#include <windows.h>
#include <math.h>
#include <string.h>
#include "resource.h" // 菜单资源头文件
#define SHADOW_WIDTH1 1 //阴影宽度
#define SHADOW_WIDTH2 2
#define SHADOW_WIDTH3 3
#define BORDER 8 //边界的宽度
#define BOX_WIDTH 20//box的宽度
#define BOX_HEIGHT 20 //box的高度
#define RESERVED_AREA 32 //保留区高度
//******************************
//自定义的函数声明
//******************************
LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM) ;
void DrawBorder(HDC hdc,int x,int y,int width,int height,int BorderWidth,COLORREF &color1,COLORREF &color2,bool WTop);
void AutoOpenBoxes(HDC &hdc,int i,int j);
void drawRect(HDC &hdc,int x,int y);
bool allRoundIsOpened(int row,int col);
void InitBox();
void UpdateTheWindow(HWND &hwnd,int rows,int cols,int mineNO);
void ComputeRoundMineNo();
void RandomSetMines();
//**************************************
//结构体Box,roundMineNO表示周围雷的个数
//containMine表示是否里面是否有雷,
//isOpened表示box是否已经打开
//**************************************
static HMENU hMenu;
struct Box
{
int roundMineNO;
bool containMine;
bool isOpened;
};
static int mineNumber;
static int ROWS; //行数
static int COLS; //列数
static int iSM_BorderX;
static int iSM_BorderY;
static int iSM_CaptionY;
static int iSM_MenuY;
static Box **box;
static int i,j,numberOpened;
static RECT mineRect;
//********
//main函数
//********
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine, int iCmdShow)
{
static TCHAR szAppName[] = TEXT ("SineWave") ;
HWND hwnd ;
MSG msg ;
WNDCLASS wndclass ;
mineNumber = 5;
ROWS = 10; COLS = 10;
mineNumber = 10;
box = new Box* [COLS];
for(int k=0;k<COLS;k++)
box[k] = new Box[ROWS];
iSM_BorderX = GetSystemMetrics(SM_CXBORDER);
iSM_BorderY = GetSystemMetrics(SM_CYBORDER);
iSM_CaptionY = GetSystemMetrics(SM_CYCAPTION);
iSM_MenuY = GetSystemMetrics(SM_CYMENU);
int cx = BOX_WIDTH * COLS + 2 * SHADOW_WIDTH3 + 2 * SHADOW_WIDTH2 + 2 * iSM_BorderX + 2 * BORDER;
int cy = BOX_HEIGHT * ROWS + 2 * SHADOW_WIDTH3 + 4 * SHADOW_WIDTH2 + 2 * iSM_BorderY + 3 * BORDER + RESERVED_AREA+iSM_CaptionY+iSM_MenuY;
mineRect.left = SHADOW_WIDTH3+BORDER+SHADOW_WIDTH2;
mineRect.right =mineRect.left + BOX_WIDTH * COLS;
mineRect.top = SHADOW_WIDTH3+2*BORDER+RESERVED_AREA+3*SHADOW_WIDTH2;
mineRect.bottom = mineRect.top + BOX_HEIGHT * ROWS;
wndclass.style = CS_HREDRAW | CS_VREDRAW ;
wndclass.lpfnWndProc= WndProc ;
wndclass.cbClsExtra = 0 ;
wndclass.cbWndExtra = 0 ;
wndclass.hInstance = hInstance ;
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
hMenu = LoadMenu (hInstance, MAKEINTRESOURCE (IDR_MENU1)) ;
wndclass.hbrBackground = (HBRUSH) GetStockObject (WHITE_BRUSH) ;
wndclass.lpszMenuName = NULL ;
wndclass.lpszClassName = szAppName ;
if (!RegisterClass (&wndclass))
{
MessageBox ( NULL, TEXT ("Program requires Windows NT!"),
szAppName, MB_ICONERROR) ;
return 0 ;
}
hwnd = CreateWindow ( szAppName, TEXT ("扫雷-游戏"),
WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT,
cx, cy,
