文 | 野客
來源:Python 技術「ID: pythonall」
掃雷是一款益智類小游戲,最早于 1992 年由微軟在 Windows 上發行,游戲適合于全年齡段,規則簡單,即在最短的時間內找出所有非雷格子且在中間程序中不能踩到雷, 踩到雷則失敗,需重新開始,
本文我們使用 Python 來實作掃雷游戲,主要用的 Python 庫是 pygame,
實作
游戲組成比較簡單,主要包括:小方格、計時器、地雷等,
首先,我們初始化一些常量,比如:橫豎方塊數、地雷數、滑鼠點擊情況等,如下所示:
BLOCK_WIDTH = 30
BLOCK_HEIGHT = 16
# 塊大小
SIZE = 20
# 地雷數
MINE_COUNT = 66
# 未點擊
normal = 1
# 已點擊
opened = 2
# 地雷
mine = 3
# 標記為地雷
flag = 4
# 標記為問號
ask = 5
# 踩中地雷
bomb = 6
# 被雙擊的周圍
hint = 7
# 正被滑鼠左右鍵雙擊
double = 8
readied = 1,
started = 2,
over = 3,
win = 4
接著定義一個地雷類,類中定義一些基本屬性(如:坐標、狀態等)及 get、set 方法,代碼實作如下:
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')
再接著定義一個 MineBlock 類,用來處理掃雷的基本邏輯,代碼實作如下:
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 個未中未點開的遞回算一遍
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)
# 周圍被標記的雷數量
sumflag = 0
for i, j in _get_around(x, y):
if self._block[j][i].status == flag:
sumflag += 1
# 周邊的雷已經全部被標記
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
我們接下來初始化界面,首先生成由小方格組成的面板,主要代碼實作如下:
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)
看一下效果:
再接著添加面板的 head 部分,包括:顯示雷數、重新開始按鈕(笑臉)、顯示耗時,主要代碼實作如下:
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))
看一下效果:
再接著添加各種點擊事件,代碼實作如下:
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:
# 滑鼠左右鍵同時按下,如果已經標記了所有雷,則打開周圍一圈;如果還未標記完所有雷,則有一個周圍一圈被同時按下的效果
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)
# 按滑鼠左鍵
if b1 and not b3:
if mine.status == normal:
if not block.open_mine(x, y):
game_status = over
# 按滑鼠右鍵
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)
我們來看一下最終實作效果:
總結
本文我們通過 Python 簡單的實作了掃雷游戲,大家有興趣的話,可以實際操作一下,看看自己能否排除全部的雷,
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