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python實(shí)現(xiàn)掃雷小游戲的方法

發(fā)布時(shí)間:2020-07-30 14:55:03 來(lái)源:億速云 閱讀:372 作者:小豬 欄目:開發(fā)技術(shù)

這篇文章主要講解了python實(shí)現(xiàn)掃雷小游戲的方法,內(nèi)容清晰明了,對(duì)此有興趣的小伙伴可以學(xué)習(xí)一下,相信大家閱讀完之后會(huì)有幫助。

構(gòu)建地雷區(qū)

import random
from enum import Enum

BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
SIZE = 20   # 塊大小
MINE_COUNT = 99  # 地雷數(shù)


class BlockStatus(Enum):
 normal = 1 # 未點(diǎn)擊
 opened = 2 # 已點(diǎn)擊
 mine = 3 # 地雷
 flag = 4 # 標(biāo)記為地雷
 ask = 5  # 標(biāo)記為問(wèn)號(hào)
 bomb = 6 # 踩中地雷
 hint = 7 # 被雙擊的周圍
 double = 8 # 正被鼠標(biāo)左右鍵雙擊


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='四周地雷數(shù)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')


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 = BlockStatus.bomb
   return False

  # 先把狀態(tài)改為 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

  # 如果周圍沒(méi)有雷,那么將周圍8個(gè)未中未點(diǎn)開的遞歸算一遍
  # 這就能實(shí)現(xiàn)一點(diǎn)出現(xiàn)一大片打開的效果了
  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 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  # 周圍被標(biāo)記的雷數(shù)量
  for i, j in _get_around(x, y):
   if self._block[j][i].status == BlockStatus.flag:
    sumflag += 1
  # 周邊的雷已經(jīng)全部被標(biāo)記
  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


def _get_around(x, y):
 """返回(x, y)周圍的點(diǎn)的坐標(biāo)"""
 # 這里注意,range 末尾是開區(qū)間,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]

主函數(shù)

import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *


# 游戲屏幕的寬
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戲屏幕的高
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('掃雷')

 font1 = pygame.font.Font('resources/a.TTF', SIZE * 2) # 得分的字體
 fwidth, fheight = font1.size('999')
 red = (200, 40, 40)

 # 加載資源圖片,因?yàn)橘Y源文件大小不一,所以做了統(tǒng)一的縮放處理
 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 # 開始時(shí)間
 elapsed_time = 0 # 耗時(shí)

 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:
     # 鼠標(biāo)左右鍵同時(shí)按下,如果已經(jīng)標(biāo)記了所有雷,則打開周圍一圈
     # 如果還未標(biāo)記完所有雷,則有一個(gè)周圍一圈被同時(shí)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:  # 按鼠標(biāo)左鍵
      if mine.status == BlockStatus.normal:
       if not block.open_mine(x, y):
        game_status = GameStatus.over
     elif not b1 and b3:  # 按鼠標(biāo)右鍵
      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()

運(yùn)行效果

python實(shí)現(xiàn)掃雷小游戲的方法

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