?? 5dw2eoej.txt
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function varargout = Game_ClearMine( varargin )
if nargin == 0
OldHandle = findobj( 'Type', 'figure', 'Tag', 'ClearMine' ) ;
if ishandle( OldHandle )
close( OldHandle ) ;
end
FigureHandle = figure('Visible', 'off') ;
init_FigureContent( FigureHandle ) ;
elseif ischar( varargin{1} )
if nargout > 0
[varargout{1:nargout}] = feval(varargin{:}) ;
else
feval(varargin{:}) ;
end
end
% ------------------------------------------------------------------------
function generate_FigureContent( FigureHandle, ButtonNumber ) ;
TabSpace = 10 ;
MidSpace = 1 ;
ButtonColNumber = ButtonNumber(2) ;
ButtonRowNumber = ButtonNumber(1) ;
TextHeight = 25 ;
FigureWidth = ButtonColNumber * (21 + MidSpace) + TabSpace * 4 ;
FigureHeight = ButtonRowNumber * (21 + MidSpace) + TabSpace * 5 + TextHeight ;
set( FigureHandle, 'Position', [100, 100, FigureWidth, FigureHeight], 'Menubar', 'none',...
'Visible', 'off', 'Name', '掃雷', 'Tag', 'ClearMine', 'NumberTitle', 'off',...
'DoubleBuffer', 'on', 'Units', 'pixel', 'Color', [0.85 0.85 0.85], 'Resize', 'off',...
'KeyPressFcn', 'Game_ClearMine(''Keypress_fcn'', gcbf)' ) ;
AxesHandle = axes( 'Position', [0, 0, 1, 1], 'Units', 'pixel',...
'XLim', [0, FigureWidth], 'YLim', [0, FigureHeight], 'Visible', 'off' ) ;
LineXArray = [TabSpace, FigureWidth-TabSpace, FigureWidth-TabSpace, TabSpace, TabSpace] ;
LineYArray = [TabSpace, TabSpace, FigureHeight-TabSpace, FigureHeight-TabSpace, TabSpace] ;
line( LineXArray, LineYArray, 'Color', 'k' ) ;
MenuHandle = uimenu( FigureHandle, 'Label', '游戲', 'Tag', 'MainMenu' ) ;
SubMenuTag = {'Begin', 'Easy', 'Normal', 'Hard', 'Custom', 'Exit' } ;
SubMenuString = {'開始(&B)', '低級(&E)', '中級(&N)', '高級(&H)', '自定義(&C)', '退出(&Q)'};
SubMenuCallback = {'Game_ClearMine( ''BeginMenu_Callback'', gcbo)',...
'Game_ClearMine( ''EasyMenu_Callback'', gcbo)',...
'Game_ClearMine( ''NormalMenu_Callback'', gcbo)',...
'Game_ClearMine( ''HardMenu_Callback'', gcbo)' ,...
'Game_ClearMine( ''CustomMenu_Callback'', gcbo)',...
'close(gcf)'} ;
SubMenuSeparator = {'off', 'on', 'off','off','off','on'} ;
for num = 1: length( SubMenuTag )
SubMenuHandle(num) = uimenu( MenuHandle ) ;
set( SubMenuHandle(num), 'Tag', SubMenuTag{num},...
'Label', SubMenuString{num},...
'Separator', SubMenuSeparator{num},...
'Callback', SubMenuCallback{num} ) ;
end
MenuHandle = uimenu( FigureHandle, 'Label', '幫助', 'Tag', 'MenuHelp' ) ;
uimenu( MenuHandle, 'Label', '幫助', 'Tag', 'Help',...
'Callback', 'helpdlg(''游戲開始(至少點開一個格子)后,按Ctrl+Enter可以直接過關(guān)。'', ''最終秘技'')' ) ;
if ButtonColNumber < 8
TextWidth = (FigureWidth - TabSpace * 2 - TabSpace * 2 - TabSpace * 2 * 2) / 3 ;
else
TextWidth = (FigureWidth - TabSpace * 2 - TabSpace * 2 - TabSpace * 4 * 2) / 3 ;
end
TextPosition = [TabSpace*2 FigureHeight-2*TabSpace-TextHeight TextWidth TextHeight] ;
if ButtonColNumber < 8
TextFontSize = 12 ;
else
TextFontSize = 16 ;
end
TextTag = {'MineNumber', 'Face', 'Time'} ;
TextString = {'', '', '0'} ;
TextStyle = {'text', 'pushbutton', 'text'} ;
TextCallback = {'', 'Game_ClearMine(''BeginMenu_Callback'', gcbo)', ''} ;
for num = 1: length(TextTag)
TempTextPosition = TextPosition ;
if ButtonColNumber < 8
TempTextPosition(1) = TempTextPosition(1) + (num-1) * (TextWidth + 2 * TabSpace) ;
else
TempTextPosition(1) = TempTextPosition(1) + (num-1) * (TextWidth + 4 * TabSpace) ;
end
UicontrolHandle = uicontrol( 'Style', TextStyle{num}, 'Position', TempTextPosition, 'Tag', TextTag{num},...
'BackgroundColor', [0.7 0.7 0.7], 'FontSize', TextFontSize, 'HorizontalAlignment', 'center',...
'String', TextString{num}, 'Callback', TextCallback{num} ) ;
if num == 2
TempTextPosition(1) = TempTextPosition(1) + (TempTextPosition(3) - 23) / 2 ;
TempTextPosition(3) = 23 ;
set( UicontrolHandle, 'Position', TempTextPosition) ;
end
end
ButtonXPos = TabSpace * 2 ;
ButtonWidth = 21 ;
ButtonHeight = 21 ;
ButtonYPos = TabSpace * 3 + ButtonHeight * ButtonRowNumber ;
ButtonPosition = [ButtonXPos ButtonYPos ButtonWidth ButtonHeight] ;
for j = 1: ButtonColNumber
for i = 1: ButtonRowNumber
% TempButtonTag = sprintf('Button%d%d', i, j ) ;
TempButtonPosition = ButtonPosition ;
TempButtonPosition(1) = TempButtonPosition(1) + (j - 1) * (ButtonWidth + MidSpace) ;
TempButtonPosition(2) = TempButtonPosition(2) - i * (ButtonHeight + MidSpace) ;
ButtonHandles((j-1)*ButtonRowNumber+i) = uicontrol( 'Style', 'PushButton', 'Position', TempButtonPosition, 'Tag', 'Button',...
'Enable', 'on', 'BackgroundColor', [0.75 0.75 0.75], 'UserData', (j-1)*ButtonRowNumber+i,...
'FontSize', 13, 'Callback', 'Game_ClearMine( ''ButtonDown_Callback'', gcbo)',...
