使用Python制造扫雷游戏

发布于:2025-07-31 ⋅ 阅读:(22) ⋅ 点赞:(0)

整体架构设计

游戏采用经典的MVC(模型-视图-控制器)架构模式:

  • 模型(Model)MinesweeperCell类,负责游戏逻辑和数据

  • 视图(View)draw_menu()draw_game()函数,负责界面渲染

  • 控制器(Controller)main()函数中的事件循环,处理用户输入

核心数据结构

Cell类

每个格子对象保存了游戏所需的所有状态信息。

class Cell:
    def __init__(self, x, y):
        self.x = x  # 格子x坐标
        self.y = y  # 格子y坐标
        self.is_mine = False  # 是否是地雷
        self.is_revealed = False  # 是否已揭开
        self.is_flagged = False  # 是否被标记
        self.neighbor_mines = 0  # 周围地雷数

Minesweeper类

游戏主类管理整个游戏状态。

class Minesweeper:
    def __init__(self, difficulty=1):
        self.grid = [[Cell(x, y) for y in range(GRID_HEIGHT)] for x in range(GRID_WIDTH)]
        self.game_over = False
        self.win = False
        self.first_click = True
        self.difficulty = difficulty
        self.mine_count = MINE_COUNTS[difficulty]
        self.place_mines()
        self.calculate_neighbors()
        self.start_time = 0
        self.elapsed_time = 0

关键算法实现

地雷布置算法

使用随机数生成地雷位置,确保不会重复在同一个位置放置地雷。

def place_mines(self):
    mines_placed = 0
    while mines_placed < self.mine_count:
        x = random.randint(0, GRID_WIDTH - 1)
        y = random.randint(0, GRID_HEIGHT - 1)
        if not self.grid[x][y].is_mine:
            self.grid[x][y].is_mine = True
            mines_placed += 1

 计算相邻地雷数

def calculate_neighbors(self):
    for x in range(GRID_WIDTH):
        for y in range(GRID_HEIGHT):
            if not self.grid[x][y].is_mine:
                total = 0
                for dx in [-1, 0, 1]:
                    for dy in [-1, 0, 1]:
                        nx, ny = x + dx, y + dy
                        if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT and self.grid[nx][ny].is_mine:
                            total += 1
                self.grid[x][y].neighbor_mines = total

揭开格子算法

def reveal(self, x, y):
    if not (0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT) or self.grid[x][y].is_revealed or self.grid[x][y].is_flagged:
        return
    
    if self.first_click:
        self.start_time = pygame.time.get_ticks()
        self.first_click = False
    
    self.grid[x][y].is_revealed = True
    
    if self.grid[x][y].is_mine:
        self.game_over = True
        self.reveal_all_mines()
        return
    
    if self.grid[x][y].neighbor_mines == 0:
        for dx in [-1, 0, 1]:
            for dy in [-1, 0, 1]:
                self.reveal(x + dx, y + dy)
    
    self.check_win()

界面设计思路

状态分离

  • 开始菜单:显示游戏标题、难度选择和操作说明

  • 游戏界面:顶部状态栏+底部游戏网格,胜利/失败时显示覆盖层

视觉反馈

  • 不同难度使用不同颜色按钮(绿-黄-红)

  • 数字使用不同颜色增强可读性

  • 半透明覆盖层显示游戏结果不遮挡游戏界面

交互设计

# 主事件循环
for event in pygame.event.get():
    if event.type == QUIT:
        pygame.quit()
        sys.exit()
    
    if event.type == MOUSEBUTTONDOWN:
        mouse_x, mouse_y = pygame.mouse.get_pos()
        
        if restart_rect.collidepoint(mouse_x, mouse_y):
            in_game = False
        elif not game.game_over and mouse_y >= 100:
            grid_x, grid_y = mouse_x // GRID_SIZE, (mouse_y - 100) // GRID_SIZE
            if 0 <= grid_x < GRID_WIDTH and 0 <= grid_y < GRID_HEIGHT:
                if event.button == 1:  # 左键
                    game.reveal(grid_x, grid_y)
                elif event.button == 3:  # 右键
                    game.toggle_flag(grid_x, grid_y)

