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📄 minesweepgame.m

📁 用来进行扫雷的自己设计的小游戏
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            start_timing();
        end
        
        if game.smap(i, j) ~= s_open
           if game.smap(i, j) ~= s_tagged
               show_tag(i, j);
               game.smap(i, j) = s_tagged;
               game.nremain = game.nremain - 1;
           else
               vis_close_cell(i, j);
               game.smap(i, j) = s_close;
               game.nremain = game.nremain + 1;
           end   
                      
           on_status_updated();
        end        
    end


    function start_timing()        
        stop(htimer);
        game.status = 'ongoing';
        start(htimer);   
        tic;
    end


%% UI Event callbacks
    
    function set_callbacks(ui, htimer)
        set(ui.hbtnRestart, 'Callback', @on_restart);
        if isfield(ui, 'hpmLevel')
            set(ui.hpmLevel, 'Callback', @on_change_level);
        end
        set(htimer, 'TimerFcn', @on_timer);
    end


    function [i, j] = figpt2ij(pt)
        % convert the figure point coordinate to cell subscripts
        
        x = pt(1);
        y = pt(2);

        fp = get(ui.hfield, 'Position');
        x0 = fp(1);
        x1 = fp(1) + fp(3);
        y0 = fp(2);
        y1 = fp(2) + fp(4);
        
        i = ceil((y1 - y) * mfield.nrows / (y1 - y0));
        j = ceil((x - x0) * mfield.ncolumns / (x1 - x0));        
    end


    function on_window_mousedown(sender, eventdata)  %#ok<INUSD>
        
        cstatus = game.status;                
        if strcmp(cstatus, 'waitstart') || strcmp(cstatus, 'ongoing')
                        
            [i, j] = figpt2ij(get(hfig, 'CurrentPoint'));            

            if (i >= 1 && i <= mfield.nrows && j >= 1 && j <= mfield.ncolumns)
                selty = get(hfig, 'SelectionType');

                if strcmp(selty, 'normal')
                    on_leftclick_cell(i, j);
                else
                    on_rightclick_cell(i, j);
                end
            end
        end        
    end

        
    function on_leftclick_cell(i, j)    
        do_open_cell(i, j, true);
    end


    function on_rightclick_cell(i, j)
        do_toggle_tag(i, j);
    end


    function on_change_level(sender, eventdata) %#ok<INUSD>
        
        ilevel = get(ui.hpmLevel, 'Value');        
        level = gamelevels(ilevel).name;
        
        if ~strcmp(level, mfield.level)
            switch_to_level(level);            
        end        
    end


    function on_timer(sender, eventdata) %#ok<INUSD>
        switch game.status
            case 'ongoing'
                set(ui.htextTime, ...
                    'String', sprintf('%d s', round(toc)), ...
                    'ForegroundColor', visspec.time_color);
            case 'waitstart'
                set(ui.htextTime, ...
                    'String', '0 s', ...
                    'ForegroundColor', visspec.time_color);
        end            
    end


    function on_restart(sender, eventdata) %#ok<INUSD>
        restart_game()
    end


    function on_close(sender, eventdata) %#ok<INUSD>
        close_game();
    end


    function on_status_updated()
        switch game.status
            case {'waitstart', 'ongoing'}
                msg = sprintf('%d / %d', game.nremain, mfield.nmines);
                cr = visspec.status_color;
            case 'done'
                msg = 'Done!';
                cr = visspec.donestatus_color;
            case 'failed'
                msg = 'Failed';
                cr = visspec.failstatus_color;
        end
        
        set(ui.htextStat, 'String', msg, 'ForegroundColor', cr);                
    end



%% Element Visualization

    function vis = get_visual_spec()
        % Returns the default visual specification
        
