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python用tkinter开发的扫雷游戏

发布日期:2022-03-27 19:18 | 文章来源:脚本之家

1.实现效果

2.实现代码

# 导入所需库
from tkinter import *
import random
class main:
 # 定义一个类,继承 tkinter 的 Button
 # 用来保存按钮的状态和在网格布局中的位置
 class minebtn(Button):
  def __init__(self,master,xy,**kw):
Button.__init__(self,master,**kw)
self.xy = xy
self._state = 0
# 状态
# 0: 未点开
# 1: 已点开
# 2: 标记
# 3: 问号

 def __init__(self):
  # 定义规格及雷数
  self.width = 9
  self.height = 9
  self.minenum = 10
  # Windows 7 默认的三种规格和雷数
  # 9*9,10
  # 16*16,40
  # 16*32,99
  
  self.rest = self.minenum # 剩余未标记的雷
		
		# 雷数的颜色
  self.colorlist = ['green',	# 绿色  'DodgerBlue',	# 浅蓝色  'DarkOrange1',# 橙色  'blue',	# 蓝色  'red',	# 红色  'Chocolate4',	# 棕色  'grey',	# 灰色  'black']	# 黑色
  
  self.setgui()
 def setgui(self):
  # GUI界面
  self.root = Tk()
  self.root.title('扫雷')
  self.restlabel = Label(self.root,text=f'剩余:{self.minenum}')
  self.restlabel.grid(row=0,column=0,columnspan=3)
  self.mineplace = random.sample(range(self.width*self.height),self.minenum)  # 随机抽取雷
  self.mineplace = [(x%self.width,x//self.height) for x in self.mineplace] # 将雷的序号转变为坐标
  self.mines = {}
  for y in range(self.height):
for x in range(self.width):
 self.mines[(x,y)] = self.minebtn(self.root,xy=(x,y),font=('黑体',8,'bold'),width=2,bd=1,relief='ridge')
 self.mines[(x,y)].bind('<ButtonRelease-1>',lambda event:self._open(event.widget))# 左键单击点开
 self.mines[(x,y)].bind('<ButtonRelease-3>',lambda event:self.make(event.widget)) # 右键单击事件
 self.mines[(x,y)].grid(row=y+1,column=x,sticky='nswe')
  self.root.mainloop()
 # 点开
 def _open(self,widget):
  xy = widget.xy
  x = xy[0]
  y = xy[1]# 获取当前按钮的坐标
  # 如果是雷则显示全部雷的位置
  if widget.xy in self.mineplace:
self.showmine()
return
  # 如果已经点开了就什么也不做
  if widget._state == 1:
return
  
  widget.configure(relief='flat',bg='white')  # 更改当前按钮的样式
  
  widget._state = 1# 按钮状态设为点开
  # 获取周围八个雷的坐标
  around = [(x-1,y-1),
 (x,y-1),
 (x+1,y-1),
 (x-1,y),
 (x+1,y),
 (x-1,y+1),
 (x,y+1),
 (x+1,y+1)]
  
  _sum = 0
  around_ = []
  
  for o, p in around:
# 排除掉在雷区之外的雷
if 0 <= o <= self.width - 1 and 0 <= p <= self.height - 1:
 around_.append((o,p))
 # 计算周围的雷数
 if self.mines[(o,p)].xy in self.mineplace:
  _sum += 1
  #如果周围没有雷则打开周围未标记的雷,直到有雷为止
  if _sum == 0:
widget['text'] = ''
for i, j in around: 
 if self.mines[(i,j)]._state == 0:
  self._open(self.mines[(i,j)])
  else:
widget['text'] = _sum# 显示雷数
# 对应数字设置对应颜色
widget['fg'] = self.colorlist[_sum-1]
 # 右键单击设置标记/问号
 def make(self,widget):
  string = {0:'',2:'♀',3:'?'}
  
  if widget._state == 0:
widget._state = 2
widget['text'] = string[2]
self.rest -= 1
self.restlabel['text'] = f'剩余:{self.rest}'

  elif widget._state == 2:
widget._state = 3
widget['text'] = string[3]
self.rest += 1
self.restlabel['text'] = f'剩余:{self.rest}'

  elif widget._state == 3:
widget._state = 0
widget['text'] = string[0]
 # 如果踩到雷,显示所有的雷
 def showmine(self):
  for i, j in self.mineplace:
self.mines[(i,j)].configure(text='ி',fg='red')
 
main()

3.另一种精致一点的实现

项目地址

需要导入额外的图片和字体资源,在上面的项目地址里可以下载到

代码

import sys
import time
import random
import pygame
from pygame.locals import *
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
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')
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
# 返回 (x, y) 周围的点坐标
def _get_around(x, y):
 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]
# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE
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')
 # 得分的字体
 font1 = pygame.font.Font('resources/a.TTF', SIZE * 2)
 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)
 block = MineBlock()
 game_status = readied
 # 开始时间
 start_time = None
 # 耗时
 elapsed_time = 0
 while True:
  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 == 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 == opened:
if not block.double_mouse_button_down(x, y):
 game_status = 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 = readiedblock = MineBlock()start_time = time.time()elapsed_time = 0continue
 if game_status == readied:
  game_status = started
  start_time = time.time()
  elapsed_time = 0
 if game_status == started:
  mine = block.getmine(x, y)
  # 按鼠标左键
  if b1 and not b3:if mine.status == normal:
if not block.open_mine(x, y):
 game_status = over
  # 按鼠标右键
  elif not b1 and b3:if mine.status == normal:
mine.status = flagelif mine.status == flag:
mine.status = askelif mine.status == ask:
mine.status = normal
  elif b1 and b3:if mine.status == 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 == 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)
  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))
  pygame.display.update()
if __name__ == '__main__':
 main()

以上就是python用tkinter开发的扫雷游戏的详细内容,更多关于python 扫雷游戏的资料请关注本站其它相关文章!

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