C# WPF 自制扫雷小游戏

By jerryxjr1220 at 2023-10-08 • 0人收藏 • 391人看过

screenshots.gif

用C# WPF开发的练手小项目

<hc:GlowWindow x:Class="WPFMine.Views.MainWindow"
               xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
               xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
               xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
               xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
               xmlns:vm="clr-namespace:WPFMine.ViewModels"
               xmlns:hc="https://handyorg.github.io/handycontrol"
               d:DataContext="{d:DesignInstance Type=vm:MainViewModel}"
               mc:Ignorable="d"
               Title="Mine Game" Height="490" Width="410" ResizeMode="NoResize"
               FontFamily="JetBrains Mono"
               FontSize="{StaticResource TextFontSize}">
    <Window.Resources>
    </Window.Resources>
    <hc:SimplePanel>
        <ScrollViewer x:Name="scrollViewer" VerticalScrollBarVisibility="Auto">
            <StackPanel>
                <WrapPanel HorizontalAlignment="Center" Margin="0,10, 0, 2">
                    <TextBox Text="{Binding TimeUsed, StringFormat={}{0:mm:ss}}" FontSize="20" Foreground="DarkRed"
                             Margin="10,0" />
                    <Button Style="{StaticResource ButtonIcon}"
                            hc:IconElement.Geometry="{StaticResource ClockGeometry}" Foreground="DarkBlue" />
                    <TextBox Text="{Binding RemainingMines}" FontSize="20" Foreground="DarkRed" Margin="10,0" />
                </WrapPanel>
                <Grid>
                    <ItemsControl x:Name="itemscontrol" Width="400" Height="400" Background="LightGray"
                                  ItemsSource="{Binding GameObjects}">
                        <ItemsControl.ItemsPanel>
                            <ItemsPanelTemplate>
                                <Canvas />
                            </ItemsPanelTemplate>
                        </ItemsControl.ItemsPanel>
                        <ItemsControl.ItemContainerStyle>
                            <Style TargetType="ContentPresenter">
                                <Setter Property="Canvas.Left" Value="{Binding XPosActual}" />
                                <Setter Property="Canvas.Top" Value="{Binding YPosActual}" />
                            </Style>
                        </ItemsControl.ItemContainerStyle>
                        <ItemsControl.ItemTemplate>
                            <DataTemplate>
                                <Border BorderBrush="DarkGray" BorderThickness="1" Width="40" Height="40"
                                        HorizontalAlignment="Center" VerticalAlignment="Center">
                                    <Border x:Name="OuterBorder" Background="WhiteSmoke" BorderThickness="1"
                                            BorderBrush="WhiteSmoke" Width="35" Height="35">
                                        <Border.RenderTransform>
                                            <TranslateTransform X="-2" Y="-1" />
                                        </Border.RenderTransform>
                                        <ToggleButton x:Name="MineCanvas" Style="{StaticResource ToggleButtonDefault}"
                                                      FontSize="12" BorderThickness="0"
                                                      Width="35" Height="35" IsChecked="False"
                                                      Click="MineCanvas_OnClick"
                                                      MouseWheel="MineCanvas_OnMouseWheel" />
                                    </Border>

                                </Border>
                                <DataTemplate.Triggers>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="0">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="1">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Blue" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="1" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="2">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Green" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="2" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="3">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Chocolate" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="3" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="4">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Red" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="4" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="5">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Cyan" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="5" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="6">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Brown" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="6" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="7">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="NavajoWhite" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="7" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="8">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="Black" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="8" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="9">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="OrangeRed" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="X" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding GameObjectType}" Value="10">
                                        <Setter TargetName="MineCanvas" Property="Background" Value="LightGray" />
                                        <Setter TargetName="MineCanvas" Property="Foreground" Value="GreenYellow" />
                                        <Setter TargetName="MineCanvas" Property="Content" Value="V" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding IsClicked}" Value="false">
                                        <Setter TargetName="MineCanvas" Property="Opacity" Value="0" />
                                        <Setter TargetName="MineCanvas" Property="BorderThickness" Value="0" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding IsClicked}" Value="true">
                                        <Setter TargetName="MineCanvas" Property="Opacity" Value="1" />
                                        <Setter TargetName="MineCanvas" Property="BorderThickness" Value="0" />
                                        <Setter TargetName="MineCanvas" Property="Background" Value="FloralWhite" />
                                        <Setter TargetName="OuterBorder" Property="BorderThickness" Value="0" />
                                        <Setter TargetName="OuterBorder" Property="Background" Value="FloralWhite" />
                                    </DataTrigger>
                                </DataTemplate.Triggers>
                            </DataTemplate>

                        </ItemsControl.ItemTemplate>
                    </ItemsControl>
                </Grid>

            </StackPanel>
        </ScrollViewer>
    </hc:SimplePanel>
</hc:GlowWindow>
using System.ComponentModel;
using CommunityToolkit.Mvvm.ComponentModel;

namespace WPFMine.Models;

public partial class GameObject : ObservableObject
{
    public enum ObjectType
    {
        Blank,
        N1,
        N2,
        N3,
        N4,
        N5,
        N6,
        N7,
        N8,
        Mine,
        Flag
    }

    [ObservableProperty] private int _blockSize;

    [ObservableProperty] private ObjectType _gameObjectType;
    [ObservableProperty] private bool _isClicked;
    [ObservableProperty] private int _xPos;
    [ObservableProperty] private int _xPosActual;
    [ObservableProperty] private int _yPos;
    [ObservableProperty] private int _yPosActual;

    public GameObject()
    {
    }

    public GameObject(string _type, int _x, int _y, int _blockSize = 40)
    {
        switch (_type)
        {
            case "B":
                GameObjectType = ObjectType.Blank;
                break;
            case "1":
                GameObjectType = ObjectType.N1;
                break;
            case "2":
                GameObjectType = ObjectType.N2;
                break;
            case "3":
                GameObjectType = ObjectType.N3;
                break;
            case "4":
                GameObjectType = ObjectType.N4;
                break;
            case "5":
                GameObjectType = ObjectType.N5;
                break;
            case "6":
                GameObjectType = ObjectType.N6;
                break;
            case "7":
                GameObjectType = ObjectType.N7;
                break;
            case "8":
                GameObjectType = ObjectType.N8;
                break;
            case "M":
                GameObjectType = ObjectType.Mine;
                break;
            case "F":
                GameObjectType = ObjectType.Flag;
                break;
        }

        XPos = _x;
        YPos = _y;
        BlockSize = _blockSize;
        XPosActual = XPos * BlockSize;
        YPosActual = YPos * BlockSize;
        IsClicked = false;
    }

    protected override void OnPropertyChanged(PropertyChangedEventArgs e)
    {
        base.OnPropertyChanged(e);
        if (e.PropertyName == "XPos") XPosActual = XPos * BlockSize;
        if (e.PropertyName == "YPos") YPosActual = YPos * BlockSize;
    }
}
using System;
using System.ComponentModel;
using CommunityToolkit.Mvvm.ComponentModel;
using WPFMine.Models;

namespace WPFMine.ViewModels;

public partial class MainViewModel : ObservableObject
{
    [ObservableProperty] private int _blockSize = 40;
    [ObservableProperty] private BindingList<GameObject> _gameObjects;
    [ObservableProperty] private int _remainingMines;
    [ObservableProperty] private DateTime _timeUsed;
    public int[,] MineCountMap;
    public string[,] MineMap;

    public MainViewModel()
    {
        MineMap = new string[10, 10];
        MineCountMap = new int[10, 10];
        GameObjects = new BindingList<GameObject>();
        GameInit();

        //发送消息
        //WeakReferenceMessenger.Default.Send(new CustomizedMessage(new MessageModel()));
    }

    //游戏初始化
    public void GameInit()
    {
        MineMap = new string[10, 10];
        MineCountMap = new int[10, 10];
        for (var x = 0; x < 10; x++)
        for (var y = 0; y < 10; y++)
        {
            MineMap[x, y] = "B";
            MineCountMap[x, y] = 0;
        }

        //设置地雷数
        RemainingMines = 10;
        for (var i = 0; i < RemainingMines; i++)
        {
            (var x, var y) = GenerateMine();
            MineMap[x, y] = "M";

            if (x > 0 && y > 0) MineCountMap[x - 1, y - 1]++;
            if (x > 0 && y < 9) MineCountMap[x - 1, y + 1]++;
            if (x < 9 && y > 0) MineCountMap[x + 1, y - 1]++;
            if (x < 9 && y < 9) MineCountMap[x + 1, y + 1]++;
            if (x > 0) MineCountMap[x - 1, y]++;
            if (x < 9) MineCountMap[x + 1, y]++;
            if (y > 0) MineCountMap[x, y - 1]++;
            if (y < 9) MineCountMap[x, y + 1]++;
        }

        TimeUsed = new DateTime(3000, 1, 1, 0, 0, 0);
        GameObjects = new BindingList<GameObject>();

        for (var x = 0; x < 10; x++)
        for (var y = 0; y < 10; y++)
            if (MineMap[x, y] == "M")
                GameObjects.Add(new GameObject("M", x, y, BlockSize));
            else if (MineMap[x, y] == "B" && MineCountMap[x, y] > 0)
                GameObjects.Add(new GameObject(MineCountMap[x, y].ToString(), x, y, BlockSize));
            else
                GameObjects.Add(new GameObject("B", x, y, BlockSize));
    }

    //生成随机地雷
    public (int, int) GenerateMine()
    {
        var random = new Random(DateTime.Now.Microsecond);
        var x = random.Next(0, 10);
        var y = random.Next(0, 10);
        return (x, y);
    }

    //扫雷并判断是否触雷
    public bool MakeTransparent(int x, int y)
    {
        var isover = false;
        foreach (var go in GameObjects)
        {
            if (go.XPos == x && go.YPos == y && go.GameObjectType == GameObject.ObjectType.Mine)
            {
                go.IsClicked = true;
                isover = true;
                return isover;
            }

            if (go.XPos == x && go.YPos == y) go.IsClicked = true;
        }

        return isover;
    }
}

//定义消息
// public class CustomizedMessage : ValueChangedMessage<MessageModel> // PropertyChangedMessage // RequestMessage ( Async + ..)
// {
//     public CustomizedMessage(MessageModel value) : base(value)
//     {
//     }
// }
using System;
using System.Windows;
using System.Windows.Input;
using System.Windows.Threading;
using HandyControl.Controls;
using WPFMine.Models;
using WPFMine.ViewModels;
using MessageBox = HandyControl.Controls.MessageBox;

namespace WPFMine.Views;

/// <summary>
///     Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : GlowWindow
{
    private readonly MainViewModel mainViewModel;
    public DispatcherTimer timer;

    public MainWindow()
    {
        InitializeComponent();

        #region 注册并接受消息

        //WeakReferenceMessenger.Default.Register<CustomizedMessage>(this, (o, m) => { MessageBox.Show("Received!"); });

        #endregion


        mainViewModel = new MainViewModel();
        DataContext = mainViewModel;
        //计时器设置
        timer = new DispatcherTimer();
        timer.Interval = TimeSpan.FromSeconds(1);
        timer.Tick += (sender, args) => { mainViewModel.TimeUsed += TimeSpan.FromSeconds(1); };
        timer.Start();
    }

    //点击扫雷
    private void MineCanvas_OnClick(object sender, RoutedEventArgs e)
    {
        var point = Mouse.GetPosition(itemscontrol);
        var xpos = (int)(point.X / mainViewModel.BlockSize);
        var ypos = (int)(point.Y / mainViewModel.BlockSize);

        foreach (var go in mainViewModel.GameObjects)
            //如果已经扫过,则跳过
            if (go.XPos == xpos && go.YPos == ypos && go.IsClicked)
                return;
        //扫雷,并判断是否游戏结束
        var isover = mainViewModel.MakeTransparent(xpos, ypos);
        if (isover)
        {
            timer.Stop();
            MessageBox.Show(
                $"You lose!\r\nTime used: {mainViewModel.TimeUsed.Minute} min {mainViewModel.TimeUsed.Second} sec",
                "Game Over");
            mainViewModel.GameInit();
            timer.Start();
        }
    }

