Python制作《扫雷》游戏-附源码,轻松看懂,简单易学

今天介绍另一款经典小游戏,扫雷,这个应该是很多人windows电脑里玩的最多的游戏了,乐趣很多,而且还有一定的技术含量在里面,今天我们就来通过python实现这个小游戏。

创建扫雷文件

打开pycharm,创建一个名字为:clean_mine.py的文件


import random
from enum import Enum

MINE_WIDTH = 30
MINE_HEIGHT = 16
SIZE = 20  # 块大小
MINE_COUNT = 99  # 地雷数


class MineStatus(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 = MineStatus.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='MineStatus')


class MineBlock:
    def __init__(self):
        self._mine = [[Mine(i, j) for i in range(MINE_WIDTH)] for j in range(MINE_HEIGHT)]

        # 埋雷
        for i in random.sample(range(MINE_WIDTH * MINE_HEIGHT), MINE_COUNT):
            self._mine[i // MINE_WIDTH][i % MINE_WIDTH].value = 1

    def get_mine(self):
        return self._mine

    block = property(fget=get_mine)

    def getmine(self, x, y):
        return self._mine[y][x]

    def open_mine(self, x, y):
        # 踩到雷了
        if self._mine[y][x].value:
            self._mine[y][x].status = MineStatus.bomb
            return False

        # 先把状态改为 opened
        self._mine[y][x].status = MineStatus.opened

        around = _get_around(x, y)

        _sum = 0
        for i, j in around:
            if self._mine[j][i].value:
                _sum += 1
        self._mine[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._mine[j][i].around_mine_count == -1:
                    self.open_mine(i, j)

        return True

    def double_mouse_button_down(self, x, y):
        if self._mine[y][x].around_mine_count == 0:
            return True

        self._mine[y][x].status = MineStatus.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._mine[j][i].status == MineStatus.flag:
                sumflag += 1
        # 周边的雷已经全部被标记
        result = True
        if sumflag == self._mine[y][x].around_mine_count:
            for i, j in around:
                if self._mine[j][i].status == MineStatus.normal:
                    if not self.open_mine(i, j):
                        result = False
        else:
            for i, j in around:
                if self._mine[j][i].status == MineStatus.normal:
                    self._mine[j][i].status = MineStatus.hint
        return result

    def double_mouse_button_up(self, x, y):
        self._mine[y][x].status = MineStatus.opened
        for i, j in _get_around(x, y):
            if self._mine[j][i].status == MineStatus.hint:
                self._mine[j][i].status = MineStatus.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(MINE_WIDTH - 1, x + 1) + 1)
            for j in range(max(0, y - 1), min(MINE_HEIGHT - 1, y + 1) + 1) if i != x or j != y]

主函数:

main_mine.py


import sys
import time
import pygame
from pygame.locals import *

from clean_mine import *

# 游戏屏幕的宽
SCREEN_WIDTH = MINE_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (MINE_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/mine.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
    img_zero = pygame.image.load('resources/zero.bmp').convert()
    img_zero = pygame.transform.smoothscale(img_zero, (SIZE, SIZE))
    img_one = pygame.image.load('resources/one.bmp').convert()
    img_one = pygame.transform.smoothscale(img_one, (SIZE, SIZE))
    img_two = pygame.image.load('resources/two.bmp').convert()
    img_two = pygame.transform.smoothscale(img_two, (SIZE, SIZE))
    img_three = pygame.image.load('resources/three.bmp').convert()
    img_three = pygame.transform.smoothscale(img_three, (SIZE, SIZE))
    img_four = pygame.image.load('resources/four.bmp').convert()
    img_four = pygame.transform.smoothscale(img_four, (SIZE, SIZE))
    img_five = pygame.image.load('resources/five.bmp').convert()
    img_five = pygame.transform.smoothscale(img_five, (SIZE, SIZE))
    img_six = pygame.image.load('resources/six.bmp').convert()
    img_six = pygame.transform.smoothscale(img_six, (SIZE, SIZE))
    img_seven = pygame.image.load('resources/seven.bmp').convert()
    img_seven = pygame.transform.smoothscale(img_seven, (SIZE, SIZE))
    img_eight = pygame.image.load('resources/eight.bmp').convert()
    img_eight = pygame.transform.smoothscale(img_eight, (SIZE, SIZE))
    img_blank = pygame.image.load('resources/blank_mine.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/mine_blood.bmp').convert()
    img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
    img_error = pygame.image.load('resources/bomb.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_failed.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: img_zero,
        1: img_one,
        2: img_two,
        3: img_three,
        4: img_four,
        5: img_five,
        6: img_six,
        7: img_seven,
        8: img_eight
    }

    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 == MineStatus.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 == MineStatus.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 == MineStatus.normal:
                            mine.status = MineStatus.flag
                        elif mine.status == MineStatus.flag:
                            mine.status = MineStatus.ask
                        elif mine.status == MineStatus.ask:
                            mine.status = MineStatus.normal
                    elif b1 and b3:
                        if mine.status == MineStatus.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 == MineStatus.opened:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                    opened_count += 1
                elif mine.status == MineStatus.double:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                elif mine.status == MineStatus.bomb:
                    screen.blit(img_blood, pos)
                elif mine.status == MineStatus.flag:
                    screen.blit(img_flag, pos)
                    flag_count += 1
                elif mine.status == MineStatus.ask:
                    screen.blit(img_ask, pos)
                elif mine.status == MineStatus.hint:
                    screen.blit(img_zero, pos)
                elif game_status == GameStatus.over and mine.value:
                    screen.blit(img_mine, pos)
                elif mine.value == 0 and mine.status == MineStatus.flag:
                    screen.blit(img_error, pos)
                elif mine.status == MineStatus.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 == MINE_WIDTH * MINE_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()

运行后效果:

需要素材和完整源码包的,可在下方图片获取哦

在这里插入图片描述

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