扫雷是一种经典的单人电脑游戏,通常在矩形方格区域内进行。游戏规则简单明了:
1. 地雷布局
游戏开始时,玩家面对一个由未知格子组成的矩形区域。其中,一些格子下埋有地雷,而其他格子是安全的。
2. 目标
玩家的目标是揭开所有安全格子,而不触发任何地雷。揭开格子的同时,会得到相应的信息,比如周围有多少颗地雷。
3. 揭开格子
玩家通过点击矩形区域内的格子来揭开它们。一旦揭开,格子会显示相应的数字,表示周围有多少颗地雷。如果揭开的格子下埋有地雷,游戏结束。
4. 标记地雷
玩家可以右键点击矩形区域内的格子,将其标记为可能有地雷。这有助于玩家记住哪些格子下埋有地雷。
5. 游戏状态
游戏有三种可能的状态:进行中、胜利和失败。游戏进行中表示玩家还未揭开所有安全格子;胜利表示玩家成功揭开所有安全格子;失败表示玩家触发了地雷。
扫雷游戏是一种融合逻辑和推理的经典游戏,它要求玩家在不揭开地雷的情况下,通过已知信息推断哪些格子是安全的。
游戏说明:
这是一个简单的扫雷游戏的实现。游戏窗口的大小为400x400,每个格子的大小为20x20。游戏使用pygame库来创建图形界面。
游戏的主要元素包括:
在游戏循环中,通过监测鼠标点击事件,实现了左键点击揭开格子的功能。每次点击后,会调用reveal
函数来处理揭开格子的逻辑,并调用draw_board
函数更新游戏界面。游戏循环不断地刷新屏幕,使得游戏状态得以实时更新。
代码:
import pygame
import sys
import random
pygame.init()
# 游戏参数
WIDTH, HEIGHT = 400, 400
GRID_SIZE = 20
GRIDS_IN_ROW = WIDTH // GRID_SIZE
GRIDS_IN_COLUMN = HEIGHT // GRID_SIZE
NUM_MINES = 40
# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (200, 200, 200)
RED = (255, 0, 0)
# 初始化地雷位置
mines = [(random.randint(0, GRIDS_IN_ROW - 1), random.randint(0, GRIDS_IN_COLUMN - 1)) for _ in range(NUM_MINES)]
# 初始化显示
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Minesweeper")
clock = pygame.time.Clock()
# 初始化游戏状态
board = [[0] * GRIDS_IN_COLUMN for _ in range(GRIDS_IN_ROW)]
revealed = [[False] * GRIDS_IN_COLUMN for _ in range(GRIDS_IN_ROW)]
def draw_grid():
for x in range(0, WIDTH, GRID_SIZE):
pygame.draw.line(screen, GRAY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, GRID_SIZE):
pygame.draw.line(screen, GRAY, (0, y), (WIDTH, y))
def draw_mine(x, y):
pygame.draw.rect(screen, RED, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
def draw_number(x, y, number):
font = pygame.font.Font(None, 20)
text = font.render(str(number), True, BLACK)
screen.blit(text, (x * GRID_SIZE + 7, y * GRID_SIZE + 5))
def draw_board(clicked_x, clicked_y):
for x in range(max(0, clicked_x - 1), min(GRIDS_IN_ROW, clicked_x + 2)):
for y in range(max(0, clicked_y - 1), min(GRIDS_IN_COLUMN, clicked_y + 2)):
if (x, y) in mines:
draw_mine(x, y)
elif board[x][y] > 0:
draw_number(x, y, board[x][y])
elif revealed[x][y]:
pygame.draw.rect(screen, WHITE, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
else:
pygame.draw.rect(screen, GRAY, (x * GRID_SIZE, y * GRID_SIZE, GRID_SIZE, GRID_SIZE))
def reveal(x, y):
if revealed[x][y] or board[x][y] > 0:
return
revealed[x][y] = True
if (x, y) in mines:
game_over()
else:
adjacent_mines = count_adjacent_mines(x, y)
board[x][y] = adjacent_mines
if adjacent_mines == 0:
for dx in range(-1, 2):
for dy in range(-1, 2):
if 0 <= x + dx < GRIDS_IN_ROW and 0 <= y + dy < GRIDS_IN_COLUMN:
reveal(x + dx, y + dy)
def count_adjacent_mines(x, y):
count = 0
for dx in range(-1, 2):
for dy in range(-1, 2):
if 0 <= x + dx < GRIDS_IN_ROW and 0 <= y + dy < GRIDS_IN_COLUMN and (x + dx, y + dy) in mines:
count += 1
return count
def game_over():
font = pygame.font.Font(None, 36)
text = font.render("Game Over", True, BLACK)
screen.blit(text, (WIDTH // 3, HEIGHT // 2))
pygame.display.flip()
pygame.time.delay(2000)
pygame.quit()
sys.exit()
# 计算每个方格周围的地雷数量
for x in range(GRIDS_IN_ROW):
for y in range(GRIDS_IN_COLUMN):
if (x, y) not in mines:
board[x][y] = count_adjacent_mines(x, y)
# 游戏循环
screen.fill(WHITE)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
x, y = event.pos[0] // GRID_SIZE, event.pos[1] // GRID_SIZE
reveal(x, y)
draw_board(x, y)
draw_grid()
pygame.display.flip()
clock.tick(30)
画面:
运行:
Mine Sweeper
改进: