这次我们基于 pygame 来做一个扫雷
先看截图,仿照 XP 上的扫雷做的
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.\_status
def 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.opened
for 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.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, '%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()
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