这次我们基于 pygame 来做一个扫雷,上次有园友问我代码的 python 版本,我说明一下,我所有的代码都是基于 python 3.6 的。
先看截图,仿照 XP 上的扫雷做的,感觉 XP 上的样式比 win7 上的好看多了。
原谅我手残,扫雷基本就没赢过,测试的时候我是偷偷的把雷的数量从99改到50才赢了。。。
代码虽然不多,但加上注释和空行也有350行,另外还有一些图片资源,就不全帖上来了,完整的代码和资源我放到CSDN上了,感兴趣的小伙伴可以去下载一下。下载地址
<https://download.csdn.net/download/guliang21/10655953>
下面将一下我的实现逻辑。
首先,如何表示雷和非雷,一开始想的是,建立一个二维数组表示整个区域,0表示非地雷,1表示地雷。后来一想不对,还有标记为地雷,标记为问号,还有表示周边雷数的数字,好多状态,干脆就做个类吧
class BlockStatus(Enum): normal = 1 # 未点击 opened = 2 # 已点击 mine = 3 # 地雷 flag
= 4# 标记为地雷 ask = 5 # 标记为问号 bomb = 6 # 踩中地雷 hint = 7 # 被双击的周围 double = 8 #
正被鼠标左右键双击 class Mine: def __init__(self, x, y, value=0): self._x = x self._y =
y self._value= 0 self._around_mine_count = -1 self._status = BlockStatus.normal
self.set_value(value)def __repr__(self): return str(self._value) # return
f'({self._x},{self._y})={self._value}, status={self.status}' def get_x(self):
return self._x def set_x(self, x): self._x = x x = property(fget=get_x, fset=
set_x)def get_y(self): return self._y def set_y(self, y): self._y = y y =
property(fget=get_y, fset=set_y) def get_value(self): return self._value def
set_value(self, value):if value: self._value = 1 else: self._value = 0 value =
property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷') def
get_around_mine_count(self):return self._around_mine_count def
set_around_mine_count(self, around_mine_count): self._around_mine_count=
around_mine_count around_mine_count= property(fget=get_around_mine_count,
fset=set_around_mine_count, doc='四周地雷数量') def get_status(self): return
self._statusdef set_status(self, value): self._status = value status =
property(fget=get_status, fset=set_status, doc='BlockStatus')
布雷就很简单了,随机取99个数,从上往下顺序排就是了。
class MineBlock: def __init__(self): self._block = [[Mine(i, j) for i in
range(BLOCK_WIDTH)]for j in range(BLOCK_HEIGHT)] # 埋雷 for i in
random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), MINE_COUNT): self._block[i //
BLOCK_WIDTH][i % BLOCK_WIDTH].value = 1
我们点击一个格子的时候,只要根据点击的坐标,找到对应的 Mine,看它的值是多少,就知道有没有踩中雷了。
如果没踩中雷的话,要计算周边8个位置中有几个雷,以便显示对应的数字。
如果周边有雷,那么显示数字,这个简单,可是如果周边没有雷,那就要显示一片区域,直到有雷出现,如下图,我只点了当中一下,就出现了那么大一片区域
这个计算其实也容易,只要用递归就可以了,如果计算出周围的雷数为0,则递归计算周边8个位置的四周雷数,直到雷数不为0。
class MineBlock: def open_mine(self, x, y): # 踩到雷了 if
self._block[y][x].value: self._block[y][x].status= BlockStatus.bomb return False
# 先把状态改为 opened self._block[y][x].status = BlockStatus.opened around =
_get_around(x, y) _sum= 0 for i, j in around: if self._block[j][i].value: _sum
+= 1 self._block[y][x].around_mine_count = _sum # 如果周围没有雷,那么将周围8个未中未点开的递归算一遍 #
这就能实现一点出现一大片打开的效果了 if _sum == 0: for i, j in around: if
self._block[j][i].around_mine_count == -1: self.open_mine(i, j) return True def
_get_around(x, y):"""返回(x, y)周围的点的坐标""" # 这里注意,range 末尾是开区间,所以要加 1 return [(i,
j)for i in range(max(0, x - 1), min(BLOCK_WIDTH - 1, x + 1) + 1) for j in
range(max(0, y - 1), min(BLOCK_HEIGHT - 1, y + 1) + 1)if i != x or j != y]
接下来还有一个麻烦的地方,我们经常鼠标左右键同时按下,如果雷被全部标记,则会一下子打开周围所有的格子,如果其中有标记错的,那么不好意思,GAME OVER。
如果没有全标记完,会有一个效果显示周围一圈未被打开和标记的格子
class MineBlock: def double_mouse_button_down(self, x, y): if
self._block[y][x].around_mine_count == 0: return True self._block[y][x].status =
BlockStatus.double around= _get_around(x, y) sumflag = 0 # 周围被标记的雷数量 for i, j
in _get_around(x, y): if self._block[j][i].status == BlockStatus.flag: sumflag
+= 1# 周边的雷已经全部被标记 result = True if sumflag ==
self._block[y][x].around_mine_count:for i, j in around: if
