scratch编程扫雷代码
时间: 2023-08-24 09:04:55 浏览: 176
以下是Scratch编程的扫雷代码示例:
1. 界面设计
首先,我们需要设计一个简单的界面。可以使用Scratch中的“绘制”类块来绘制一个方格,再用文本块添加数字或符号。例如,我们可以在画布上绘制一个10x10的方格,并在每个格子上添加“雷”、“数字”、“问号”等符号。为了方便用户操作,我们可以添加一些按钮,如“开始游戏”、“重新开始”、“退出游戏”等。
2. 雷区初始化
当用户点击“开始游戏”按钮时,我们需要初始化雷区。可以使用Scratch中的“变量”类块来创建一个包含所有格子信息的数组,然后使用随机数生成器来设置雷的位置。例如,我们可以定义一个名为“minefield”的数组,其中包含10x10个元素,每个元素表示一个格子。如果该格子是雷,我们将其赋值为“true”,否则赋值为“false”。代码示例:
```
when flag clicked
set [game status v] to [not started]
set [minefield v] to (list)
repeat (10)
set [row v] to (list)
repeat (10)
set [is mine v] to (pick random (1) to (10)) = (1)
add (is mine) to (row)
end
add (row) to (minefield)
end
```
3. 点击事件处理
当用户点击某个格子时,我们需要根据其位置来判断该格子是否是雷,并更新界面显示。可以使用Scratch中的“当键被按下”类块来处理用户输入。例如,我们可以定义一个名为“on cell clicked”的事件处理器,当用户点击某个格子时触发。代码示例:
```
when (this sprite) clicked
broadcast (on cell clicked v) and wait
```
在“on cell clicked”事件处理器中,我们需要获取用户点击的坐标,并根据该坐标来更新界面显示。可以使用Scratch中的“鼠标x坐标”和“鼠标y坐标”类块来获取鼠标点击的坐标。例如,我们可以定义一个名为“update cell”的函数,用于更新某个格子的状态。代码示例:
```
define update cell (x) (y)
set [cell state v] to item (x) of item (y) of (minefield)
if (cell state) = [true] then
// 该格子是雷
show (mine) at x: ((x - 5) * 25) y: ((y - 5) * 25)
else
// 该格子不是雷
set [mine count v] to 0
repeat (3)
set [dx v] to (pick random (-1) to (1)))
set [dy v] to (pick random (-1) to (1)))
set [new x v] to (x + dx)
set [new y v] to (y + dy)
if (new x) < (1) then set [new x v] to (1)
if (new y) < (1) then set [new y v] to (1)
if (new x) > (10) then set [new x v] to (10)
if (new y) > (10) then set [new y v] to (10)
if item (new x) of item (new y) of (minefield) = [true] then
set [mine count v] to ((mine count) + (1))
end
end
show (mine count) at x: ((x - 5) * 25) y: ((y - 5) * 25)
end
```
在该函数中,我们首先获取该格子的状态(是否是雷),并根据该状态来更新界面显示。如果该格子是雷,我们在该格子上显示“雷”图标;否则,我们需要计算该格子周围的雷数,并在该格子上显示该数字。
4. 游戏结束判断
当用户点击某个格子时,我们需要判断游戏是否结束。如果用户点击到了雷,游戏结束;否则,用户需要继续翻开其他格子。可以使用Scratch中的“广播”类块来发送游戏结束消息。例如,我们可以定义一个名为“check game over”的函数,用于判断游戏是否结束。代码示例:
```
define check game over
set [game over v] to [false]
repeat (10)
repeat (10)
set [cell state v] to item (x) of item (y) of (minefield)
if (cell state) = [false] then
set [game over v] to [false]
broadcast (game not over v) and wait
stop all
end
end
end
set [game over v] to [true]
broadcast (game over v) and wait
stop all
```
在该函数中,我们首先假设游戏已经结束,然后遍历所有格子,如果存在一个未被翻开的格子不是雷,则游戏未结束。如果游戏未结束,我们发送“游戏未结束”消息;否则,我们发送“游戏结束”消息并停止游戏。
5. 完整代码
将以上代码组合在一起,就可以得到一个简单的扫雷游戏。完整代码示例:
```
when flag clicked
set [game status v] to [not started]
set [minefield v] to (list)
repeat (10)
set [row v] to (list)
repeat (10)
set [is mine v] to (pick random (1) to (10)) = (1)
add (is mine) to (row)
end
add (row) to (minefield)
end
when (this sprite) clicked
broadcast (on cell clicked v) and wait
when I receive [on cell clicked v]
set [x v] to ((mouse x) + (250)) / (25)
set [y v] to ((mouse y) + (250)) / (25)
call update cell (x) (y)
call check game over
define update cell (x) (y)
set [cell state v] to item (x) of item (y) of (minefield)
if (cell state) = [true] then
// 该格子是雷
show (mine) at x: ((x - 5) * 25) y: ((y - 5) * 25)
else
// 该格子不是雷
set [mine count v] to 0
repeat (3)
set [dx v] to (pick random (-1) to (1)))
set [dy v] to (pick random (-1) to (1)))
set [new x v] to (x + dx)
set [new y v] to (y + dy)
if (new x) < (1) then set [new x v] to (1)
if (new y) < (1) then set [new y v] to (1)
if (new x) > (10) then set [new x v] to (10)
if (new y) > (10) then set [new y v] to (10)
if item (new x) of item (new y) of (minefield) = [true] then
set [mine count v] to ((mine count) + (1))
end
end
show (mine count) at x: ((x - 5) * 25) y: ((y - 5) * 25)
end
define check game over
set [game over v] to [false]
repeat (10)
repeat (10)
set [cell state v] to item (x) of item (y) of (minefield)
if (cell state) = [false] then
set [game over v] to [false]
broadcast (game not over v) and wait
stop all
end
end
end
set [game over v] to [true]
broadcast (game over v) and wait
stop all
```
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