有三种难度初级6x6 中级10x10 高级16x16
完成游戏
游戏失败后,无法再次完成游戏,只能重新开始一局
对Qpushbutton进行重写
mybutton.h
#ifndef MYBUTTON_H
#define MYBUTTON_H
#include <QObject>
#include <QWidget>
#include <QPushButton>
#include <QMouseEvent>
class mybutton : public QPushButton
{
Q_OBJECT
public:
mybutton(QWidget *parent = nullptr);
void set_value(int hang,int lie);
//重写鼠标点击事件
protected:
virtual void mouseReleaseEvent(QMouseEvent * event);
//定义两个信号
signals:
void LeftClicked(int hang,int lie);
void RightClicked(int hang,int lie);
private:
int lie;
int hang;
};
#endif // MYBUTTON_H
mybutton.c
#include "mybutton.h"
mybutton::mybutton(QWidget *parent):
QPushButton(parent)
{
}
void mybutton::mouseReleaseEvent(QMouseEvent * event)
{
//判断是鼠标左键点击还是右键点击
if(event->button() == Qt::LeftButton)
{//左键点击了
emit LeftClicked(hang,lie);
}
if(event->button() == Qt::RightButton)
{//右键点击了
emit RightClicked(hang,lie);
}
}
void mybutton::set_value(int hang,int lie)
{
this->hang=hang;
this->lie=lie;
}
widget.h
#ifndef WIDGET_H
#define WIDGET_H
#include <QWidget>
#include <QTimer>
#include "mybutton.h"
QT_BEGIN_NAMESPACE
namespace Ui { class Widget; }
QT_END_NAMESPACE
#define Lei 10 //设置雷占格子的多少
class Widget : public QWidget
{
Q_OBJECT
public:
Widget(QWidget *parent = nullptr);
~Widget();
void time_out(void);
int GetThisMine(int hang,int lie,int i,int j);
void Initbutton(int i,int j);
void clear_button(int i,int j);
//定义两个槽函数 用于处理按键左右键点击的信号
public slots:
void LeftClickedSlots(int hang,int lie);
void RightClickedSlots(int hang,int lie);
void on_pushButton_clicked();
void on_pushButton_2_clicked();
void on_pushButton_4_clicked();
void on_pushButton_3_clicked();
private slots:
void on_pushButton_5_clicked();
private:
Ui::Widget *ui;
QTimer *tm1;
int i,j;
mybutton *Buttons;
bool *mine;
int flag=0;
int s=0;
int win=0;
};
#endif // WIDGET_H
widget.cpp
#include "widget.h"
#include "ui_widget.h"
#include "QDebug"
#include <QThread>
#include <QMessageBox>
Widget::Widget(QWidget *parent)
: QWidget(parent)
, ui(new Ui::Widget)
{
ui->setupUi(this);
tm1 = new QTimer(this);
//2,绑定定时器时间到槽
connect(tm1, &QTimer::timeout, this,&Widget::time_out);
//3.启动定时器
tm1->start(1000); //定时器时间1000ms
ui->lcdNumber->display(100);
this->setWindowTitle("扫雷");
//设置布局框大小
ui->gridLayoutWidget->resize(this->size());
ui->gridLayoutWidget->move(0,0);
}
Widget::~Widget()
{
delete ui;
delete []mine;
delete []Buttons;
}
void Widget::time_out()
{
//qDebug()<< "定时器时间到";
int num = ui->lcdNumber->value();
num -= 1;
if(num==0)
tm1->stop(); //停止定时器
ui->lcdNumber->display(num);
}
void Widget::Initbutton(int i,int j)
{ this->i=i;
this->j=j;
Buttons =new mybutton[i*j];
for(int hang = 0; hang <i; hang++)
for(int lie =0; lie < j; lie++)
{
Buttons[hang*j+lie].set_value(hang,lie);
Buttons[hang*j+lie].setSizePolicy(QSizePolicy::Preferred,QSizePolicy::Preferred);
//将按钮放到布局中
ui->gridLayout->addWidget(&Buttons[hang*j+lie], hang+1, lie);
ui->gridLayout->setRowStretch(hang,0);
ui->gridLayout->setColumnStretch(lie,0);
//绑定信号和槽
connect(&Buttons[hang*j+lie], &mybutton::LeftClicked, this, &Widget::LeftClickedSlots);
connect(&Buttons[hang*j+lie], &mybutton::RightClicked, this, &Widget::RightClickedSlots);
}
//摇雷 ((i*j)/4)个
srand(time(0));
mine = new bool[i*j];
for(int k=0;k<i*j;k++) mine[k]=false;
for(int k=0;k<((i*j)/Lei);k++)
{
while(1){
int h = rand() % i;
int l = rand() % j;
if(!mine[h*j+l])
{//此处没有雷
mine[h*j+l] = true;
break;
}
}
}
// for(int h=0;h<i*j;h++)
// qDebug()<<mine[h];
}
void Widget::clear_button(int i,int j)
{
for(int hang = 0; hang <i; hang++)
for(int lie =0; lie < j; lie++)
ui->gridLayout->removeWidget(&Buttons[hang*j+lie]);
delete []Buttons;
s=0;
win=0;
}
void Widget::on_pushButton_clicked()//低级难度
{
switch(flag)
{
case 0:Initbutton(6,6);break;
case 1:clear_button(6,6);Initbutton(6,6);break;
case 2:clear_button(10,10);Initbutton(6,6);break;
case 3:clear_button(16,16);Initbutton(6,6);break;
