练手WPF(三)——扫雷小游戏的简易实现(中)
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练手WPF(三)——扫雷小游戏的简易实现(中)
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八、隨機布雷
/// <summary> /// 隨機布地雷 /// </summary> /// <param name="mineNum">地雷數</param> private void SetRndMine(int mineNum) {for (int k = 0; k < mineNum; k++){int nullnum = 0;for (int j = 0; j < _gameLevel._colGrid; j++){for (int i = 0; i < _gameLevel._rowGrid; i++){if (_backData[j, i] == (int)BackState.BLANK)nullnum++;}}if (nullnum < 1)return;int index = rnd.Next(1, nullnum);nullnum = 0;for (int j = 0; j < _gameLevel._colGrid; j++){for (int i = 0; i < _gameLevel._rowGrid; i++){if (_backData[j, i] == 0){nullnum++;if (nullnum != index)continue;_backData[j, i] = (int)BackState.MINE; // 設置為地雷 }}}} } 這個方法是不是很熟悉,我們在2048游戲中用到過,這里就不再多說了。九、設置地雷旁邊的格子標注的地雷數值
原理就是讀取地雷位置,然后分別給不是地雷的格子數值+1。 /// <summary> /// 設置地雷周圍格子雷數 /// </summary> private void SetCellMineNumber() {for (int y = 0; y < _gameLevel._colGrid; y++){for (int x = 0; x < _gameLevel._rowGrid; x++){if (_backData[y, x] == (int)BackState.MINE) // 遇到地雷則周圍8格分別+1 {if (x - 1 > -1 && y - 1 > -1 && _backData[y - 1, x - 1] != (int)BackState.MINE)_backData[y - 1, x - 1]++;if (y - 1 > -1 && _backData[y - 1, x] != (int)BackState.MINE)_backData[y - 1, x]++;if (y - 1 > -1 && x + 1 < _gameLevel._rowGrid && _backData[y - 1, x + 1] != (int)BackState.MINE)_backData[y - 1, x + 1]++;if (x - 1 > -1 && _backData[y, x - 1] != (int)BackState.MINE)_backData[y, x - 1]++;if (x + 1 < _gameLevel._rowGrid && _backData[y, x + 1] != (int)BackState.MINE)_backData[y, x + 1]++;if (y + 1 < _gameLevel._colGrid && x - 1 > -1 && _backData[y + 1, x - 1] != (int)BackState.MINE)_backData[y + 1, x - 1]++;if (y + 1 < _gameLevel._colGrid && _backData[y + 1, x] != (int)BackState.MINE)_backData[y + 1, x]++;if (y + 1 < _gameLevel._colGrid && x + 1 < _gameLevel._rowGrid && _backData[y + 1, x + 1] != (int)BackState.MINE)_backData[y + 1, x + 1]++;}}} }
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十、設置背景區圖片組
循環讀取背景區數據,根據數值設置對應的圖片源。
private void SetBackCellImage() {BackCanvas.Children.Clear();for (int y=0; y<_gameLevel._colGrid; y++){for (int x=0; x<_gameLevel._rowGrid; x++){_backImage[y, x] = new Image();if (_backData[y, x] == (int)BackState.BLANK){_backImage[y, x].Source = ImageHelper.CutImage(_bmpSpace, new Int32Rect(0, 0, _cellSize.Width, _cellSize.Height));}else if (_backData[y, x] == (int)BackState.MINE){_backImage[y, x].Source = ImageHelper.CutImage(_bmpMine, new Int32Rect(0, 0, _cellSize.Width, _cellSize.Height));}else{for (int i = 0; i < 8; i++){if (_backData[y, x] == (i+1)){_backImage[y, x].Source = ImageHelper.CutImage(_bmpNum1_8, new Int32Rect(i * _cellSize.Width, 0, _cellSize.Width, _cellSize.Height));break;}}}_backImage[y, x].SetValue(Canvas.LeftProperty, x * (double)_cellSize.Width);_backImage[y, x].SetValue(Canvas.TopProperty, y * (double)_cellSize.Height);BackCanvas.Children.Add(_backImage[y, x]);}} }?