        tag_marker = {'Marker', 'd', 'MarkerSize', 14, ...
            'MarkerFaceColor', 'g', 'MarkerEdgeColor', 'y', 'LineWidth', 1};        
        mine_marker = {'Marker', 'o', 'MarkerSize', 14, ...
            'MarkerFaceColor', 'r', 'MarkerEdgeColor', 'y', 'LineWidth', 1};        
        x_marker = {'Marker', 'x', 'MarkerSize', 18, ...
            'MarkerEdgeColor', [0.5, 0, 0], 'LineWidth', 2.5};        
        
        vis = struct( ...
            'close_bkcolor', [1 1 1] * 0.2, ... % background color for closed cell
            'highlight_color', [1 1 1] * 0.35, ... % the color for highlighting a cell
            'open_bkcolor',  [1 1 1] * 0.7, ... % background color for open cell
            'digit_font', {{'FontSize', 16}}, ... % properties of digit font
            'status_font', {{'FontSize', 15}}, ... % properties of status font
            'tag_marker', {tag_marker}, ... % the marker for a mine tag
            'mine_marker', {mine_marker}, ...  % the marker properties of a mine
            'x_marker', {x_marker}, ... % the X marker upon mine                
            'status_color', 'k', ... % color for normal status
            'donestatus_color', 'b', ... % color for done status
            'failstatus_color', 'r', ... % color for fail status
            'time_color', 'k' ...   % color for showing time            
        ); 
        
        % the color of digits
        % following the setting in the minesweeper of Microsoft Windows
        vis.digit_colors = [ ...
              0   0 255;    % 1 - blue
             42 148  42;    % 2 - dark green
            255   0   0;    % 3 - red
             42  42 148;    % 4 - dark blue
            128   0   0;    % 5 - dark red
             42 148 148;    % 6 - dark cyan
              0   0   0;    % 7 - black
            128 128 128 ... % 8 - gray
            ] / 255;        % normalize
    end


    function clear_all_gelems()
        % clear all graphic elements
        
        ghs = vertcat(vhmap{:});
        delete(ghs);
        vhmap = cell(size(vhmap));
        
    end


    function clear_gelems_in_cell(i, j)
        % clear the graphic elements in a cell (i, j)        
        
        if ~isempty(vhmap{i, j})
            delete(vhmap{i, j});
            vhmap{i, j} = [];
        end
    end


    function add_gelems_in_cell(i, j, h)
        % add a new graphic element in a cell (i, j)
        
        if isempty(vhmap{i, j})
            vhmap{i, j} = h;
        else
            vhmap{i, j} = [vhmap{i, j}; h];
        end
    end


    function add_marker(i, j, marker)
        % add a marker to a cell (i, j)
        
        axes(ui.hfield);
        add_gelems_in_cell(i, j, line(j-0.5, i-0.5, marker{:}));        
    end


    function show_digit(i, j, x)
        % show a digit in a cell
        if x > 0
            add_gelems_in_cell(i, j, text( ...
                    j-0.5, i-0.15, int2str(x), ...
                    'HorizontalAlignment', 'center', ...
                    'VerticalAlignment', 'baseline', ...
                    'Color', visspec.digit_colors(x, :), ...
                    visspec.digit_font{:}));
        end
    end


    function show_mine(i, j)
        % show a mine in a cell
        add_marker(i, j, visspec.mine_marker);
        add_marker(i, j, visspec.x_marker);
    end


    function show_tag(i, j)
        % show a mine tag in a cell
        add_marker(i, j, visspec.tag_marker);
    end
       

    function vis_close_cell(i, j)
        % visualize the cell(i, j) as closed  
        
        axes(ui.hfield);        
        clear_gelems_in_cell(i, j);                    
    end


    function vis_open_cell(i, j)
        % visualize a cell(i, j) as open 
        
        axes(ui.hfield);
        
