Python3+pygame实现Windows经典扫雷
今天给大家分享一个由Python3(当然python3.5 3.6 3.7 3.8 …都行)与pygame模块结合制作的一个经典小游戏“扫雷”
代码是完全可运行的,请大家放心运行。当然了别忘了下载素材(下方代码位置处写明了下载地址)
一、运行效果
二、完整代码
下面的代码用到了一些素材(图片、字体等),下载地址为:https://www.itprojects.cn/detail.html?example_id=dd0fdfb421f61089547578d235b3fce7
import random import sys import time import pygame # 地雷数量 MINE_COUNT = 99 # 每个方格的大小(宽、高都为20) SIZE = 20 # 方格的行数 BLOCK_ROW_NUM = 16 # 方格的列数 BLOCK_COL_NUM = 30 # 游戏窗口的宽、高 SCREEN_WIDTH, SCREEN_HEIGHT = BLOCK_COL_NUM * SIZE, (BLOCK_ROW_NUM + 2) * SIZE def get_mine_flag_num(board_list): """ 计算还剩多少颗雷 """ num = 0 for line in board_list: for num_dict in line: if num_dict.get("closed_num") == "雷标记": num += 1 return num def open_all_mine(board_list): """ 显示所有的雷 """ for row, line in enumerate(board_list): for col, num_dict in enumerate(line): if num_dict.get("opened_num") == "雷": num_dict["opened"] = True def get_mine_num(row, col, board_list): """ 计算点击的空格周围的雷的数量 """ # 生成起始位置、终止位置 row_start = row - 1 if row - 1 >= 0 else row row_stop = row + 2 if row + 1 <= BLOCK_ROW_NUM - 1 else row + 1 col_start = col - 1 if col - 1 >= 0 else col col_stop = col + 2 if col + 1 <= BLOCK_COL_NUM - 1 else col + 1 # 循环遍历当前方格周围的雷的数量 mine_num = 0 for i in range(row_start, row_stop): for j in range(col_start, col_stop): if board_list[i][j].get("opened_num") == "雷": mine_num += 1 return mine_num def set_nums_blank(row, col, board_list): """ 判断当前位置的周边位置是否为空,如果是则继续判断, 最终能够实现点击一个空位置后连续的空位置都能够显示出来 """ mine_num = get_mine_num(row, col, board_list) print("row=%d, col=%d, mine_num=%d" % (row, col, mine_num)) if mine_num == 0: board_list[row][col]['opened'] = True board_list[row][col]["opened_num"] = 0 board_list[row][col]["closed_num"] = "空" # 判断对角是否是数字 for i, j in [(-1, -1), (1, 1), (1, -1), (-1, 1)]: if 0 <= row + i <= 15 and 0 <= col + j <= 29: mine_num = get_mine_num(row + i, col + j, board_list) if mine_num: board_list[row + i][col + j]['opened'] = True board_list[row + i][col + j]["opened_num"] = mine_num board_list[row + i][col + j]["closed_num"] = "空" # 判断剩下4个位置是否是也是0,即空 for i, j in [(-1, 0), (1, 0), (0, -1), (0, 1)]: if 0 <= row + i <= 15 and 0 <= col + j <= 29: if not board_list[row + i][col + j].get("opened"): set_nums_blank(row + i, col + j, board_list) else: board_list[row][col]['opened'] = True board_list[row][col]["opened_num"] = mine_num board_list[row][col]["closed_num"] = "空" def left_click_block(row, col, board_list): """ 左击空格后的处理 """ if board_list[row][col].get("opened") is False and board_list[row][col].get("opened_num") != "雷": # 如果不是雷,那么就计算当前位置数字 mine_num = get_mine_num(row, col, board_list) print("地雷数:", mine_num) board_list[row][col]["opened_num"] = mine_num board_list[row][col]["opened"] = True # 标记为"打开"状态 board_list[row][col]["closed_num"] = "空" # 标记为"未打开时的状态为空格",防止显示剩余雷数错误 if mine_num == 0: # 如果方格周边没有雷此时,判断是否有连续空位置 set_nums_blank(row, col, board_list) elif board_list[row][col].get("opened") is False and board_list[row][col].get("opened_num") == "雷": board_list[row][col]["opened_num"] = "踩雷" # 标记为"踩雷"图片 board_list[row][col]["opened"] = True # 标记为"打开"状态 board_list[row][col]["closed_num"] = "空" # 标记为"未打开时的状态为空格",防止显示剩余雷数错误 return True def create_random_board(row, col, mine_num): """ 得到一个随机的棋盘 """ # 随机布雷 nums = [{"opened": False, "opened_num": 0, 'closed_num': "空"} for _ in range(row * col - mine_num)] # 16x30-99 表示的是生成381个0 nums += [{"opened": False, "opened_num": "雷", 'closed_num': "空"} for _ in range(mine_num)] # 99颗地雷 random.shuffle(nums) # 乱序,此时nums是乱的 return [list(x) for x in zip(*[iter(nums)] * col)] def right_click_block(row, col, board_list): """ 右击方格后更新其状态(标记为雷、问号?