Python3+pygame实现Windows经典扫雷
今天给大家分享一个由Python3(当然python3.5 3.6 3.7 3.8 ...都行)与pygame模块结合制作的一个经典小游戏“扫雷”
代码是完全可运行的,请大家放心运行。当然了别忘了下载素材(下方代码位置处写明了下载地址)
一、运行效果
二、完整代码
下面的代码用到了一些素材(图片、字体等),下载地址为:https://www.itprojects.cn/detail.html?example_id=dd0fdfb421f61089547578d235b3fce7
- import random
- import sys
- import time
- import pygame
- # 地雷数量
- MINE_COUNT = 99
- # 每个方格的大小(宽、高都为20)
- SIZE = 20
- # 方格的行数
- BLOCK_ROW_NUM = 16
- # 方格的列数
- BLOCK_COL_NUM = 30
- # 游戏窗口的宽、高
- SCREEN_WIDTH, SCREEN_HEIGHT = BLOCK_COL_NUM * SIZE, (BLOCK_ROW_NUM + 2) * SIZE
- def get_mine_flag_num(board_list):
- """
- 计算还剩多少颗雷
- """
- num = 0
- for line in board_list:
- for num_dict in line:
- if num_dict.get("closed_num") == "雷标记":
- num += 1
- return num
- def open_all_mine(board_list):
- """
- 显示所有的雷
- """
- for row, line in enumerate(board_list):
- for col, num_dict in enumerate(line):
- if num_dict.get("opened_num") == "雷":
- num_dict["opened"] = True
- def get_mine_num(row, col, board_list):
- """
- 计算点击的空格周围的雷的数量
- """
- # 生成起始位置、终止位置
- row_start = row - 1 if row - 1 >= 0 else row
- row_stop = row + 2 if row + 1 <= BLOCK_ROW_NUM - 1 else row + 1
- col_start = col - 1 if col - 1 >= 0 else col
- col_stop = col + 2 if col + 1 <= BLOCK_COL_NUM - 1 else col + 1
- # 循环遍历当前方格周围的雷的数量
- mine_num = 0
- for i in range(row_start, row_stop):
- for j in range(col_start, col_stop):
- if board_list[i][j].get("opened_num") == "雷":
- mine_num += 1
- return mine_num
- def set_nums_blank(row, col, board_list):
- """
- 判断当前位置的周边位置是否为空,如果是则继续判断,
- 最终能够实现点击一个空位置后连续的空位置都能够显示出来
- """
- mine_num = get_mine_num(row, col, board_list)
- print("row=%d, col=%d, mine_num=%d" % (row, col, mine_num))
- if mine_num == 0:
- board_list[row][col]['opened'] = True
- board_list[row][col]["opened_num"] = 0
- board_list[row][col]["closed_num"] = "空"
- # 判断对角是否是数字
- for i, j in [(-1, -1), (1, 1), (1, -1), (-1, 1)]:
- if 0 <= row + i <= 15 and 0 <= col + j <= 29:
- mine_num = get_mine_num(row + i, col + j, board_list)
- if mine_num:
- board_list[row + i][col + j]['opened'] = True
- board_list[row + i][col + j]["opened_num"] = mine_num
- board_list[row + i][col + j]["closed_num"] = "空"
- # 判断剩下4个位置是否是也是0,即空
- for i, j in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
- if 0 <= row + i <= 15 and 0 <= col + j <= 29:
- if not board_list[row + i][col + j].get("opened"):
- set_nums_blank(row + i, col + j, board_list)
- else:
- board_list[row][col]['opened'] = True
- board_list[row][col]["opened_num"] = mine_num
- board_list[row][col]["closed_num"] = "空"
- def left_click_block(row, col, board_list):
- """
- 左击空格后的处理
- """
- if board_list[row][col].get("opened") is False and board_list[row][col].get("opened_num") != "雷":
- # 如果不是雷,那么就计算当前位置数字
- mine_num = get_mine_num(row, col, board_list)
- print("地雷数:", mine_num)
- board_list[row][col]["opened_num"] = mine_num
- board_list[row][col]["opened"] = True # 标记为"打开"状态
- board_list[row][col]["closed_num"] = "空" # 标记为"未打开时的状态为空格",防止显示剩余雷数错误
- if mine_num == 0:
- # 如果方格周边没有雷此时,判断是否有连续空位置
- set_nums_blank(row, col, board_list)
- elif board_list[row][col].get("opened") is False and board_list[row][col].get("opened_num") == "雷":
- board_list[row][col]["opened_num"] = "踩雷" # 标记为"踩雷"图片
- board_list[row][col]["opened"] = True # 标记为"打开"状态
- board_list[row][col]["closed_num"] = "空" # 标记为"未打开时的状态为空格",防止显示剩余雷数错误
- return True
- def create_random_board(row, col, mine_num):
