# _*_ coding:utf-8 _*_ # @Time:2023/6/29 9:37 # @File:X2.py # @SoftWare:PyCharm # @Project:MS # @author:yzf from tkinter import scrolledtext, END # 滚动框, 滚动框自动下拉到最后一行 from pymouse import PyMouse # 模拟鼠标自动点击 import tkinter as tk # UI界面 import threading # 多线程任 import pyautogui # 获取窗口位置信息 import random # 随机数 import time # 应用sleep函数睡眠 # 全局变量 TIME_LIMIT = 10 # 扫雷限时 CLOCK = 0 # 扫雷用时记录 TIMER_RUN = False # 计时器是否启动 GAME_OVER = False # 游戏是否结束 curData = [] # 方块状态数组 initData = [] # 初始布雷方案数组 SHOW_BOARD_STATE = [] # 是否计算周围雷数数组 BUTTONS = {} # 方块按钮字典 BOARD_ROWS = 20 # 扫雷方块行数 BOARD_COLS = 20 # 扫雷方块列数 MINES = 96 # 总的雷数 mine_number = 0 # 剩余的雷数 DIGIT_WIDTH = 5 # 数字的大小 DIGIT_HEIGHT = 1 FACE_WIDTH = 40 # 笑脸的大小 FACE_HEIGHT = 40 mine_number_x = 40 # 计雷数器的位置,不管窗口怎么变,计雷数器位置不变 mine_number_y = 20 HEADER_WIDTH = 20 * 40 # 头部栏的大小 HEADER_HEIGHT = 40 RIGHT_WIDTH = 300 # 右侧栏宽度,固定不变 BOTTOM_HEIGHT = 150 # 底部栏高度,固定不变 face_x = 20 * 40 / 2 # 脸图的位置 face_y = 20 clock_x = 20 * 40 - 40 # 计时器的位置 clock_y = 20 MINE_WITH_FLAG = 0 # 是地雷被标旗子的按钮总数 NO_MINE_BUT_FLAG = 0 # 不是地雷但是被标旗子的按钮总数 OPEN_BUTTONS = 0 # 所有被打开的按钮的总数,等于所有按钮数-所有雷数 def set_random_state(): # 设置随机状态curData global curData randomList = ['E', 'M', 'B', 'X', 'F', 1, 2, 3, 4, 5, 6, 7, 8] # 随机状态数列 curData = [[0 for j in range(BOARD_COLS)] for i in range(BOARD_ROWS)] # 矩阵初始化 for r in range(BOARD_ROWS): for c in range(BOARD_COLS): r_index = random.randint(0, len(randomList) - 1) # 获取随机下标 curData[r][c] = randomList[r_index] # 随机赋予状态 return curData class Show: # 显示类 def __init__(self): self.root = tk.Tk() # 初始化窗口 self.root.title('扫雷') # 窗口标题 self.root.resizable(width=False, height=False) # 设置窗口是否可变,宽不可变,高不可变,默认为True self.root.geometry(f'{BOARD_COLS * 40}x{(BOARD_ROWS + 1) * 40}') # f'{}x{}',该格式{}里面是表达式,方便改变窗口大小 self.top = tk.Frame(self.root, bg='white', relief="sunken", width=HEADER_WIDTH, height=HEADER_HEIGHT) # 头部栏设计 self.label_mine = tk.Label(self.top, text=str(MINES), height=DIGIT_HEIGHT, width=DIGIT_WIDTH, bg='white', fg='red', font=('幼圆', 22)) # 显示雷数 self.label_clock = tk.Label(self.top, text=str(CLOCK), height=DIGIT_HEIGHT, width=DIGIT_WIDTH, bg='white', fg='red', font=('幼圆', 22)) # 显示扫雷用时 self.btn = tk.Button(self.top, bg='white', height=FACE_HEIGHT, width=FACE_WIDTH, relief='raised') # 脸图按钮 # 加载图片资源,图片格式必须是'xx.gif' self.face1_img = tk.PhotoImage(file='img/face1.gif') # 笑脸 self.face2_img = tk.PhotoImage(file='img/face2.gif') # 耍酷脸 self.face3_img = tk.PhotoImage(file='img/face3.gif') # 哭脸 self.p0 = tk.PhotoImage(file='img/0.gif') # 空白方块 self.p1 = tk.PhotoImage(file='img/1.gif') # 数字1 self.p2 = tk.PhotoImage(file='img/2.gif') # 数字2 self.p3 = tk.PhotoImage(file='img/3.gif') # 数字3 self.p4 = tk.PhotoImage(file='img/4.gif') # 数字4 self.p5 = tk.PhotoImage(file='img/5.gif') # 数字5 self.p6 = tk.PhotoImage(file='img/6.gif') # 数字6 self.p7 = tk.PhotoImage(file='img/7.gif') # 数字7 self.p8 = tk.PhotoImage(file='img/8.gif') # 数字8 self.p9 = tk.PhotoImage(file='img/9.gif') # 爆炸雷 self.p10 = tk.PhotoImage(file='img/10.gif') # 标错雷 self.p11 = tk.PhotoImage(file='img/11.gif') # 旗子 self.p12 = tk.PhotoImage(file='img/12.gif') # 立体方块 self.p13 = tk.PhotoImage(file='img/13.gif') # 未爆炸雷 def create_boards(self): # 初始化BOARD_ROWS*BOARD_COLS个button对象 global BOARD_ROWS, BOARD_COLS, BUTTONS for row in range(BOARD_ROWS): # row为行,0到BOARD_ROWS-1 for col in range(BOARD_COLS): # col为列,0到BOARD_COLS-1 button = tk.Button(self.root) # 创建button对象 button.place(y=(row + 1) * 40, x=col * 40) BUTTONS[row, col] = button # 以坐标为键,按钮对象为值,使其唯一确定 def show_game_window(self): # 游戏方块窗口显示 global curData, BOARD_ROWS, BOARD_COLS, BUTTONS for row in range(BOARD_ROWS): # row为行,0到BOARD_ROWS-1 for col in range(BOARD_COLS): # col为列,0到BOARD_COLS-1 if curData[row][col] == 'M': # 如果是雷 BUTTONS[row, col]['image'] = self.p13 elif curData[row][col] == 'X': # 如果是挖开的雷 BUTTONS[row, col]['image'] = self.p9 elif curData[row][col] == 'E': # 如果是未挖开的方块 BUTTONS[row, col]['image'] = self.p12 elif curData[row][col] == 'F': # 如果是旗子 BUTTONS[row, col]['image'] = self.p11 elif curData[row][col] == 'B': # 如果是挖开的空方块 BUTTONS[row, col]['image'] = self.p0 elif curData[row][col] == 1: # 如果是数字1-8 BUTTONS[row, col]['image'] = self.p1 elif curData[row][col] == 2: BUTTONS[row, col]['image'] = self.p2 elif curData[row][col] == 3: BUTTONS[row, col]['image'] = self.p3 elif curData[row][col] == 4: BUTTONS[row, col]['image'] = self.p4 elif curData[row][col] == 5: BUTTONS[row, col]['image'] = self.p5 elif curData[row][col] == 6: BUTTONS[row, col]['image'] = self.p6 elif curData[row][col] == 7: BUTTONS[row, col]['image'] = self.p7 elif curData[row][col] == 8: BUTTONS[row, col]['image'] = self.p8 BUTTONS[row, col]['relief'] = 'groove' # 按钮变为平面,不再有立体感 def header_frame(self): global HEADER_WIDTH, mine_number_x, mine_number_y, clock_x, clock_y, face_x, face_y self.top['width'] = HEADER_WIDTH self.top.place(x=0, y=0, anchor=tk.NW) # 头部栏 self.label_mine.place(x=mine_number_x, y=mine_number_y, anchor=tk.CENTER) self.label_clock.place(x=clock_x, y=clock_y, anchor=tk.CENTER) self.btn['image'] = self.face1_img # 笑脸 self.btn.place(x=face_x, y=face_y, anchor=tk.CENTER) if __name__ == '__main__': set_random_state() test = Show() test.create_boards() test.show_game_window() test.header_frame() test.root.mainloop()