今天我们用python来实现一下扫雷游戏
本游戏代码量和源文件较多
可以从我的中获取
构建地雷区
import random from enum import enum block_width = 30 block_height = 16 size = 20 # 块大小 mine_count = 99 # 地雷数 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._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 = 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 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.opened for i, j in _get_around(x, y): if self._block[j][i].status == blockstatus.hint: self._block[j][i].status = blockstatus.normal 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]
主函数
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.flag elif mine.status == blockstatus.flag: mine.status = blockstatus.ask elif mine.status == blockstatus.ask: mine.status = blockstatus.normal elif 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, 'd' % (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, 'd' % 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()
运行效果