- """
- 得到一个随机的棋盘
- """
- # 随机布雷
- nums = [{"opened": False, "opened_num": 0, 'closed_num': "空"} for _ in range(row * col - mine_num)] # 16x30-99 表示的是生成381个0
- nums += [{"opened": False, "opened_num": "雷", 'closed_num': "空"} for _ in range(mine_num)] # 99颗地雷
- random.shuffle(nums) # 乱序,此时nums是乱的
- return [list(x) for x in zip(*[iter(nums)] * col)]
- def right_click_block(row, col, board_list):
- """
- 右击方格后更新其状态(标记为雷、问号?、取消标记)
- """
- if board_list[row][col].get("opened") is False:
- if board_list[row][col]["closed_num"] == "空":
- board_list[row][col]["closed_num"] = "雷标记"
- elif board_list[row][col]["closed_num"] == "雷标记":
- board_list[row][col]["closed_num"] = "疑问标记"
- elif board_list[row][col]["closed_num"] == "疑问标记":
- board_list[row][col]["closed_num"] = "空"
- def click_block(x, y, board_list):
- """
- 检测点击的是哪个方格(即第x行,第y列)
- """
- # 计算出点击的空格的行、列
- for row, line in enumerate(board_list):
- for col, _ in enumerate(line):
- if col * SIZE <= x <= (col + 1) * SIZE and (row + 2) * SIZE <= y <= (row + 2 + 1) * SIZE:
- print("点击的空格的位置是:", row, col)
- return row, col
- def run(screen):
- bgcolor = (225, 225, 225) # 背景色
- # 要显示的棋盘
- # board_list = [[0] * BLOCK_COL_NUM for _ in range(BLOCK_ROW_NUM)]
- board_list = create_random_board(BLOCK_ROW_NUM, BLOCK_COL_NUM, MINE_COUNT) # 16行、30列,有99颗地雷
- # 默认的方格图片
- img_blank = pygame.image.load('resource/blank.bmp').convert()
- img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
- # "雷标记"图片
- img_mine_flag = pygame.image.load('resource/flag.bmp').convert()
- img_mine_flag = pygame.transform.smoothscale(img_mine_flag, (SIZE, SIZE))
- # "雷"图片
- img_mine = pygame.image.load('resource/mine.bmp').convert()
- img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
- # "疑问标记"图片
- img_ask = pygame.image.load('resource/ask.bmp').convert()
- img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
- # "踩雷"图片
- img_blood = pygame.image.load('resource/blood.bmp').convert()
- img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
- # "表情"图片
- face_size = int(SIZE * 1.25)
- img_face_fail = pygame.image.load('resource/face_fail.bmp').convert()
- img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
- img_face_normal = pygame.image.load('resource/face_normal.bmp').convert()
- img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
- img_face_success = pygame.image.load('resource/face_success.bmp').convert()
- img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size))
- # "表情"位置
- face_pos_x = (SCREEN_WIDTH - face_size) // 2
- face_pos_y = (SIZE * 2 - face_size) // 2
- # 类的数量图片
- img0 = pygame.image.load('resource/0.bmp').convert()
- img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))
- img1 = pygame.image.load('resource/1.bmp').convert()
- img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))
- img2 = pygame.image.load('resource/2.bmp').convert()
- img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))
- img3 = pygame.image.load('resource/3.bmp').convert()
- img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))
- img4 = pygame.image.load('resource/4.bmp').convert()
- img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))
- img5 = pygame.image.load('resource/5.bmp').convert()
- img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))
- img6 = pygame.image.load('resource/6.bmp').convert()
- img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))
