// -1:游戏结束
        /// </returns>
        public int LeftClick(Point pixelPt)
        {
            if (_gameStoped) return 0;
 
            //相对于游戏区的像素点
            Point gameFieldpt = new Point(pixelPt.X - _gameFieldOffset.Width, pixelPt.Y - _gameFieldOffset.Height);
            //游戏逻辑点(坐标)
            Point logicalPt = new Point(gameFieldpt.X / Square.SquareSize, gameFieldpt.Y / Square.SquareSize);
 
            //首次单击时布雷
            if (!_gameStarted)
                Mine(logicalPt);
 
            //没有踩中雷区
            if (!_gameData[logicalPt.X, logicalPt.Y].LeftClick())
            {
                //如果是空白区,则递归相邻的所有空白区
                if (_gameData[logicalPt.X, logicalPt.Y].MinesAround == 0)
                    AutoOpenAround(logicalPt);
 
                //获胜判定:所有空白处均已打开
                for (int i = 0; i < _gameData.GetLength(0); i  )
                {
                    for (int j = 0; j < _gameData.GetLength(1); j  )
                    {
                        if (_gameData[i, j].Mined)
                            continue;
                        if (_gameData[i, j].Status == Square.SquareStatus.Opened)
                            continue;
 
                        return 0;
                    }
                }
 
                //获胜
                return 1;
            }
 
            //游戏结束
            for (int i = 0; i < _gameData.GetLength(0); i  )
                for (int j = 0; j < _gameData.GetLength(1); j  )
                    if (_gameData[i, j].Mined)
                        _gameData[i, j].GameOver(logicalPt);
                    else
                        if (_gameData[i, j].Status == Square.SquareStatus.Marked)
                            _gameData[i, j].IndicateMarkMissed();
 
            return -1;
        }
 
        /// <summary>
        /// 右键单击
        /// </summary>
        /// <param name="pixelPt">鼠标单击像素点</param>
        public void RightClick(Point pixelPt)
        {
            if (_gameStoped) return;
            Point pt = new Point(pixelPt.X - _gameFieldOffset.Width, pixelPt.Y - _gameFieldOffset.Height);
            _gameData[pt.X / Square.SquareSize, pt.Y / Square.SquareSize].RightClick();
        }
 
        /// <summary>
        /// 结束游戏
        /// </summary>
        public void Stop()
        {
            _gameStoped = true;
        }
 
        /// <summary>
        /// 绘制一帧
        /// </summary>
        public void Draw()
        {
            for (int i = 0; i < _gameData.GetLength(0); i  )
                for (int j = 0; j < _gameData.GetLength(1); j  )
                    _gameData[i, j].Draw(_bufferGraphics);
 
            _wndGraphics.DrawImage(_buffer, new Point(_gameFieldOffset.Width, _gameFieldOffset.Height));
        }
 
        #endregion 公共实例方法
 
        #region 私有实例方法
 
        /// <summary>
        /// 布雷
        /// </summary>
        /// <param name="startPt">首次单击点</param>
        private void Mine(Point startPt)
        {
            Size area = new Size(_gameData.GetLength(0), _gameData.GetLength(1));
            List<Point> excluded = new List<Point> { startPt };
 
            //随机创建雷区
            for (int i = 0; i < _minesCount; i  )
            {
                Point pt = GetRandomPoint(area, excluded);
                _gameData[pt.X, pt.Y] = new Square(pt, true, 0);
                excluded.Add(pt);
            }
 
            //创建非雷区
            for (int i = 0; i < _gameData.GetLength(0); i  )
                for (int j = 0; j < _gameData.GetLength(1); j  )
                    if (!_gameData[i, j].Mined)//非雷区
                    {
                        int minesAround = EnumSquaresAround(new Point(i, j)).Cast<Square>().Count(square => square.Mined);//周围雷数
 
                        _gameData[i, j] = new Square(new Point(i, j), false, minesAround);
                    }
 
            _gameStarted = true;
        }
 
        /// <summary>
        /// 自动打开周围非雷区方块(递归)
        /// </summary>
        /// <param name="squarePt">原方块逻辑坐标</param>
        private void AutoOpenAround(Point squarePt)
        {
            //遍历周围方块
            foreach (Square square in EnumSquaresAround(squarePt))
            {
                if (square.Mined || square.Status == Square.SquareStatus.Marked || square.Status == Square.SquareStatus.Opened)
                    continue;
 
                square.LeftClick();//打开
                //周围无雷区
                if (square.MinesAround == 0)
                    AutoOpenAround(square.Location);//递归打开
            }
        }
 
        /// <summary>
        /// 枚举周围所有方块区
        /// </summary>
        /// <param name="squarePt">原方块区</param>
        /// <returns>枚举数</returns>
        private IEnumerable EnumSquaresAround(Point squarePt)
        {
            int i = squarePt.X, j = squarePt.Y;
 
            //周围所有方块区
            for (int x = i - 1; x <= i   1;   x)//横向
            {
                if (x < 0 || x >= _gameData.GetLength(0))//越界
                    continue;
 
                for (int y = j - 1; y <= j   1;   y)//纵向
                {
                    if (y < 0 || y >= _gameData.GetLength(1))//越界
                        continue;
 
                    if (x == squarePt.X && y == squarePt.Y)//排除自身
                        continue;
 
                    yield return _gameData[x, y];
                }
            }
        }
 
        #endregion 私有实例方法
 
        #region 私有静态方法
 
        /// <summary>
        /// 获取指定区域内的一个不在排除项列表中的随机点
        /// </summary>
        /// <param name="areaSize">区域大小,指定了随机点坐标的范围</param>
        /// <param name="excluded">排除项</param>
        /// <returns>随机点</returns>
        /// <exception cref="ArgumentNullException">排除项为空</exception>
        private static Point GetRandomPoint(Size areaSize, List<Point> excluded)
        {
            if (excluded == null)
                throw new ArgumentNullException("excluded");
 
            int x, y;
 
            do
            {
                x = Rnd.Next(0, areaSize.Width);
                y = Rnd.Next(0, areaSize.Height);
            } while (excluded.Any(pt => pt.X == x && pt.Y == y));
 
            return new Point(x, y);
        }
 
        #endregion 私有静态方法
    }
}


标签: 游戏 GDI C# 扫雷

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