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BetterMinesweeper.py
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252 lines (229 loc) · 9.1 KB
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from imp import reload
from tkinter import *
from collections import deque
import random
from tkinter import messagebox
class BetterMinesweeper:
def __init__(self, master):
# import images #
self.tile_plain = PhotoImage(file="images/tile_blank.gif")
self.tile_clicked = PhotoImage(file="images/tile_clicked.gif")
self.tile_mine = PhotoImage(file="images/tile_mine.gif")
self.tile_flag = PhotoImage(file="images/tile_flagged.gif")
self.tile_wrong = PhotoImage(file="images/tile_wrong.gif")
self.tile_no = []
for x in range(-1, 9):
self.tile_no.append(PhotoImage(file="images/tile_" + str(x) + ".gif"))
# set up frame #
frame = Frame(master)
frame.pack()
# show "Minesweeper" at the top #
self.label1 = Label(frame, text="Minesweeper")
self.label1.grid(row=0, column=0, columnspan=10)
# create flag and clicked tile variables #
self.flags = 0
self.correct_flags = 0
self.clicked = 0
# create buttons #
self.buttons = dict({})
self.mines = 0
x_coord = 1
y_coord = 0
for x in range(0, 100):
mine = 0
# tile image changeable for debug reasons:
gfx = self.tile_plain
# currently random amount of mines
if random.uniform(0.0, 1.0) < 0.1:
mine = 1
self.mines += 1
# 0 = Button widget
# 1 = if a mine y/n (1/0)
# 2 = state (0 = unclicked, 1 = clicked, 2 = flagged)
# 3 = button id
# 4 = [x, y] coordinates in the grid
# 5 = nearby mines, 0 by default, calculated after placement in grid
self.buttons[x] = [Button(frame, image=gfx), mine, 0, x, [x_coord, y_coord], 0]
self.buttons[x][0].bind('<Button-1>', self.lclicked_wrapper(x))
self.buttons[x][0].bind('<Button-3>', self.rclicked_wrapper(x))
# calculate chords:
y_coord += 1
if y_coord == 10:
y_coord = 0
x_coord += 1
# lay buttons in grid #
for key in self.buttons:
self.buttons[key][0].grid(row=self.buttons[key][4][0], column=self.buttons[key][4][1])
# find nearby mines and display number on tile #
for key in self.buttons:
nearby_mines = 0
if self.check_for_mines(key - 9):
nearby_mines += 1
if self.check_for_mines(key - 10):
nearby_mines += 1
if self.check_for_mines(key - 11):
nearby_mines += 1
if self.check_for_mines(key - 1):
nearby_mines += 1
if self.check_for_mines(key + 1):
nearby_mines += 1
if self.check_for_mines(key + 9):
nearby_mines += 1
if self.check_for_mines(key + 10):
nearby_mines += 1
if self.check_for_mines(key + 11):
nearby_mines += 1
# store mine count in button data list
self.buttons[key][5] = nearby_mines
# if self.buttons[key][1] != 1:
# if nearby_mines != 0:
# self.buttons[key][0].config(image = self.tile_no[nearby_mines-1])
# add mine and count at the end #
self.label2 = Label(frame, text="Mines: " + str(self.mines))
self.label2.grid(row=11, column=0, columnspan=5)
self.label3 = Label(frame, text="Flags: " + str(self.flags))
self.label3.grid(row=11, column=4, columnspan=5)
# End of __init__ #
def check_for_mines(self, key):
try:
if self.buttons[key][1] == 1:
return True
except KeyError:
pass
def lclicked_wrapper(self, x):
return lambda button: self.lclicked(self.buttons[x])
def rclicked_wrapper(self, x):
return lambda button: self.rclicked(self.buttons[x])
def lclicked(self, button_data):
if button_data[1] == 1: # if a mine
# show all mines and check for flags
for key in self.buttons:
if self.buttons[key][1] != 1 and self.buttons[key][2] == 2:
self.buttons[key][0].config(image=self.tile_wrong)
if self.buttons[key][1] == 1 and self.buttons[key][2] != 2:
self.buttons[key][0].config(image=self.tile_mine)
