服务器之家

服务器之家 > 正文

python用tkinter开发的扫雷游戏

时间:2021-11-19 13:18     来源/作者:安也oi

1.实现效果

python用tkinter开发的扫雷游戏

python用tkinter开发的扫雷游戏

2.实现代码

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
# 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('<ButtonRelease-1>',lambda event:self._open(event.widget))   # 左键单击点开
                self.mines[(x,y)].bind('<ButtonRelease-3>',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

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
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()

以上就是python用tkinter开发的扫雷游戏的详细内容,更多关于python 扫雷游戏的资料请关注服务器之家其它相关文章!

原文链接:https://juejin.cn/post/6968346614805037093

标签:

相关文章

热门资讯

yue是什么意思 网络流行语yue了是什么梗
yue是什么意思 网络流行语yue了是什么梗 2020-10-11
背刺什么意思 网络词语背刺是什么梗
背刺什么意思 网络词语背刺是什么梗 2020-05-22
2020微信伤感网名听哭了 让对方看到心疼的伤感网名大全
2020微信伤感网名听哭了 让对方看到心疼的伤感网名大全 2019-12-26
2021年耽改剧名单 2021要播出的59部耽改剧列表
2021年耽改剧名单 2021要播出的59部耽改剧列表 2021-03-05
苹果12mini价格表官网报价 iPhone12mini全版本价格汇总
苹果12mini价格表官网报价 iPhone12mini全版本价格汇总 2020-11-13
返回顶部