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。
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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