《扫雷》是一款大众类的益智小游戏,游戏目标是在最短的时间内根据点击格子出现的数字找出所有非雷格子,同时避免踩雷,踩到一个雷即全盘皆输。这个游戏的玩法很简单,雷区中随机布置一定数量的地雷,玩家需要尽快找出所有不是地雷的方块,如果玩家翻开的方块有地雷,则游戏结束。
import cfg
import sys
import time
import pygame
from modules import *
'''主函数'''
def main():
# 游戏初始化
pygame.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('扫雷')
# 导入所有图片
images = {}
for key, value in cfg.IMAGE_PATHS.items():
if key in ['face_fail', 'face_normal', 'face_success']:
image = pygame.image.load(value)
images[key] = pygame.transform.smoothscale(image, (int(cfg.GRIDSIZE*1.25), int(cfg.GRIDSIZE*1.25)))
else:
image = pygame.image.load(value).convert()
images[key] = pygame.transform.smoothscale(image, (cfg.GRIDSIZE, cfg.GRIDSIZE))
# 载入字体
font = pygame.font.Font(cfg.FONT_PATH, cfg.FONT_SIZE)
# 导入并播放背景音乐
pygame.mixer.music.load(cfg.BGM_PATH)
pygame.mixer.music.play(-1)
# 实例化游戏地图
minesweeper_map = MinesweeperMap(cfg, images)
position = (cfg.SCREENSIZE[0] - int(cfg.GRIDSIZE * 1.25)) // 2, (cfg.GRIDSIZE * 2 - int(cfg.GRIDSIZE * 1.25)) // 2
emoji_button = EmojiButton(images, position=position)
fontsize = font.size(str(cfg.NUM_MINES))
remaining_mine_board = TextBoard(str(cfg.NUM_MINES), font, (30, (cfg.GRIDSIZE*2-fontsize[1])//2-2), cfg.RED)
fontsize = font.size('000')
time_board = TextBoard('000', font, (cfg.SCREENSIZE[0]-30-fontsize[0], (cfg.GRIDSIZE*2-fontsize[1])//2-2), cfg.RED)
time_board.is_start = False
# 游戏主循环
clock = pygame.time.Clock()
while True:
screen.fill(cfg.BACKGROUND_COLOR)
# --按键检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = event.pos
mouse_pressed = pygame.mouse.get_pressed()
minesweeper_map.update(mouse_pressed=mouse_pressed, mouse_pos=mouse_pos, type_='down')
elif event.type == pygame.MOUSEBUTTONUP:
minesweeper_map.update(type_='up')
if emoji_button.rect.collidepoint(pygame.mouse.get_pos()):
minesweeper_map = MinesweeperMap(cfg, images)
time_board.update('000')
time_board.is_start = False
remaining_mine_board.update(str(cfg.NUM_MINES))
emoji_button.setstatus(status_code=0)
# --更新时间显示
if minesweeper_map.gaming:
if not time_board.is_start:
start_time = time.time()
time_board.is_start = True
time_board.update(str(int(time.time() - start_time)).zfill(3))
# --更新剩余雷的数目显示
remianing_mines = max(cfg.NUM_MINES - minesweeper_map.flags, 0)
remaining_mine_board.update(str(remianing_mines).zfill(2))
# --更新表情
if minesweeper_map.status_code == 1:
emoji_button.setstatus(status_code=1)
if minesweeper_map.openeds + minesweeper_map.flags == cfg.GAME_MATRIX_SIZE[0] * cfg.GAME_MATRIX_SIZE[1]:
minesweeper_map.status_code = 1
emoji_button.setstatus(status_code=2)
# --显示当前的游戏状态地图
minesweeper_map.draw(screen)
emoji_button.draw(screen)
remaining_mine_board.draw(screen)
time_board.draw(screen)
# --更新屏幕
pygame.display.update()
clock.tick(cfg.FPS)
'''run'''
if __name__ == '__main__':
main()
cfg.py
'''配置文件'''
import os
'''图片素材路径'''
IMAGE_PATHS = {
'0': os.path.join(os.getcwd(), 'resources/images/0.bmp'),
'1': os.path.join(os.getcwd(), 'resources/images/1.bmp'),
'2': os.path.join(os.getcwd(), 'resources/images/2.bmp'),