、取消标记) """ if board_list[row][col].get("opened") is False: if board_list[row][col]["closed_num"] == "空": board_list[row][col]["closed_num"] = "雷标记" elif board_list[row][col]["closed_num"] == "雷标记": board_list[row][col]["closed_num"] = "疑问标记" elif board_list[row][col]["closed_num"] == "疑问标记": board_list[row][col]["closed_num"] = "空" def click_block(x, y, board_list): """ 检测点击的是哪个方格(即第x行,第y列) """ # 计算出点击的空格的行、列 for row, line in enumerate(board_list): for col, _ in enumerate(line): if col * SIZE <= x <= (col + 1) * SIZE and (row + 2) * SIZE <= y <= (row + 2 + 1) * SIZE: print("点击的空格的位置是:", row, col) return row, col def run(screen): bgcolor = (225, 225, 225) # 背景色 # 要显示的棋盘 # board_list = [[0] * BLOCK_COL_NUM for _ in range(BLOCK_ROW_NUM)] board_list = create_random_board(BLOCK_ROW_NUM, BLOCK_COL_NUM, MINE_COUNT) # 16行、30列,有99颗地雷 # 默认的方格图片 img_blank = pygame.image.load('resource/blank.bmp').convert() img_blank = pygame.transform.smoothscale(img_blank, (SIZE, SIZE)) # "雷标记"图片 img_mine_flag = pygame.image.load('resource/flag.bmp').convert() img_mine_flag = pygame.transform.smoothscale(img_mine_flag, (SIZE, SIZE)) # "雷"图片 img_mine = pygame.image.load('resource/mine.bmp').convert() img_mine = pygame.transform.smoothscale(img_mine, (SIZE, SIZE)) # "疑问标记"图片 img_ask = pygame.image.load('resource/ask.bmp').convert() img_ask = pygame.transform.smoothscale(img_ask, (SIZE, SIZE)) # "踩雷"图片 img_blood = pygame.image.load('resource/blood.bmp').convert() img_blood = pygame.transform.smoothscale(img_blood, (SIZE, SIZE)) # "表情"图片 face_size = int(SIZE * 1.25) img_face_fail = pygame.image.load('resource/face_fail.bmp').convert() img_face_fail = pygame.transform.smoothscale(img_face_fail, (face_size, face_size)) img_face_normal = pygame.image.load('resource/face_normal.bmp').convert() img_face_normal = pygame.transform.smoothscale(img_face_normal, (face_size, face_size)) img_face_success = pygame.image.load('resource/face_success.bmp').convert() img_face_success = pygame.transform.smoothscale(img_face_success, (face_size, face_size)) # "表情"位置 face_pos_x = (SCREEN_WIDTH - face_size) // 2 face_pos_y = (SIZE * 2 - face_size) // 2 # 类的数量图片 img0 = pygame.image.load('resource/0.bmp').convert() img0 = pygame.transform.smoothscale(img0, (SIZE, SIZE)) img1 = pygame.image.load('resource/1.bmp').convert() img1 = pygame.transform.smoothscale(img1, (SIZE, SIZE)) img2 = pygame.image.load('resource/2.bmp').convert() img2 = pygame.transform.smoothscale(img2, (SIZE, SIZE)) img3 = pygame.image.load('resource/3.bmp').convert() img3 = pygame.transform.smoothscale(img3, (SIZE, SIZE)) img4 = pygame.image.load('resource/4.bmp').convert() img4 = pygame.transform.smoothscale(img4, (SIZE, SIZE)) img5 = pygame.image.load('resource/5.bmp').convert() img5 = pygame.transform.smoothscale(img5, (SIZE, SIZE)) img6 = pygame.image.load('resource/6.bmp').convert() img6 = pygame.transform.smoothscale(img6, (SIZE, SIZE)) img7 = pygame.image.load('resource/7.bmp').convert() img7 = pygame.transform.smoothscale(img7, (SIZE, SIZE)) img8 = pygame.image.load('resource/8.bmp').convert() img8 = pygame.transform.smoothscale(img8, (SIZE, SIZE)) img_dict = { 0: img0, 1: img1, 2: img2, 3: img3, 4: img4, 5: img5, 6: img6, 7: img7, 8: img8, '雷标记': img_mine_flag, '雷': img_mine, '空': img_blank, '疑问标记': img_ask, '踩雷': img_blood, } # 标记是否踩到雷 game_over = False # 游戏状态 game_status = "normal" # 显示雷的数量、耗时用到的资源 font = pygame.font.Font('resource/a.TTF', SIZE * 2) # 字体 f_width, f_height = font.size('999') red = (200, 40, 40) # 标记出雷的个数 flag_count = 0 # 记录耗时 elapsed_time = 0 last_time = time.time() start_record_time = False # 创建计时器(防止while循环过快,占用太多CPU的问题) clock = pygame.time.Clock() while True: # 事件检测(鼠标点击、键盘按下等) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN and event.button: b1, b2, b3 = pygame.mouse.get_pressed() mouse_click_type = None if b1 and not b2 and not b3: # 左击 mouse_click_type = "left" elif not b1 and not b2 and b3: # 右击 mouse_click_type = "right" print("点击了鼠标的[%s]键" % mouse_click_type) x, y = pygame.mouse.get_pos() if game_status == "normal" and 2 * SIZE <= y <= SCREEN_HEIGHT: # 计算点击的是哪个空 position = click_block(x, y, board_list) if position: if mouse_click_type == "right": # 如果右击方格,那么就更新其状态 right_click_block(*position, board_list) # 更新标记的雷的数量 flag_count = get_mine_flag_num(board_list) start_record_time = True # 开始记录耗时 elif mouse_click_type == "left": # 点击空格的处理 game_over = left_click_block(*position, board_list) print("是否踩到雷", game_over) start_record_time = True # 开始记录耗时 # 更新标记的雷的数量 flag_count = get_mine_flag_num(board_list) if game_over: # 将所有雷的位置,标记出来 open_all_mine(board_list) # 更改游戏状态 game_status = "fail" # 停止记录耗时 start_record_time = False elif face_pos_x <= x <= face_pos_x + face_size and face_pos_y <= y <= face_pos_y + face_size: # 重来一局 print("点击了再来一局...") return # 填充背景色 screen.fill(bgcolor) # 显示方格 for i, line in enumerate(board_list): for j, num_dict in enumerate(line): if num_dict.get("opened"): screen.blit(img_dict[num_dict.get("opened_num")], (j * SIZE, (i + 2) * SIZE)) else: screen.blit(img_dict[num_dict.get("closed_num")], (j * SIZE, (i + 2) * SIZE)) # 显示表情 if game_status == "win": screen.blit(img_face_success, (face_pos_x, face_pos_y)) elif game_status == "fail": screen.blit(img_face_fail, (face_pos_x, face_pos_y)) else: screen.blit(img_face_normal, (face_pos_x, face_pos_y)) # 显示剩余雷的数量 mine_text = font.render('%02d' % (MINE_COUNT - flag_count), True, red) screen.blit(mine_text, (30, (SIZE * 2 - f_height) // 2 - 2)) # 显示耗时 if start_record_time and time.time() - last_time >= 1: elapsed_time += 1 last_time = time.time() mine_text = font.render('%03d' % elapsed_time, True, red) screen.blit(mine_text, (SCREEN_WIDTH - f_width - 30, (SIZE * 2 - f_height) // 2 - 2)) # 刷新显示(此时窗口才会真正的显示) pygame.display.update() # FPS(每秒钟显示画面的次数) clock.tick(60) # 通过一定的延时,实现1秒钟能够循环60次 def main(): """ 循环调用run函数,每调用一次就重新来一局游戏 """ pygame.init() pygame.display.set_caption('扫雷') screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) while True: run(screen) if __name__ == '__main__': main()