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童年记忆第六弹!!!用python复刻记忆中的扫雷

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童年记忆第六弹!!!用python复刻记忆中的扫雷

##前言
我小时候偷偷在家玩电脑,不会宽带链接,只能玩电脑上自带的那几个游戏,扫雷、蜘蛛纸牌 等,今天就给大家分享一下我用python开发扫雷的源码过程还有源码。
扫雷是一款益智类小游戏,最早于 1992 年由微软在 Windows 上发行,游戏适合于全年龄段,规则简单,即在最短的时间内找出所有非雷格子且在中间过程中不能踩到雷, 踩到雷则失败,需重新开始。

本文我们使用 Python 来实现扫雷游戏,主要用的 Python 库是 pygame。

实现

游戏组成比较简单,主要包括:小方格、计时器、地雷等。

首先,我们初始化一些常量,比如:横竖方块数、地雷数、鼠标点击情况等,如下所示:

BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
# 块大小
SIZE = 20
# 地雷数
MINE_COUNT = 66
# 未点击
normal = 1
# 已点击
opened = 2
# 地雷
mine = 3
# 标记为地雷
flag = 4
# 标记为问号
ask = 5
# 踩中地雷
bomb = 6
# 被双击的周围
hint = 7
# 正被鼠标左右键双击
double = 8
readied = 1,
started = 2,
over = 3,
win = 4

接着定义一个地雷类,类中定义一些基本属性(如:坐标、状态等)及 get、set 方法,代码实现如下:

class Mine:
      def __init__(self, x, y, value=0): 
   self._x = x
   self._y = y   
   self._value = 0
   self._around_mine_count = -1
   self._status = normal
   self.set_value(value)
    def __repr__(self): 
   return str(self._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, doc='0:非地雷 1:雷')
    def get_around_mine_count(self):
   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, doc='四周地雷数量')
    def get_status(self):
   return self._status
    def set_status(self, value):
   self._status = value
    status = property(fget=get_status, fset=set_status, doc='BlockStatus')

再接着定义一个 MineBlock 类,用来处理扫雷的基本逻辑,代码实现如下:

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
    def get_block(self): 
 return self._block
    block = property(fget=get_block) 
    def getmine(self, x, y):
 return self._block[y][x]
    def open_mine(self, x, y):
 # 踩到雷了
 if self._block[y][x].value:
    self._block[y][x].status = bomb
    return False
 # 先把状态改为 opened
 self._block[y][x].status = opened
 around = _get_around(x, y)
 _sum = 0
 for i, j in around:
     if self._block[j][i].value:
  _sum += 1
 self._block[y][x].around_mine_count = _sum
 # 如果周围没有雷,那么将周围 8 个未中未点开的递归算一遍
 if _sum == 0: 
    for i, j in around: 
 if self._block[j][i].around_mine_count == -1:
     self.open_mine(i, j)
 return True
    def double_mouse_button_down(self, x, y):
 if self._block[y][x].around_mine_count == 0: 
    return True
 self._block[y][x].status = double
 around = _get_around(x, y)
 # 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:
     for i, j in around:
  if self._block[j][i].status == normal:
      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

我们接下来初始化界面,首先生成由小方格组成的面板,主要代码实现如下:

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)

看一下效果:

再接着添加面板的 head 部分,包括:显示雷数、重新开始按钮(笑脸)、显示耗时,主要代码实现如下:

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)

看一下效果:

再接着添加各种点击事件,代码实现如下:

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 == BLOCK_WIDTH * BLOCK_HEIGHT:
 game_status = win
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))

我们来看一下最终实现效果:

#总结
以上就是扫雷的源码过程,大家可以写一下玩一玩
我是白白,一个喜欢学习喜欢编程的年轻人
想学习python的可以关注我哦~

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