win11没有扫雷了?咱用python做一个(效果演示+源码分享)

win11没有扫雷了?咱用python做一个(效果演示+源码分享),第1张

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断网win11连扫雷都玩不了-文末附全部文件自取 效果演示mineblock.py文件导入随机数和枚举模块设置窗口尺寸和地雷数枚举鼠标点击的状态类定义地雷类定义落雷规则 main.py主执行文件全部文件网盘自取

效果演示

mineblock.py文件 导入随机数和枚举模块
import random
from enum import Enum
设置窗口尺寸和地雷数

想玩破解版就把地雷数调少点吧哈哈哈…

BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
SIZE = 20           # 块大小
MINE_COUNT = 99     # 地雷数
枚举鼠标点击的状态类
class BlockStatus(Enum):
    normal = 1  # 未点击
    opened = 2  # 已点击
    mine = 3    # 地雷
    flag = 4    # 标记为地雷
    ask = 5     # 标记为问号
    bomb = 6    # 踩中地雷
    hint = 7    # 被双击的周围
    double = 8  # 正被鼠标左右键双击
定义地雷类

雷的数量判定,以及判定是否踩到雷。

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 = BlockStatus.normal
        self.set_value(value)

    def __repr__(self):
        return str(self._value)
        # return f'({self._x},{self._y})={self._value}, status={self.status}'

    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')
定义落雷规则

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就能实现一点出现一大片的效果。如果四周的雷被标记那么也同样可以点击打开周围的区域。

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 = BlockStatus.bomb
            return False

        # 先把状态改为 opened
        self._block[y][x].status = BlockStatus.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

        # 实现一点出现一大片打开的效果
        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 = BlockStatus.double

        around = _get_around(x, y)

        sumflag = 0     # 周围被标记的雷数量
        for i, j in _get_around(x, y):
            if self._block[j][i].status == BlockStatus.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 == BlockStatus.normal:
                    if not self.open_mine(i, j):
                        result = False
        else:
            for i, j in around:
                if self._block[j][i].status == BlockStatus.normal:
                    self._block[j][i].status = BlockStatus.hint
        return result

    def double_mouse_button_up(self, x, y):
        self._block[y][x].status = BlockStatus.opened
        for i, j in _get_around(x, y):
            if self._block[j][i].status == BlockStatus.hint:
                self._block[j][i].status = BlockStatus.normal
#返回(x, y)周围的点的坐标                
def _get_around(x, y):
    # 这里注意,range 末尾是开区间,所以要加 1
    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]
main.py主执行文件

设置窗口大小,地雷的图片,数字显示图,以及游戏的字体显示,背景等。

import sys
import time
from enum import Enum
import pygame
from pygame.locals import *
from mineblock import *


# 游戏屏幕的宽
SCREEN_WIDTH = BLOCK_WIDTH * SIZE
# 游戏屏幕的高
SCREEN_HEIGHT = (BLOCK_HEIGHT + 2) * SIZE


class GameStatus(Enum):
    readied = 1,
    started = 2,
    over = 3,
    win = 4


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')

    font1 = pygame.font.Font('resources/a.TTF', SIZE * 2)  # 得分的字体
    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)   # 背景色

    block = MineBlock()
    game_status = GameStatus.readied
    start_time = None   # 开始时间
    elapsed_time = 0    # 耗时

    while True:
        # 填充背景色
        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 == GameStatus.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 == BlockStatus.opened:
                            if not block.double_mouse_button_down(x, y):
                                game_status = GameStatus.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 = GameStatus.readied
                        block = MineBlock()
                        start_time = time.time()
                        elapsed_time = 0
                        continue

                if game_status == GameStatus.readied:
                    game_status = GameStatus.started
                    start_time = time.time()
                    elapsed_time = 0

                if game_status == GameStatus.started:
                    mine = block.getmine(x, y)
                    if b1 and not b3:       # 按鼠标左键
                        if mine.status == BlockStatus.normal:
                            if not block.open_mine(x, y):
                                game_status = GameStatus.over
                    elif not b1 and b3:     # 按鼠标右键
                        if mine.status == BlockStatus.normal:
                            mine.status = BlockStatus.flag
                        elif mine.status == BlockStatus.flag:
                            mine.status = BlockStatus.ask
                        elif mine.status == BlockStatus.ask:
                            mine.status = BlockStatus.normal
                    elif b1 and b3:
                        if mine.status == BlockStatus.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 == BlockStatus.opened:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                    opened_count += 1
                elif mine.status == BlockStatus.double:
                    screen.blit(img_dict[mine.around_mine_count], pos)
                elif mine.status == BlockStatus.bomb:
                    screen.blit(img_blood, pos)
                elif mine.status == BlockStatus.flag:
                    screen.blit(img_flag, pos)
                    flag_count += 1
                elif mine.status == BlockStatus.ask:
                    screen.blit(img_ask, pos)
                elif mine.status == BlockStatus.hint:
                    screen.blit(img0, pos)
                elif game_status == GameStatus.over and mine.value:
                    screen.blit(img_mine, pos)
                elif mine.value == 0 and mine.status == BlockStatus.flag:
                    screen.blit(img_error, pos)
                elif mine.status == BlockStatus.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 == GameStatus.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 = GameStatus.win

        if game_status == GameStatus.over:
            screen.blit(img_face_fail, (face_pos_x, face_pos_y))
        elif game_status == GameStatus.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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