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-rw-r--r--ruby_1_8_5/sample/mine.rb175
1 files changed, 175 insertions, 0 deletions
diff --git a/ruby_1_8_5/sample/mine.rb b/ruby_1_8_5/sample/mine.rb
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+#! /usr/bin/ruby -Ke
+
+class Board
+ def clr
+ print "\e[2J"
+ end
+ def pos(x,y)
+ printf "\e[%d;%dH", y+1, x*2+1
+ end
+ def colorstr(id,s)
+ printf "\e[%dm%s\e[0m", id, s
+ end
+ def put(x, y, col, str)
+ pos(x,y); colorstr(43,str)
+ pos(0,@hi); print "残り:",@mc,"/",@total," "
+ pos(x,y)
+ end
+ private :clr, :pos, :colorstr, :put
+ CHR=["・","1","2","3","4","5","6","7","8","★","●","@@"]
+ COL=[46,43,45] # default,opened,over
+ def initialize(h,w,m)
+ # ゲーム盤の生成(h:縦,w:横,m:爆弾の数)
+ @hi=h; @wi=w; @m=m
+ reset
+ end
+ def reset
+ # ゲーム盤を(再)初期化する
+ srand()
+ @cx=0; @cy=0; @mc=@m
+ @over=false
+ @data=Array.new(@hi*@wi)
+ @state=Array.new(@hi*@wi)
+ @total=@hi*@wi
+ @total.times {|i| @data[i]=0}
+ @m.times do
+ loop do
+ j=rand(@total-1)
+ if @data[j] == 0 then
+ @data[j]=1
+ break
+ end
+ end
+ end
+ clr; pos(0,0)
+ @hi.times{|y| pos(0,y); colorstr(COL[0],CHR[0]*@wi)}
+ pos(@cx,@cy)
+ end
+ def mark
+ # 現在のカーソル位置にマークをつける
+ if @state[@wi*@cy+@cx] != nil then return end
+ @state[@wi*@cy+@cx] = "MARK"
+ @mc=@mc-1;
+ @total=@total-1;
+ put(@cx, @cy, COL[1], CHR[9])
+ end
+ def open(x=@cx,y=@cy)
+ # 現在のカーソル位置をオープンにする
+ # 爆弾があればゲームオーバー
+ if @state[@wi*y+x] =="OPEN" then return 0 end
+ if @state[@wi*y+x] == nil then @total=@total-1 end
+ if @state[@wi*y+x] =="MARK" then @mc=@mc+1 end
+ @state[@wi*y+x]="OPEN"
+ if fetch(x,y) == 1 then @over = 1; return end
+ c = count(x,y)
+ put(x, y, COL[1], CHR[c])
+ return 0 if c != 0
+ if x > 0 && y > 0 then open(x-1,y-1) end
+ if y > 0 then open(x, y-1) end
+ if x < @wi-1 && y > 0 then open(x+1,y-1) end
+ if x > 0 then open(x-1,y) end
+ if x < @wi-1 then open(x+1,y) end
+ if x > 0 && y < @hi-1 then open(x-1,y+1) end
+ if y < @hi -1 then open(x,y+1) end
+ if x < @wi-1 && y < @hi-1 then open(x+1,y+1) end
+ pos(@cx,@cy)
+ end
+ def fetch(x,y)
+ # (x,y)の位置の爆弾の数(0 or 1)を返す
+ if x < 0 then 0
+ elsif x >= @wi then 0
+ elsif y < 0 then 0
+ elsif y >= @hi then 0
+ else
+ @data[y*@wi+x]
+ end
+ end
+ def count(x,y)
+ # (x,y)に隣接する爆弾の数を返す
+ fetch(x-1,y-1)+fetch(x,y-1)+fetch(x+1,y-1)+
+ fetch(x-1,y) + fetch(x+1,y)+
+ fetch(x-1,y+1)+fetch(x,y+1)+fetch(x+1,y+1)
+ end
+ def over(win)
+ # ゲームの終了
+ quit
+ unless win
+ pos(@cx,@cy); print CHR[11]
+ end
+ pos(0,@hi)
+ if win then print "*** YOU WIN !! ***"
+ else print "*** GAME OVER ***"
+ end
+ end
+ def over?
+ # ゲームの終了チェック
+ # 終了処理も呼び出す
+ remain = (@mc+@total == 0)
+ if @over || remain
+ over(remain)
+ true
+ else
+ false
+ end
+ end
+ def quit
+ # ゲームの中断(または終了)
+ # 盤面を全て見せる
+ @hi.times do|y|
+ pos(0,y)
+ @wi.times do|x|
+ colorstr(if @state[y*@wi+x] == "MARK" then COL[1] else COL[2] end,
+ if fetch(x,y)==1 then CHR[10] else CHR[count(x,y)] end)
+ end
+ end
+ end
+ def down
+ # カーソルを下に
+ if @cy < @hi-1 then @cy=@cy+1; pos(@cx, @cy) end
+ end
+ def up
+ # カーソルを上に
+ if @cy > 0 then @cy=@cy-1; pos(@cx, @cy) end
+ end
+ def left
+ # カーソルを左に
+ if @cx > 0 then @cx=@cx-1; pos(@cx, @cy) end
+ end
+ def right
+ # カーソルを右に
+ if @cx < @wi-1 then @cx=@cx+1; pos(@cx, @cy) end
+ end
+end
+
+bd=Board.new(10,10,10)
+system("stty raw -echo")
+begin
+ loop do
+ case STDIN.getc
+ when ?n # new game
+ bd.reset
+ when ?m # mark
+ bd.mark
+ when ?j
+ bd.down
+ when ?k
+ bd.up
+ when ?h
+ bd.left
+ when ?l
+ bd.right
+ when ?\s
+ bd.open
+ when ?q,?\C-c # quit game
+ bd.quit
+ break
+ end
+ if bd.over?
+ if STDIN.getc == ?q then break end
+ bd.reset
+ end
+ end
+ensure
+ system("stty -raw echo")
+end
+print "\n"