扫雷:

#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[A][B],news,spare;
int BoomTotalNum,floatx,floaty,flag[A][B],flagnum,mode,slect[A][B],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[i][j]=' ';
        flag[i][j]=0;
        slect[i][j]=0;
    }
    while(BoomTotalNum) {
        x=rand()%A;
        y=rand()%B;
        if(map[x][y]==' ') {
            map[x][y]='@';
            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[xx][yy]) {
        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[xx][yy]==0) {
                    if(mode%2==0) printf("");
                    else printf("");
                }
                else printf("");
            }
            else {
                if(flag[xx][yy]==0) printf("█");
                else printf("");
            }
            break;
        case '@' :
            if(xx==floatx&&yy==floaty) {
                if(flag[xx][yy]==0) {
                    if(mode%2==0) printf("");
                    else printf("");
                }
                else printf("");
            }
            else {
                if(flag[xx][yy]==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[floatx][floaty]=='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[xx-1][yy-1]=='@')) num++;
    if((xx-1>=0)&&(yy+0>=0)&&(map[xx-1][yy]=='@')) num++;
    if((xx-1>=0)&&(yy+1<B) &&(map[xx-1][yy+1]=='@')) num++;
    if((xx+0>=0)&&(yy-1>=0)&&(map[xx][yy-1]=='@')) num++;
    if((xx+0>=0)&&(yy+1<B) &&(map[xx][yy+1]=='@')) num++;
    if((xx+1<A)&&(yy-1>=0) &&(map[xx+1][yy-1]=='@')) num++;
    if((xx+1<A)&&(yy+0>=0) &&(map[xx+1][yy]=='@')) num++;
    if((xx+1<A)&&(yy+1<B)  &&(map[xx+1][yy+1]=='@')) 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[c.x][c.y]=1;
    while(!dui.empty()) {
        c=dui.front();
        dui.pop();
        if(Boomnum(c.x,c.y)!=0) {
            map[c.x][c.y]=(Boomnum(c.x,c.y)+48);
            continue;
        }
        else {
            map[c.x][c.y]='x';                                                                                                                                                                                                                                                                                                                                                                                                                                     
            if((c.x-1>=0)&&(c.y-1>=0)&&(map[c.x-1][c.y-1]==' ')&&(slect[c.x-1][c.y-1]==0)) {
                d.x=c.x-1;
                d.y=c.y-1;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x-1>=0)&&(c.y-0>=0)&&(map[c.x-1][c.y]==' ')&&(slect[c.x-1][c.y]==0)) {
                d.x=c.x-1;
                d.y=c.y-0;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x-1>=0)&&(c.y+1<B)&&(map[c.x-1][c.y+1]==' ')&&(slect[c.x-1][c.y+1]==0)) {
                d.x=c.x-1;
                d.y=c.y+1;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x-0>=0)&&(c.y-1>=0)&&(map[c.x][c.y-1]==' ')&&(slect[c.x][c.y-1]==0)) {
                d.x=c.x-0;
                d.y=c.y-1;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x-0>=0)&&(c.y+1<B)&&(map[c.x][c.y+1]==' ')&&(slect[c.x][c.y+1]==0)) {
                d.x=c.x-0;
                d.y=c.y+1;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x+1<A)&&(c.y-1>=0)&&(map[c.x+1][c.y-1]==' ')&&(slect[c.x+1][c.y-1]==0)) {
                d.x=c.x+1;
                d.y=c.y-1;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x+1<A)&&(c.y-0>=0)&&(map[c.x+1][c.y]==' ')&&(slect[c.x+1][c.y]==0)) {
                d.x=c.x+1;
                d.y=c.y-0;
                dui.push(d);
                slect[d.x][d.y]=1;
            }
            if((c.x+1<A)&&(c.y+1<B)&&(map[c.x+1][c.y+1]==' ')&&(slect[c.x+1][c.y+1]==0)) {
                d.x=c.x+1;
                d.y=c.y+1;
                dui.push(d);
                slect[d.x][d.y]=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();     //隐藏光标
    Beginning();//初始化地图
    a=GetTickCount();
    while(1) {
        if(kbhit()!=0) {
            spare=getch();
            
            //按其他
            if((spare!=(-32))&&(spare!=13)&&(spare!=' ')) continue;//跳过 
            
            //按Enter
            if(spare==13) { //确认 
                //排雷
                if(mode%2==0) {
                    if(map[floatx][floaty]=='@'&&flag[floatx][floaty]==0) {
                        break;  //触雷
                        game=0;
                    }
                    
                    if(flag[floatx][floaty]==1) continue;   //有旗跳过
                    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);
                }
                
                //插拔旗
                else {
                    
                    //不能插旗的地方
                    if(map[floatx][floaty]=='x'||(map[floatx][floaty]>'0'&&map[floatx][floaty]<'9'))
                        continue;   //跳过
                    
                    //插旗
                    if(flag[floatx][floaty]==0) {
                        flagnum++;
                        flag[floatx][floaty]=1;
                        position(floaty*2,floatx);
                        SetConsoleTextAttribute(handle_out, FORE_BLUE);
                        Lump(floatx,floaty);
                    }
                    
                    //拔旗 
                    else {
                        flagnum--;
                        flag[floatx][floaty]=0;
                        position(floaty*2,floatx);
                        SetConsoleTextAttribute(handle_out, FORE_BLUE);
                        Lump(floatx,floaty);
                    }
                }
            }
            
            //按空格
            if(spare==' ') Mode();  //切换模式 
            
            //按方向键 
            if(spare==-32) {
                news=getch();
                Move(); //移动光标
            }
            for(int i=0;i<A;i++) for(int j=0;j<B;j++) if(map[i][j]=='x'||(map[i][j]>'0'&&map[i][j]<'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:");  //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;
}