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import sys
import time
import random
import pygame
from pygame.locals import *
#游戏基本设定
M = 15 #行数
N = 15 #列数
MINE_COUNT = 50 #雷数
class Mine:
def __init__(self, x, y, value=0):
self._x = x
self._y = y
self._value = 0 #咱先得创造一块空地嘛
self._around_mine_count = -1 #表示周围的雷数
self._status = 'normal' #格子状态, normal表示未被挖开.
self.set_value(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)
def get_around_mine_count(self): #周围雷数
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)
def get_status(self): #格子状态(没挖, 挖了, 标记了等)
return self._status
def set_status(self, value):
self._status = value
status = property(fget=get_status, fset=set_status)
def _get_around(x, y):
return [(i, j) for i in range(max(0, x - 1), min(N - 1, x + 1) + 1)
for j in range(max(0, y - 1), min(M - 1, y + 1) + 1) if i != x or j != y]
#max()和min()应对边界的格子.
class MineBlock:
def __init__(self):
self._block = [[Mine(i, j) for i in range(N)] for j in range(M)]
#用前面的Mine()类生成的列表和网格同构
for i in random.sample(range(N * M), MINE_COUNT): # 进行一个雷的埋
self._block[i // N][i % N].value = 1 #注意雷被赋值为1
def get_block(self):
return self._block
block = property(fget=get_block)
def getmine(self, x, y): #返回是0还是1
return self._block[y][x]
def open_mine(self, x, y): #为了返回是否挖到雷, 挖到就饭后False, #悄悄催更某鸽子的爆炸电台, Bomb!
if self._block[y][x].value:
self._block[y][x].status = 'bomb' #标记为寄
return False #1就会执行到这里, 这里是灵魂的终点
self._block[y][x].status = 'opened' #否则咱先标记为open
around = _get_around(x, y) #前面定义的函数哈
_sum = 0 #开始数雷
for i, j in around:
if self._block[j][i].value:
_sum += 1
self._block[y][x].around_mine_count = _sum
if _sum == 0: #周围都没雷要把一片都打开
for i, j in around:
if self._block[j][i].around_mine_count == -1:
self.open_mine(i, j) #游戏开始最渴望的情况.
return True
def double_mouse_button_down(self, x, y): #左右鼠标同时按下
if self._block[y][x].around_mine_count == 0: #是0就周围一圈都处理下
return True
self._block[y][x].status = 'double' #状态设为双击ing
around = _get_around(x, y)
# 准备计算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: #没标记完毕就闪烁一下
for i, j in around:
if self._block[j][i].status == 'normal': #完成闪烁
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'
SIZE = 30 #每个方块的像素大小
SCREEN_WIDTH = N * SIZE
SCREEN_HEIGHT = (M + 2) * SIZE
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')
#得分的字体
font1 = pygame.font.Font('F:/Work/Python_Work/minesweeper-main/resources/a.TTF', SIZE * 2)
fwidth, fheight = font1.size('999')
red = (200, 40, 40)
#你也不想你的图片有大有小吧
img0 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/0.bmp').convert()
img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))
img1 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/1.bmp').convert()
img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))
img2 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/2.bmp').convert()
img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))
img3 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/3.bmp').convert()
img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))
img4 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/4.bmp').convert()
img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))
img5 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/5.bmp').convert()
img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))
img6 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/6.bmp').convert()
img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))
img7 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/7.bmp').convert()
img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))
img8 = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/8.bmp').convert()
img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))
img_blank = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/blank.bmp').convert()
img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
img_flag = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/flag.bmp').convert()
img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))
img_ask = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/ask.bmp').convert()
img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
img_mine = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/mine.bmp').convert()
img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
img_blood = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/blood.bmp').convert()
img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
img_error = pygame.image.load('F:/Work/Python_Work/minesweeper-main/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('F:/Work/Python_Work/minesweeper-main/resources/face_fail.bmp').convert()
img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
img_face_normal = pygame.image.load('F:/Work/Python_Work/minesweeper-main/resources/face_normal.bmp').convert()
img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
img_face_success = pygame.image.load('F:/Work/Python_Work/minesweeper-main/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)
block = MineBlock()
game_status = 'readied'
start_time = None
elapsed_time = 0
while True:
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 == 'started':
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:
block = MineBlock()
start_time = time.time()
game_status = 'readied'
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)
if b1 and not b3:
if mine.status == 'normal':
if not block.open_mine(x, y):
game_status = 'over'
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)
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 == '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)
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 == M*N:
game_status = 'win'
#给你脸了
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))
pygame.display.update()
if __name__ == '__main__':
main()