        % replace the background color
        clear_gelems_in_cell(i, j);
        add_gelems_in_cell(i, j, rectangle( ...
            'Position', [j-1, i-1, 1, 1], ...
            'FaceColor', visspec.open_bkcolor));
        
        if ~mfield.is_mine(i, j)    % open non-mine
            x = mfield.nnbmines(i, j);
            if x > 0
                show_digit(i, j, x);
            end            
        else                        % open mine
            show_mine(i, j);
        end                        
    end


end

%% GUI Construction
    
function s = get_layout_spec()
% Returns the default layout specification

s = struct( ...
    'cell_h', 25, 'cell_w', 25, ... % size of each cell
    'mg_t', 50, 'mg_b', 50, 'mg_l', 25, 'mg_r', 25, ... % margin
    'btn_y', 10, 'btn_h', 25, 'btn_w', 100, ... % button positions
    'btn_xsep', 10, 'btn_ysep', 15); % button separation
end


function uicomps = create_ui_components(hfig, mfield, s, vis, gamelevels)
% The function to create the ui components on a figure
%
%   hfig - the handle to the figure
%   mfield - the struct representing the mine field
%   s - the layout specification
%   vis - the visual specification
%

% calculate layout
nr = mfield.nrows;
nc = mfield.ncolumns;
level = mfield.level;

field_h = s.cell_h * nr;
field_w = s.cell_w * nc;

% set the position of figure

fig_h = field_h + s.mg_t + s.mg_b;
fig_w = max(field_w, s.btn_w * 2 + s.btn_xsep) + s.mg_l + s.mg_r;

figPos = get(hfig, 'Position');
figPos(2) = figPos(2) + figPos(4) - fig_h;
figPos(3) = fig_w;
figPos(4) = fig_h;
set(hfig, 'Position', figPos);

% create field (axes)

uicomps.hfield = axes('Tag', 'Field', ...
    'Units', 'pixels', 'Position', [s.mg_l, s.mg_b, field_w, field_h], ...
    'XLimMode', 'manual', 'XDir', 'normal', 'XLim', [0, nc], ...
    'YLimMode', 'manual', 'YDir', 'reverse', 'YLim', [0, nr], ...
    'XTickMode', 'manual', 'XTick', [], ...
    'YTickMode', 'manual', 'YTick', [], ...
    'Box', 'on', 'Color', vis.close_bkcolor ...
    );

axes(uicomps.hfield);

% vertical lines
lx = [1:nc - 1; 1:nc - 1; nan(1, nc-1)];
ly = repmat([0; nr; nan], 1, nc - 1);
line(lx(:), ly(:), 'Color', 'k');

% horizontal lines
lx = repmat([0; nc; nan], 1, nr - 1);
ly = [1:nr - 1; 1:nr - 1; nan(1, nr-1)];
line(lx(:), ly(:), 'Color', 'k');

% create buttons

if ~isempty(level)
    level_names = {gamelevels.name};
    [dummy, ilevel] = ismember(level, level_names);
    uicomps.hpmLevel = uicontrol('Style', 'popupmenu', 'Tag', 'pmLevel', ...
        'String', level_names, 'Value', ilevel, ...
        'Units', 'pixels', ...
        'Position', [s.mg_l + s.btn_w + s.btn_xsep, s.btn_y, s.btn_w, s.btn_h]);
end

uicomps.hbtnRestart = uicontrol('Style', 'pushbutton', ...
    'Tag', 'btnRestart', 'String', 'Restart', ...
    'Units', 'pixels', 'Position', [s.mg_l, s.btn_y, s.btn_w, s.btn_h]);

% create status text

stat_y = s.mg_b + field_h + s.btn_ysep;

uicomps.htextStat = uicontrol('Style', 'text', 'Tag', 'textStatus', 'Units', 'pixels', ...
    'String', '', 'Position', [s.mg_l, stat_y, s.btn_w, s.btn_h], vis.status_font{:});

uicomps.htextTime = uicontrol('Style', 'text', 'Tag', 'textTime', 'Units', 'pixels', ...
    'String', '', 'Position', [s.mg_l + s.btn_w + s.btn_xsep, stat_y, s.btn_w, s.btn_h], ...
    vis.status_font{:});

end


function htimer = create_timer()
% create the timer to show game time

htimer = timer('Period', 0.2, ...
    'ExecutionMode', 'fixedRate', 'StartDelay', 1);
end


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