Initial commit
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import pygame
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import random
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from square import Square
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class Board:
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def __init__(self, size, square_size, surface):
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self.surface = surface
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self.size = size
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self.square_size = square_size
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self.game_lost = False
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self.game_won = False
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self.total_flags = 0
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self.coords = (0,50)
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self.unclicked_squares = size[0] * size[1]
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self.total_mines = round(.2*self.unclicked_squares)
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# Makes a 2D list of Square objects
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start_x = self.coords[0]
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start_y = self.coords[1]
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end_x = start_x + self.square_size*size[1]
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end_y = start_y + self.square_size*size[0]
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self.squares = [[Square(self, i, j)
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for i in range(start_x, end_x, self.square_size)]
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for j in range(start_y, end_y, self.square_size)]
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# Font object for mine counter and timer
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self.game_font = pygame.font.Font('freesansbold.ttf', 48)
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def update_mine_counter(self):
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# Makes the mine counter the right size
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self.mine_counter = self.game_font.render("99", True, (255,0,0))
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self.counter_loc = self.mine_counter.get_rect()
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self.counter_loc.bottomleft = self.coords
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# Makes the background of the counter black
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self.mine_counter.fill((0,0,0))
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self.surface.blit(self.mine_counter, self.counter_loc)
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mines_left = str(self.total_mines - self.total_flags)
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if len(mines_left) == 1:
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mines_left = "0" + mines_left
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self.mine_counter = self.game_font.render(mines_left, True, (255,0,0))
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self.counter_loc = self.mine_counter.get_rect()
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self.counter_loc.bottomleft = self.coords
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self.surface.blit(self.mine_counter, self.counter_loc)
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def check_for_win(self):
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only_mines_left = self.total_mines == self.unclicked_squares
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if not self.game_lost and only_mines_left:
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self.game_won = True
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self.flag_remaining_mines()
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def show_unflagged_mines(self):
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for row in self.squares:
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for s in row:
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if s.is_mine and not s.is_flagged:
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s.reveal()
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elif not s.is_mine and s.is_flagged:
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s.draw_line()
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def flag_remaining_mines(self):
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for row in self.squares:
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for s in row:
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if s.is_mine and s.is_questioned:
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s.cycle_flag()
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if s.is_mine and not s.is_flagged:
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s.cycle_flag()
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def get_clicked_square(self, mousepos):
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mousex, mousey = mousepos
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for row in self.squares:
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for s in row:
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sx, sy = s.coords
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too_far_right = sx+self.square_size < mousex
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too_far_up = sy+self.square_size < mousey
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too_far_down = sy > mousey
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if not (too_far_right or too_far_up or too_far_down):
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return s
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return None
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def get_index(self, s):
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for row in self.squares:
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if s in row:
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return (self.squares.index(row), row.index(s))
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# Places mines in such a way that the first space clicked will be a 0 space
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# Returns False if a mine was clicked, returns True otherwise
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def place_mines(self, mousepos):
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square = self.get_clicked_square(mousepos)
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if square is None:
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return True
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adj_squares = self.squares_adjacent_to(square)
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free_spaces = self.unclicked_squares-self.total_mines-1-len(adj_squares)
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is_mine = ([True]*self.total_mines + [False]*free_spaces)
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random.shuffle(is_mine)
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for row in self.squares:
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for s in row:
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if s is not square and s not in adj_squares:
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s.is_mine = is_mine.pop()
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for row in self.squares:
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for s in row:
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adj_squares = self.squares_adjacent_to(s)
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total_adj_mines = sum([i.is_mine for i in adj_squares])
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s.mines_touching = total_adj_mines
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return False
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def squares_adjacent_to(self, s):
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x, y = self.get_index(s)
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adj_indices = [(x-1,y-1), (x,y-1), (x+1,y-1),
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(x-1,y), (x+1,y),
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(x+1,y+1), (x,y+1), (x-1,y+1)]
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adj_squares = [self.squares[i[0]][i[1]] for i in adj_indices
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if 0 <= i[0] < self.size[0] and 0 <= i[1] < self.size[1]]
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return adj_squares
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def open(self, s):
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if s.is_clicked or s.is_flagged:
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return
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s.reveal()
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if s.is_clicked:
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self.unclicked_squares -= 1
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if s.is_mine and s.is_clicked:
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self.game_lost = True
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self.show_unflagged_mines()
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elif not s.is_mine and s.is_clicked and s.mines_touching == 0:
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self.open_squares_adjacent_to(s)
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def open_squares_adjacent_to(self, square):
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adj_squares = self.squares_adjacent_to(square)
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counter = 0
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for s in adj_squares:
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if s.is_flagged:
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counter += 1
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if counter != square.mines_touching:
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return