 游戏流程设计

  1. 初始化:创建窗口、加载字体、设置常量

  2. 菜单循环:显示开始菜单,等待玩家选择难度

  3. 游戏循环

    • 初始化游戏状态

    • 处理玩家输入

    • 更新游戏状态

    • 渲染游戏界面

  4. 结束处理:显示结果,提供重新开始选项

关键设计决策

首次点击保护:确保玩家第一次点击不会是地雷。

if game.first_click and game.grid[grid_x][grid_y].is_mine:
    while game.grid[grid_x][grid_y].is_mine:
        game = Minesweeper(game.difficulty)

递归揭开空白区域:自动揭开相连的空白区域,提升游戏体验。

if self.grid[x][y].neighbor_mines == 0:
    for dx in [-1, 0, 1]:
        for dy in [-1, 0, 1]:
            self.reveal(x + dx, y + dy)

 状态分离:明确区分游戏状态和渲染逻辑,使代码更易维护。

完整代码

import pygame
import random
import sys
from pygame.locals import *

# 游戏常量
WINDOW_WIDTH = 400
WINDOW_HEIGHT = 500
GRID_SIZE = 40
GRID_WIDTH = 10
GRID_HEIGHT = 10
MINE_COUNTS = [10, 15, 20]  # 简单、中等、困难的地雷数量

# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (192, 192, 192)
DARK_GRAY = (128, 128, 128)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 128, 0)
LIGHT_BLUE = (173, 216, 230)

# 初始化pygame
pygame.init()
WINDOW = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('扫雷')
FONT = pygame.font.SysFont('simhei', 30)
SMALL_FONT = pygame.font.SysFont('simhei', 20)
MEDIUM_FONT = pygame.font.SysFont('simhei', 24)


class Cell:
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.is_mine = False
        self.is_revealed = False
        self.is_flagged = False
        self.neighbor_mines = 0

    def draw(self):
        rect = pygame.Rect(self.x * GRID_SIZE, self.y * GRID_SIZE + 100, GRID_SIZE, GRID_SIZE)

        if not self.is_revealed:
            pygame.draw.rect(WINDOW, GRAY, rect)
            pygame.draw.rect(WINDOW, WHITE, rect, 1)
            if self.is_flagged:
                flag_text = FONT.render("旗", True, RED)
                WINDOW.blit(flag_text, (self.x * GRID_SIZE + 10, self.y * GRID_SIZE + 100))
        else:
            pygame.draw.rect(WINDOW, WHITE, rect)
            pygame.draw.rect(WINDOW, DARK_GRAY, rect, 1)
            if self.is_mine:
                mine_text = FONT.render("雷", True, BLACK)
                WINDOW.blit(mine_text, (self.x * GRID_SIZE + 10, self.y * GRID_SIZE + 100))
            elif self.neighbor_mines > 0:
                colors = [BLUE, GREEN, RED, (0, 0, 128), (128, 0, 0), (0, 128, 128), BLACK, GRAY]
                text = FONT.render(str(self.neighbor_mines), True, colors[self.neighbor_mines - 1])
                WINDOW.blit(text, (self.x * GRID_SIZE + 15, self.y * GRID_SIZE + 105))


class Minesweeper:
    def __init__(self, difficulty=1):
        self.grid = [[Cell(x, y) for y in range(GRID_HEIGHT)] for x in range(GRID_WIDTH)]
        self.game_over = False
        self.win = False
        self.first_click = True
        self.difficulty = difficulty
        self.mine_count = MINE_COUNTS[difficulty]
        self.place_mines()
        self.calculate_neighbors()
        self.start_time = 0
        self.elapsed_time = 0
        self.paused = False
        self.pause_time = 0
        self.total_paused_time = 0

    def place_mines(self):
        mines_placed = 0
        while mines_placed < self.mine_count:
            x = random.randint(0, GRID_WIDTH - 1)
            y = random.randint(0, GRID_HEIGHT - 1)
            if not self.grid[x][y].is_mine:
                self.grid[x][y].is_mine = True
                mines_placed += 1

    def calculate_neighbors(self):
        for x in range(GRID_WIDTH):
            for y in range(GRID_HEIGHT):
                if not self.grid[x][y].is_mine:
                    total = 0
                    for dx in [-1, 0, 1]:
                        for dy in [-1, 0, 1]:
                            nx, ny = x + dx, y + dy
                            if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT and self.grid[nx][ny].is_mine:
                                total += 1
                    self.grid[x][y].neighbor_mines = total

    def reveal(self, x, y):
        if not (0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT) or self.grid[x][y].is_revealed or self.grid[x][
            y].is_flagged or self.paused:
            return

