pygamePython 制作 XP 经典扫雷游戏

Posted 凌天_总管

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本扫雷也不必多说,先看文件格式:

main.py
Saolei

_pycache_

mineblock.py

mineblock.cpython-39.pyc

resources文章结尾有素材

再看截图:

 

 

之后就是上代码了:

main.py

"""
工作室:凌天
作者:M一个劲
日期:2021年8月30日
时间:20:52:35
"""
import sys
import time
import pygame
from pygame.locals import *
from SaoLei.mineblock import  *
n = input("输入 1 开始游戏\\n输入 其他键 帮助:")
if n != "1":
    input("""左键单击:挖掘
右键单击:插旗
右键双击:不确定是不是雷
右键单击后想回到原始状态:右键双击
右键双击后想回到原始状态:右键单击
右键单击后想变成不确定是不是雷的状态:右键单击
看完回车""")
# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
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('扫雷')


    font1 = pygame.font.Font("freesansbold.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.gif').convert()
    img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE))
    img1 = pygame.image.load('resources/1.gif').convert()
    img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE))
    img2 = pygame.image.load('resources/2.gif').convert()
    img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE))
    img3 = pygame.image.load('resources/3.gif').convert()
    img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE))
    img4 = pygame.image.load('resources/4.gif').convert()
    img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE))
    img5 = pygame.image.load('resources/5.gif').convert()
    img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE))
    img6 = pygame.image.load('resources/6.gif').convert()
    img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE))
    img7 = pygame.image.load('resources/7.gif').convert()
    img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE))
    img8 = pygame.image.load('resources/8.gif').convert()
    img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE))
    img_blank = pygame.image.load('resources/blank1.gif').convert()
    img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
    img_flag = pygame.image.load('resources/flag.gif').convert()
    img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))
    img_ask = pygame.image.load('resources/ask.gif').convert()
    img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
    img_mine = pygame.image.load('resources/mine.gif').convert()
    img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
    img_blood = pygame.image.load('resources/blood.gif').convert()
    img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
    img_error = pygame.image.load('resources/error.gif').convert()
    img_error = pygame.transform.smoothscale(img_error, (SIZE, SIZE))
    face_size = int(SIZE * 1.25)
    img_face_fail = pygame.image.load('resources/Ooo.gif').convert()
    img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
    img_face_normal = pygame.image.load('resources/Ooo.gif').convert()
    img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
    img_face_success = pygame.image.load('resources/smile.gif').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   # 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.pos
                x = mouse_x // SIZE
                y = mouse_y // SIZE - 2
                b1, 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.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:       # 按鼠标左键
                        if mine.status == BlockStatus.normal:
                            if not block.open_mine(x, y):
                                game_status = GameStatus.over
                    elif not b1 and b3:     # 按鼠标右键
                        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()

首先,如何表示雷和非雷,一开始想的是,建立一个二维数组表示整个区域,0表示非地雷,1表示地雷。后来一想不对,还有标记为地雷,标记为问号,还有表示周边雷数的数字,好多状态,干脆就做个类吧。

布雷就很简单了,随机取99个数,从上往下顺序排就是了。

我们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了。

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,如下图,我只点了当中一下,就出现了那么大一片区域。

这个计算其实也容易,只要用递归就可以了,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。

接下来还有一个麻烦的地方,我们经常鼠标左右键同时按下,如果雷被全部标记,则会一下子打开周围所有的格子,如果其中有标记错的,那么不好意思,GAME OVER。

如果没有全标记完,会有一个效果显示周围一圈未被打开和标记的格子。

剩下的就是SaoLei文件了

网盘下载:

链接: https://pan.baidu.com/s/1a_oBB8SvYJ6ocnRgsT8GUg

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