python小游戏扫雷怎么玩_Python:游戏:扫雷(附源码)

这次我们基于 pygame 来做一个扫雷,上次有园友问我代码的 python 版本,我说明一下,我所有的代码都是基于 python 3.6 的。

先看截图,仿照 XP 上的扫雷做的,感觉 XP 上的样式比 win7 上的好看多了。

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image

原谅我手残,扫雷基本就没赢过,测试的时候我是偷偷的把雷的数量从99改到50才赢了。。。

代码虽然不多,但加上注释和空行也有350行,另外还有一些图片资源,就不全帖上来了,完整的代码和资源我放到CSDN上了,感兴趣的小伙伴可以去下载一下。下载地址

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

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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')

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布雷就很简单了,随机取99个数,从上往下顺序排就是了。

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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

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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

image

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。

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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]

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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

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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

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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

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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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