Py游戏开发:Pygame自制扫雷小游戏
来源:互联网 编辑:wan玩得好手游小编 更新:2025-11-04 17:16:55 人气:
先看看游戏截图,让同学有游戏的体验!!

原谅我手残,扫雷基本就没赢过,测试的时候我是偷偷的把雷的数量从99改到50才赢了。。。
代码虽然不多,但加上注释和空行也有350行,另外还有一些图片资源,就不全帖上来了,可以扫码关注我的公众号,后台回复“扫雷”获取源码及资源。
下面将一下我的实现逻辑。
首先,如何表示雷和非雷,一开始想的是,建立一个二维数组表示整个区域,0表示非地雷,1表示地雷。后来一想不对,还有标记为地雷,标记为问号,还有表示周边雷数的数字,好多状态,干脆就做个类吧
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class Mine:def __init__(self, x, y, value=0):self._x = xself._y = yself._value = 0self._around_mine_count = -1self._status = BlockStatus.normalself.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._xdef set_x(self, x):self._x = xx = property(fget=get_x, fset=set_x)def get_y(self):return self._ydef set_y(self, y):self._y = yy = property(fget=get_y, fset=set_y)def get_value(self):return self._valuedef set_value(self, value):if value:self._value = 1else:self._value = 0value = property(fget=get_value, fset=set_value, doc='0:非地雷 1:雷')def get_around_mine_count(self):return self._around_mine_countdef set_around_mine_count(self, around_mine_count):self._around_mine_count = around_mine_countaround_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._statusdef set_status(self, value):self._status = valuestatus = property(fget=get_status, fset=set_status, doc='BlockStatus')
布雷就很简单了,随机取99个数,从上往下顺序排就是了。
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
我们点击一个格子的时候,只要根据点击的坐标,找到对应的 Mine,看它的值是多少,就知道有没有踩中雷了。
如果没踩中雷的话,要计算周边8个位置中有几个雷,以便显示对应的数字。
如果周边有雷,那么显示数字,这个简单,可是如果周边没有雷,那就要显示一片区域,直到有雷出现,如下图,我只点了当中一下,就出现了那么大一片区域
这个计算其实也容易,只要用递归就可以了,如果计算出周围的雷数为0,则递归计算周边8个位置的四周雷数,直到雷数不为0。
class MineBlock:def open_mine(self, x, y):# 踩到雷了if self._block[y][x].value:self._block[y][x].status = BlockStatus.bombreturn False# 先把状态改为 openedself._block[y][x].status = BlockStatus.openedaround = _get_around(x, y)_sum = 0for i, j in around:if self._block[j][i].value:_sum += 1self._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# 这就能实现一点出现一大片打开的效果了if _sum == 0:for i, j in around:if self._block[j][i].around_mine_count == -1:self.open_mine(i, j)return Truedef _get_around(x, y):"""返回(x, y)周围的点的坐标"""# 这里注意,range 末尾是开区间,所以要加 1return [(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]
接下来还有一个麻烦的地方,我们经常鼠标左右键同时按下,如果雷被全部标记,则会一下子打开周围所有的格子,如果其中有标记错的,那么不好意思,GAME OVER。
如果没有全标记完,会有一个效果显示周围一圈未被打开和标记的格子
class MineBlock:def double_mouse_button_down(self, x, y):if self._block[y][x].around_mine_count == 0:return Trueself._block[y][x].status = BlockStatus.doublearound = _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 = Trueif 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 = Falseelse:for i, j in around:if self._block[j][i].status == BlockStatus.normal:self._block[j][i].status = BlockStatus.hintreturn resultdef double_mouse_button_up(self, x, y):self._block[y][x].status = BlockStatus.openedfor i, j in _get_around(x, y):if self._block[j][i].status == BlockStatus.hint:self._block[j][i].status = BlockStatus.normal
扫雷的主要逻辑就这么多,剩下来的就是一些杂七杂八的事件了。代码也帖一下吧
import sysimport timefrom enum import Enumimport pygamefrom 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) * SIZEclass GameStatus(Enum):readied = 1,started = 2,over = 3,win = 4def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):imgText = font.render(text, True, fcolor)(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) // 2face_pos_y = (SIZE * 2 - face_size) // 2img_dict = {0: img0,1: img1,2: img2,3: img3,4: img4,5: img5,6: img6,7: img7,8: img8}bgcolor = (225, 225, 225) # 布景色block = MineBlock()game_status = GameStatus.readiedstart_time = None # 开始时间elapsed_time = 0 # 耗时while True:# 填充布景色screen.fill(bgcolor)for event in pygame.event.get():if event.type == QUIT:sys.exit()elif event.type == MOUSEBUTTONDOWN:mouse_y = event.posx = mouse_x // SIZEy = mouse_y // SIZE - 2b2, 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.overelif event.type == MOUSEBUTTONUP:if yif face_pos_xand face_pos_ygame_status = GameStatus.readiedblock = MineBlock()start_time = time.time()elapsed_time = 0continueif game_status == GameStatus.readied:game_status = GameStatus.startedstart_time = time.time()elapsed_time = 0if 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.overelif not b1 and b3: # 按鼠标右键if mine.status == BlockStatus.normal:= BlockStatus.flagelif mine.status == BlockStatus.flag:= BlockStatus.askelif mine.status == BlockStatus.ask:= BlockStatus.normalelif b1 and b3:if mine.status == BlockStatus.double:y)flag_count = 0opened_count = 0for row in block.block:for mine in row:pos = (mine.x * SIZE, (mine.y + 2) * SIZE)if mine.status == BlockStatus.opened:pos)opened_count += 1elif mine.status == BlockStatus.double:pos)elif mine.status == BlockStatus.bomb:pos)elif mine.status == BlockStatus.flag:pos)flag_count += 1elif mine.status == BlockStatus.ask:pos)elif mine.status == BlockStatus.hint:pos)elif game_status == GameStatus.over and mine.value:pos)elif mine.value == 0 and mine.status == BlockStatus.flag:pos)elif mine.status == BlockStatus.normal:pos)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)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.winif game_status == GameStatus.over:(face_pos_x, face_pos_y))elif game_status == GameStatus.win:(face_pos_x, face_pos_y))else:(face_pos_x, face_pos_y))pygame.display.update()if __name__ == '__main__':main()

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