self._block[j][i].status == BlockStatus.normal: if not self.open_mine(i, j):
result= False else: for i, j in around: if self._block[j][i].status ==
BlockStatus.normal: self._block[j][i].status= BlockStatus.hint return result def
double_mouse_button_up(self, x, y): self._block[y][x].status=
BlockStatus.openedfor i, j in _get_around(x, y): if self._block[j][i].status ==
BlockStatus.hint: self._block[j][i].status= BlockStatus.normal
扫雷的主要逻辑就这么多,剩下来的就是一些杂七杂八的事件了。代码也帖一下吧
import sys import time from enum import Enum import pygame from pygame.locals
import * from mineblock import * # 游戏屏幕的宽 SCREEN_WIDTH = BLOCK_WIDTH * SIZE #
游戏屏幕的高 SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE class GameStatus(Enum): readied
= 1, started = 2, over = 3, win = 4 def print_text(screen, font, x, y, text,
fcolor=(255, 255, 255)): imgText = font.render(text, True, fcolor)
screen.blit(imgText, (x, y))def main(): pygame.init() screen =
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('扫雷') font1 = pygame.font.Font('resources/a.TTF',
SIZE * 2)# 得分的字体 fwidth, fheight = font1.size('999') red = (200, 40, 40) #
加载资源图片,因为资源文件大小不一,所以做了统一的缩放处理 img0 = pygame.image.load('resources/0.bmp'
).convert() img0= pygame.transform.smoothscale(img0, (SIZE, SIZE)) img1 =
pygame.image.load('resources/1.bmp').convert() img1 =
pygame.transform.smoothscale(img1, (SIZE, SIZE)) img2= pygame.image.load('
resources/2.bmp').convert() img2 = pygame.transform.smoothscale(img2, (SIZE,
SIZE)) img3= pygame.image.load('resources/3.bmp').convert() img3 =
pygame.transform.smoothscale(img3, (SIZE, SIZE)) img4= pygame.image.load('
resources/4.bmp').convert() img4 = pygame.transform.smoothscale(img4, (SIZE,
SIZE)) img5= pygame.image.load('resources/5.bmp').convert() img5 =
pygame.transform.smoothscale(img5, (SIZE, SIZE)) img6= pygame.image.load('
resources/6.bmp').convert() img6 = pygame.transform.smoothscale(img6, (SIZE,
SIZE)) img7= pygame.image.load('resources/7.bmp').convert() img7 =
pygame.transform.smoothscale(img7, (SIZE, SIZE)) img8= pygame.image.load('
resources/8.bmp').convert() img8 = pygame.transform.smoothscale(img8, (SIZE,
SIZE)) img_blank= pygame.image.load('resources/blank.bmp').convert() img_blank =
pygame.transform.smoothscale(img_blank, (SIZE, SIZE)) img_flag=
pygame.image.load('resources/flag.bmp').convert() img_flag =
pygame.transform.smoothscale(img_flag, (SIZE, SIZE)) img_ask= pygame.image.load(
'resources/ask.bmp').convert() img_ask = pygame.transform.smoothscale(img_ask,
(SIZE, SIZE)) img_mine= pygame.image.load('resources/mine.bmp').convert()
img_mine= pygame.transform.smoothscale(img_mine, (SIZE, SIZE)) img_blood =
pygame.image.load('resources/blood.bmp').convert() img_blood =
pygame.transform.smoothscale(img_blood, (SIZE, SIZE)) img_error=
pygame.image.load('resources/error.bmp').convert() img_error =
pygame.transform.smoothscale(img_error, (SIZE, SIZE)) face_size= int(SIZE * 1.25
) img_face_fail= pygame.image.load('resources/face_fail.bmp').convert()
img_face_fail= pygame.transform.smoothscale(img_face_fail, (face_size,
face_size)) img_face_normal= pygame.image.load('resources/face_normal.bmp'
).convert() img_face_normal= pygame.transform.smoothscale(img_face_normal,
(face_size, face_size)) img_face_success= pygame.image.load('
resources/face_success.bmp').convert() img_face_success =
pygame.transform.smoothscale(img_face_success, (face_size, face_size))
face_pos_x= (SCREEN_WIDTH - face_size) // 2 face_pos_y = (SIZE * 2 - face_size)
// 2 img_dict = { 0: img0, 1: img1, 2: img2, 3: img3, 4: img4, 5: img5, 6: img6,
7: img7, 8: img8 } bgcolor = (225, 225, 225) # 背景色 block = MineBlock()
game_status= GameStatus.readied start_time = None # 开始时间 elapsed_time = 0 # 耗时
while True: # 填充背景色 screen.fill(bgcolor) for event in pygame.event.get(): if
event.type == QUIT: sys.exit() elif event.type == MOUSEBUTTONDOWN: mouse_x,
mouse_y= event.pos x = mouse_x // SIZE y = mouse_y // SIZE - 2 b1, b2, b3 =
pygame.mouse.get_pressed()if game_status == GameStatus.started: #
鼠标左右键同时按下,如果已经标记了所有雷,则打开周围一圈 # 如果还未标记完所有雷,则有一个周围一圈被同时按下的效果 if b1 and b3: mine =
block.getmine(x, y)if mine.status == BlockStatus.opened: if not
block.double_mouse_button_down(x, y): game_status= GameStatus.over elif
event.type == MOUSEBUTTONUP: if y < 0: if face_pos_x <= mouse_x <= face_pos_x +
face_size \and face_pos_y <= mouse_y <= face_pos_y + face_size: game_status =
GameStatus.readied block= MineBlock() start_time = time.time() elapsed_time = 0
continue if game_status == GameStatus.readied: game_status = GameStatus.started
start_time= time.time() elapsed_time = 0 if game_status == GameStatus.started:
mine= block.getmine(x, y) if b1 and not b3: # 按鼠标左键 if mine.status ==
BlockStatus.normal:if not block.open_mine(x, y): game_status = GameStatus.over
elif not b1 and b3: # 按鼠标右键 if mine.status == BlockStatus.normal: mine.status =
BlockStatus.flagelif mine.status == BlockStatus.flag: mine.status =
BlockStatus.askelif mine.status == BlockStatus.ask: mine.status =
BlockStatus.normalelif b1 and b3: if mine.status == BlockStatus.double:
block.double_mouse_button_up(x, y) flag_count= 0 opened_count = 0 for row in
block.block:for mine in row: pos = (mine.x * SIZE, (mine.y + 2) * SIZE) if
mine.status == BlockStatus.opened:
screen.blit(img_dict[mine.around_mine_count], pos) opened_count+= 1 elif
mine.status == BlockStatus.double:
screen.blit(img_dict[mine.around_mine_count], pos)elif mine.status ==
BlockStatus.bomb: screen.blit(img_blood, pos)elif mine.status ==
BlockStatus.flag: screen.blit(img_flag, pos) flag_count+= 1 elif mine.status ==
BlockStatus.ask: screen.blit(img_ask, pos)elif mine.status == BlockStatus.hint:
screen.blit(img0, pos)elif game_status == GameStatus.over and mine.value:
screen.blit(img_mine, pos)elif mine.value == 0 and mine.status ==
BlockStatus.flag: screen.blit(img_error, pos)elif mine.status ==
BlockStatus.normal: screen.blit(img_blank, pos) print_text(screen, font1,30,
(SIZE * 2 - fheight) // 2 - 2,'%02d' % (MINE_COUNT - flag_count), red) if
game_status == GameStatus.started: elapsed_time = int(time.time() - start_time)
print_text(screen, font1, SCREEN_WIDTH- fwidth - 30, (SIZE * 2 - fheight) // 2
- 2,'%03d' % elapsed_time, red) if flag_count + opened_count == BLOCK_WIDTH *
BLOCK_HEIGHT: game_status= GameStatus.win if game_status == GameStatus.over:
screen.blit(img_face_fail, (face_pos_x, face_pos_y))elif game_status ==
GameStatus.win: screen.blit(img_face_success, (face_pos_x, face_pos_y))else:
screen.blit(img_face_normal, (face_pos_x, face_pos_y)) pygame.display.update()if
__name__ == '__main__': main()
相关博文推荐:
Python:游戏:贪吃蛇 <https://www.cnblogs.com/gl1573/p/9590370.html>
Python:游戏:300行代码实现俄罗斯方块 <https://www.cnblogs.com/gl1573/p/10213812.html>
扫码关注我的个人公众号,回复 “扫雷” 获取源码。
热门工具 换一换