- img7 = pygame.image.load('resource/7.bmp').convert()
- img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))
- img8 = pygame.image.load('resource/8.bmp').convert()
- img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))
- img_dict = {
- 0: img0,
- 1: img1,
- 2: img2,
- 3: img3,
- 4: img4,
- 5: img5,
- 6: img6,
- 7: img7,
- 8: img8,
- '雷标记': img_mine_flag,
- '雷': img_mine,
- '空': img_blank,
- '疑问标记': img_ask,
- '踩雷': img_blood,
- }
- # 标记是否踩到雷
- game_over = False
- # 游戏状态
- game_status = "normal"
- # 显示雷的数量、耗时用到的资源
- font = pygame.font.Font('resource/a.TTF', SIZE * 2) # 字体
- f_width, f_height = font.size('999')
- red = (200, 40, 40)
- # 标记出雷的个数
- flag_count = 0
- # 记录耗时
- elapsed_time = 0
- last_time = time.time()
- start_record_time = False
- # 创建计时器(防止while循环过快,占用太多CPU的问题)
- clock = pygame.time.Clock()
- while True:
- # 事件检测(鼠标点击、键盘按下等)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.MOUSEBUTTONDOWN and event.button:
- b1, b2, b3 = pygame.mouse.get_pressed()
- mouse_click_type = None
- if b1 and not b2 and not b3: # 左击
- mouse_click_type = "left"
- elif not b1 and not b2 and b3: # 右击
- mouse_click_type = "right"
- print("点击了鼠标的[%s]键" % mouse_click_type)
- x, y = pygame.mouse.get_pos()
- if game_status == "normal" and 2 * SIZE <= y <= SCREEN_HEIGHT:
- # 计算点击的是哪个空
- position = click_block(x, y, board_list)
- if position:
- if mouse_click_type == "right":
- # 如果右击方格,那么就更新其状态
- right_click_block(*position, board_list)
- # 更新标记的雷的数量
- flag_count = get_mine_flag_num(board_list)
- start_record_time = True # 开始记录耗时
- elif mouse_click_type == "left":
- # 点击空格的处理
- game_over = left_click_block(*position, board_list)
- print("是否踩到雷", game_over)
- start_record_time = True # 开始记录耗时
- # 更新标记的雷的数量
- flag_count = get_mine_flag_num(board_list)
- if game_over:
- # 将所有雷的位置,标记出来
- open_all_mine(board_list)
- # 更改游戏状态
- game_status = "fail"
- # 停止记录耗时
- start_record_time = False
- elif face_pos_x <= x <= face_pos_x + face_size and face_pos_y <= y <= face_pos_y + face_size:
- # 重来一局
- print("点击了再来一局...")
- return
- # 填充背景色
- screen.fill(bgcolor)
- # 显示方格
- for i, line in enumerate(board_list):
- for j, num_dict in enumerate(line):
- if num_dict.get("opened"):
- screen.blit(img_dict[num_dict.get("opened_num")], (j * SIZE, (i + 2) * SIZE))
- else:
- screen.blit(img_dict[num_dict.get("closed_num")], (j * SIZE, (i + 2) * SIZE))
- # 显示表情
- if game_status == "win":
- screen.blit(img_face_success, (face_pos_x, face_pos_y))
- elif game_status == "fail":
- screen.blit(img_face_fail, (face_pos_x, face_pos_y))
- else:
- screen.blit(img_face_normal, (face_pos_x, face_pos_y))
- # 显示剩余雷的数量
- mine_text = font.render('%02d' % (MINE_COUNT - flag_count), True, red)
- screen.blit(mine_text, (30, (SIZE * 2 - f_height) // 2 - 2))
- # 显示耗时
- if start_record_time and time.time() - last_time >= 1:
- elapsed_time += 1
- last_time = time.time()
- mine_text = font.render('%03d' % elapsed_time, True, red)
- screen.blit(mine_text, (SCREEN_WIDTH - f_width - 30, (SIZE * 2 - f_height) // 2 - 2))
- # 刷新显示(此时窗口才会真正的显示)
- pygame.display.update()
- # FPS(每秒钟显示画面的次数)
- clock.tick(60) # 通过一定的延时,实现1秒钟能够循环60次
- def main():
- """
- 循环调用run函数,每调用一次就重新来一局游戏
- """
- pygame.init()
- pygame.display.set_caption('扫雷')
- screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
- while True:
- run(screen)
- if __name__ == '__main__':
- main()
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