我对编程比较陌生,我希望在一个组合中使用这个简单的扫雷游戏。几个问题:
如有任何建议/建设性的反馈意见,我们将不胜感激。
"""
Minesweeper
Implements a basic minesweeper game using tkinter.
Uses Model-View-Controller architecture.
"""
import tkinter as tk
import random
class Model(object):
"""Crates a board and adds mines to it"""
def __init__(self, width, height, num_mines):
self.width = width
self.height = height
self.num_mines = num_mines
self.create_grid()
self.add_mines()
def create_grid(self):
"""Create a self.width by self.height grid of elements with value 0"""
self.grid = [[0]*self.width for i in range(self.height)]
def add_mines(self):
"""Randomly adds the amount of self.num_mines to grid"""
def get_coords():
row = random.randint(0, self.height - 1)
col = random.randint(0, self.width - 1)
return row, col
for i in range(self.num_mines):
row, col = get_coords()
while self.grid[row][col] == "b":
row, col = get_coords()
self.grid[row][col] = "b"
for i in self.grid:
print (i)
class View(tk.Frame):
"""Creates a main window and grid of button cells"""
def __init__(self, master, width, height, num_mines):
tk.Frame.__init__(self, master)
self.master = master
self.width = width
self.height = height
self.num_mines = num_mines
self.master.title("Minesweeper")
self.grid()
self.top_panel = TopPanel(self.master, self.height,
self.width, self.num_mines)
self.create_widgets()
def create_widgets(self):
"""Create cell button widgets"""
self.buttons = {}
for i in range(self.height):
for j in range(self.width):
self.buttons[str(i) + "," + str(j)] = tk.Button(
self.master, width=5, bg="grey")
self.buttons[str(i) + "," + str(j)].grid(row=i+1, column=j+1)
def disp_loss(self):
"""Display the loss label when loss condition is reached"""
self.top_panel.loss_label.grid(row=0, columnspan=5)
def disp_win(self):
"""Display the win label when win condition is reached"""
self.top_panel.win_label.grid(row=0, columnspan=5)
def hide_labels(self, condition=None):
"""Hides labels based on condition argument"""
if condition:
self.top_panel.mines_left.grid_remove()
else:
self.top_panel.loss_label.grid_remove()
self.top_panel.win_label.grid_remove()
class TopPanel(tk.Frame):
"""Create top panel which houses reset button and win/loss and
mines left labels."""
def __init__(self, master, width, height, num_mines):
tk.Frame.__init__(self, master)
self.master = master
self.height = height
self.width = width
self.num_mines = num_mines
self.grid()
self.create_widgets()
def create_widgets(self):
self.reset_button = tk.Button(self.master, width = 7, text="Reset")
self.reset_button.grid(row=0, columnspan=int((self.width*7)/2))
# Create win and loss labels
self.loss_label = tk.Label(text="You Lose!", bg="red")
self.win_label = tk.Label(text="You Win!", bg="green")
# Create number of mines remaining label
self.mine_count = tk.StringVar()
self.mine_count.set("Mines remaining: " + str(self.num_mines))
self.mines_left = tk.Label(textvariable=self.mine_count)
self.mines_left.grid(row=0, columnspan=5)
class Controller(object):
"""Sets up button bindings and minsweeper game logic.
The act of revealing cells is delegated to the methods: give_val(),
reveal_cell(), reveal_adj(), and reveal_cont(). End conditions are handled
by the loss() and win() methods.
"""
def __init__(self, width, height, num_mines):
self.width = width
self.height = height
self.num_mines = num_mines
self.model = Model(self.width, self.height, self.num_mines)
self.root = tk.Tk()
self.view = View(self.root, self.width, self.height, self.num_mines)
# self.color_dict is used to assign colors to cells
self.color_dict = {
0: "white", 1:"blue", 2:"green",
3:"red", 4:"orange", 5:"purple",
6: "grey", 7:"grey", 8: "grey"
}
# Self.count keeps track of cells with value of 0 so that they
# get revealed with self.reveal_cont call only once
self.count = []
self.cells_revealed = []
self.cells_flagged = []
self.game_state = None
self.bindings()
self.root.mainloop()
def bindings(self):
"""Set up reveal cell and flag cell key bindings"""
for i in range(self.height):
for j in range(self.width):
# Right click bind to reveal decision method
self.view.buttons[str(i) + "," + str(j)].bind(
"<Button-1>",
lambda event, index=[i, j]:self.reveal(event, index))
# Left click bind to flag method
self.view.buttons[str(i) + "," + str(j)].bind(
"<Button-3>",
lambda event, index=[i, j]:self.flag(event, index))
# Set up reset button
self.view.top_panel.reset_button.bind("<Button>", self.reset)
def reset(self, event):
"""Resets game. Currently, game setup gets slower with each reset call,
and window height slightly increases"""
self.view.hide_labels()
self.count = []
self.cells_revealed = []
self.cells_flagged = []
self.game_state = None
self.model = Model(self.width, self.height, self.num_mines)
self.view = View(self.root, self.width,
self.height, self.num_mines)
self.bindings()
def reveal(self, event, index):
"""Main decision method determining how to reveal cell"""
i = index[0]
j = index[1]
val = self.give_val(index)
if val in [x for x in range(1, 9)]:
self.reveal_cell(val, index)
self.count.append(index)
if (val == "b" and self.game_state != "win" and
self.view.buttons[str(i) + "," + str(j)]["text"] != "FLAG"):
self.game_state = "Loss"
self.loss()
# Begin the revealing recursive method when cell value is 0
if val == 0:
self.reveal_cont(index)
def give_val(self, index):
"""Returns the number of adjacent mine. Returns "b" if cell is mine"""
i = index[0]
j = index[1]
num_mines = 0
try:
if self.model.grid[i][j] == "b":
return "b"
except IndexError:
pass
def increment():
try:
if self.model.grid[pos[0]][pos[1]] == "b":
return 1
except IndexError:
pass
return 0
additions = [
[i,j+1], [i+1,j], [i+1,j+1], [i,j-1],
[i+1,j-1], [i-1,j], [i-1,j+1], [i-1,j-1]
]
#Adds 1 to num_mines if cell is adjacent to a mine
for pos in additions:
if 0 <= pos[0] <= self.height -1 and 0 <= pos[1] <= self.width - 1:
num_mines += increment()
return num_mines
def reveal_cell(self, value, index):
"""Reveals cell value and assigns an associated color for that value"""
i = index[0]
j = index[1]
cells_unrev = self.height * self.width - len(self.cells_revealed) - 1
button_key = str(i) + "," + str(j)
if self.view.buttons[button_key]["text"] == "FLAG":
pass
elif value == "b":
self.view.buttons[button_key].configure(bg="black")
else:
# Checks if cell is in the board limits
if (0 <= i <= self.height - 1 and
0 <= j <= self.width - 1 and
[button_key] not in self.cells_revealed):
self.view.buttons[button_key].configure(
text=value, bg=self.color_dict[value])
self.count.append(button_key)
self.cells_revealed.append([button_key])
# Removes cell from flagged list when the cell gets revealed
if button_key in self.cells_flagged:
self.cells_flagged.remove(button_key)
self.update_mines()
# Check for win condition
if (cells_unrev == self.num_mines and not self.game_state):
self.win()
def reveal_adj(self, index):
"""Reveals the 8 adjacent cells to the input cell index"""
org_val = self.give_val(index)
self.reveal_cell(org_val, index)
i = index[0]
j = index[1]
additions = [
[i,j+1], [i+1,j], [i+1,j+1], [i,j-1],
[i+1,j-1], [i-1,j], [i-1,j+1], [i-1,j-1]
]
for pos in additions:
if (0 <= pos[0] <= self.height - 1 and
0 <= pos[1] <= self.width - 1):
new_val = self.give_val(pos)
self.reveal_cell(new_val, pos)
def reveal_cont(self, index):
"""Recursive formula that reveals all adjacent cells only if the
selected cell has no adjacent mines.
