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('',lambda event:self._open(event.widget)) # 左键单击点开 self.mines[(x,y)].bind(' ',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 = readied block = MineBlock() start_time = time.time() elapsed_time = 0 continue 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 = flag elif mine.status == flag: mine.status = ask elif 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()
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