    //标记地雷
    private void MineCanvas_OnMouseWheel(object sender, MouseWheelEventArgs e)
    {
        var point = Mouse.GetPosition(itemscontrol);
        var xpos = (int)(point.X / mainViewModel.BlockSize);
        var ypos = (int)(point.Y / mainViewModel.BlockSize);
        foreach (var go in mainViewModel.GameObjects)
        {
            //如果是地雷,且未被扫过,则标记,地雷数-1
            if (go.XPos == xpos && go.YPos == ypos && go.GameObjectType == GameObject.ObjectType.Mine && !go.IsClicked)
            {
                go.GameObjectType = GameObject.ObjectType.Flag;
                go.IsClicked = true;
                mainViewModel.RemainingMines--;
                break;
            }

            //如果不是地雷,则游戏结束
            if (go.XPos == xpos && go.YPos == ypos && go.GameObjectType != GameObject.ObjectType.Mine && !go.IsClicked)
            {
                timer.Stop();
                MessageBox.Show(
                    $"You lose!\r\nTime used: {mainViewModel.TimeUsed.Minute} min {mainViewModel.TimeUsed.Second} sec",
                    "Game Over");
                mainViewModel.GameInit();
                timer.Start();
            }
        }

        //剩余地雷数为0,游戏胜利
        if (mainViewModel.RemainingMines == 0)
        {
            timer.Stop();
            MessageBox.Show(
                $"You win!\r\nTime used: {mainViewModel.TimeUsed.Minute} min {mainViewModel.TimeUsed.Second} sec",
                "Game Over");
            mainViewModel.GameInit();
        }
    }
}


5 个回复 | 最后更新于 2023-10-08
2023-10-08   #1

你这没一开一大片的,

2023-10-08   #2

回复#1 @admin :

对的,最老的扫雷版本其实是不支持一开一大片的,win98以后的扫雷开始支持一开一大片了

这个功能其实很简单,只要把点开的相邻格子如果是空白的都把IsChecked属性设置为true就可以了(每开启一个空白格用递归实现一次)

2023-10-08   #3

回复#1 @admin :

修改一个MakeTransparent函数,增加一个ContinueTransparent函数

实现了一开一大片功能。

screenshots.gif

//扫雷并判断是否触雷
public bool MakeTransparent(int x, int y)
{
    var isover = false;
    foreach (var go in GameObjects)
    {
        if (go.XPos == x && go.YPos == y && go.GameObjectType == GameObject.ObjectType.Mine)
        {
            go.IsClicked = true;
            isover = true;
            return isover;
        }

        if (go.XPos == x && go.YPos == y && go.GameObjectType == GameObject.ObjectType.Blank && !go.IsClicked)
        {
            go.IsClicked = true;
            ContinueTransparent(x, y);
        }

        if (go.XPos == x && go.YPos == y) go.IsClicked = true;
    }

    return isover;
}

public void ContinueTransparent(int x, int y)
{
    foreach (var go in GameObjects)
    {
        if (Math.Abs(go.XPos - x) <= 1 && Math.Abs(go.YPos - y) <= 1 && go.GameObjectType == GameObject.ObjectType.Blank && !go.IsClicked)
        {
            go.IsClicked = true;
            ContinueTransparent(go.XPos,  go.YPos);
        }
    }
}


2023-10-08   #4

一开一大片连同旁边的数字一起开

//判断相邻格是否为空白,连续开启空白格及数字格
public void ContinueTransparent(int x, int y)
{
    foreach (var go in GameObjects)
    {
        if (Math.Abs(go.XPos - x) <= 1 && Math.Abs(go.YPos - y) <= 1 && go.GameObjectType == GameObject.ObjectType.Blank && !go.IsClicked)
        {
            go.IsClicked = true;
            ContinueTransparent(go.XPos,  go.YPos);
        }
        if (Math.Abs(go.XPos - x) <= 1 && Math.Abs(go.YPos - y) <= 1 && go.GameObjectType != GameObject.ObjectType.Blank 
            && go.GameObjectType != GameObject.ObjectType.Mine && go.GameObjectType != GameObject.ObjectType.Flag && !go.IsClicked)
        {
            go.IsClicked = true;
        }
        
    }
}


2023-10-08   #5

可以用图标字体替换地雷和旗子

这里贴不上来,不过只要用输入法里的图标字体替换即可。

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