(meaning self.give_val(index) == 0)"""
i = index[0]
j = index[1]
additions = [
[i,j+1], [i+1,j], [i+1,j+1], [i,j-1],
[i+1,j-1], [i-1,j], [i-1,j+1], [i-1,j-1]
]
val = self.give_val(index)
self.reveal_adj(index)
if val != 0:
return None
else:
for pos in additions:
if (0 <= pos[0] <= self.height - 1 and
0 <= pos[1] <= self.width -1 and
self.give_val(pos) == 0 and pos not in self.count):
self.count.append(pos)
self.reveal_cont(pos)
def win(self):
"""Display win"""
self.view.hide_labels("mine")
self.view.disp_win()
self.game_state = "win"
def loss(self):
"""Display loss. Reveal all cells when a mine is clicked"""
self.view.hide_labels("mine")
for i in range(self.height):
for j in range(self.width):
val = self.give_val([i, j])
self.reveal_cell(val, [i, j])
self.view.disp_loss()
def flag(self, event, index):
"""Allows player to flag cells for possible mines.
Does not reveal cell."""
i = index[0]
j = index[1]
button_key = str(i) + "," + str(j)
button_val = self.view.buttons[button_key]
if button_val["bg"] == "grey":
button_val.configure(bg="yellow", text="FLAG")
self.cells_flagged.append(button_key)
elif button_val["text"] == "FLAG":
button_val.configure(bg="grey", text="")
self.cells_flagged.remove(button_key)
self.update_mines()
def update_mines(self):
"""Update mine counter"""
mines_left = self.num_mines - len(self.cells_flagged)
if mines_left >= 0:
self.view.top_panel.mine_count.set(
"Mines remaining: " + str(mines_left))
def main():
n = input("Pick a difficulty: Easy, Medium, or Hard. ")
if n[0] == "E" or n[0] == "e":
return Controller(9, 9, 10)
elif n[0] == "M" or n[0] == "m":
return Controller(16, 16, 40)
elif n[0] == "H" or n[0] == "h":
return Controller(30, 16, 99)
if __name__ == "__main__":
main()发布于 2018-03-26 18:42:14
使用模式是个好主意。但是,实现还需要一些工作。
在MVC中,模型应该包含对正在操作的数据的完整描述,以及对该数据的操作。就扫雷船游戏而言,模型应由以下数据组成:
连同这些行动:
其思想是,您应该能够通过交换视图和控制器将程序移植到另一种接口,并保持模型不变。但是在post的实现中,大部分数据和所有操作都进入了控制器。这使得更换控制器变得不方便,因为所有这些都必须在新控制器中重新实现。
发布于 2018-03-26 21:54:43
这游戏看上去很棒!代码看起来也不错!
我绝对同意与Gareth Rees有关实际分离MVC的各个部分。
for循环改为迭代器“数学”。"""
Minesweeper
Implements a basic minesweeper game using tkinter.
Uses Model-View-Controller architecture.
"""
from functools import reduce
from itertools import product
from operator import add
from random import sample
from tkinter import Button, Frame, Label, StringVar, Tk
from typing import Set, Tuple
class Model(object):
"""Creates a board and adds mines to it."""
def __init__(self, width: int, height: int, num_mines: int):
self.width = width
self.height = height
self.num_mines = num_mines
self.grid = self.create_grid()
self.add_mines()
def create_grid(self):
"""Create a self.width by self.height grid of elements with value 0."""
return [[0] * self.width for _ in range(self.height)]
def add_mines(self):
"""Randomly adds the amount of self.num_mines to grid."""
for x, y in sample(list(product(range(self.width), range(self.height))), self.num_mines):
self.grid[x][y] = 'm'
class View(Frame):
"""Creates a main window and grid of button cells."""