'3': os.path.join(os.getcwd(), 'resources/images/3.bmp'),
'4': os.path.join(os.getcwd(), 'resources/images/4.bmp'),
'5': os.path.join(os.getcwd(), 'resources/images/5.bmp'),
'6': os.path.join(os.getcwd(), 'resources/images/6.bmp'),
'7': os.path.join(os.getcwd(), 'resources/images/7.bmp'),
'8': os.path.join(os.getcwd(), 'resources/images/8.bmp'),
'ask': os.path.join(os.getcwd(), 'resources/images/ask.bmp'),
'blank': os.path.join(os.getcwd(), 'resources/images/blank.bmp'),
'blood': os.path.join(os.getcwd(), 'resources/images/blood.bmp'),
'error': os.path.join(os.getcwd(), 'resources/images/error.bmp'),
'face_fail': os.path.join(os.getcwd(), 'resources/images/face_fail.png'),
'face_normal': os.path.join(os.getcwd(), 'resources/images/face_normal.png'),
'face_success': os.path.join(os.getcwd(), 'resources/images/face_success.png'),
'flag': os.path.join(os.getcwd(), 'resources/images/flag.bmp'),
'mine': os.path.join(os.getcwd(), 'resources/images/mine.bmp')
}
'''字体路径'''
FONT_PATH = os.path.join(os.getcwd(), 'resources/font/font.TTF')
FONT_SIZE = 40
'''BGM路径'''
BGM_PATH = os.path.join(os.getcwd(), 'resources/music/bgm.mp3')
'''游戏相关参数'''
FPS = 60
GRIDSIZE = 20
NUM_MINES = 99
GAME_MATRIX_SIZE = (30, 16)
BORDERSIZE = 5
SCREENSIZE = (GAME_MATRIX_SIZE[0] * GRIDSIZE + BORDERSIZE * 2, (GAME_MATRIX_SIZE[1] + 2) * GRIDSIZE + BORDERSIZE)
'''颜色'''
BACKGROUND_COLOR = (225, 225, 225)
RED = (200, 0, 0)
modules
__init__.py
'''初始化'''
from .mine import Mine
from .text import TextBoard
from .gamemap import MinesweeperMap
from .emojibutton import EmojiButton
emojibutton.py
import pygame
'''表情按钮'''
class EmojiButton(pygame.sprite.Sprite):
def __init__(self, images, position, status_code=0, **kwargs):
pygame.sprite.Sprite.__init__(self)
# 导入图片
self.images = images
self.image = self.images['face_normal']
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
# 表情按钮的当前状态
self.status_code = status_code
'''画到屏幕上'''
def draw(self, screen):
# 状态码为0, 代表正常的表情
if self.status_code == 0:
self.image = self.images['face_normal']
# 状态码为1, 代表失败的表情
elif self.status_code == 1:
self.image = self.images['face_fail']
# 状态码为2, 代表成功的表情
elif self.status_code == 2:
self.image = self.images['face_success']
# 绑定图片到屏幕
screen.blit(self.image, self.rect)
'''设置当前的按钮的状态'''
def setstatus(self, status_code):
self.status_code = status_code
gamemap.py
import random
from .mine import Mine
'''扫雷地图'''
class MinesweeperMap():
def __init__(self, cfg, images, **kwargs):
self.cfg = cfg
# 雷型矩阵
self.mines_matrix = []
for j in range(cfg.GAME_MATRIX_SIZE[1]):
mines_line = []
for i in range(cfg.GAME_MATRIX_SIZE[0]):
position = i * cfg.GRIDSIZE + cfg.BORDERSIZE, (j + 2) * cfg.GRIDSIZE
mines_line.append(Mine(images=images, position=position))
self.mines_matrix.append(mines_line)
# 随机埋雷
for i in random.sample(range(cfg.GAME_MATRIX_SIZE[0]*cfg.GAME_MATRIX_SIZE[1]), cfg.NUM_MINES):
self.mines_matrix[i//cfg.GAME_MATRIX_SIZE[0]][i%cfg.GAME_MATRIX_SIZE[0]].burymine()
count = 0
for item in self.mines_matrix:
for i in item:
count += int(i.is_mine_flag)