NULL, hMenu, hInstance, NULL) ;
ShowWindow (hwnd, iCmdShow) ;
UpdateWindow (hwnd) ;
while (GetMessage (&msg, NULL, 0, 0))
{
TranslateMessage (&msg) ;
DispatchMessage (&msg) ;
}
return msg.wParam ;
}
//*************
//消息处理函数
//*************
LRESULT CALLBACK WndProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
HDC hdc ;
HBRUSH hBrush ;
PAINTSTRUCT ps ;
static bool isLButtonDown=false;
int xStart,yStart;
static int m,n,cx,cy;
static COLORREF color1=RGB(0, 0, 0),
color2=RGB(255,255,255),
color3=RGB(200,200,200),
color4=RGB(120,120,200);
static RECT grid,rect;
static char szBuffer[2];
POINT pt;
switch (message)
{
case WM_CREATE: //初始化变量
InitBox();
RandomSetMines();
ComputeRoundMineNo();
return 0;
case WM_PAINT:
hdc = BeginPaint (hwnd, &ps) ;
GetClientRect(hwnd,&rect);
hBrush = CreateSolidBrush(RGB(200,200,200));
SetBkColor(hdc,RGB(200,200,200));
SelectObject(hdc,hBrush);
SelectObject(hdc,GetStockObject(NULL_PEN));
Rectangle(hdc,0,0,rect.right,rect.bottom);
//绘制外边界
DrawBorder(hdc,0,0,rect.right,rect.bottom,SHADOW_WIDTH3,color1,color2,true);
//绘制保留区
DrawBorder(hdc, SHADOW_WIDTH3+BORDER, SHADOW_WIDTH3+BORDER,
BOX_WIDTH * COLS + 2 * SHADOW_WIDTH2, RESERVED_AREA + 2 * SHADOW_WIDTH2, SHADOW_WIDTH2, color1,color2,false);
//绘制内边界
DrawBorder(hdc, SHADOW_WIDTH3+BORDER, SHADOW_WIDTH3+2*BORDER+RESERVED_AREA+2*SHADOW_WIDTH2,
BOX_WIDTH * COLS + 2 * SHADOW_WIDTH2, BOX_HEIGHT*ROWS + 2*SHADOW_WIDTH2, SHADOW_WIDTH2, color1,color2,false);
//绘制雷区的box
xStart = mineRect.left;
yStart = mineRect.top;
RECT rect0;
for(i = 0; i < ROWS; i++)
{
for(j = 0; j < COLS; j++)
{
if(!box[i][j].isOpened)
DrawBorder(hdc,xStart,yStart,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,
color1,color2,true);
else
{
DrawBorder(hdc,xStart,yStart,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,
color3,color3,true);
DrawBorder(hdc,xStart,yStart,BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,
color4,color4,true);
if(box[i][j].roundMineNO != 0)
{
rect0.left = mineRect.left + BOX_WIDTH * j;
rect0.right = rect0.left + BOX_WIDTH;
rect0.top = mineRect.top + BOX_HEIGHT * i;
rect0.bottom = rect0.top + BOX_HEIGHT;
wsprintf(szBuffer,TEXT("%d"),box[i][j].roundMineNO);
//输出周围雷的个数
DrawText(hdc,szBuffer,-1,&rect0,DT_SINGLELINE|DT_CENTER|DT_VCENTER);
}
}
xStart += BOX_WIDTH;
}
yStart += BOX_HEIGHT;
xStart = SHADOW_WIDTH3+BORDER+SHADOW_WIDTH2;
}
EndPaint(hwnd,&ps);
return 0 ;
case WM_LBUTTONDOWN:
isLButtonDown = true;
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
grid.left = mineRect.left;
grid.right = mineRect.right;
grid.top = mineRect.top;
grid.bottom = mineRect.bottom;
if(PtInRect(&grid,pt))
{
j = (pt.x - grid.left) / BOX_WIDTH;
i = (pt.y - grid.top) / BOX_HEIGHT;
grid.left += BOX_WIDTH * j;
grid.top += BOX_HEIGHT * i;
grid.right = grid.left + BOX_WIDTH;
grid.bottom = grid.top + BOX_HEIGHT;
hdc = GetDC(hwnd);
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,color3,color3,false);