def __init__(self, master: Tk, width: int, height: int, num_mines: int):
Frame.__init__(self, master)
self.master = master
self.width = width
self.height = height
self.num_mines = num_mines
self.master.title('Minesweeper')
self.grid()
self.top_panel = TopPanel(self.master, self.height, self.width, self.num_mines)
self.buttons = self.create_buttons()
def create_buttons(self):
"""Create cell button widgets."""
def create_button(x, y):
button = Button(self.master, width=5, bg='grey')
button.grid(row=x + 1, column=y + 1)
return button
return [[create_button(x, y) for y in range(self.height)] for x in range(self.width)]
def display_lose(self):
"""Display the lose label when lose condition is reached."""
self.top_panel.loss_label.grid(row=0, columnspan=5)
def display_win(self):
"""Display the win label when win condition is reached."""
self.top_panel.win_label.grid(row=0, columnspan=5)
def hide_labels(self, condition=None):
"""Hides labels based on condition argument."""
if condition:
self.top_panel.mines_left.grid_remove()
else:
self.top_panel.loss_label.grid_remove()
self.top_panel.win_label.grid_remove()
class TopPanel(Frame):
"""Create top panel which houses reset button and win/lose and mines left labels."""
def __init__(self, master: Tk, width: int, height: int, num_mines: int):
Frame.__init__(self, master)
self.master = master
self.num_mines = num_mines
self.grid()
self.reset_button = Button(self.master, width=7, text='Reset')
self.reset_button.grid(row=0, columnspan=int((width * 7) / 2))
self.loss_label = Label(text='You Lose!', bg='red')
self.win_label = Label(text='You Win!', bg='green')
self.mine_count = StringVar()
self.mine_count.set('Mines remaining: ' + str(self.num_mines))
self.mines_left = Label(textvariable=self.mine_count)
self.mines_left.grid(row=0, columnspan=5)
def get_adjacent(index: Tuple[int, int]) -> Set[Tuple[int, int]]:
x, y = index
return {
(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),
}
class Controller(object):
"""Sets up button bindings and minesweeper game logic.
The act of revealing cells is delegated to the methods: adjacent_mine_count(), reveal_cell(), reveal_adjacent(), and reveal_cont(). End conditions are handled by the lose() and win() methods.
"""
def __init__(self, width: int, height: int, num_mines: int):
self.width = width
self.height = height
self.num_mines = num_mines
self.model = Model(self.width, self.height, self.num_mines)
self.root = Tk()
self.view = View(self.root, self.width, self.height, self.num_mines)
# self.color_dict is used to assign colors to cells
self.color_dict = {
0: 'white', 1: 'blue', 2: 'green',
3: 'red', 4: 'orange', 5: 'purple',
6: 'grey', 7: 'grey', 8: 'grey'
}
# self.count keeps track of cells with value of 0 so that they get revealed with self.reveal_cont call only once.
self.count = set()
self.cells_revealed = set()
self.cells_flagged = set()
self.game_state = None
self.initialize_bindings()
self.root.mainloop()
def initialize_bindings(self):
"""Set up reveal cell and flag cell key bindings."""
for x in range(self.height):
for y in range(self.width):
def closure_helper(f, index):
def g(_): f(index)
return g
# Right click bind to reveal decision method
self.view.buttons[x][y].bind('<Button-1>', closure_helper(self.reveal, (x, y)))
# Left click bind to flag method
self.view.buttons[x][y].bind('<Button-3>', closure_helper(self.flag, (x, y)))
# Set up reset button
self.view.top_panel.reset_button.bind('<Button>', lambda event: self.reset())
def reset(self):
"""Resets game. Currently, game setup gets slower with each reset call, and window height slightly increases."""
self.view.hide_labels()
self.count = set()
self.cells_revealed = set()
self.cells_flagged = set()
self.game_state = None
self.model = Model(self.width, self.height, self.num_mines)
self.view = View(self.root, self.width, self.height, self.num_mines)
self.initialize_bindings()
def reveal(self, index: Tuple[int, int]):
"""Main decision method determining how to reveal cell."""
x, y = index
val = self.adjacent_mine_count(index)
if val in range(1, 9):
self.reveal_cell(index)
self.count.add(index)
if self.model.grid[x][y] == 'm' and self.game_state != 'win' and self.view.buttons[x][y]['text'] != 'FLAG':
self.game_state = 'Loss'
self.lose()
# Begin the revealing recursive method when cell value is 0
if val == 0:
self.reveal_cont(index)
def adjacent_mine_count(self, index: Tuple[int, int]) -> int:
"""Returns the number of adjacent mines."""
def is_mine(pos):
try:
return self.model.grid[pos[0]][pos[1]] == 'm'
except IndexError:
return False
return reduce(add, map(is_mine, get_adjacent(index)))
def reveal_cell(self, index: Tuple[int, int]):
"""Reveals cell value and assigns an associated color for that value."""
x, y = index
cells_unrevealed = self.height * self.width - len(self.cells_revealed) - 1
if self.view.buttons[x][y]['text'] == 'FLAG':
pass
elif self.model.grid[x][y] == 'm':
self.view.buttons[x][y].configure(bg='black')
else:
# Checks if cell is in the board limits
if 0 <= x <= self.height - 1 and 0 <= y <= self.width - 1 and index not in self.cells_revealed:
value = self.adjacent_mine_count(index)
self.view.buttons[x][y].configure(text=value, bg=self.color_dict[value])
self.count.add(index)
self.cells_revealed.add(index)
# Removes cell from flagged list when the cell gets revealed
if index in self.cells_flagged:
self.cells_flagged.remove(index)
self.update_mines()
# Check for win condition
if cells_unrevealed == self.num_mines and not self.game_state:
self.win()
def reveal_adjacent(self, index: Tuple[int, int]):
"""Reveals the 8 adjacent cells to the input cell index."""
for pos in get_adjacent(index) | {index}:
if 0 <= pos[0] <= self.height - 1 and 0 <= pos[1] <= self.width - 1:
self.reveal_cell(pos)
def reveal_cont(self, index: Tuple[int, int]):
"""Recursive formula that reveals all adjacent cells only if the selected cell has no adjacent mines. (meaning self.adjacent_mine_count(index) == 0)."""
val = self.adjacent_mine_count(index)
if val == 0:
self.reveal_adjacent(index)
for pos in get_adjacent(index):
if (
0 <= pos[0] <= self.height - 1
and 0 <= pos[1] <= self.width - 1
and self.adjacent_mine_count(pos) == 0
and pos not in self.count
):
self.count.add(pos)
self.reveal_cont(pos)
def win(self):
"""Display win."""
self.view.hide_labels('mine')
self.view.display_win()
self.game_state = 'win'
def lose(self):
"""Display lose. Reveal all cells when a mine is clicked."""
self.view.hide_labels('mine')
for x in range(self.height):
for y in range(self.width):
self.reveal_cell((x, y))
self.view.display_lose()
def flag(self, index: Tuple[int, int]):
"""Allows player to flag cells for possible mines. Does not reveal cell."""
x, y = index
button_val = self.view.buttons[x][y]
if button_val['bg'] == 'grey':
button_val.configure(bg='yellow', text='FLAG')
self.cells_flagged.add(index)
elif button_val['text'] == 'FLAG':
button_val.configure(bg='grey', text='')
self.cells_flagged.remove(index)
self.update_mines()
def update_mines(self):
"""Update mine counter."""
mines_left = self.num_mines - len(self.cells_flagged)
if mines_left >= 0:
self.view.top_panel.mine_count.set(f'Mines remaining: {mines_left}')
def main():
n = input('Pick a difficulty: Easy, Medium, or Hard: ')
return Controller(*{
'e': (9, 9, 10),
'm': (16, 16, 40),
'h': (30, 16, 99)
}[n.lower()])
if __name__ == '__main__':
main()如果我错过了什么重要的事情,如果有什么需要澄清的,请告诉我。
https://codereview.stackexchange.com/questions/190461
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