# 游戏当前的状态
self.status_code = -1
# 记录鼠标按下时的位置和按的键
self.mouse_pos = None
self.mouse_pressed = None
'''画出当前的游戏状态图'''
def draw(self, screen):
for row in self.mines_matrix:
for item in row: item.draw(screen)
'''设置当前的游戏状态'''
def setstatus(self, status_code):
# 0: 正在进行游戏, 1: 游戏结束, -1: 游戏还没开始
self.status_code = status_code
'''根据玩家的鼠标操作情况更新当前的游戏状态地图'''
def update(self, mouse_pressed=None, mouse_pos=None, type_='down'):
assert type_ in ['down', 'up']
# 记录鼠标按下时的位置和按的键
if type_ == 'down' and mouse_pos is not None and mouse_pressed is not None:
self.mouse_pos = mouse_pos
self.mouse_pressed = mouse_pressed
# 鼠标点击的范围不在游戏地图内, 无响应
if self.mouse_pos[0] < self.cfg.BORDERSIZE or self.mouse_pos[0] > self.cfg.SCREENSIZE[0] - self.cfg.BORDERSIZE or \
self.mouse_pos[1] < self.cfg.GRIDSIZE * 2 or self.mouse_pos[1] > self.cfg.SCREENSIZE[1] - self.cfg.BORDERSIZE:
return
# 鼠标点击在游戏地图内, 代表开始游戏(即可以开始计时了)
if self.status_code == -1:
self.status_code = 0
# 如果不是正在游戏中, 按鼠标是没有用的
if self.status_code != 0:
return
# 鼠标位置转矩阵索引
coord_x = (self.mouse_pos[0] - self.cfg.BORDERSIZE) // self.cfg.GRIDSIZE
coord_y = self.mouse_pos[1] // self.cfg.GRIDSIZE - 2
mine_clicked = self.mines_matrix[coord_y][coord_x]
# 鼠标按下
if type_ == 'down':
# --鼠标左右键同时按下
if self.mouse_pressed[0] and self.mouse_pressed[2]:
if mine_clicked.opened and mine_clicked.num_mines_around > 0:
mine_clicked.setstatus(status_code=4)
num_flags = 0
coords_around = self.getaround(coord_y, coord_x)
for (j, i) in coords_around:
if self.mines_matrix[j][i].status_code == 2:
num_flags += 1
if num_flags == mine_clicked.num_mines_around:
for (j, i) in coords_around:
if self.mines_matrix[j][i].status_code == 0:
self.openmine(i, j)
else:
for (j, i) in coords_around:
if self.mines_matrix[j][i].status_code == 0:
self.mines_matrix[j][i].setstatus(status_code=5)
# 鼠标释放
else:
# --鼠标左键
if self.mouse_pressed[0] and not self.mouse_pressed[2]:
if not (mine_clicked.status_code == 2 or mine_clicked.status_code == 3):
if self.openmine(coord_x, coord_y):
self.setstatus(status_code=1)
# --鼠标右键
elif self.mouse_pressed[2] and not self.mouse_pressed[0]:
if mine_clicked.status_code == 0:
mine_clicked.setstatus(status_code=2)
elif mine_clicked.status_code == 2:
mine_clicked.setstatus(status_code=3)
elif mine_clicked.status_code == 3:
mine_clicked.setstatus(status_code=0)
# --鼠标左右键同时按下
elif self.mouse_pressed[0] and self.mouse_pressed[2]:
mine_clicked.setstatus(status_code=1)
coords_around = self.getaround(coord_y, coord_x)
for (j, i) in coords_around:
if self.mines_matrix[j][i].status_code == 5:
self.mines_matrix[j][i].setstatus(status_code=0)
'''打开雷'''
def openmine(self, x, y):
mine_clicked = self.mines_matrix[y][x]
if mine_clicked.is_mine_flag:
for row in self.mines_matrix:
for item in row:
if not item.is_mine_flag and item.status_code == 2:
item.setstatus(status_code=7)
elif item.is_mine_flag and item.status_code == 0:
item.setstatus(status_code=1)
mine_clicked.setstatus(status_code=6)
return True
mine_clicked.setstatus(status_code=1)
coords_around = self.getaround(y, x)
num_mines = 0