'ButtonDownFcn', 'Game_ClearMine( ''ButtonDownFcn'', gcbo)' ) ;
end
end
if ButtonColNumber == 16
x = (0: ButtonColNumber) * (21 + MidSpace) + ButtonXPos - 1 ;
else
x = (0: ButtonColNumber) * (21 + MidSpace) + ButtonXPos - 2 ;
end
y = (-ButtonRowNumber:0) * (21 + MidSpace) + ButtonYPos - 1 ;
[X, Y] = meshgrid(x, y) ;
line( X, Y, 'Color', 'k') ;
line( X', Y', 'Color', 'k') ;
setappdata( FigureHandle, 'ButtonHandles', ButtonHandles ) ;
% ------------------------------------------------------------------------
function init_FigureContent( FigureHandle ) ;
handles = guidata( FigureHandle ) ;
GameInfo = getappdata( FigureHandle, 'GameInfo' ) ;
if isempty( GameInfo )
GameInfo.RowNumber = 9 ;
GameInfo.ColNumber = 9 ;
GameInfo.MineNumber = 10 ;
end
ButtonNumber = [GameInfo.RowNumber GameInfo.ColNumber] ;
close(FigureHandle) ;
FigureHandle = figure('Visible', 'off') ;
generate_FigureContent( FigureHandle, ButtonNumber ) ;
setappdata( FigureHandle, 'GameInfo', GameInfo ) ;
movegui( FigureHandle, 'center' ) ;
set( FigureHandle, 'Visible', 'on' ) ;
handles = guihandles( FigureHandle ) ;
guidata( FigureHandle, handles) ;
set( handles.MineNumber, 'String', num2str(GameInfo.MineNumber) ) ;
BeginMenu_Callback( FigureHandle ) ;
% -------------------------------------------------------------------------
function BeginMenu_Callback( h )
handles = guidata( h ) ;
setappdata( handles.ClearMine, 'GameIsBegin', 0 ) ;
setappdata( handles.ClearMine, 'GameOver', 1 ) ;
setappdata( handles.ClearMine, 'CountSecond', 1 ) ;
setappdata( handles.ClearMine, 'MineNumberArray', [] ) ;
Matrix = com_GetFaceImage( 'Smile' ) ;
set( handles.Face, 'CData', Matrix/255 ) ;
GameInfo = getappdata( handles.ClearMine, 'GameInfo' ) ;
set( handles.MineNumber, 'String', num2str(GameInfo.MineNumber) ) ;
ButtonHandles = getappdata( handles.ClearMine, 'ButtonHandles' ) ;
set( ButtonHandles, 'Enable', 'on', 'Style', 'pushbutton', 'String', '', 'ForeGroundColor', 'k', 'CData', [], 'BackgroundColor', [0.75 0.75 0.75] ) ;
% ------------------------------------------------------------------------
function EasyMenu_Callback( h )
handles = guidata( h ) ;
GameInfo.RowNumber = 9 ;
GameInfo.ColNumber = 9 ;
GameInfo.MineNumber = 10 ;
setappdata( handles.ClearMine, 'GameInfo', GameInfo ) ;
init_FigureContent( handles.ClearMine ) ;
% ------------------------------------------------------------------------
function NormalMenu_Callback( h )
handles = guidata( h ) ;
GameInfo.RowNumber = 16 ;
GameInfo.ColNumber = 16 ;
GameInfo.MineNumber = 40 ;
setappdata( handles.ClearMine, 'GameInfo', GameInfo ) ;
init_FigureContent( handles.ClearMine ) ;
% ------------------------------------------------------------------------
function HardMenu_Callback( h )
handles = guidata( h ) ;
GameInfo.RowNumber = 16 ;
GameInfo.ColNumber = 30 ;
GameInfo.MineNumber = 99 ;
setappdata( handles.ClearMine, 'GameInfo', GameInfo ) ;
init_FigureContent( handles.ClearMine ) ;
% -------------------------------------------------------------------------
function ButtonDown_Callback( h )
handles = guidata( h ) ;
ButtonIndex = get( h, 'UserData' ) ;
GameIsBegin = getappdata( handles.ClearMine, 'GameIsBegin' ) ;
if isempty( GameIsBegin )
GameIsBegin = 0 ;
end
if GameIsBegin == 0
setappdata( handles.ClearMine, 'GameOver', 0 ) ;
GameInfo = getappdata( handles.ClearMine, 'GameInfo' ) ;
RowNumber = GameInfo.RowNumber ;
ColNumber = GameInfo.ColNumber ;
TotalMineNumber = GameInfo.MineNumber ;
InitMineSetting( h, RowNumber, ColNumber, TotalMineNumber, ButtonIndex ) ;
end
MineNumberArray = getappdata( handles.ClearMine, 'MineNumberArray' ) ;
SolveArray = getappdata( handles.ClearMine, 'SolveArray' ) ;
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