扫雷esayx面向对象
时间: 2024-06-17 21:05:38 浏览: 16
扫雷EasyX是一个基于面向对象的扫雷游戏,它是使用C++语言和EasyX图形库开发的。通过面向对象的编程思想,扫雷EasyX实现了代码的复用和封装,使得程序更加易于维护和扩展。
在扫雷EasyX中,游戏主要由两个类组成:Mine和MineMap。Mine类表示每个方格,MineMap类则表示整个扫雷地图。Mine类具有标记地雷、翻开方格、显示方格等功能;而MineMap类则具有生成地图、翻开空白区域、游戏结束判断等功能。
通过将游戏逻辑封装在类中,扫雷EasyX实现了高内聚、低耦合的设计思路。这不仅使得程序的可读性和可维护性得到了提高,还使得程序的扩展性更强。例如,如果要添加游戏音效,只需要在相应的类中添加相应的函数即可。
相关问题
面向对象之扫雷小游戏代码
好的,下面是一个简单的使用面向对象思想实现的扫雷小游戏的代码示例:
```python
import random
class Square:
def __init__(self, x, y):
self.x = x
self.y = y
self.is_clicked = False
self.has_mine = False
self.adj_mine_count = 0
def set_mine(self):
self.has_mine = True
def set_adj_mine_count(self, count):
self.adj_mine_count = count
def click(self):
self.is_clicked = True
def __str__(self):
if self.is_clicked:
if self.has_mine:
return '*'
else:
return str(self.adj_mine_count)
else:
return '.'
class Board:
def __init__(self, width, height, num_mines):
self.width = width
self.height = height
self.num_mines = num_mines
self.grid = [[Square(x, y) for y in range(height)] for x in range(width)]
self.generate_mines()
def generate_mines(self):
for i in range(self.num_mines):
x = random.randint(0, self.width - 1)
y = random.randint(0, self.height - 1)
square = self.grid[x][y]
while square.has_mine:
x = random.randint(0, self.width - 1)
y = random.randint(0, self.height - 1)
square = self.grid[x][y]
square.set_mine()
for adj_square in self.get_adj_squares(square):
adj_square.set_adj_mine_count(adj_square.adj_mine_count + 1)
def get_adj_squares(self, square):
adj_squares = []
for x in range(square.x - 1, square.x + 2):
for y in range(square.y - 1, square.y + 2):
if x >= 0 and x < self.width and y >= 0 and y < self.height and not (x == square.x and y == square.y):
adj_squares.append(self.grid[x][y])
return adj_squares
def click_square(self, x, y):
square = self.grid[x][y]
square.click()
if square.has_mine:
return False
if square.adj_mine_count == 0:
for adj_square in self.get_adj_squares(square):
if not adj_square.is_clicked:
self.click_square(adj_square.x, adj_square.y)
return True
def is_game_over(self):
for x in range(self.width):
for y in range(self.height):
square = self.grid[x][y]
if not square.is_clicked and not square.has_mine:
return False
return True
def __str__(self):
return '\n'.join([''.join([str(self.grid[x][y]) for y in range(self.height)]) for x in range(self.width)])
class Game:
def __init__(self, width, height, num_mines):
self.board = Board(width, height, num_mines)
self.game_over = False
self.num_mines = num_mines
def play(self):
while not self.game_over:
print(self.board)
x = int(input("Enter x coordinate: "))
y = int(input("Enter y coordinate: "))
if not self.board.click_square(x, y):
self.game_over = True
print("Game over! You clicked on a mine.")
elif self.board.is_game_over():
self.game_over = True
print("Congratulations! You have cleared all the squares without clicking on a mine.")
else:
print("Remaining mines: ", self.num_mines - self.count_mines_clicked())
def count_mines_clicked(self):
count = 0
for x in range(self.board.width):
for y in range(self.board.height):
square = self.board.grid[x][y]
if square.has_mine and square.is_clicked:
count += 1
return count
if __name__ == '__main__':
game = Game(8, 8, 10)
game.play()
```
这个代码实现了一个简单的扫雷游戏,使用了面向对象的思想,将方块和游戏板都抽象成了对象,方便维护和拓展。
简单的面向对象之扫雷小游戏代码
好的,以下是一个简单的面向对象的扫雷小游戏代码示例:
```python
import random
class Minesweeper:
def __init__(self, width, height, num_mines):
self.width = width
self.height = height
self.num_mines = num_mines
self.board = [[0 for _ in range(width)] for _ in range(height)]
self.mines = []
self.hidden = [[True for _ in range(width)] for _ in range(height)]
self.game_over = False
# randomly place mines on the board
while len(self.mines) < num_mines:
x = random.randint(0, width - 1)
y = random.randint(0, height - 1)
if (x, y) not in self.mines:
self.mines.append((x, y))
self.board[y][x] = "X"
# calculate the number of mines adjacent to each square
for y in range(height):
for x in range(width):
if self.board[y][x] == "X":
continue
count = 0
for dy in [-1, 0, 1]:
for dx in [-1, 0, 1]:
if dy == 0 and dx == 0:
continue
if 0 <= y + dy < height and 0 <= x + dx < width and self.board[y + dy][x + dx] == "X":
count += 1
self.board[y][x] = count
def __str__(self):
result = ""
for y in range(self.height):
for x in range(self.width):
if self.hidden[y][x]:
result += "#"
else:
if self.board[y][x] == "X":
result += "X"
else:
result += str(self.board[y][x])
result += "\n"
return result
def reveal(self, x, y):
if self.hidden[y][x]:
self.hidden[y][x] = False
if self.board[y][x] == "X":
self.game_over = True
elif self.board[y][x] == 0:
for dy in [-1, 0, 1]:
for dx in [-1, 0, 1]:
if dy == 0 and dx == 0:
continue
if 0 <= y + dy < self.height and 0 <= x + dx < self.width:
self.reveal(x + dx, y + dy)
def is_win(self):
for y in range(self.height):
for x in range(self.width):
if self.board[y][x] != "X" and self.hidden[y][x]:
return False
return True
# example usage
game = Minesweeper(10, 10, 10)
while not game.game_over and not game.is_win():
print(game)
x = int(input("Enter x coordinate: "))
y = int(input("Enter y coordinate: "))
game.reveal(x, y)
if game.game_over:
print("Game over!")
else:
print("You win!")
```
在这个示例代码中,我们定义了一个 `Minesweeper` 类来表示扫雷游戏。我们使用一个二维列表来表示游戏板,每个方块可以是一个数字(表示周围的地雷数量)或 "X"(表示这个方块是地雷)。我们还使用一个二维列表来表示哪些方块是隐藏的,哪些是已经被揭示的。我们使用一个列表来存储地雷的位置。
在 `__init__` 方法中,我们随机放置了一些地雷,并计算了每个方块周围的地雷数量。在 `__str__` 方法中,我们将游戏板和隐藏状态转换成一个字符串来展示给玩家。在 `reveal` 方法中,我们揭示了一个方块并递归揭示周围的方块,直到没有更多的空白方块为止。在 `is_win` 方法中,我们检查是否还有未揭示的非地雷方块,如果没有就说明玩家获胜了。
在示例代码的最后,我们创建了一个 `Minesweeper` 实例,并开始一个游戏循环,直到游戏结束或者玩家获胜。在每个循环中,我们展示当前游戏状态,等待玩家输入要揭示的方块的坐标,然后调用 `reveal` 方法来揭示方块。最后,我们检查游戏是否结束,并输出相应的提示信息。
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