        if self.first_click:
            self.start_time = pygame.time.get_ticks()
            self.first_click = False

        self.grid[x][y].is_revealed = True

        if self.grid[x][y].is_mine:
            self.game_over = True
            self.reveal_all_mines()
            return

        if self.grid[x][y].neighbor_mines == 0:
            for dx in [-1, 0, 1]:
                for dy in [-1, 0, 1]:
                    self.reveal(x + dx, y + dy)

        self.check_win()

    def reveal_all_mines(self):
        for x in range(GRID_WIDTH):
            for y in range(GRID_HEIGHT):
                if self.grid[x][y].is_mine:
                    self.grid[x][y].is_revealed = True

    def toggle_flag(self, x, y):
        if not self.game_over and not self.grid[x][y].is_revealed and not self.paused:
            self.grid[x][y].is_flagged = not self.grid[x][y].is_flagged

    def check_win(self):
        for x in range(GRID_WIDTH):
            for y in range(GRID_HEIGHT):
                if not self.grid[x][y].is_mine and not self.grid[x][y].is_revealed:
                    return
        self.game_over = True
        self.win = True
        self.elapsed_time = (pygame.time.get_ticks() - self.start_time - self.total_paused_time) // 1000

    def toggle_pause(self):
        if not self.game_over:
            self.paused = not self.paused
            if self.paused:
                self.pause_time = pygame.time.get_ticks()
            else:
                self.total_paused_time += pygame.time.get_ticks() - self.pause_time

    def draw_game(self):
        # 绘制游戏状态栏
        pygame.draw.rect(WINDOW, LIGHT_BLUE, (0, 0, WINDOW_WIDTH, 100))

        # 显示难度
        difficulties = ["简单", "中等", "困难"]
        diff_text = MEDIUM_FONT.render(f"难度: {difficulties[self.difficulty]}", True, BLACK)
        WINDOW.blit(diff_text, (20, 20))

        # 显示剩余地雷数
        flags = sum(cell.is_flagged for row in self.grid for cell in row)
        mines_text = MEDIUM_FONT.render(f"剩余地雷: {self.mine_count - flags}", True, BLACK)
        WINDOW.blit(mines_text, (20, 50))

        # 显示用时
        if not self.first_click and not self.game_over and not self.paused:
            self.elapsed_time = (pygame.time.get_ticks() - self.start_time - self.total_paused_time) // 1000

        # 如果暂停,显示"暂停中"
        if self.paused:
            time_text = MEDIUM_FONT.render(f"用时: {self.elapsed_time}秒 暂停中", True, BLACK)
        else:
            time_text = MEDIUM_FONT.render(f"用时: {self.elapsed_time}秒", True, BLACK)
        WINDOW.blit(time_text, (200, 20))

        # 绘制暂停/继续按钮
        pause_text = "继续" if self.paused else "暂停"
        pause_rect = pygame.Rect(300, 50, 80, 30)
        pygame.draw.rect(WINDOW, GRAY, pause_rect)
        pause_btn_text = SMALL_FONT.render(pause_text, True, BLACK)
        WINDOW.blit(pause_btn_text, (310, 55))

        # 绘制网格
        for x in range(GRID_WIDTH):
            for y in range(GRID_HEIGHT):
                self.grid[x][y].draw()

        # 绘制游戏结束信息
        if self.game_over:
            overlay = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT - 100))
            overlay.set_alpha(180)
            overlay.fill(WHITE)
            WINDOW.blit(overlay, (0, 100))

            if self.win:
                result_text = FONT.render("恭喜获胜!", True, GREEN)
                time_result = MEDIUM_FONT.render(f"用时: {self.elapsed_time}秒", True, BLACK)
                WINDOW.blit(result_text, (WINDOW_WIDTH // 2 - 60, WINDOW_HEIGHT // 2 - 30))
                WINDOW.blit(time_result, (WINDOW_WIDTH // 2 - 60, WINDOW_HEIGHT // 2 + 10))
            else:
                result_text = FONT.render("游戏结束!", True, RED)
                WINDOW.blit(result_text, (WINDOW_WIDTH // 2 - 60, WINDOW_HEIGHT // 2 - 20))

            # 重新开始按钮
            restart_rect = pygame.Rect(WINDOW_WIDTH // 2 - 80, WINDOW_HEIGHT // 2 + 50, 160, 40)
            pygame.draw.rect(WINDOW, GRAY, restart_rect)
            restart_text = MEDIUM_FONT.render("重新开始", True, BLACK)
            WINDOW.blit(restart_text, (WINDOW_WIDTH // 2 - 40, WINDOW_HEIGHT // 2 + 60))

            return restart_rect, None

        return None, pause_rect


def draw_menu():
    WINDOW.fill(LIGHT_BLUE)

