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filifa 2024-03-19 20:38:20 -05:00
commit 877ea522a0
16 changed files with 274 additions and 0 deletions

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import pygame
import random
from square import Square
class Board:
def __init__(self, size, square_size, surface):
self.surface = surface
self.size = size
self.square_size = square_size
self.game_lost = False
self.game_won = False
self.total_flags = 0
self.coords = (0,50)
self.unclicked_squares = size[0] * size[1]
self.total_mines = round(.2*self.unclicked_squares)
# Makes a 2D list of Square objects
start_x = self.coords[0]
start_y = self.coords[1]
end_x = start_x + self.square_size*size[1]
end_y = start_y + self.square_size*size[0]
self.squares = [[Square(self, i, j)
for i in range(start_x, end_x, self.square_size)]
for j in range(start_y, end_y, self.square_size)]
# Font object for mine counter and timer
self.game_font = pygame.font.Font('freesansbold.ttf', 48)
def update_mine_counter(self):
# Makes the mine counter the right size
self.mine_counter = self.game_font.render("99", True, (255,0,0))
self.counter_loc = self.mine_counter.get_rect()
self.counter_loc.bottomleft = self.coords
# Makes the background of the counter black
self.mine_counter.fill((0,0,0))
self.surface.blit(self.mine_counter, self.counter_loc)
mines_left = str(self.total_mines - self.total_flags)
if len(mines_left) == 1:
mines_left = "0" + mines_left
self.mine_counter = self.game_font.render(mines_left, True, (255,0,0))
self.counter_loc = self.mine_counter.get_rect()
self.counter_loc.bottomleft = self.coords
self.surface.blit(self.mine_counter, self.counter_loc)
def check_for_win(self):
only_mines_left = self.total_mines == self.unclicked_squares
if not self.game_lost and only_mines_left:
self.game_won = True
self.flag_remaining_mines()
def show_unflagged_mines(self):
for row in self.squares:
for s in row:
if s.is_mine and not s.is_flagged:
s.reveal()
elif not s.is_mine and s.is_flagged:
s.draw_line()
def flag_remaining_mines(self):
for row in self.squares:
for s in row:
if s.is_mine and s.is_questioned:
s.cycle_flag()
if s.is_mine and not s.is_flagged:
s.cycle_flag()
def get_clicked_square(self, mousepos):
mousex, mousey = mousepos
for row in self.squares:
for s in row:
sx, sy = s.coords
too_far_right = sx+self.square_size < mousex
too_far_up = sy+self.square_size < mousey
too_far_down = sy > mousey
if not (too_far_right or too_far_up or too_far_down):
return s
return None
def get_index(self, s):
for row in self.squares:
if s in row:
return (self.squares.index(row), row.index(s))
# Places mines in such a way that the first space clicked will be a 0 space
# Returns False if a mine was clicked, returns True otherwise
def place_mines(self, mousepos):
square = self.get_clicked_square(mousepos)
if square is None:
return True
adj_squares = self.squares_adjacent_to(square)
free_spaces = self.unclicked_squares-self.total_mines-1-len(adj_squares)
is_mine = ([True]*self.total_mines + [False]*free_spaces)
random.shuffle(is_mine)
for row in self.squares:
for s in row:
if s is not square and s not in adj_squares:
s.is_mine = is_mine.pop()
for row in self.squares:
for s in row:
adj_squares = self.squares_adjacent_to(s)
total_adj_mines = sum([i.is_mine for i in adj_squares])
s.mines_touching = total_adj_mines
return False
def squares_adjacent_to(self, s):
x, y = self.get_index(s)
adj_indices = [(x-1,y-1), (x,y-1), (x+1,y-1),
(x-1,y), (x+1,y),
(x+1,y+1), (x,y+1), (x-1,y+1)]
adj_squares = [self.squares[i[0]][i[1]] for i in adj_indices
if 0 <= i[0] < self.size[0] and 0 <= i[1] < self.size[1]]
return adj_squares
def open(self, s):
if s.is_clicked or s.is_flagged:
return
s.reveal()
if s.is_clicked:
self.unclicked_squares -= 1
if s.is_mine and s.is_clicked:
self.game_lost = True
self.show_unflagged_mines()
elif not s.is_mine and s.is_clicked and s.mines_touching == 0:
self.open_squares_adjacent_to(s)
def open_squares_adjacent_to(self, square):
adj_squares = self.squares_adjacent_to(square)
counter = 0
for s in adj_squares:
if s.is_flagged:
counter += 1
if counter != square.mines_touching:
return
for s in adj_squares:
self.open(s)
def left_click(self, mousepos):
square = self.get_clicked_square(mousepos)
if square is None:
return
elif square.is_clicked:
self.open_squares_adjacent_to(square)
return
self.open(square)
def right_click(self, mousepos):
square = self.get_clicked_square(mousepos)
if square is None:
return
square.cycle_flag()
if square.is_flagged:
self.total_flags += 1
elif square.is_questioned:
self.total_flags -= 1