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,color4,color4,false);
}
DeleteDC(hdc);
return 0;
case WM_LBUTTONUP:
static HPEN hPen;
static RECT rect1;
hdc = GetDC(hwnd);
hPen = CreatePen(PS_SOLID,2,RGB(255,255,0));
SelectObject(hdc,hPen);
SetBkColor(hdc,RGB(200,200,200));
isLButtonDown = false;
rect1.left = mineRect.left + BOX_WIDTH * j;
rect1.right = rect1.left + BOX_WIDTH;
rect1.top = mineRect.top + BOX_HEIGHT * i;
rect1.bottom = rect1.top + BOX_HEIGHT;
if(!box[i][j].isOpened)
{
if(!box[i][j].containMine)
{
if(box[i][j].roundMineNO != 0)
{
wsprintf(szBuffer,TEXT("%d"),box[i][j].roundMineNO);
//输出周围雷的个数
DrawText(hdc,szBuffer,-1,&rect1,DT_SINGLELINE|DT_CENTER|DT_VCENTER);
}
box[i][j].isOpened = true;
numberOpened ++;
if(numberOpened == ROWS * COLS - mineNumber)
{
MessageBox (hwnd, TEXT ("祝贺你赢了!"),TEXT("扫雷游戏"), MB_ICONWARNING) ;
}
AutoOpenBoxes(hdc,i,j);
}
else
{
for(int k=0;k<ROWS;k++)
for(int l=0;l<COLS;l++)
{
if(box[k][l].containMine)//点到雷后,使所有的类显现
{
rect.left =mineRect.left + BOX_WIDTH * l;
rect.top = mineRect.top + BOX_HEIGHT * k;
rect.right = rect.left + BOX_WIDTH;
rect.bottom = rect.top + BOX_HEIGHT;
DrawBorder(hdc,rect.left,rect.top,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,color3,color3,false);
DrawBorder(hdc,rect.left,rect.top,BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,color4,color4,false);
DrawText(hdc,"?",-1,&rect,DT_SINGLELINE|DT_CENTER|DT_VCENTER);
}
}
MessageBox (hwnd, TEXT ("游戏结束"),TEXT("扫雷游戏"), MB_ICONWARNING) ;
}
}
DeleteDC(hdc);
return 0;
case WM_MOUSEMOVE:
if(isLButtonDown)
{
pt.x = LOWORD(lParam);
pt.y = HIWORD(lParam);
rect.left = mineRect.left;
rect.right = mineRect.right;
rect.top = mineRect.top;
rect.bottom = mineRect.bottom;
if(PtInRect(&rect,pt))//判断是否在雷区
{
m = i; n = j;
j = (pt.x - rect.left) / BOX_WIDTH;
i = (pt.y - rect.top) / BOX_HEIGHT;
rect.left += BOX_WIDTH * j;
rect.top += BOX_HEIGHT * i;
rect.right = rect.left + BOX_WIDTH;
rect.bottom = rect.top + BOX_HEIGHT;
if(grid.left == rect.left && grid.right==rect.right
&&grid.bottom == rect.bottom && grid.top == rect.top)
return 0;
hdc = GetDC(hwnd);
if(!box[m][n].isOpened)//鼠标移走后,恢复未按下
{
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,color1,color2,true);
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,color3,color3,true);
}
//使当前的box成为按下状态
grid.left = rect.left;
grid.right = rect.right;
grid.bottom = rect.bottom;
grid.top = rect.top;
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,color3,color3,true);
DrawBorder(hdc,grid.left,grid.top,BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,color4,color4,true);
}
DeleteDC(hdc);
}
return 0;
case WM_COMMAND: //响应菜单消息
switch (LOWORD (wParam))
{
case IDM_PLAY:
InitBox();
RandomSetMines();
ComputeRoundMineNo();
InvalidateRect(hwnd,NULL,TRUE);
UpdateWindow(hwnd);
return 0;
case IDM_BEGINER:
UpdateTheWindow(hwnd,10,10,5);
return 0;
case IDM_MEDIUM:
UpdateTheWindow(hwnd,15,15,15);
return 0;
case IDM_SENIOR:
UpdateTheWindow(hwnd,20,20,30);
return 0;
case IDM_EXIT:
SendMessage (hwnd, WM_CLOSE, 0, 0) ;
return 0;
}
case WM_DESTROY:
PostQuitMessage (0) ;
return 0 ;
}
return DefWindowProc (hwnd, message, wParam, lParam) ;
}
//绘制边界
void DrawBorder(HDC hdc,int x,int y,int width,int height,int BorderWidth,COLORREF &color1,COLORREF &color2,bool WTop)
{
int i;
HPEN hpen1,hpen2;
hpen1=CreatePen(PS_SOLID, 1, color1);
hpen2=CreatePen(PS_SOLID, 1, color2);
if(WTop)
SelectObject(hdc,hpen2);
else
SelectObject(hdc,hpen1);
for(i = 0; i < BorderWidth; i++)
{
MoveToEx(hdc,x+i,y+i,NULL);
LineTo(hdc,x+width-i,y+i);
MoveToEx(hdc,x+i,y+i,NULL);
LineTo(hdc,x+i,y+height-i);
}
if(WTop)
SelectObject(hdc,hpen1);
else
SelectObject(hdc,hpen2);
for(i = 0; i < BorderWidth; i++)
{
MoveToEx(hdc,x+width-i,y+height-i,NULL);
LineTo(hdc,x+width-i,y+i);
MoveToEx(hdc,x+width-i,y+height-i,NULL);
LineTo(hdc,x+i,y+height-i);
}
}
//初始化box
void InitBox()
{
numberOpened = 0;
for(i=0;i<ROWS;i++)
for(j=0;j<COLS;j++)
{
box[i][j].containMine = false;
box[i][j].isOpened = false;
box[i][j].roundMineNO = 0;
}
}
//计算周围类的个数
void ComputeRoundMineNo()
{
for(i=0;i<ROWS;i++)
for(j=0;j<COLS;j++)
{
if(i>0&&box[i-1][j].containMine==true)
{
box[i][j].roundMineNO++;
}
if(i>0&&j<COLS-1&&box[i-1][j+1].containMine == true)
{
box[i][j].roundMineNO++;
}
if(j<COLS-1&&box[i][j+1].containMine == true)
{
box[i][j].roundMineNO++;
}
if(i<ROWS-1 && j<COLS && box[i+1][j+1].containMine == true)
{
box[i][j].roundMineNO++;
}
if(i<ROWS-1 && box[i+1][j].containMine == true)
{
box[i][j].roundMineNO++;
}
if(i<ROWS-1 && j>0 && box[i+1][j-1].containMine == true)
{
box[i][j].roundMineNO++;
}
if(j>0 && box[i][j-1].containMine == true)
{
box[i][j].roundMineNO++;
}
if(i>0 && j>0 && box[i-1][j-1].containMine == true)
{
box[i][j].roundMineNO++;
}
}
}
//随机布雷
void RandomSetMines()
{
int row,col;
srand((UINT)GetCurrentTime());
for(i=0;i<mineNumber;)
{
row=rand()%ROWS;
col=rand()%COLS;
if(box[row][col].containMine != true)
{
box[row][col].containMine = true;
i++;
}
}
}
//自动打开box
void AutoOpenBoxes(HDC &hdc,int x,int y)
{
if(x >= 0 && y >= 0 && x < ROWS && y < COLS &&
box[x][y].roundMineNO == 0&& !allRoundIsOpened(x,y))
{
drawRect(hdc,x-1,y);
drawRect(hdc,x-1,y+1);
drawRect(hdc,x,y+1);
drawRect(hdc,x+1,y+1);
drawRect(hdc,x+1,y);
drawRect(hdc,x+1,y-1);
drawRect(hdc,x,y-1);
drawRect(hdc,x-1,y-1);
AutoOpenBoxes(hdc,x-1,y);
AutoOpenBoxes(hdc,x-1,y+1);
AutoOpenBoxes(hdc,x,y+1);
AutoOpenBoxes(hdc,x+1,y+1);
AutoOpenBoxes(hdc,x+1,y);
AutoOpenBoxes(hdc,x+1,y-1);
AutoOpenBoxes(hdc,x,y-1);
AutoOpenBoxes(hdc,x-1,y-1);
}
}
//绘制矩形
void UpdateTheWindow(HWND &hwnd,int rows,int cols,int mineNO)
{
ROWS = rows;
COLS = cols;
mineNumber = mineNO;
mineRect.left = SHADOW_WIDTH3+BORDER+SHADOW_WIDTH2;
mineRect.right =mineRect.left + BOX_WIDTH * COLS;
mineRect.top = SHADOW_WIDTH3+2*BORDER+RESERVED_AREA+3*SHADOW_WIDTH2;