for (j, i) in coords_around:
num_mines += int(self.mines_matrix[j][i].is_mine_flag)
mine_clicked.setnumminesaround(num_mines)
if num_mines == 0:
for (j, i) in coords_around:
if self.mines_matrix[j][i].num_mines_around == -1:
self.openmine(i, j)
return False
'''获得坐标点的周围坐标点'''
def getaround(self, row, col):
coords = []
for j in range(max(0, row-1), min(row+1, self.cfg.GAME_MATRIX_SIZE[1]-1)+1):
for i in range(max(0, col-1), min(col+1, self.cfg.GAME_MATRIX_SIZE[0]-1)+1):
if j == row and i == col:
continue
coords.append((j, i))
return coords
'''是否正在游戏中'''
@property
def gaming(self):
return self.status_code == 0
'''被标记为雷的雷数目'''
@property
def flags(self):
num_flags = 0
for row in self.mines_matrix:
for item in row: num_flags += int(item.status_code == 2)
return num_flags
'''已经打开的雷的数目'''
@property
def openeds(self):
num_openeds = 0
for row in self.mines_matrix:
for item in row: num_openeds += int(item.opened)
return num_openeds
mine.py
import pygame
'''雷'''
class Mine(pygame.sprite.Sprite):
def __init__(self, images, position, status_code=0, **kwargs):
pygame.sprite.Sprite.__init__(self)
# 导入图片
self.images = images
self.image = self.images['blank']
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
# 雷当前的状态
self.status_code = status_code
# 真雷还是假雷(默认是假雷)
self.is_mine_flag = False
# 周围雷的数目
self.num_mines_around = -1
'''设置当前的状态码'''
def setstatus(self, status_code):
self.status_code = status_code
'''埋雷'''
def burymine(self):
self.is_mine_flag = True
'''设置周围雷的数目'''
def setnumminesaround(self, num_mines_around):
self.num_mines_around = num_mines_around
'''画到屏幕上'''
def draw(self, screen):
# 状态码为0, 代表该雷未被点击
if self.status_code == 0:
self.image = self.images['blank']
# 状态码为1, 代表该雷已被点开
elif self.status_code == 1:
self.image = self.images['mine'] if self.is_mine_flag else self.images[str(self.num_mines_around)]
# 状态码为2, 代表该雷被玩家标记为雷
elif self.status_code == 2:
self.image = self.images['flag']
# 状态码为3, 代表该雷被玩家标记为问号
elif self.status_code == 3:
self.image = self.images['ask']
# 状态码为4, 代表该雷正在被鼠标左右键双击
elif self.status_code == 4:
assert not self.is_mine_flag
self.image = self.images[str(self.num_mines_around)]
# 状态码为5, 代表该雷在被鼠标左右键双击的雷的周围
elif self.status_code == 5:
self.image = self.images['0']
# 状态码为6, 代表该雷被踩中
elif self.status_code == 6:
assert self.is_mine_flag
self.image = self.images['blood']
# 状态码为7, 代表该雷被误标
elif self.status_code == 7:
assert not self.is_mine_flag
self.image = self.images['error']
# 绑定图片到屏幕
screen.blit(self.image, self.rect)
@property
def opened(self):
return self.status_code == 1
text.py
import pygame
'''文字板'''
class TextBoard(pygame.sprite.Sprite):
def __init__(self, text, font, position, color, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.text = text
self.font = font
self.position = position
self.color = color
def draw(self, screen):
text_render = self.font.render(self.text, True, self.color)
screen.blit(text_render, self.position)
def update(self, text):
self.text = text
四:素材包 - resources
素材包大家根据配置文件自己配置就好
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