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import pygame
import sys
from pygame.locals import *
from square import Square
from board import Board
pygame.init()
# Pygame/ALSA has a bug that results in high CPU usage. This line reduces the
# CPU usage
pygame.mixer.quit()
DISPLAYSURF = pygame.display.set_mode((1280, 720))
DISPLAYSURF.fill((185,185,185))
pygame.display.set_caption("Minesweeper")
board = Board((16, 31), 40, DISPLAYSURF)
# board = Board((9, 10), 48, DISPLAYSURF)
# Prevents mouse movement from counting as an event, reducing CPU usage
pygame.event.set_blocked(MOUSEMOTION)
first_left_click = True
while True:
board.update_mine_counter()
board.check_for_win()
pygame.display.update()
# TODO: Add options to play again
if board.game_lost:
print("You lose")
break
elif board.game_won:
print("You win")
break
# Program waits here until a non-mouse movement event is read
event = pygame.event.wait()
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONUP and event.button == 1:
# FIXME: Need a check to make sure a square was actually clicked
if first_left_click:
first_left_click = board.place_mines(event.pos)
board.left_click(event.pos)
elif event.type == MOUSEBUTTONUP and event.button == 3:
board.right_click(event.pos)

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import pygame
class Square:
def __init__(self, board, x, y):
self.board = board
self.surface = board.surface
self.size = board.square_size
self.is_clicked = False
self.is_mine = False
self.is_flagged = False
self.is_questioned = False
self.mines_touching = 0
self.coords = (x, y)
self.set_img("png/Minesweeper_unopened_square.png")
def draw_line(self):
RED = (255,0,0)
top_left = self.coords
bottom_right = (self.coords[0]+self.size, self.coords[1]+self.size)
pygame.draw.line(self.surface, RED, top_left, bottom_right, 10)
def update_img(self):
if self.is_mine:
self.set_img("png/bomb.png")
elif self.mines_touching == 0:
self.set_img("png/Minesweeper_0.png")
elif self.mines_touching == 1:
self.set_img("png/Minesweeper_1.png")
elif self.mines_touching == 2:
self.set_img("png/Minesweeper_2.png")
elif self.mines_touching == 3:
self.set_img("png/Minesweeper_3.png")
elif self.mines_touching == 4:
self.set_img("png/Minesweeper_4.png")
elif self.mines_touching == 5:
self.set_img("png/Minesweeper_5.png")
elif self.mines_touching == 6:
self.set_img("png/Minesweeper_6.png")
elif self.mines_touching == 7:
self.set_img("png/Minesweeper_7.png")
elif self.mines_touching == 8:
self.set_img("png/Minesweeper_8.png")
def set_img(self, img):
self.img = pygame.image.load(img)
self.img = pygame.transform.scale(self.img, (self.size, self.size))
self.surface.blit(self.img, self.coords)
def reveal(self):
if not self.is_flagged and not self.is_clicked:
self.is_clicked = True
self.is_questioned = False
self.update_img()
def cycle_flag(self):
if self.is_clicked:
return
elif self.is_flagged:
self.set_img("png/Minesweeper_questionmark.png")
self.is_flagged = False
self.is_questioned = True
elif self.is_questioned:
self.set_img("png/Minesweeper_unopened_square.png")
self.is_questioned = False
else:
self.set_img("png/Minesweeper_flag.png")
self.is_flagged = True