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import random
from setup import *
class Grid:
def __init__(self, length, height, bomb_count):
self.length, self.height = length, height
self.position = pygame.Vector2(SCREEN_WIDTH / 2 - Cell.cell_size * self.length / 2,
SCREEN_HEIGHT / 2 - Cell.cell_size * self.height / 2)
self.grid = [[Cell(self.position.x, self.position.y, j, i) for j in range(self.length)] for i in
range(self.height)]
self.bomb_count = bomb_count
self.place_bombs(self.bomb_count)
self.mouse_cooldown = 0
self.bombs = []
for row in self.grid:
for cell in row:
neighbors = []
for i in range(-1, 2):
for j in range(-1, 2):
x = int(cell.grid_position.x + j)
y = int(cell.grid_position.y + i)
if 0 <= y < self.height and 0 <= x < self.length and not (i == 0 and j == 0):
neighbors.append(self.grid[y][x])
cell.give_number(neighbors)
if cell.is_bomb:
self.bombs.append(cell)
def update(self, delta, mouse_pos, mouse_button):
if self.mouse_cooldown > 0:
self.mouse_cooldown -= delta
return False
for row in self.grid:
for cell in row:
if cell.position.x <= mouse_pos[0] <= cell.position.x + Cell.cell_size and cell.position.y <= mouse_pos[
1] <= cell.position.y + Cell.cell_size:
if mouse_button[0] == 1:
self.mouse_cooldown = 0.2
if cell.update(self.grid, self.height, self.length):
return True
elif mouse_button[2] == 1:
if not cell.discovered:
cell.flagged = not cell.flagged
self.mouse_cooldown = 0.2
return False
def win(self):
for row in self.grid:
for cell in row:
if not cell.is_bomb and not cell.discovered:
return False
return True
def draw(self, screen):
pygame.draw.rect(screen, BACKGROUND, (
self.position.x - 2, self.position.y - 2, self.length * Cell.cell_size + 4,
self.height * Cell.cell_size + 4))
pygame.draw.rect(screen, BORDER, (
self.position.x - 2, self.position.y - 2, self.length * Cell.cell_size + 4,
self.height * Cell.cell_size + 4),
2)
for row in self.grid:
for cell in row:
cell.draw(screen)
def place_bombs(self, bomb_count):
while bomb_count > 0:
x = random.randint(0, self.length - 1)
y = random.randint(0, self.height - 1)
if not self.grid[y][x].is_bomb:
self.grid[y][x].is_bomb = True
bomb_count -= 1
class Cell:
cell_size = 25
numbers = {
0: pygame.transform.scale(pygame.image.load("assets/empty.png"), (cell_size, cell_size)),
1: pygame.transform.scale(pygame.image.load("assets/1.png"), (cell_size, cell_size)),
2: pygame.transform.scale(pygame.image.load("assets/2.png"), (cell_size, cell_size)),
3: pygame.transform.scale(pygame.image.load("assets/3.png"), (cell_size, cell_size)),
4: pygame.transform.scale(pygame.image.load("assets/4.png"), (cell_size, cell_size)),
5: pygame.transform.scale(pygame.image.load("assets/5.png"), (cell_size, cell_size)),
6: pygame.transform.scale(pygame.image.load("assets/6.png"), (cell_size, cell_size)),
7: pygame.transform.scale(pygame.image.load("assets/7.png"), (cell_size, cell_size)),
8: pygame.transform.scale(pygame.image.load("assets/8.png"), (cell_size, cell_size)),
}
flag = pygame.transform.scale(pygame.image.load("assets/flag.png"), (cell_size, cell_size))
undiscovered = pygame.transform.scale(pygame.image.load("assets/undiscovered.png"), (cell_size, cell_size))
explosion = pygame.transform.scale(pygame.image.load("assets/explosion.png"), (cell_size, cell_size))
undiscovered_bomb = pygame.transform.scale(pygame.image.load("assets/undiscovered_bomb.png"),
(cell_size, cell_size))
def __init__(self, pos_x, pos_y, x, y):
self.position = pygame.Vector2(pos_x + x * self.cell_size, pos_y + y * self.cell_size)
self.grid_position = pygame.Vector2(x, y)
self.is_bomb = False
self.flagged = False
self.number = 0
self.discovered = False
self.revealed = False
def update(self, grid, height, length):
if self.discovered or self.flagged:
return False
self.discovered = True
if self.is_bomb:
return True
if self.number == 0:
for i in range(-1, 2):
for j in range(-1, 2):
x = int(self.grid_position.x + i)
y = int(self.grid_position.y + j)
if 0 <= y < height and 0 <= x < length and not (i == 0 and j == 0):
if not grid[y][x].discovered and not grid[y][x].flagged:
grid[y][x].update(grid, height, length)
return False
def give_number(self, neighbors):
if self.is_bomb:
return
for neighbor in neighbors:
if neighbor.is_bomb:
self.number += 1
def reveal(self):
if not self.discovered:
self.revealed = True
def draw(self, screen):
if self.revealed:
screen.blit(self.undiscovered_bomb, self.position)
elif self.discovered:
if self.is_bomb:
screen.blit(self.explosion, self.position)
else:
screen.blit(self.numbers[self.number], self.position)
else:
screen.blit(self.undiscovered, self.position)
if self.flagged:
screen.blit(self.flag, self.position)
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