这次我们基于 pygame 来做一个扫雷,我所有的代码都是基于 python 3.6 的。

下面将一下我的实现逻辑

首先,如何表示雷和非雷,一开始有好多状态,后来一想,干脆就做个类吧。

class BlockStatus(Enum):normal = 1# 未点opened = 2# 已点mine = 3# 雷flag = 4# 标记雷ask = 5 # 标记问号bomb = 6# 踩中雷hint = 7# 被双击周围double = 8# 正在被鼠标左右键双击class Mine:def __init__(self, x, y, value=0):self._x = xself._y = yself._value = 0self._around_mine_count = -1self._status = BlockStatus.normalself.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._xdef set_x(self, x):self._x = xx = property(fget=get_x, fset=set_x)def get_y(self):return self._ydef set_y(self, y):self._y = yy = property(fget=get_y, fset=set_y)def get_value(self):return self._valuedef set_value(self, value):if value:self._value = 1else:self._value = 0value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')def get_around_mine_count(self):return self._around_mine_countdef set_around_mine_count(self, around_mine_count):self._around_mine_count = around_mine_countaround_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._statusdef set_status(self, value):self._status = valuestatus = 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

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

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

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

这个计算其实也容易,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:
class MineBlock:import sysimport timefrom enum import Enumimport pygamefrom 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) * SIZEclass GameStatus(Enum):readied = 1,started = 2,over = 3,win = 4def 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) // 2face_pos_y = (SIZE * 2 - face_size) // 2img_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.readiedstart_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.posx = mouse_x // SIZEy = mouse_y // SIZE - 2b1, 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.overelif 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.readiedblock = MineBlock()start_time = time.time()elapsed_time = 0continueif game_status == GameStatus.readied:game_status = GameStatus.startedstart_time = time.time()elapsed_time = 0if 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.overelif not b1 and b3: # 按鼠标右键if mine.status == BlockStatus.normal:mine.status = BlockStatus.flagelif mine.status == BlockStatus.flag:mine.status = BlockStatus.askelif mine.status == BlockStatus.ask:mine.status = BlockStatus.normalelif b1 and b3:if mine.status == BlockStatus.double:block.double_mouse_button_up(x, y)flag_count = 0opened_count = 0for 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 += 1elif 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 += 1elif 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.winif 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()