Py游戏开发:Pygame自制扫雷小游戏

来源:互联网 编辑:wan玩得好手游小编更新:2024-11-05 21:13:44 人气:

先看看游戏截图,让同学有游戏的体验!!




原谅我手残,扫雷基本就没赢过,测试的时候我是偷偷的把雷的数量从99改到50才赢了。。。


代码虽然不多,但加上注释和空行也有350行,另外还有一些图片资源,就不全帖上来了,可以扫码关注我的公众号,后台回复“扫雷”获取源码及资源。


下面将一下我的实现逻辑。


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



class BlockStatus(Enum): 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): self._x = x self._y = y self._value = 0 self._around_mine_count = -1 self._status = BlockStatus.normal self.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._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')




布雷就很简单了,随机取99个数,从上往下顺序排就是了。


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


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。


class MineBlock:  def open_mine(self, x, y):        # 踩到雷了        if self._block[y][x].value:            self._block[y][x].status = BlockStatus.bomb            return False         # 先把状态改为 opened        self._block[y][x].status = BlockStatus.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        # 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 _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]


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


class MineBlock:   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


扫雷的主要逻辑就这么多,剩下来的就是一些杂七杂八的事件了。代码也帖一下吧


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) * 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('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) // 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)   # 布景色     block = MineBlock()    game_status = GameStatus.readied    start_time = None   # 开始时间    elapsed_time = 0    # 耗时     while True:        # 填充布景色        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                     if face_pos_x                             and face_pos_y                         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()

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