    # 标题
    title_text = FONT.render("扫雷游戏", True, BLACK)
    WINDOW.blit(title_text, (WINDOW_WIDTH // 2 - 60, 50))

    # 难度选择
    subtitle_text = MEDIUM_FONT.render("选择难度:", True, BLACK)
    WINDOW.blit(subtitle_text, (WINDOW_WIDTH // 2 - 60, 120))

    # 难度按钮
    easy_rect = pygame.Rect(WINDOW_WIDTH // 2 - 100, 170, 200, 50)
    medium_rect = pygame.Rect(WINDOW_WIDTH // 2 - 100, 240, 200, 50)
    hard_rect = pygame.Rect(WINDOW_WIDTH // 2 - 100, 310, 200, 50)

    pygame.draw.rect(WINDOW, GREEN, easy_rect)
    pygame.draw.rect(WINDOW, (255, 255, 0), medium_rect)
    pygame.draw.rect(WINDOW, RED, hard_rect)

    easy_text = MEDIUM_FONT.render("简单 (10个雷)", True, BLACK)
    medium_text = MEDIUM_FONT.render("中等 (15个雷)", True, BLACK)
    hard_text = MEDIUM_FONT.render("困难 (20个雷)", True, BLACK)

    WINDOW.blit(easy_text, (WINDOW_WIDTH // 2 - 60, 185))
    WINDOW.blit(medium_text, (WINDOW_WIDTH // 2 - 60, 255))
    WINDOW.blit(hard_text, (WINDOW_WIDTH // 2 - 60, 325))

    # 操作说明
    instruction_text = SMALL_FONT.render("左键点击揭开格子, 右键点击标记地雷", True, BLACK)
    WINDOW.blit(instruction_text, (WINDOW_WIDTH // 2 - 180, 400))

    # 暂停说明
    pause_text = SMALL_FONT.render("游戏中按暂停按钮可暂停游戏", True, BLACK)
    WINDOW.blit(pause_text, (WINDOW_WIDTH // 2 - 150, 430))

    return easy_rect, medium_rect, hard_rect


def main():
    clock = pygame.time.Clock()
    game = None
    in_game = False

    while True:
        if in_game:
            WINDOW.fill(WHITE)
            restart_rect, pause_rect = game.draw_game()

            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()

                if event.type == MOUSEBUTTONDOWN:
                    mouse_x, mouse_y = pygame.mouse.get_pos()

                    if restart_rect and restart_rect.collidepoint(mouse_x, mouse_y):
                        in_game = False
                    elif pause_rect and pause_rect.collidepoint(mouse_x, mouse_y):
                        game.toggle_pause()
                    elif not game.game_over and mouse_y >= 100 and not game.paused:  # 确保点击在游戏区域且游戏未暂停
                        grid_x, grid_y = mouse_x // GRID_SIZE, (mouse_y - 100) // GRID_SIZE
                        if 0 <= grid_x < GRID_WIDTH and 0 <= grid_y < GRID_HEIGHT:
                            if event.button == 1:  # 左键点击
                                if game.first_click and game.grid[grid_x][grid_y].is_mine:
                                    # 如果第一次点击就是雷,重新生成游戏
                                    while game.grid[grid_x][grid_y].is_mine:
                                        game = Minesweeper(game.difficulty)
                                game.reveal(grid_x, grid_y)
                            elif event.button == 3:  # 右键点击
                                game.toggle_flag(grid_x, grid_y)
        else:
            easy_rect, medium_rect, hard_rect = draw_menu()

            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()

                if event.type == MOUSEBUTTONDOWN and event.button == 1:
                    mouse_x, mouse_y = pygame.mouse.get_pos()

                    if easy_rect.collidepoint(mouse_x, mouse_y):
                        game = Minesweeper(0)
                        in_game = True
                    elif medium_rect.collidepoint(mouse_x, mouse_y):
                        game = Minesweeper(1)
                        in_game = True
                    elif hard_rect.collidepoint(mouse_x, mouse_y):
                        game = Minesweeper(2)
                        in_game = True

        pygame.display.update()
        clock.tick(30)


if __name__ == "__main__":
    main()


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