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for s in adj_squares:
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self.open(s)
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def left_click(self, mousepos):
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square = self.get_clicked_square(mousepos)
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if square is None:
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return
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elif square.is_clicked:
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self.open_squares_adjacent_to(square)
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return
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self.open(square)
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def right_click(self, mousepos):
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square = self.get_clicked_square(mousepos)
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if square is None:
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return
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square.cycle_flag()
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if square.is_flagged:
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self.total_flags += 1
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elif square.is_questioned:
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self.total_flags -= 1
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@ -0,0 +1,48 @@
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import pygame
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import sys
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from pygame.locals import *
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from square import Square
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from board import Board
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pygame.init()
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# Pygame/ALSA has a bug that results in high CPU usage. This line reduces the
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# CPU usage
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pygame.mixer.quit()
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DISPLAYSURF = pygame.display.set_mode((1280, 720))
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DISPLAYSURF.fill((185,185,185))
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pygame.display.set_caption("Minesweeper")
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board = Board((16, 31), 40, DISPLAYSURF)
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# board = Board((9, 10), 48, DISPLAYSURF)
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# Prevents mouse movement from counting as an event, reducing CPU usage
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pygame.event.set_blocked(MOUSEMOTION)
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first_left_click = True
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while True:
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board.update_mine_counter()
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board.check_for_win()
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pygame.display.update()
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# TODO: Add options to play again
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if board.game_lost:
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print("You lose")
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break
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elif board.game_won:
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print("You win")
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break
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# Program waits here until a non-mouse movement event is read
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event = pygame.event.wait()
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == MOUSEBUTTONUP and event.button == 1:
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# FIXME: Need a check to make sure a square was actually clicked
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if first_left_click:
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first_left_click = board.place_mines(event.pos)
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board.left_click(event.pos)
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elif event.type == MOUSEBUTTONUP and event.button == 3:
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board.right_click(event.pos)
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After Width: | Height: | Size: 262 B |
After Width: | Height: | Size: 518 B |
After Width: | Height: | Size: 1.5 KiB |
After Width: | Height: | Size: 921 B |
After Width: | Height: | Size: 954 B |
After Width: | Height: | Size: 709 B |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 1.1 KiB |
After Width: | Height: | Size: 798 B |
After Width: | Height: | Size: 1.2 KiB |
After Width: | Height: | Size: 328 B |
After Width: | Height: | Size: 9.5 KiB |
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@ -0,0 +1,69 @@
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import pygame
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class Square:
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def __init__(self, board, x, y):
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self.board = board
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self.surface = board.surface
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self.size = board.square_size
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self.is_clicked = False
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self.is_mine = False
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self.is_flagged = False
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self.is_questioned = False
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self.mines_touching = 0
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self.coords = (x, y)
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self.set_img("png/Minesweeper_unopened_square.png")
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def draw_line(self):
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RED = (255,0,0)
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top_left = self.coords
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bottom_right = (self.coords[0]+self.size, self.coords[1]+self.size)
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pygame.draw.line(self.surface, RED, top_left, bottom_right, 10)
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def update_img(self):
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if self.is_mine:
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self.set_img("png/bomb.png")
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elif self.mines_touching == 0:
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self.set_img("png/Minesweeper_0.png")
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elif self.mines_touching == 1:
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self.set_img("png/Minesweeper_1.png")
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elif self.mines_touching == 2:
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self.set_img("png/Minesweeper_2.png")
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elif self.mines_touching == 3:
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self.set_img("png/Minesweeper_3.png")
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elif self.mines_touching == 4:
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self.set_img("png/Minesweeper_4.png")
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elif self.mines_touching == 5:
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self.set_img("png/Minesweeper_5.png")
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elif self.mines_touching == 6:
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self.set_img("png/Minesweeper_6.png")
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elif self.mines_touching == 7:
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self.set_img("png/Minesweeper_7.png")
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elif self.mines_touching == 8:
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self.set_img("png/Minesweeper_8.png")
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def set_img(self, img):
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self.img = pygame.image.load(img)
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self.img = pygame.transform.scale(self.img, (self.size, self.size))
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self.surface.blit(self.img, self.coords)
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def reveal(self):
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if not self.is_flagged and not self.is_clicked:
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self.is_clicked = True
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self.is_questioned = False
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self.update_img()
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def cycle_flag(self):
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if self.is_clicked:
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return
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elif self.is_flagged:
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self.set_img("png/Minesweeper_questionmark.png")
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self.is_flagged = False
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self.is_questioned = True
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elif self.is_questioned:
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self.set_img("png/Minesweeper_unopened_square.png")
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self.is_questioned = False
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else:
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self.set_img("png/Minesweeper_flag.png")
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self.is_flagged = True
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