对于扫雷游戏相信大家应该都不陌生吧,扫雷游戏可以说是很经典的游戏了,之前我们了解了使用介绍实现扫雷游戏,这篇文章我们就来尝试使用python做一个扫雷游戏,感兴趣的朋友就接着往下看吧。
# 导入所需库 from tkinter import * import random class main: # 定义一个类,继承 tkinter 的 Button # 用来保存按钮的状态和在网格布局中的位置 class minebtn(Button): def __init__(self,master,xy,**kw): Button.__init__(self,master,**kw) self.xy = xy self._state = 0 # 状态 # 0: 未点开 # 1: 已点开 # 2: 标记 # 3: 问号 def __init__(self): # 定义规格及雷数 self.width = 9 self.height = 9 self.minenum = 10 # Windows 7 默认的三种规格和雷数 # 9*9,10 # 16*16,40 # 16*32,99 self.rest = self.minenum # 剩余未标记的雷 # 雷数的颜色 self.colorlist = ['green', # 绿色 'DodgerBlue', # 浅蓝色 'DarkOrange1',# 橙色 'blue', # 蓝色 'red', # 红色 'Chocolate4', # 棕色 'grey', # 灰色 'black'] # 黑色 self.setgui() def setgui(self): # GUI界面 self.root = Tk() self.root.title('扫雷') self.restlabel = Label(self.root,text=f'剩余:{self.minenum}') self.restlabel.grid(row=0,column=0,columnspan=3) self.mineplace = random.sample(range(self.width*self.height),self.minenum) # 随机抽取雷 self.mineplace = [(x%self.width,x//self.height) for x in self.mineplace] # 将雷的序号转变为坐标 self.mines = {} for y in range(self.height): for x in range(self.width): self.mines[(x,y)] = self.minebtn(self.root,xy=(x,y),font=('黑体',8,'bold'),width=2,bd=1,relief='ridge') self.mines[(x,y)].bind('<ButtonRelease-1>',lambda event:self._open(event.widget)) # 左键单击点开 self.mines[(x,y)].bind('<ButtonRelease-3>',lambda event:self.make(event.widget)) # 右键单击事件 self.mines[(x,y)].grid(row=y+1,column=x,sticky='nswe') self.root.mainloop() # 点开 def _open(self,widget): xy = widget.xy x = xy[0] y = xy[1] # 获取当前按钮的坐标 # 如果是雷则显示全部雷的位置 if widget.xy in self.mineplace: self.showmine() return # 如果已经点开了就什么也不做 if widget._state == 1: return widget.configure(relief='flat',bg='white') # 更改当前按钮的样式 widget._state = 1 # 按钮状态设为点开 # 获取周围八个雷的坐标 around = [(x-1,y-1), (x,y-1), (x+1,y-1), (x-1,y), (x+1,y), (x-1,y+1), (x,y+1), (x+1,y+1)] _sum = 0 around_ = [] for o, p in around: # 排除掉在雷区之外的雷 if 0 <= o <= self.width - 1 and 0 <= p <= self.height - 1: around_.append((o,p)) # 计算周围的雷数 if self.mines[(o,p)].xy in self.mineplace: _sum += 1 #如果周围没有雷则打开周围未标记的雷,直到有雷为止 if _sum == 0: widget['text'] = '' for i, j in around: if self.mines[(i,j)]._state == 0: self._open(self.mines[(i,j)]) else: widget['text'] = _sum # 显示雷数 # 对应数字设置对应颜色 widget['fg'] = self.colorlist[_sum-1] # 右键单击设置标记/问号 def make(self,widget): string = {0:'',2:'',3:'?'} if widget._state == 0: widget._state = 2 widget['text'] = string[2] self.rest -= 1 self.restlabel['text'] = f'剩余:{self.rest}' elif widget._state == 2: widget._state = 3 widget['text'] = string[3] self.rest += 1 self.restlabel['text'] = f'剩余:{self.rest}' elif widget._state == 3: widget._state = 0 widget['text'] = string[0] # 如果踩到雷,显示所有的雷 def showmine(self): for i, j in self.mineplace: self.mines[(i,j)].configure(text='ி',fg='red') main()
项目地址
需要导入额外的图片和字体资源,在上面的项目地址里可以下载到
代码
import sys import time import random import pygame from pygame.locals import * BLOCK_WIDTH = 30 BLOCK_HEIGHT = 16 # 块大小 SIZE = 20 # 地雷数 MINE_COUNT = 66 # 未点击 normal = 1 # 已点击 opened = 2 # 地雷 mine = 3 # 标记为地雷 flag = 4 # 标记为问号 ask = 5 # 踩中地雷 bomb = 6 # 被双击的周围 hint = 7 # 正被鼠标左右键双击 double = 8 readied = 1, started = 2, over = 3, win = 4 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 = normal self.set_value(value) def __repr__(self): return str(self._value) 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._status def set_status(self, value): self._status = value