default: qDebug()<<"游戏未开始";
}
flag=1;
}
void Widget::on_pushButton_2_clicked()//中级难度
{
switch(flag)
{
case 0:Initbutton(10,10);break;
case 1:clear_button(6,6);Initbutton(10,10);break;
case 2:clear_button(10,10);Initbutton(10,10);break;
case 3:clear_button(16,16);Initbutton(10,10);break;
default: qDebug()<<"游戏未开始";
}
flag=2;
}
void Widget::on_pushButton_4_clicked()//高级难度
{
switch(flag)
{
case 0:Initbutton(16,16);break;
case 1:clear_button(6,6);Initbutton(16,16);break;
case 2:clear_button(10,10);Initbutton(16,16);break;
case 3:clear_button(16,16);Initbutton(16,16);break;
default: qDebug()<<"游戏未开始";
}
flag=3;
}
void Widget::on_pushButton_3_clicked()//重玩
{
switch(flag)
{
case 1:clear_button(6,6);Initbutton(6,6);break;
case 2:clear_button(10,10);Initbutton(10,10);break;
case 3:clear_button(16,16);Initbutton(16,16);break;
default: qDebug()<<"游戏未开始";
}
}
void Widget::LeftClickedSlots(int hang,int lie)//左击
{
int n=i,m=j;
qDebug() << "左键点击:" << hang << lie;
Buttons[hang*m+lie].setCheckable(true);
Buttons[hang*m+lie].setChecked(true); //显示为按键按下
Buttons[hang*m+lie].setDisabled(true); // 按键不能交互
ui->gridLayoutWidget->update();
qDebug() << "按键锁定:";
//显示周围有多少雷
if(GetThisMine(hang,lie,n,m)==-1){
Buttons[hang*m+lie].setText(QString::number(-1));
QMessageBox::information(nullptr, "游戏失败", "恭喜你踩了一个雷");
}
//int cnt = GetThisMine(hang,lie,n,m);
//Buttons[hang*m+lie].setText(QString::number(cnt));
}
void Widget::RightClickedSlots(int hang,int lie)//右击
{
int n=i,m=j;
qDebug() << "右键点击:" << hang << lie;
//标记是雷
QIcon icon(":/1.png");//使用资源包,相对路径
if(Buttons[hang*m+lie].icon().isNull())
{
Buttons[hang*m+lie].setIcon(icon);
qDebug()<<n;
Buttons[hang*m+lie].setIconSize(QSize(Buttons[hang*m+lie].size().width()-20,
Buttons[hang*m+lie].size().height() -20));
win++;
if(win==i*j) QMessageBox::information(nullptr, "游戏胜利", "恭喜你完成了游戏");
return;
}
if(!Buttons[hang*m+lie].icon().isNull())
Buttons[hang*m+lie].setIcon(QIcon());
win--;
}
//计算hang,lie位置有多少雷
int Widget::GetThisMine(int hang,int lie,int n,int m)
{
if(mine[hang*m+lie]==true) return -1;
int cnt = 0;
for(int i=-1; i<= 1; i++)
for(int j=-1; j<=1; j++)
{
if( !(i==0 && j==0) )
{//排除自己
if( hang+i < 0 || hang+i >= n || lie+j >= m || lie+j < 0 )
continue; //排除越界
if(mine[(hang+i)*m+lie+j]) cnt ++;
}
}
QThread::msleep(50);
if(s==n*m) return cnt;
qDebug() << "当前有值:"<<cnt<< s++<<endl;
Buttons[hang*m+lie].setText(QString::number(cnt));
Buttons[hang*m+lie].setCheckable(true);
Buttons[hang*m+lie].setChecked(true); //显示为按键按下
Buttons[hang*m+lie].setDisabled(true); // 按键不能交互
ui->gridLayoutWidget->update();
win++;
if(win==i*j) QMessageBox::information(nullptr, "游戏胜利", "恭喜你完成了游戏");
if(cnt==0)
{
//四个方向 左 上 右 下
if(lie-1>=0&&Buttons[hang*m+lie-1].text().isEmpty()){
qDebug() << "左连:";
GetThisMine(hang,lie-1,n,m);
}
if(hang-1>=0&&Buttons[(hang-1)*m+lie].text().isEmpty()){
qDebug() << "上连:";
GetThisMine(hang-1,lie,n,m);
}
if(lie+1<m&&Buttons[hang*m+lie+1].text().isEmpty()){
qDebug() << "右连:";
GetThisMine(hang,lie+1,n,m);
}
if(hang+1<n&&Buttons[(hang+1)*m+lie].text().isEmpty()){
qDebug() << "下连:";
GetThisMine(hang+1,lie,n,m);
}
//四个角落 左上 右上 左下 右下
if(hang-1>=0&&lie-1>=0&&Buttons[(hang-1)*m+lie-1].text().isEmpty()){
qDebug() << "左上连:";
GetThisMine(hang-1,lie-1,n,m);
}
if(hang-1>=0&&lie+1<m&&Buttons[(hang-1)*m+lie+1].text().isEmpty()){
qDebug() << "右上连:";
GetThisMine(hang-1,lie+1,n,m);
}
if(hang+1<n&&lie-1>=0&&Buttons[(hang+1)*m+lie-1].text().isEmpty()){
qDebug() << "左下连:";
GetThisMine(hang+1,lie-1,n,m);
}
if(hang+1<n&&lie+1<m&&Buttons[(hang+1)*m+lie+1].text().isEmpty()){
qDebug() << "右下连:";
GetThisMine(hang+1,lie+1,n,m);
}
}
return cnt;
}
void Widget::on_pushButton_5_clicked()
{
//设置布局框大小
ui->gridLayoutWidget->resize(this->size());
ui->gridLayoutWidget->move(0,0);
}
main.c
#include "widget.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}