主函数:输入宽高和雷的数量
# main.py
import sys
import pygame as pg
import pygame.font
# import game
# import Button
pg.init()
screen = pg.display.set_mode((640, 480))
COLOR_INACTIVE = pg.Color('lightskyblue3')
COLOR_ACTIVE = pg.Color('dodgerblue2')
FONT = pg.font.Font(None, 32)
font = pygame.font.Font('resources/a.TTF', 30)
set_up = dict()
class Attribute:
def __init__(self):
global set_up
self._BLOCK_WIDTH = set_up[0]
self._BLOCK_HEIGHT = set_up[1]
self._MINe_COUNT = set_up[2]
def get_Width(self):
return self._BLOCK_WIDTH
def set_Width(self, w):
self._BLOCK_WIDTH = w
BLOCK_WIDTH = property(fget=get_Width, fset=set_Width) # 修饰类中属性get,set
def get_Height(self):
return self._BLOCK_HEIGHT
def set_Height(self, h):
self._BLOCK_HEIGHT = h
BLOCK_HEIGHT = property(fget=get_Height, fset=set_Height)
def get_MINe_COUNT(self):
return self._MINe_COUNT
def set_MINe_COUNT(self, m):
self._MINe_COUNT = m
MINe_COUNT = property(fget=get_MINe_COUNT, fset=set_MINe_COUNT) # 修饰类中属性get,set
class Button:
def __init__(self, x, y, w, h):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = "START"
self.text_surface = FONT.render(self.text, True, self.color)
self.active = False
def handle_event(self, event, BOX1, BOX2, BOX3):
if event.type == pg.MOUSEBUTTONDOWN:
# 用户选择盒子时
if self.rect.collidepoint(event.pos):
# 将盒子的状态改为选中
self.active = not self.active
else:
self.active = False
# 改变盒子颜色
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.MOUSEBUTTONUP:
if self.active == True:
set_up[BOX1.id] = int(BOX1.text)
set_up[BOX2.id] = int(BOX2.text)
set_up[BOX3.id] = int(BOX3.text)
return True
# import game
# game.start_play()
def draw(self, screen):
# Blit the text.
screen.blit(self.text_surface, (self.rect.x + 10, self.rect.y + 10))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
class InputBox:
def __init__(self, x, y, w, h, id, F_text, text='20'):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.id = id
self._F_text = FONT.render(F_text, True, self.color)
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# 用户选择盒子时
if self.rect.collidepoint(event.pos):
# 将盒子的状态改为选中
self.active = not self.active
else:
self.active = False
# 改变盒子颜色
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN: # 回车
set_up[self.id] = self.text
elif event.key == pg.K_BACKSPACE: # 删除
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# 文本框可加长.
width = max(200, self.txt_surface.get_width() + 10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x + 5, self.rect.y + 5))
screen.blit(self._F_text, (self.rect.x - 90, self.rect.y - 5))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
clock = pg.time.Clock()
input_box1 = InputBox(200, 100, 140, 32, 0, "Widht")
input_box2 = InputBox(200, 200, 140, 32, 1, "Height")
input_box3 = InputBox(200, 300, 140, 32, 2, "Count")
input_boxes = [input_box1, input_box2, input_box3]
button = Button(250, 400, 90, 40)
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit()
for box in input_boxes:
box.handle_event(event)
if button.handle_event(event, input_box1, input_box2, input_box3):
pass
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
button.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
设置砖块和游戏逻辑
# mineblock.py
import random
from enum import Enum
import main
#print(At.BLOCK_WIDTH,At.BLOCK_HEIGHT,At.MINe_COUNT)
a = main.Attribute()
BLOCK_WIDTH =a.BLOCK_WIDTH # 屏幕宽
BLOCK_HEIGHT = a.BLOCK_HEIGHT # 屏幕高
SIZE = 20 # 块大小
MINE_COUNT =a.MINe_COUNT # 地雷数
class BlockStatus(Enum): # 砖块状态标记
normal = 1 # 未点击
opened = 2 # 已点击
mine = 3 # 地雷
flag = 4 # 标记为地雷
ask = 5 # 标记为问号
bomb = 6 # 踩中地雷
hint = 7 # 被双击的周围
double = 8 # 正被鼠标左右键双击
class Mine:
def __init__(self, x, y, value=0): # 对必要数据进行封装
self._x = x
self._y = y
self._value = 0
self._around_mine_count = -1
self._status = BlockStatus.normal # 初始化砖块状态_未点击
self.set_value(value)
def __repr__(self):
return str(self._value) # 显示分数
# return f'({self._x},{self._y})={self._value}, status={self.status}'
def get_x(self):
return self._x
def set_x(self, x):
self._x = x
x = property(fget=get_x, fset=set_x) # 修饰类中属性get,set
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): # 获取周围地雷数量
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): # 获取砖块状态
return self._status
def set_status(self, value): # 写入砖块状态
self._status = value
status = property(fget=get_status, fset=set_status, doc='BlockStatus')
class MineBlock:
def __init__(self):
self._block = [[Mine(i, j) for i in range(BLOCK_WIDTH)] for j in range(BLOCK_HEIGHT)]
# 通过二维数组,对所有地图块及进行初始化,但注意,二维数组的宽和高与游戏界面的宽高是相反的
# 埋雷
for i in random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), MINE_COUNT): # 随机生成地雷坐标
self._block[i // BLOCK_WIDTH][i % BLOCK_WIDTH].value = 1 # 将地雷坐标转化为x,y坐标 , 并触发value.setter
def get_block(self): # 获取砖块情况
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: # 如果value为1 则证明踩到地雷了
self._block[y][x].status = BlockStatus.bomb # 砖块状态改为踩雷
return False
# 先把状态改为 opened
self._block[y][x].status = BlockStatus.opened # 未踩到雷