status = property(fget=get_status, fset=set_status, doc='BlockStatus') 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 def get_block(self): return self._block block = property(fget=get_block) def getmine(self, x, y): return self._block[y][x] def open_mine(self, x, y): # 踩到雷了 if self._block[y][x].value: self._block[y][x].status = bomb return False # 先把状态改为 opened self._block[y][x].status = 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 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 double_mouse_button_down(self, x, y): if self._block[y][x].around_mine_count == 0: return True self._block[y][x].status = double around = _get_around(x, y) # 周围被标记的雷数量 sumflag = 0 for i, j in _get_around(x, y): if self._block[j][i].status == 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 == normal: if not self.open_mine(i, j): result = False else: for i, j in around: if self._block[j][i].status == normal: self._block[j][i].status = hint return result def double_mouse_button_up(self, x, y): self._block[y][x].status = opened for i, j in _get_around(x, y): if self._block[j][i].status == hint: self._block[j][i].status = normal # 返回 (x, y) 周围的点坐标 def _get_around(x, y): 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] # 游戏屏幕的宽 SCREEN_WIDTH = BLOCK_WIDTH * SIZE # 游戏屏幕的高 SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE 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') # 得分的字体 font1 = pygame.font.Font('resources/a.TTF', SIZE * 2) 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) block = MineBlock() game_status = readied # 开始时间 start_time = None # 耗时 elapsed_time = 0 while True: 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 == 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 == opened: if not block.double_mouse_button_down(x, y): game_status = 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 = readied block = MineBlock() start_time = time.time() elapsed_time = 0 continue if game_status == readied: game_status = started start_time = time.time() elapsed_time = 0 if game_status == started: mine = block.getmine(x, y) # 按鼠标左键 if b1 and not b3: if mine.status == normal: if not block.open_mine(x, y): game_status = over # 按鼠标右键 elif not b1 and b3: if mine.status == normal: mine.status = flag elif mine.status == flag: mine.status = ask elif mine.status == ask: mine.status = normal elif b1 and b3: if mine.status == 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 == opened: screen.blit(img_dict[mine.around_mine_count], pos) opened_count += 1 elif mine.status == double: screen.blit(img_dict[mine.around_mine_count], pos) elif mine.status == bomb: screen.blit(img_blood, pos) elif mine.status == flag: screen.blit(img_flag, pos) flag_count += 1 elif mine.status == ask: screen.blit(img_ask, pos) elif mine.status == hint: screen.blit(img0, pos) elif game_status == over and mine.value: screen.blit(img_mine, pos) elif mine.value == 0 and mine.status == flag: screen.blit(img_error, pos) elif mine.status == 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 == 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 = win if game_status == over: screen.blit(img_face_fail, (face_pos_x, face_pos_y)) elif game_status == 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()
以上就是python做扫雷游戏的方法介绍,有需要的朋友可以参考上述代码,希望对大家学习JavaScript有帮助,想要了解更多请搜索群英网络以前的文章或继续浏览其他相关的文章。
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