python二维游戏示例_python实现扫雷游戏的示例

扫雷是一款益智类小游戏,最早于 1992 年由微软在 Windows 上发行,游戏适合于全年龄段,规则简单,即在最短的时间内找出所有非雷格子且在中间过程中不能踩到雷, 踩到雷则失败,需重新开始。

本文我们使用 Python 来实现扫雷游戏,主要用的 Python 库是 pygame。

实现

游戏组成比较简单,主要包括:小方格、计时器、地雷等。

首先,我们初始化一些常量,比如:横竖方块数、地雷数、鼠标点击情况等,如下所示:

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

接着定义一个地雷类,类中定义一些基本属性(如:坐标、状态等)及 get、set 方法,代码实现如下:

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')

再接着定义一个 MineBlock 类,用来处理扫雷的基本逻辑,代码实现如下:

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

我们接下来初始化界面,首先生成由小方格组成的面板,主要代码实现如下

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)

看一下效果:

5a9241dc36ec72fcc3e4d1691ff33bb0.png?202092083039

再接着添加面板的 head 部分,包括:显示雷数、重新开始按钮(笑脸)、显示耗时,主要代码实现如下:

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))

看一下效果:

f7fac334052f03b560bf01e14dbc1d9c.png?202092083127

再接着添加各种点击事件,代码实现如下:

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)

我们来看一下最终实现效果:

a89388f9b7e394afcd71be80b3541a51.gif?202092083218

总结

本文我们通过 Python 简单的实现了扫雷游戏,大家有兴趣的话,可以实际操作一下,看看自己能否排除全部的雷。

完整代码

以上就是python实现扫雷游戏的示例的详细内容,更多关于python 扫雷的资料请关注龙方网络其它相关文章!

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扫雷游戏是一款益智类小游戏,最早由微软在1992年发布。游戏的规则很简单,玩家需要在最短的时间内找出所有非雷的格子,但在过程中不能踩到雷,否则游戏失败并需要重新开始。 在Python实现扫雷游戏需要使用pygame库进行图形界面的绘制,并使用适当的算法来生成雷区和计算周围雷的数量。以下是一个简单的Python代码示例,展示了如何实现扫雷游戏: ```python import pygame import random # 游戏界面大小 WIDTH = 800 HEIGHT = 600 # 格子大小 CELL_SIZE = 40 # 雷区大小 ROWS = HEIGHT // CELL_SIZE COLS = WIDTH // CELL_SIZE # 雷的数量 NUM_MINES = 10 # 初始化pygame pygame.init() # 创建游戏界面 screen = pygame.display.set_mode((WIDTH, HEIGHT)) # 设置窗口标题 pygame.display.set_caption("扫雷游戏") # 创建雷区二维数组 grid = [[0 for _ in range(COLS)] for _ in range(ROWS)] # 生成雷 mines = random.sample(range(ROWS * COLS), NUM_MINES) for mine in mines: row = mine // COLS col = mine % COLS grid[row][col] = -1 # 计算周围雷的数量 for row in range(ROWS): for col in range(COLS): if grid[row][col] == -1: continue count = 0 for i in [-1, 0, 1]: for j in [-1, 0, 1]: if i == 0 and j == 0: continue if 0 <= row + i < ROWS and 0 <= col + j < COLS and grid[row + i][col + j] == -1: count += 1 grid[row][col] = count # 游戏主循环 running = True while running: # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # 绘制背景 screen.fill((255, 255, 255)) # 绘制雷区格子 for row in range(ROWS): for col in range(COLS): pygame.draw.rect(screen, (200, 200, 200), (col * CELL_SIZE, row * CELL_SIZE, CELL_SIZE, CELL_SIZE)) if grid[row][col] == -1: pygame.draw.circle(screen, (0, 0, 0), (col * CELL_SIZE + CELL_SIZE // 2, row * CELL_SIZE + CELL_SIZE // 2), CELL_SIZE // 4) elif grid[row][col] > 0: font = pygame.font.SysFont(None, CELL_SIZE // 2) text = font.render(str(grid[row][col]), True, (0, 0, 0)) text_rect = text.get_rect() text_rect.center = (col * CELL_SIZE + CELL_SIZE // 2, row * CELL_SIZE + CELL_SIZE // 2) screen.blit(text, text_rect) # 更新屏幕 pygame.display.flip() # 退出游戏 pygame.quit() ``` 请注意,以上代码只是一个简单的示例,还可以根据需求进行修改和完善。希望这可以帮助你开始实现扫雷游戏
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