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minesweeper.py
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from tkinter import *
import random
# Dummy function for feature implementation tracking
def doNothing(feature):
print("Feature not Implemented: " + feature)
class Field:
board=[]
height = 15
width = 20
noOfMines = 30
def __init__(self, base):
fieldFrame = Frame(base)
fieldFrame.pack(side=BOTTOM)
for row in range(0,self.height):
self.board.append([])
for column in range(0,self.width):
self.board[row].append(Box(self.board, fieldFrame, row, column))
self.plantMines()
def plantMines(self):
while(self.noOfMines>0):
for row in range(0, self.height):
for column in range(0, self.width):
if (random.randint(0, 100) < 2):
if(self.board[row][column].containsMine==False):
self.board[row][column].containsMine = True
self.board[row][column].opened = True
self.noOfMines = self.noOfMines - 1
if(self.noOfMines==0):
self.calculateNearbyMines()
def calculateNearbyMines(self):
for row in range(0, self.height):
for column in range(0, self.width):
nearbyMines = 0
#TOP
if(row==0):
break
else:
if(column>0):
if(self.board[row-1][column-1].containsMine==1):
nearbyMines = nearbyMines + 1
#CENTRE
if (self.board[row - 1][column].containsMine == 1):
nearbyMines = nearbyMines + 1
#RIGHT
if(column<self.width-1):
if (self.board[row - 1][column + 1].containsMine == 1):
nearbyMines = nearbyMines + 1
#MIDDLE
if(0 < column < self.width -1):
#LEFT
if (self.board[row][column - 1].containsMine == 1):
nearbyMines = nearbyMines + 1
#RIGHT
if (self.board[row][column + 1].containsMine == 1):
nearbyMines = nearbyMines + 1
#BOTTOM
if (row < self.height-2):
if (column > 0):
if (self.board[row + 1][column - 1].containsMine == 1):
nearbyMines = nearbyMines + 1
# CENTRE
print("("+str(row)+","+str(column)+")")
if (self.board[row + 1][column].containsMine == 1):
nearbyMines = nearbyMines + 1
# RIGHT
if (column < self.width - 1):
if (self.board[row + 1][column + 1].containsMine == 1):
nearbyMines = nearbyMines + 1
self.board[row][column].nearbyMines = nearbyMines
def showMines(self):
for row in range(0, self.height):
for column in range(0, self.width):
if(self.board[row][column].containsMine==True):
self.board[row][column].button.config(relief=SUNKEN)
class Box(Field):
opened = False
containsMine = False
flagged = False
nearbyMines = 0
def __init__(self, field, frame, row, column):
self.gameField = field
self.button = Button(frame, width=2, height=1)
self.button.config(bg="white smoke")
self.button.config(relief=GROOVE)
self.row = row
self.column = column
self.button.grid(row=row, column=column)
self.button.bind("<Button-1>", self.openBox)
#self.button.bind("<Button-2>", self.helper)
self.button.bind("<Button-3>", self.flagBox)
## TODO: Calculate nearby mines somehow
def openBox(self, event):
if(self.flagged==True or self.opened==True):
return 0
else:
self.opened = True
if(self.containsMine==True):
print("Game Over")
elif(self.nearbyMines==0):
## open box and scan for nearby boxes to open
print("No nearby mines")
return
else:
self.button.config(relief=SUNKEN)
self.button.config(text=self.nearbyMines)
self.button.config(bg="snow")
self.button.config(state=DISABLED)
print(self.nearbyMines)
return
def flagBox(self, event):
if(self.opened==True):
return 0
else:
if(self.flagged==False):
self.flagged = True
self.button.config(bg = "red")
self.button.config(state=DISABLED)
return
elif(self.flagged==True):
self.flagged = False
self.button.config(bg="white smoke")
self.button.config(state=NORMAL)
# Create base window
base = Tk()
menu = Menu(base)
base.config(menu=menu)
gameMenu = Menu(menu)
menu.add_cascade(label="Game", menu=gameMenu)
gameMenu.add_command(label="Options", command=lambda doNothing=doNothing: doNothing("Game Settings"))
gameMenu.add_separator()
gameMenu.add_command(label="Exit", command=base.quit)
gameField = Field(base)
gameField.showMines()
base.mainloop()