around = _get_around(x, y) # 获取周围砖块的坐标
_sum = 0
for i, j in around: # 例遍坐标,查看有几颗雷
if self._block[j][i].value:
_sum += 1
self._block[y][x].around_mine_count = _sum # 将雷数写入
# 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
# 这就能实现一点出现一大片打开的效果了
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 = BlockStatus.double
around = _get_around(x, y)
sumflag = 0 # 周围被标记的雷数量
for i, j in _get_around(x, y):
if self._block[j][i].status == BlockStatus.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 == BlockStatus.normal:
if not self.open_mine(i, j):
result = False
else:
for i, j in around:
if self._block[j][i].status == BlockStatus.normal:
self._block[j][i].status = BlockStatus.hint
return result
def double_mouse_button_up(self, x, y):
self._block[y][x].status = BlockStatus.opened
for i, j in _get_around(x, y):
if self._block[j][i].status == BlockStatus.hint:
self._block[j][i].status = BlockStatus.normal
def _get_around(x, y):
"""返回(x, y)周围的点的坐标"""
# 这里注意,range 末尾是开区间,所以要加 1
return [(i, j) for i in range(max(0, x - 1), min(BLOCK_WIDTH - 1, x + 1) + 1)
for j in range(max(0, y - 1), min(BLOCK_HEIGHT - 1, y + 1) + 1) if i != x or j != y]
游戏界面显示
# game.py
import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *
import main
"""游戏主体,显示界面和操作逻辑"""
print(2)
# 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): # 游戏情况
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) # 字体颜色
screen.blit(imgText, (x, y))
def start_play():
pygame.init() # 初始化
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) # 游戏屏幕初始化
pygame.display.set_caption('扫雷') # 屏幕标题
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,统一为bmp格式
img0 = pygame.image.load('resources/0.bmp').convert()
img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE)) # 对图片尺寸进行统一缩放
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() # 砖块
img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE))
img_flag = pygame.image.load('resources/flag.bmp').convert() # 旗子
img_flag = pygame.transform.smoothscale(img_flag, (SIZE, SIZE))
img_ask = pygame.image.load('resources/ask.bmp').convert() # 问号
img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE))
img_mine = pygame.image.load('resources/mine.bmp').convert() # 正确雷
img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE))
img_blood = pygame.image.load('resources/blood.bmp').convert() # 爆炸雷
img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE))
img_error = pygame.image.load('resources/error.bmp').convert() # 错误雷
img_error = pygame.transform.smoothscale(img_error, (SIZE, SIZE))
face_size = int(SIZE * 1.25) # 表情大小
img_face_fail = pygame.image.load('resources/face_fail.bmp').convert() # 失败
img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size))
img_face_normal = pygame.image.load('resources/face_normal.bmp').convert() # 普通
img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size))
img_face_success = pygame.image.load('resources/face_success.bmp').convert() # 成功
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 = { # 建立图片字典
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() # 砖块实体
game_status = GameStatus.readied # 初始游戏状态
start_time = None # 开始时间
elapsed_time = 0 # 耗时
while True: # 无条件循环
# 填充背景色
screen.fill(bgcolor)
for event in pygame.event.get(): # 获取所有事件 如:鼠标、键盘
if event.type == QUIT: # 用户按下窗口关闭按钮
sys.exit() # 程序退出
elif event.type == MOUSEBUTTONDOWN: # 鼠标点击事件
mouse_x, mouse_y = event.pos # 相对与窗口左上角,取得鼠标的x,y值
x = mouse_x // SIZE
y = mouse_y // SIZE - 2 # 这里减2是因为上面我们用2 SIZE作为计数版
b1, b2, b3 = pygame.mouse.get_pressed() # 监控鼠标动作,左键,滚轮,右键 点击为True
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: # 鼠标释放
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() # 砖块实体
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,翻开
if mine.status == BlockStatus.normal: # 未点击
if not block.open_mine(x, y): # 踩雷
game_status = GameStatus.over
elif not b1 and b3: # 按鼠标右键, 标记
if mine.status == BlockStatus.normal: # 三种状态循环
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: # 展示图片
for mine in row: # 地雷
pos = (mine.x * SIZE, (mine.y + 2) * SIZE) # 将砖块的坐标转化为游戏窗口的实际坐标
if mine.status == BlockStatus.opened:
screen.blit(img_dict[mine.around_mine_count], pos) # 展示周围地雷数量的图片
opened_count += 1
elif mine.status == BlockStatus.double:
screen.blit(img_dict[mine.around_mine_count], pos)
elif mine.status == BlockStatus.bomb: # 踩雷
screen.blit(img_blood, pos)
elif mine.status == BlockStatus.flag: # 标记
screen.blit(img_flag, pos)
flag_count += 1
elif mine.status == BlockStatus.ask: # 疑问
screen.blit(img_ask, pos)
elif mine.status == BlockStatus.hint: # 被双击的周围
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) # 计分板
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) # 计时器
# if flag_count + opened_count == BLOCK_WIDTH * BLOCK_HEIGHT:
if BLOCK_WIDTH*BLOCK_HEIGHT - opened_count == MINE_COUNT:
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()
图片



