while True:
screen.fill(bgcolor) #填充背景色 for event in pygame.event.get(): #获取操作 if event.type == QUIT: #点击右上角的'×' sys.exit() #退出程序 elif event.type == MOUSEBUTTONDOWN:#鼠标按下 mouse_x, mouse_y = event.pos #获取鼠标地位 x = mouse_x // SIZE y = mouse_y // SIZE - 2 b1, b2, b3 = pygame.mouse.get_pressed()#鼠标点击的地位,b1对应左键,b3对应右键 elif event.type == MOUSEBUTTONUP: #松开鼠标 if y < 0: #点击方块上方 if face_pos_x <= mouse_x <= face_pos_x + face_size and face_pos_y <= mouse_y <= face_pos_y + face_size: #判断是否点击笑脸 game_dict1=game_dict[0] #重置数据,开始新一局游戏 start_time = time.time() used_time = 0 for i in list_mine: for j in i: pos = (j.x * SIZE, (j.y + 2) * SIZE) j.surround_count = -1 #把周边雷的数目回归到原始状态 j.condition = Block_Condition.unclicked #所有方块回归为未点击状态 screen.blit(png_blank, pos) pygame.display.flip() for i in random.sample(range(BLOCK_WIDTH * BLOCK_HEIGHT), BLOCK_WIDTH * BLOCK_HEIGHT): list_mine[i // BLOCK_WIDTH][i % BLOCK_WIDTH].value = 0 #把上一轮雷的定义全副革除 block=Mine_Block() #从新定义雷 continue else: continue if game_dict1 == game_dict[0]: #状态为准备就绪 game_dict1 = game_dict[1] #开始 start_time = time.time() #开始计时 if game_dict1 == game_dict[1]: mine = block.getblock(x, y) if b1 and not b3: #按鼠标左键 if mine.condition == Block_Condition.unclicked: #未点击的会点开 if not block.open_block(x, y): [PerfectMoney下载](https://www.gendan5.com/wallet/PerfectMoney.html)#中奖了啊,一颗雷 game_dict1 = game_dict[3] #游戏状态为失败 elif not b1 and b3: #按鼠标右键 if mine.condition == Block_Condition.unclicked: #如果未点击,则标记为旗号(雷) mine.condition = Block_Condition.flag elif mine.condition == Block_Condition.flag: #如果之前的标记是旗号,则改标记为问号 mine.condition = Block_Condition.ask elif mine.condition == Block_Condition.ask: #如果之前的标记是问号,则改为未点击的状态 mine.condition = Block_Condition.unclicked flag_count = 0 #旗号为0 opened_count = 0 #点开的方块为0 for row in block._block: for mine in row: pos = (mine.x * SIZE, (mine.y + 2) * SIZE) if mine.condition == Block_Condition.clicked: #点开了加载图片(数字),点开的方块加一 screen.blit(png_dict[mine.surround_count], pos) opened_count += 1 elif mine.condition == Block_Condition.bomb: #状态是炸弹 screen.blit(png_blood, pos) elif mine.condition == Block_Condition.flag: #是旗号 screen.blit(png_flag, pos) flag_count += 1 elif mine.condition == Block_Condition.ask: #是问号 screen.blit(png_ask, pos) elif game_dict1 == game_dict[3] and mine.value: screen.blit(png_mine, pos) #失败了显示所有地雷 elif mine.condition == Block_Condition.unclicked: #是未关上 screen.blit(png_blank, pos) if event.type == MOUSEMOTION:#用特定的图像显示鼠标的地位 mouse_x, mouse_y = event.pos x = mouse_x // SIZE y = mouse_y // SIZE - 2 mine = block.getblock(x, y) pos = (mine.x * SIZE, (mine.y + 2) * SIZE) if y < 0: continue else: if mine.condition == Block_Condition.unclicked: screen.blit(png_dict[0],pos) font1 = pygame.font.Font(None, SIZE * 2) width, height = font1.size('100') text1=font1.render('%d'%(MINE_COUNT-flag_count),True,(255,0,0)) screen.blit(text1,(30,(SIZE*2-height)//2-2)) #打印残余雷的数量 if game_dict1 == game_dict[1]: used_time = int(time.time() - start_time) text2=font1.render('%d'%used_time,True,(255,0,0)) screen.blit(text2,(SCREEN_WIDTH-width-30,(SIZE*2-height)//2-2)) #打印已用工夫 if opened_count + MINE_COUNT == BLOCK_WIDTH * BLOCK_HEIGHT: #点开方块的加上地雷数等于总数 game_dict1 = game_dict[2] #则视为胜利 if game_dict1 == game_dict[2]: #游戏的状态为胜利 screen.blit(png_face_win, (face_pos_x, face_pos_y)) elif game_dict1 == game_dict[3]: #游戏的状态为失败 screen.blit(png_face_lose, (face_pos_x, face_pos_y)) else: screen.blit(png_face_normal, (face_pos_x, face_pos_y)) pygame.display.update()
if name == '__main__':
main()