mineRect.bottom = mineRect.top + BOX_HEIGHT * ROWS;
box = new Box* [COLS];
for(int k=0;k< COLS;k++)
box[k] = new Box[ROWS];
InitBox();
RandomSetMines();
ComputeRoundMineNo();
int cx = BOX_WIDTH * COLS + 2 * SHADOW_WIDTH3 +
2 * SHADOW_WIDTH2 + 2 * iSM_BorderX + 2 * BORDER;
int cy = BOX_HEIGHT * ROWS + 2 * SHADOW_WIDTH3 +
4 * SHADOW_WIDTH2 + 2 * iSM_BorderY + 3 * BORDER + RESERVED_AREA+iSM_CaptionY+iSM_MenuY;
MoveWindow(hwnd,0,0,cx,cy,true);
}
void drawRect(HDC &hdc,int x,int y)
{
RECT rect1;
COLORREF color1 = RGB(200,200,200),
color2 = RGB(120,120,200);
TCHAR szBuffer[2]={"0"};
if(x<0 || y<0 || x >= ROWS || y >= COLS)
return;
rect1.left = mineRect.left + BOX_WIDTH * y;
rect1.right = rect1.left + BOX_WIDTH;
rect1.top = mineRect.top + BOX_HEIGHT * x;
rect1.bottom = rect1.top + BOX_HEIGHT;
if(!box[x][y].isOpened)
{
DrawBorder(hdc,rect1.left,rect1.top,
BOX_WIDTH-2,BOX_HEIGHT-2,SHADOW_WIDTH2,color1,color1,true);
DrawBorder(hdc,rect1.left,rect1.top,
BOX_WIDTH,BOX_HEIGHT,SHADOW_WIDTH1,color2,color2,true);
if(!box[x][y].containMine && box[x][y].roundMineNO != 0)
{
wsprintf(szBuffer,TEXT("%d"),box[x][y].roundMineNO);
DrawText(hdc,szBuffer,-1,&rect1,DT_SINGLELINE|DT_CENTER|DT_VCENTER);
}
box[x][y].isOpened = true;
numberOpened ++;
if(numberOpened == ROWS * COLS - mineNumber )
{
MessageBox (NULL, TEXT ("祝贺你赢了!"),TEXT("扫雷游戏"), MB_ICONWARNING) ;
}
}
}
//判断周围的所有box是否已经open
bool allRoundIsOpened(int x,int y)
{
bool flag = true;
if(x > 0 && !box[x-1][y].isOpened)
flag = false;
if(x > 0 && y < COLS-1 && !box[x-1][y+1].isOpened)
flag = false;
if(y < COLS-1 && !box[x][y+1].isOpened)
flag = false;
if(x < ROWS-1 && y< COLS-1 && !box[x+1][y+1].isOpened)
flag = false;
if(x < ROWS-1 && !box[x+1][y].isOpened)
flag = false;
if(x < ROWS-1 && y > 0 && !box[x+1][y-1].isOpened)
flag = false;
if(y > 0 && !box[x][y-1].isOpened)
flag = false;
if(x > 0 && y > 0 && !box[x-1][y-1].isOpened)
flag = false;
return flag;
}
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MFC是微软提供的一套C++类库,用于简化Windows应用程序的开发,它封装了Windows API,使得开发者可以更加高效地构建用户界面和处理系统事件。 在Windows扫雷游戏中,MFC的主要应用体现在以下几个方面: 1. **窗口...
一个简陋的扫雷模拟程序,用windowsAPI编写,只实现了初级界面。
本篇文章将深入探讨一个使用C++语言实现的扫雷程序,包括其设计思路、主要功能模块以及代码结构。通过阅读源代码和相关注释,可以加深对C++编程和游戏开发的理解。 首先,C++是一种面向对象的编程语言,它提供了...
4. **界面渲染**:源码中包含了图形用户界面(GUI)的实现,可能使用Windows API或更高级的库如MFC、WinForms或WPF。界面元素的创建、更新和事件处理是关键部分。 5. **游戏状态管理**:扫雷有多种状态,如游戏进行...
**扫雷程序源代码解析** 本项目是一款基于C++编程语言,利用Microsoft Foundation Classes (MFC)库开发的扫雷游戏。MFC是微软提供的一个C++类库,用于简化Windows应用程序的开发,它提供了丰富的控件和界面设计工具...
【标题】"用VC做的WINDOWS扫雷游戏"揭示了这个项目是使用Microsoft Visual C++(简称VC)开发的一款经典电脑游戏——扫雷。VC6.0是微软在20世纪90年代末推出的IDE(集成开发环境),它支持MFC(Microsoft Foundation...
【标题】“高仿的Win7扫雷程序”是一款基于C++编程语言和Windows API(尤其是GDI)技术实现的桌面游戏,旨在模仿经典Windows 7操作系统中的扫雷游戏。开发者在学习了杨力祥老师的《高级windows程序设计》课程后,...
MFC是微软提供的一套面向对象的类库,用于构建Windows桌面应用程序,它封装了Windows API,使得开发者能够更方便地创建用户界面和处理系统事件。 首先,我们要理解C++语言的基础知识。C++是一种静态类型的、编译式...