win11没有扫雷了?咱用python做一个(效果演示+源码分享)

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

在这里插入图片描述

mineblock.py文件

导入随机数和枚举模块

import randomfrom 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 = 30BLOCK_HEIGHT = 16SIZE = 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 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)    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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