# end game
self.game_over(self)
else:
# change image
if button_data[5] == 0:
button_data[0].config(image=self.tile_clicked)
self.clear_empty_tiles(button_data[3])
else:
button_data[0].config(image=self.tile_no[button_data[5]+1])
# if not already set as clicked, change state and count
if button_data[2] != 1:
button_data[2] = 1
self.clicked += 1
if self.clicked == 100 - self.mines:
self.victory(self)
def rclicked(self, button_data):
# if not clicked
if button_data[2] == 0:
button_data[0].config(image=self.tile_flag)
button_data[2] = 2
button_data[0].unbind('<Button-1>')
# if a mine
if button_data[1] == 1:
self.correct_flags += 1
self.flags += 1
self.update_flags(self)
self.update_surrounding(True, button_data) # is not flagged when rclicked, decriment
# if flagged, remove flag
elif button_data[2] == 2:
button_data[0].config(image=self.tile_plain)
button_data[2] = 0
button_data[0].bind('<Button-1>', self.lclicked_wrapper(button_data[3]))
# if a mine
if button_data[1] == 1:
self.correct_flags -= 1
self.flags -= 1
self.update_flags(self)
self.update_surrounding(False, button_data)
def config_operation(self, position, add):
if add:
self.buttons[position][5] += 1
else:
self.buttons[position][5] -= 1
if self.buttons[position][2] == 1:
self.buttons[position][0].config(image=self.tile_no[self.buttons[position][5]+1])
def update_surrounding(self, is_not_flagged, button_data):
x = button_data[3]
if is_not_flagged:
self.config_operation(x - 9, False)
self.config_operation(x - 10, False)
self.config_operation(x - 11, False)
self.config_operation(x - 1, False)
self.config_operation(x + 1, False)
self.config_operation(x + 9, False)
self.config_operation(x + 10, False)
self.config_operation(x + 11, False)
else:
self.config_operation(x - 9, True)
self.config_operation(x - 10, True)
self.config_operation(x - 11, True)
self.config_operation(x - 1, True)
self.config_operation(x + 1, True)
self.config_operation(x + 9, True)
self.config_operation(x + 10, True)
self.config_operation(x + 11, True)
def check_tile(self, key, queue):
try:
if self.buttons[key][2] == 0:
if self.buttons[key][5] == 0:
self.buttons[key][0].config(image=self.tile_clicked)
queue.append(key)
else:
self.buttons[key][0].config(image=self.tile_no[self.buttons[key][5] + 1])
self.buttons[key][2] = 1
self.clicked += 1
except KeyError:
pass
def clear_empty_tiles(self, main_key):
queue = deque([main_key])
while len(queue) != 0:
key = queue.popleft()
self.check_tile(key - 9, queue) # top right
self.check_tile(key - 10, queue) # top middle
self.check_tile(key - 11, queue) # top left
self.check_tile(key - 1, queue) # left
self.check_tile(key + 1, queue) # right
self.check_tile(key + 9, queue) # bottom right
self.check_tile(key + 10, queue) # bottom middle
self.check_tile(key + 11, queue) # bottom left
@staticmethod
def game_over(self):
messagebox.showinfo("Game Over", "You Lose!")
# global root
root.destroy()
self.redo(self)
@staticmethod
def victory(self):
messagebox.showinfo("Game Over", "You Win!")
# global root
root.destroy()
self.redo(self)
@staticmethod # dysfunctional
def redo(self):
messagebox.showinfo("starting new game")
global root
root = Tk()
root.title("Minesweeper")
# minesweeper = BetterMinesweeper(root)
root.mainloop()
@staticmethod
def update_flags(self):
self.label3.config(text="Flags: " + str(self.flags))
# END OF CLASSES ###
def main():
global root
# create Tk widget
root = Tk()
# set program title
root.title("Minesweeper")
# create game instance
minesweeper = BetterMinesweeper(root)
# run event loop
root.mainloop()
if __name__ == "__main__":
main()