实例介绍
【实例简介】
【实例截图】
【核心代码】
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
}
}
好例子网口号:伸出你的我的手 — 分享!
小贴士
感谢您为本站写下的评论,您的评论对其它用户来说具有重要的参考价值,所以请认真填写。
- 类似“顶”、“沙发”之类没有营养的文字,对勤劳贡献的楼主来说是令人沮丧的反馈信息。
- 相信您也不想看到一排文字/表情墙,所以请不要反馈意义不大的重复字符,也请尽量不要纯表情的回复。
- 提问之前请再仔细看一遍楼主的说明,或许是您遗漏了。
- 请勿到处挖坑绊人、招贴广告。既占空间让人厌烦,又没人会搭理,于人于己都无利。
关于好例子网
本站旨在为广大IT学习爱好者提供一个非营利性互相学习交流分享平台。本站所有资源都可以被免费获取学习研究。本站资源来自网友分享,对搜索内容的合法性不具有预见性、识别性、控制性,仅供学习研究,请务必在下载后24小时内给予删除,不得用于其他任何用途,否则后果自负。基于互联网的特殊性,平台无法对用户传输的作品、信息、内容的权属或合法性、安全性、合规性、真实性、科学性、完整权、有效性等进行实质审查;无论平台是否已进行审查,用户均应自行承担因其传输的作品、信息、内容而可能或已经产生的侵权或权属纠纷等法律责任。本站所有资源不代表本站的观点或立场,基于网友分享,根据中国法律《信息网络传播权保护条例》第二十二与二十三条之规定,若资源存在侵权或相关问题请联系本站客服人员,点此联系我们。关于更多版权及免责申明参见 版权及免责申明


网友评论
我要评论