feat(第7讲 字母卡牌): 实现记忆游戏并添加开始界面
- 新增 jiyi.py 文件,实现字母翻牌记忆游戏功能 - 添加 youxijiemian.py 文件,创建游戏开始界面 - 使用 turtle 和 tkinter 模块分别实现游戏和界面 - 支持选择不同难度的游戏模式
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@ -2,135 +2,153 @@ import tkinter as tk
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from tkinter import messagebox
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from tkinter import messagebox
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import random
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import random
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# 扫雷游戏类
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class MineSweeper:
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class MineSweeper:
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def __init__(self, master, rows, cols, mines):
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def __init__(self, master, rows, cols, mines):
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self.master = master
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self.master = master # 主窗口
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self.rows = rows
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self.rows = rows # 行数
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self.cols = cols
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self.cols = cols # 列数
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self.mines = mines
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self.mines = mines # 雷的数量
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self.buttons = {}
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self.buttons = {} # 存放每个按钮控件的字典 {(r, c): Button}
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self.board = [[0 for _ in range(cols)] for _ in range(rows)]
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self.board = [[0 for _ in range(cols)] for _ in range(rows)] # 雷区,-1 表示地雷,其他为周围雷的数量
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self.revealed = [[False for _ in range(cols)] for _ in range(rows)]
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self.revealed = [[False for _ in range(cols)] for _ in range(rows)] # 是否已翻开
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self.flags = [[False for _ in range(cols)] for _ in range(rows)]
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self.flags = [[False for _ in range(cols)] for _ in range(rows)] # 是否标记为旗帜
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self.game_over = False
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self.game_over = False # 游戏是否结束
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self.generate_mines()
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self.generate_mines() # 随机布雷并更新数字
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self.create_widgets()
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self.create_widgets() # 创建按钮控件界面
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# 布雷并更新周围格子的数字
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def generate_mines(self):
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def generate_mines(self):
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count = 0
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count = 0
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while count < self.mines:
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while count < self.mines:
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r = random.randint(0, self.rows - 1)
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r = random.randint(0, self.rows - 1)
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c = random.randint(0, self.cols - 1)
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c = random.randint(0, self.cols - 1)
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if self.board[r][c] == -1:
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if self.board[r][c] == -1:
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continue
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continue # 避免重复布雷
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self.board[r][c] = -1
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self.board[r][c] = -1
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count += 1
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count += 1
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# 更新周围数字
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# 更新周围8格的数字
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for i in range(r - 1, r + 2):
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for i in range(r - 1, r + 2):
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for j in range(c - 1, c + 2):
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for j in range(c - 1, c + 2):
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if 0 <= i < self.rows and 0 <= j < self.cols and self.board[i][j] != -1:
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if 0 <= i < self.rows and 0 <= j < self.cols and self.board[i][j] != -1:
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self.board[i][j] += 1
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self.board[i][j] += 1
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# 创建游戏按钮界面
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def create_widgets(self):
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def create_widgets(self):
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for r in range(self.rows):
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for r in range(self.rows):
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for c in range(self.cols):
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for c in range(self.cols):
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# 每个格子是一个 Button,绑定左键点击翻格子、右键标旗
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b = tk.Button(self.master, width=2, height=1, font=('Arial', 14),
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b = tk.Button(self.master, width=2, height=1, font=('Arial', 14),
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command=lambda r=r, c=c: self.reveal_cell(r, c))
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command=lambda r=r, c=c: self.reveal_cell(r, c))
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b.bind("<Button-3>", lambda e, r=r, c=c: self.toggle_flag(r, c))
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b.bind("<Button-3>", lambda e, r=r, c=c: self.toggle_flag(r, c))
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b.grid(row=r, column=c)
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b.grid(row=r, column=c)
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self.buttons[(r, c)] = b
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self.buttons[(r, c)] = b
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# 翻开一个格子
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def reveal_cell(self, r, c):
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def reveal_cell(self, r, c):
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if self.game_over or self.revealed[r][c] or self.flags[r][c]:
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if self.game_over or self.revealed[r][c] or self.flags[r][c]:
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return
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return # 游戏结束、已翻开或已标旗不响应
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if self.board[r][c] == -1:
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if self.board[r][c] == -1:
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# 踩到地雷
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self.buttons[(r, c)].config(text="💣", bg="red")
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self.buttons[(r, c)].config(text="💣", bg="red")
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self.game_over = True
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self.game_over = True
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self.show_all_mines()
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self.show_all_mines()
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messagebox.showerror("游戏结束", "你踩到雷啦!")
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messagebox.showerror("游戏结束", "你踩到雷啦!")