十一、開始游戲準備
根據游戲級別分別調用隨機布雷、設置雷邊數值方法,同時添加背景圖片數組到游戲背景區。
private void ResetGame() {InitialGameState();InitGameData(_level);textBlockMineNum.Text = _gameLevel._mineNum.ToString();SetRndMine(_gameLevel._mineNum);SetCellMineNumber();SetBackCellImage(); }將該方法添加到開始游戲菜單中,并計時器打開。
private void MenuGameStart_Click(object sender, RoutedEventArgs e) {ResetGame();_gameState = GameState.START;// 開始計時 _stopWatchGame.Start();_timerSetTimeText.Start(); }重復點擊開始菜單,看看效果。
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十二、調整游戲級別
根據菜單設置的當前級別值設置菜單選擇狀態。
/// <summary> /// 設置級別菜單狀態 /// </summary> /// <param name="level"></param> private void SetMenuLevelState(Level level) {switch (level){case Level.SIMPLE:MenuLowLevel.IsChecked = true;MenuMiddleLevel.IsChecked = false;MenuHighLevel.IsChecked = false;break;case Level.NORMAL:MenuLowLevel.IsChecked = false;MenuMiddleLevel.IsChecked = true;MenuHighLevel.IsChecked = false;break;case Level.HARD:MenuLowLevel.IsChecked = false;MenuMiddleLevel.IsChecked = false;MenuHighLevel.IsChecked = true;break;} } /// <summary> /// 初級級別菜單 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void MenuLowLevel_Click(object sender, RoutedEventArgs e) {if (_level == Level.SIMPLE)return;if (MessageBox.Show("將用新難度級別重置游戲,確認要繼續嗎?", "警告", MessageBoxButton.YesNo, MessageBoxImage.Asterisk)== MessageBoxResult.Yes){_level = Level.SIMPLE;SetMenuLevelState(_level);ResetGame();} }/// <summary> /// 中級級別菜單 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void MenuMiddleLevel_Click(object sender, RoutedEventArgs e) {if (_level == Level.NORMAL)return;if (MessageBox.Show("將用新難度級別重置游戲,確認要繼續嗎?", "警告", MessageBoxButton.YesNo, MessageBoxImage.Asterisk)== MessageBoxResult.Yes){_level = Level.NORMAL;SetMenuLevelState(_level);ResetGame();} }/// <summary> /// 高級級別菜單 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void MenuHighLevel_Click(object sender, RoutedEventArgs e) {if (_level == Level.HARD)return;if (MessageBox.Show("將用新難度級別重置游戲,確認要繼續嗎?", "警告", MessageBoxButton.YesNo, MessageBoxImage.Asterisk)== MessageBoxResult.Yes){_level = Level.HARD;SetMenuLevelState(_level);ResetGame();} }?
十三、設置前景區圖片組
/// <summary> /// 設置前景圖片數組 /// </summary> private void SetForeCellImages() {ForeCanvas.Children.Clear();for (int y = 0; y < _gameLevel._colGrid; y++){for (int x = 0; x < _gameLevel._rowGrid; x++){if (_foreData[y, x] > (int)ForeState.NONE){_foreImage[y, x] = new Image();_foreImage[y, x].Source = ImageHelper.CutImage(_bmpForeground, new Int32Rect(0, 0, _cellSize.Width, _cellSize.Height));_foreImage[y, x].SetValue(Canvas.LeftProperty, x * (double)_cellSize.Width);_foreImage[y, x].SetValue(Canvas.TopProperty, y * (double)_cellSize.Height);ForeCanvas.Children.Add(_foreImage[y, x]);}}} }在ResetGame()方法最后位置加入對該方法的調用。
?運行程序,看看效果。
轉載于:https://www.cnblogs.com/moonblogcore/p/10944619.html
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