扫雷的网格生成
Grid Generation for minesweeper
你好,我正在制作扫雷游戏,我对网格生成部分有点困惑。到目前为止,这是我的代码:
from random import randint
import pygame
def MineGen():
mineamount = 100
grid_across = 40
grid_up = 25
mine_list = []
my2dthatlist = []
numacoss = 0
for i in range (mineamount):
numacoss = randint(1,40)
my2dthatlist.append(numacoss)
numup = randint(1,25)
my2dthatlist.append(numup)
mine_list.append(my2dthatlist)
my2dthatlist = []
return mine_list
def GridGen():
grid_across = 40
grid_up = 25
GRIDD = [[0]* grid_across for i in range(grid_up)]
return GRIDD
def MineGrid(GridOutMine, mine_list):
mineplace = 0
placeX = 0
placeY = 0
for i in range(100):
mineplace = mine_list[i]
placeX = mineplace[0]
placeY = mineplace[1]
GridOutMine[placeX][placeY] = 1
print(GridOutMine)
mine_list = MineGen()
GridOutMine = GridGen()
MineGrid(GridOutMine, mine_list)
我的问题是我得到的列表索引超出范围
GridOutMine[placeX][placeY] = 1
部分。我真的不知道这是为什么。如果你能给我一些帮助,或者只是对我的代码的一些一般性评论,我将不胜感激。
这是因为,与 range
不同,random.randint
输出指定范围内的数字 包括 。也就是说,randint(1, 25)
可以输出 25,这对于只有 25 个元素长的列表来说不是有效索引(因为最后一个索引是 24)。
在MineGen
中,您需要将randint(1, 25)
更改为randint(1, 25-1)
或randint(1, 24)
,同样对于randint(1, 40)
需要randint(1, 39)
.我实际上建议 randint(0, 24)
和 (0, 39)
,但我不知道这是不是故意的。
此代码还有许多其他 could/should 需要改进的地方,但我建议您在 CodeReview 上请求此类输入,而不是在您的代码正常运行后在这里(他们不修复损坏的代码)。
编辑:
此外,您对网格的索引顺序错误。它是一个列表(25 长)的行(40 长),因此您需要先在 Y 维度中对其进行索引,然后是 X:GridOutMine[placeY][placeX] = 1
如果您正在尝试为游戏构建网格并希望在用户可以与之交互的 GUI 中显示按钮,您可能希望从以下代码开始,作为其余代码的基本框架会写的
import tkinter
import functools
class MineSweep(tkinter.Frame):
@classmethod
def main(cls, width, height):
root = tkinter.Tk()
window = cls(root, width, height)
root.mainloop()
def __init__(self, master, width, height):
super().__init__(master)
self.__width = width
self.__height = height
self.__build_buttons()
self.grid()
def __build_buttons(self):
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self)
button.grid(column=x, row=y)
button['text'] = '?'
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __push(self, x, y):
print('Column = {}\nRow = {}'.format(x, y))
if __name__ == '__main__':
MineSweep.main(10, 10)
如果您想要一个更完整的扫雷游戏示例来借鉴或适应您自己的需要,以下程序实现了您可能希望从已完成的游戏中获得的大部分功能。
import tkinter
import functools
import random
from tkinter.simpledialog import askstring, Dialog
from tkinter.messagebox import showinfo
import os.path
################################################################################
class MineSweep(tkinter.Frame):
@classmethod
def main(cls, width, height, mines, scores):
root = tkinter.Tk()
root.resizable(False, False)
root.title('MineSweep')
window = cls(root, width, height, mines, scores)
root.protocol('WM_DELETE_WINDOW', window.close)
root.mainloop()
################################################################################
def __init__(self, master, width, height, mines, scores):
super().__init__(master)
self.__width = width
self.__height = height
self.__mines = mines
self.__wondering = width * height
self.__started = False
self.__playing = True
self.__scores = ScoreTable()
self.__record_file = scores
if os.path.isfile(scores):
self.__scores.load(scores)
self.__build_timer()
self.__build_buttons()
self.grid()
def close(self):
self.__scores.save(self.__record_file)
self.quit()
def __build_timer(self):
self.__secs = tkinter.IntVar()
self.__timer = tkinter.Label(textvariable=self.__secs)
self.__timer.grid(columnspan=self.__width, sticky=tkinter.EW)
self.__after_handle = None
def __build_buttons(self):
self.__reset_button = tkinter.Button(self)
self.__reset_button['text'] = 'Reset'
self.__reset_button['command'] = self.__reset
self.__reset_button.grid(column=0, row=1,
columnspan=self.__width, sticky=tkinter.EW)
self.__reset_button.blink_handle = None
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self, width=2, height=1,
text='?', fg='red')
button.grid(column=x, row=y+2)
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __reset(self):
for row in self.__buttons:
for button in row:
button.config(text='?', fg='red')
self.__started = False
self.__playing = True
self.__wondering = self.__width * self.__height
if self.__after_handle is not None:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__secs.set(0)
def __push(self, x, y, real=True):
button = self.__buttons[y][x]
if self.__playing:
if not self.__started:
self.__build_mines()
while self.__buttons[y][x].mine:
self.__build_mines()
self.__started = True
self.__after_handle = self.after(1000, self.__tick)
if not button.pushed:
self.__push_button(button, x, y)
elif real:
self.__blink(button, button['bg'], 'red')
elif real:
self.__blink(button, button['bg'], 'red')
def __blink(self, button, from_bg, to_bg, times=8):
if button.blink_handle is not None and times == 8:
return
button['bg'] = (to_bg, from_bg)[times & 1]
times -= 1
if times:
blinker = functools.partial(self.__blink, button,
from_bg, to_bg, times)
button.blink_handle = self.after(250, blinker)
else:
button.blink_handle = None
def __tick(self):
self.__after_handle = self.after(1000, self.__tick)
self.__secs.set(self.__secs.get() + 1)
def __push_button(self, button, x, y):
button.pushed = True
if button.mine:
button['text'] = 'X'
self.__playing = False
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__blink(self.__reset_button, button['bg'], 'red')
else:
button['fg'] = 'SystemButtonText'
count = self.__total(x, y)
button['text'] = count and str(count) or ' '
self.__wondering -= 1
if self.__wondering == self.__mines:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__finish_game()
def __finish_game(self):
self.__playing = False
score = self.__secs.get()
for row in self.__buttons:
for button in row:
if button.mine:
button['text'] = 'X'
if self.__scores.eligible(score):
name = askstring('New Record', 'What is your name?')
if name is None:
name = 'Anonymous'
self.__scores.add(name, score)
else:
showinfo('You did not get on the high score table.')
HighScoreView(self, 'High Scores', self.__scores.listing())
def __total(self, x, y):
count = 0
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
count += self.__buttons[y_index][x_index].mine
if not count:
self.__propagate(x, y)
return count
def __propagate(self, x, y):
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
self.__push(x_index, y_index, False)
def __build_mines(self):
mines = [True] * self.__mines
empty = [False] * (self.__width * self.__height - self.__mines)
total = mines + empty
random.shuffle(total)
iterator = iter(total)
for row in self.__buttons:
for button in row:
button.mine = next(iterator)
button.pushed = False
button.blink_handle = None
################################################################################
class ScoreTable:
def __init__(self, size=10):
self.__data = {999: [''] * size}
def add(self, name, score):
assert self.eligible(score)
if score in self.__data:
self.__data[score].insert(0, name)
else:
self.__data[score] = [name]
if len(self.__data[max(self.__data)]) == 1:
del self.__data[max(self.__data)]
else:
del self.__data[max(self.__data)][-1]
def eligible(self, score):
return score <= max(self.__data)
def listing(self):
for key in sorted(self.__data.keys()):
for name in self.__data[key]:
yield name, key
def load(self, filename):
self.__data = eval(open(filename, 'r').read())
def save(self, filename):
open(filename, 'w').write(repr(self.__data))
################################################################################
class HighScoreView(Dialog):
def __init__(self, parent, title, generator):
self.__scores = generator
super().__init__(parent, title)
def body(self, master):
self.__labels = []
for row, (name, score) in enumerate(self.__scores):
label = tkinter.Label(master, text=name)
self.__labels.append(label)
label.grid(row=row, column=0)
label = tkinter.Label(master, text=str(score))
self.__labels.append(label)
label.grid(row=row, column=1)
self.__okay = tkinter.Button(master, command=self.ok, text='Okay')
self.__okay.grid(ipadx=100, columnspan=2, column=0, row=row+1)
return self.__okay
def buttonbox(self):
pass
################################################################################
if __name__ == '__main__':
MineSweep.main(10, 10, 10, 'scores.txt')
你好,我正在制作扫雷游戏,我对网格生成部分有点困惑。到目前为止,这是我的代码:
from random import randint
import pygame
def MineGen():
mineamount = 100
grid_across = 40
grid_up = 25
mine_list = []
my2dthatlist = []
numacoss = 0
for i in range (mineamount):
numacoss = randint(1,40)
my2dthatlist.append(numacoss)
numup = randint(1,25)
my2dthatlist.append(numup)
mine_list.append(my2dthatlist)
my2dthatlist = []
return mine_list
def GridGen():
grid_across = 40
grid_up = 25
GRIDD = [[0]* grid_across for i in range(grid_up)]
return GRIDD
def MineGrid(GridOutMine, mine_list):
mineplace = 0
placeX = 0
placeY = 0
for i in range(100):
mineplace = mine_list[i]
placeX = mineplace[0]
placeY = mineplace[1]
GridOutMine[placeX][placeY] = 1
print(GridOutMine)
mine_list = MineGen()
GridOutMine = GridGen()
MineGrid(GridOutMine, mine_list)
我的问题是我得到的列表索引超出范围
GridOutMine[placeX][placeY] = 1
部分。我真的不知道这是为什么。如果你能给我一些帮助,或者只是对我的代码的一些一般性评论,我将不胜感激。
这是因为,与 range
不同,random.randint
输出指定范围内的数字 包括 。也就是说,randint(1, 25)
可以输出 25,这对于只有 25 个元素长的列表来说不是有效索引(因为最后一个索引是 24)。
在MineGen
中,您需要将randint(1, 25)
更改为randint(1, 25-1)
或randint(1, 24)
,同样对于randint(1, 40)
需要randint(1, 39)
.我实际上建议 randint(0, 24)
和 (0, 39)
,但我不知道这是不是故意的。
此代码还有许多其他 could/should 需要改进的地方,但我建议您在 CodeReview 上请求此类输入,而不是在您的代码正常运行后在这里(他们不修复损坏的代码)。
编辑:
此外,您对网格的索引顺序错误。它是一个列表(25 长)的行(40 长),因此您需要先在 Y 维度中对其进行索引,然后是 X:GridOutMine[placeY][placeX] = 1
如果您正在尝试为游戏构建网格并希望在用户可以与之交互的 GUI 中显示按钮,您可能希望从以下代码开始,作为其余代码的基本框架会写的
import tkinter
import functools
class MineSweep(tkinter.Frame):
@classmethod
def main(cls, width, height):
root = tkinter.Tk()
window = cls(root, width, height)
root.mainloop()
def __init__(self, master, width, height):
super().__init__(master)
self.__width = width
self.__height = height
self.__build_buttons()
self.grid()
def __build_buttons(self):
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self)
button.grid(column=x, row=y)
button['text'] = '?'
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __push(self, x, y):
print('Column = {}\nRow = {}'.format(x, y))
if __name__ == '__main__':
MineSweep.main(10, 10)
如果您想要一个更完整的扫雷游戏示例来借鉴或适应您自己的需要,以下程序实现了您可能希望从已完成的游戏中获得的大部分功能。
import tkinter
import functools
import random
from tkinter.simpledialog import askstring, Dialog
from tkinter.messagebox import showinfo
import os.path
################################################################################
class MineSweep(tkinter.Frame):
@classmethod
def main(cls, width, height, mines, scores):
root = tkinter.Tk()
root.resizable(False, False)
root.title('MineSweep')
window = cls(root, width, height, mines, scores)
root.protocol('WM_DELETE_WINDOW', window.close)
root.mainloop()
################################################################################
def __init__(self, master, width, height, mines, scores):
super().__init__(master)
self.__width = width
self.__height = height
self.__mines = mines
self.__wondering = width * height
self.__started = False
self.__playing = True
self.__scores = ScoreTable()
self.__record_file = scores
if os.path.isfile(scores):
self.__scores.load(scores)
self.__build_timer()
self.__build_buttons()
self.grid()
def close(self):
self.__scores.save(self.__record_file)
self.quit()
def __build_timer(self):
self.__secs = tkinter.IntVar()
self.__timer = tkinter.Label(textvariable=self.__secs)
self.__timer.grid(columnspan=self.__width, sticky=tkinter.EW)
self.__after_handle = None
def __build_buttons(self):
self.__reset_button = tkinter.Button(self)
self.__reset_button['text'] = 'Reset'
self.__reset_button['command'] = self.__reset
self.__reset_button.grid(column=0, row=1,
columnspan=self.__width, sticky=tkinter.EW)
self.__reset_button.blink_handle = None
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self, width=2, height=1,
text='?', fg='red')
button.grid(column=x, row=y+2)
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __reset(self):
for row in self.__buttons:
for button in row:
button.config(text='?', fg='red')
self.__started = False
self.__playing = True
self.__wondering = self.__width * self.__height
if self.__after_handle is not None:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__secs.set(0)
def __push(self, x, y, real=True):
button = self.__buttons[y][x]
if self.__playing:
if not self.__started:
self.__build_mines()
while self.__buttons[y][x].mine:
self.__build_mines()
self.__started = True
self.__after_handle = self.after(1000, self.__tick)
if not button.pushed:
self.__push_button(button, x, y)
elif real:
self.__blink(button, button['bg'], 'red')
elif real:
self.__blink(button, button['bg'], 'red')
def __blink(self, button, from_bg, to_bg, times=8):
if button.blink_handle is not None and times == 8:
return
button['bg'] = (to_bg, from_bg)[times & 1]
times -= 1
if times:
blinker = functools.partial(self.__blink, button,
from_bg, to_bg, times)
button.blink_handle = self.after(250, blinker)
else:
button.blink_handle = None
def __tick(self):
self.__after_handle = self.after(1000, self.__tick)
self.__secs.set(self.__secs.get() + 1)
def __push_button(self, button, x, y):
button.pushed = True
if button.mine:
button['text'] = 'X'
self.__playing = False
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__blink(self.__reset_button, button['bg'], 'red')
else:
button['fg'] = 'SystemButtonText'
count = self.__total(x, y)
button['text'] = count and str(count) or ' '
self.__wondering -= 1
if self.__wondering == self.__mines:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__finish_game()
def __finish_game(self):
self.__playing = False
score = self.__secs.get()
for row in self.__buttons:
for button in row:
if button.mine:
button['text'] = 'X'
if self.__scores.eligible(score):
name = askstring('New Record', 'What is your name?')
if name is None:
name = 'Anonymous'
self.__scores.add(name, score)
else:
showinfo('You did not get on the high score table.')
HighScoreView(self, 'High Scores', self.__scores.listing())
def __total(self, x, y):
count = 0
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
count += self.__buttons[y_index][x_index].mine
if not count:
self.__propagate(x, y)
return count
def __propagate(self, x, y):
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
self.__push(x_index, y_index, False)
def __build_mines(self):
mines = [True] * self.__mines
empty = [False] * (self.__width * self.__height - self.__mines)
total = mines + empty
random.shuffle(total)
iterator = iter(total)
for row in self.__buttons:
for button in row:
button.mine = next(iterator)
button.pushed = False
button.blink_handle = None
################################################################################
class ScoreTable:
def __init__(self, size=10):
self.__data = {999: [''] * size}
def add(self, name, score):
assert self.eligible(score)
if score in self.__data:
self.__data[score].insert(0, name)
else:
self.__data[score] = [name]
if len(self.__data[max(self.__data)]) == 1:
del self.__data[max(self.__data)]
else:
del self.__data[max(self.__data)][-1]
def eligible(self, score):
return score <= max(self.__data)
def listing(self):
for key in sorted(self.__data.keys()):
for name in self.__data[key]:
yield name, key
def load(self, filename):
self.__data = eval(open(filename, 'r').read())
def save(self, filename):
open(filename, 'w').write(repr(self.__data))
################################################################################
class HighScoreView(Dialog):
def __init__(self, parent, title, generator):
self.__scores = generator
super().__init__(parent, title)
def body(self, master):
self.__labels = []
for row, (name, score) in enumerate(self.__scores):
label = tkinter.Label(master, text=name)
self.__labels.append(label)
label.grid(row=row, column=0)
label = tkinter.Label(master, text=str(score))
self.__labels.append(label)
label.grid(row=row, column=1)
self.__okay = tkinter.Button(master, command=self.ok, text='Okay')
self.__okay.grid(ipadx=100, columnspan=2, column=0, row=row+1)
return self.__okay
def buttonbox(self):
pass
################################################################################
if __name__ == '__main__':
MineSweep.main(10, 10, 10, 'scores.txt')