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minesweeper.py
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230 lines (205 loc) · 8.22 KB
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# Python Version 2.7.3
# File: minesweeper.py
from Tkinter import *
import tkMessageBox
import random
from collections import deque
class Minesweeper:
# function that runs the game
def __init__(self, master):
# import images
self.tile_plain = PhotoImage(file = "images/tile_plain.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_flag.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 coords:
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__
# function that checks whether or not a mine is in place
def check_for_mines(self, key):
try:
if self.buttons[key][1] == 1:
return True
except KeyError:
pass
# function determines what a left click does
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])
# function determines what a left click does (mine checking)
def lclicked(self, button_data):
#if a mine
if button_data[1] == 1:
# 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.gameover()
else:
#show the empty tiles cleared
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()
# function determines what a right click does (mine flagging)
def rclicked(self, button_data):
# if the tile hasn't already been 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 tiles is a mine
if button_data[1] == 1:
self.correct_flags += 1
self.flags += 1
self.update_flags()
# if tile is flagged, unflag
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 tile is a mine
if button_data[1] == 1:
self.correct_flags -= 1
self.flags -= 1
self.update_flags()
#function checks the state of a given tile
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
# function clears tiles checked and determined empty
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
# function runs if player clicks a mine
def gameover(self):
tkMessageBox.showinfo("Game Over", "You Lose!")
global root
root.destroy()
#function runs if player clears all tiles free of mines
def victory(self):
tkMessageBox.showinfo("Game Over", "You Win!")
global root
root.destroy()
# function keeps track of flagged tiles
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 = Minesweeper(root)
# run event loop
root.mainloop()
# running the game
if __name__ == "__main__":
main()