# 導(dǎo)入所需庫
from tkinter import *
import random
class main:
# 定義一個(gè)類,繼承 tkinter 的 Button
# 用來保存按鈕的狀態(tài)和在網(wǎng)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
# 狀態(tài)
# 0: 未點(diǎn)開
# 1: 已點(diǎn)開
# 2: 標(biāo)記
# 3: 問號
def __init__(self):
# 定義規(guī)格及雷數(shù)
self.width = 9
self.height = 9
self.minenum = 10
# Windows 7 默認(rèn)的三種規(guī)格和雷數(shù)
# 9*9,10
# 16*16,40
# 16*32,99
self.rest = self.minenum # 剩余未標(biāo)記的雷
# 雷數(shù)的顏色
self.colorlist = ['green', # 綠色
'DodgerBlue', # 淺藍(lán)色
'DarkOrange1',# 橙色
'blue', # 藍(lán)色
'red', # 紅色
'Chocolate4', # 棕色
'grey', # 灰色
'black'] # 黑色
self.setgui()
def setgui(self):
# GUI界面
self.root = Tk()
self.root.title('掃雷')
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) # 隨機(jī)抽取雷
self.mineplace = [(x%self.width,x//self.height) for x in self.mineplace] # 將雷的序號轉(zhuǎn)變?yōu)樽鴺?biāo)
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=('黑體',8,'bold'),width=2,bd=1,relief='ridge')
self.mines[(x,y)].bind('ButtonRelease-1>',lambda event:self._open(event.widget)) # 左鍵單擊點(diǎn)開
self.mines[(x,y)].bind('ButtonRelease-3>',lambda event:self.make(event.widget)) # 右鍵單擊事件
self.mines[(x,y)].grid(row=y+1,column=x,sticky='nswe')
self.root.mainloop()
# 點(diǎn)開
def _open(self,widget):
xy = widget.xy
x = xy[0]
y = xy[1] # 獲取當(dāng)前按鈕的坐標(biāo)
# 如果是雷則顯示全部雷的位置
if widget.xy in self.mineplace:
self.showmine()
return
# 如果已經(jīng)點(diǎn)開了就什么也不做
if widget._state == 1:
return
widget.configure(relief='flat',bg='white') # 更改當(dāng)前按鈕的樣式
widget._state = 1 # 按鈕狀態(tài)設(shè)為點(diǎn)開
# 獲取周圍八個(gè)雷的坐標(biāo)
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:
# 排除掉在雷區(qū)之外的雷
if 0 = o = self.width - 1 and 0 = p = self.height - 1:
around_.append((o,p))
# 計(jì)算周圍的雷數(shù)
if self.mines[(o,p)].xy in self.mineplace:
_sum += 1
#如果周圍沒有雷則打開周圍未標(biāo)記的雷,直到有雷為止
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 # 顯示雷數(shù)
# 對應(yīng)數(shù)字設(shè)置對應(yīng)顏色
widget['fg'] = self.colorlist[_sum-1]
# 右鍵單擊設(shè)置標(biāo)記/問號
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,顯示所有的雷
def showmine(self):
for i, j in self.mineplace:
self.mines[(i,j)].configure(text='ி',fg='red')
main()
import sys
import time
import random
import pygame
from pygame.locals import *
BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
# 塊大小
SIZE = 20
# 地雷數(shù)
MINE_COUNT = 66
# 未點(diǎn)擊
normal = 1
# 已點(diǎn)擊
opened = 2
# 地雷
mine = 3
# 標(biāo)記為地雷
flag = 4
# 標(biāo)記為問號
ask = 5
# 踩中地雷
bomb = 6
# 被雙擊的周圍
hint = 7
# 正被鼠標(biāo)左右鍵雙擊
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='四周地雷數(shù)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
# 先把狀態(tài)改為 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
# 如果周圍沒有雷,那么將周圍 8 個(gè)未中未點(diǎn)開的遞歸算一遍
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)
# 周圍被標(biāo)記的雷數(shù)量
sumflag = 0
for i, j in _get_around(x, y):
if self._block[j][i].status == flag:
sumflag += 1
# 周邊的雷已經(jīng)全部被標(biāo)記
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) 周圍的點(diǎn)坐標(biāo)
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]
# 游戲屏幕的寬
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戲屏幕的高
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('掃雷')
# 得分的字體
font1 = pygame.font.Font('resources/a.TTF', SIZE * 2)
fwidth, fheight = font1.size('999')
red = (200, 40, 40)
# 加載資源圖片,因?yàn)橘Y源文件大小不一,所以做了統(tǒng)一的縮放處理
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
# 開始時(shí)間
start_time = None
# 耗時(shí)
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:
# 鼠標(biāo)左右鍵同時(shí)按下,如果已經(jīng)標(biāo)記了所有雷,則打開周圍一圈;如果還未標(biāo)記完所有雷,則有一個(gè)周圍一圈被同時(shí)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)
# 按鼠標(biāo)左鍵
if b1 and not b3:
if mine.status == normal:
if not block.open_mine(x, y):
game_status = over
# 按鼠標(biāo)右鍵
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()
以上就是python用tkinter開發(fā)的掃雷游戲的詳細(xì)內(nèi)容,更多關(guān)于python 掃雷游戲的資料請關(guān)注腳本之家其它相關(guān)文章!