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return
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return
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# 否则开始翻格子(递归展开空格)
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self.flood_fill(r, c)
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self.flood_fill(r, c)
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self.check_win()
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self.check_win()
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# 类似于 BFS 的空白格子展开
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def flood_fill(self, r, c):
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def flood_fill(self, r, c):
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if not (0 <= r < self.rows and 0 <= c < self.cols):
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if not (0 <= r < self.rows and 0 <= c < self.cols):
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return
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return # 越界
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if self.revealed[r][c] or self.flags[r][c]:
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if self.revealed[r][c] or self.flags[r][c]:
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return
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return # 已翻开或被标记不处理
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self.revealed[r][c] = True
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self.revealed[r][c] = True
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val = self.board[r][c]
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val = self.board[r][c]
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btn = self.buttons[(r, c)]
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btn = self.buttons[(r, c)]
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# 设置按钮为灰色、不可点击、显示数字(或空)
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btn.config(relief=tk.SUNKEN, text=str(val) if val > 0 else "", state=tk.DISABLED, bg="lightgray")
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btn.config(relief=tk.SUNKEN, text=str(val) if val > 0 else "", state=tk.DISABLED, bg="lightgray")
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if val == 0:
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if val == 0:
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# 如果是 0,继续向四周递归展开
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for dr in (-1, 0, 1):
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for dr in (-1, 0, 1):
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for dc in (-1, 0, 1):
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for dc in (-1, 0, 1):
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if dr != 0 or dc != 0:
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if dr != 0 or dc != 0:
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self.flood_fill(r + dr, c + dc)
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self.flood_fill(r + dr, c + dc)
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# 标记旗帜(右键)
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def toggle_flag(self, r, c):
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def toggle_flag(self, r, c):
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if self.revealed[r][c] or self.game_over:
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if self.revealed[r][c] or self.game_over:
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return
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return
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if self.flags[r][c]:
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if self.flags[r][c]:
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self.flags[r][c] = False
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self.flags[r][c] = False
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self.buttons[(r, c)].config(text="")
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self.buttons[(r, c)].config(text="") # 取消旗帜
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else:
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else:
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self.flags[r][c] = True
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self.flags[r][c] = True
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self.buttons[(r, c)].config(text="🚩")
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self.buttons[(r, c)].config(text="🚩") # 添加旗帜
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# 显示所有地雷
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def show_all_mines(self):
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def show_all_mines(self):
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for r in range(self.rows):
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for r in range(self.rows):
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for c in range(self.cols):
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for c in range(self.cols):
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if self.board[r][c] == -1:
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if self.board[r][c] == -1:
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self.buttons[(r, c)].config(text="💣")
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self.buttons[(r, c)].config(text="💣")
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# 检查是否胜利
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def check_win(self):
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def check_win(self):
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for r in range(self.rows):
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for r in range(self.rows):
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for c in range(self.cols):
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for c in range(self.cols):
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if self.board[r][c] != -1 and not self.revealed[r][c]:
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if self.board[r][c] != -1 and not self.revealed[r][c]:
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return
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return # 还有未翻开的非雷格子
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self.game_over = True
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self.game_over = True
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messagebox.showinfo("胜利!", "恭喜你,排雷成功!")
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messagebox.showinfo("胜利!", "恭喜你,排雷成功!")
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# 自定义参数
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# 游戏入口,获取参数并启动游戏
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def start_game():
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def start_game():
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try:
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try:
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# 从输入框获取参数并转为整数
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rows = int(entry_rows.get())
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rows = int(entry_rows.get())
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cols = int(entry_cols.get())
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cols = int(entry_cols.get())
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mines = int(entry_mines.get())
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mines = int(entry_mines.get())
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if rows <= 0 or cols <= 0 or mines <= 0 or mines >= rows * cols:
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# 检查输入合理性:不能为负、雷不能太多、不能太大
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if rows <= 0 or cols <= 0 or mines <= 0 or mines*4 >= rows * cols or rows >= 20 or cols >= 20:
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raise ValueError
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raise ValueError
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except:
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except:
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messagebox.showerror("输入错误", "请输入合理的行列和雷数")
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messagebox.showerror("输入错误", "请输入合理的行列和雷数")
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return
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return
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# 关闭设置窗口,打开主游戏窗口
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settings_window.destroy()
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settings_window.destroy()
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root = tk.Tk()
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root = tk.Tk()
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root.title("扫雷")
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root.title("扫雷")
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MineSweeper(root, rows, cols, mines)
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MineSweeper(root, rows, cols, mines)
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root.mainloop()
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root.mainloop()
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# 设置窗口
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# 设置窗口(输入行、列、雷数)
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settings_window = tk.Tk()
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settings_window = tk.Tk()
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settings_window.title("扫雷设置")
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settings_window.title("扫雷设置")
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tk.Label(settings_window, text="行数:").grid(row=0, column=0)
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tk.Label(settings_window, text="行数:").grid(row=0, column=0)
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entry_rows = tk.Entry(settings_window)
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entry_rows = tk.Entry(settings_window)
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entry_rows.insert(0, "10")
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entry_rows.insert(0, "20") # 默认行数
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entry_rows.grid(row=0, column=1)
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entry_rows.grid(row=0, column=1)
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tk.Label(settings_window, text="列数:").grid(row=1, column=0)
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tk.Label(settings_window, text="列数:").grid(row=1, column=0)
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entry_cols = tk.Entry(settings_window)
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entry_cols = tk.Entry(settings_window)
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entry_cols.insert(0, "10")
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entry_cols.insert(0, "10") # 默认列数
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entry_cols.grid(row=1, column=1)
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entry_cols.grid(row=1, column=1)
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tk.Label(settings_window, text="雷数:").grid(row=2, column=0)
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tk.Label(settings_window, text="雷数:").grid(row=2, column=0)
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entry_mines = tk.Entry(settings_window)
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entry_mines = tk.Entry(settings_window)
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entry_mines.insert(0, "10")
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entry_mines.insert(0, "10") # 默认雷数
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entry_mines.grid(row=2, column=1)
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entry_mines.grid(row=2, column=1)
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# 开始游戏按钮
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tk.Button(settings_window, text="开始游戏", command=start_game).grid(row=3, column=0, columnspan=2)
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tk.Button(settings_window, text="开始游戏", command=start_game).grid(row=3, column=0, columnspan=2)
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# 启动设置窗口主循环
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settings_window.mainloop()
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settings_window.mainloop()
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