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《扫雷:病毒蔓延》- 颠覆传统的动态扫雷游戏

🎮《扫雷:病毒蔓延》- 颠覆传统的动态扫雷游戏

“你以为的安全区,下一秒就可能变成死亡陷阱!”

厌倦了传统扫雷的固定模式?来体验这款彻底颠覆扫雷玩法的动态病毒扫雷游戏!

💥 核心创新:病毒传播机制

在《扫雷:病毒蔓延》中,当你点击安全格子时,有20%的概率将其周围8格中未打开的格子“感染”成新的地雷!

游戏特色亮点:

  • 🔄 动态地图:地图不再是静态的,每一步都可能改变整个局势
  • ⚠️ 安全区危机:刚刚确认的安全区域,下一秒可能就布满了新的地雷
  • 🧠 极致心理博弈:你是在与一个会“生长”的智能雷区作斗争
  • 💣 实时反馈:病毒雷出现时有炫酷的飘屏提示和特殊视觉效果

🎯 游戏玩法

基础操作:

  • 左键点击揭开格子
  • 右键标记/取消标记地雷
  • 空格键重新开始游戏
  • ESC键退出游戏

策略革新:
传统的扫雷策略在这里可能失效!你需要随时准备应对突如其来的病毒传播,在开拓安全区的同时,警惕周边潜在的变异风险。

🌟 玩家评价

“刚刚还是安全的区域,转眼间就布满了地雷…这个游戏让我重新学会了什么叫做‘步步惊心’!” — 资深玩家

“传统扫雷玩的是记忆和逻辑,这个版本玩的是心跳和勇气!” — 游戏评测

🚀 立即体验

准备好迎接这场心理与运气的终极考验了吗?《扫雷:病毒蔓延》将带给你前所未有的紧张刺激体验!

游戏格言:在这里,唯一的确定性就是不确定性!


欢迎在评论区分享你的游戏心得和高分记录!

import pygame
import random
import sys
import time# 初始化pygame
pygame.init()# 游戏常量
GRID_SIZE = 30  # 每个格子的大小
GRID_WIDTH = 20  # 横向格子数
GRID_HEIGHT = 16  # 纵向格子数
MARGIN = 50  # 边距
WINDOW_WIDTH = GRID_WIDTH * GRID_SIZE + 2 * MARGIN
WINDOW_HEIGHT = GRID_HEIGHT * GRID_SIZE + 2 * MARGIN + 100  # 额外空间用于显示信息
VIRUS_PROBABILITY = 0.2  # 病毒传播概率# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRAY = (200, 200, 200)
DARK_GRAY = (120, 120, 120)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
CYAN = (0, 255, 255)
ORANGE = (255, 165, 0)
BACKGROUND = (40, 40, 60)
GRID_COLOR = (80, 80, 100)
HIGHLIGHT = (100, 100, 140, 150)  # 添加透明度# 数字颜色
NUMBER_COLORS = {1: BLUE,2: GREEN,3: RED,4: PURPLE,5: ORANGE,6: CYAN,7: BLACK,8: DARK_GRAY
}# 创建游戏窗口
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("扫雷:病毒蔓延")# 加载字体
try:font = pygame.font.SysFont('simhei', 24)large_font = pygame.font.SysFont('simhei', 36)
except:font = pygame.font.SysFont(None, 24)large_font = pygame.font.SysFont(None, 36)class Cell:def __init__(self, row, col):self.row = rowself.col = colself.is_mine = Falseself.is_revealed = Falseself.is_flagged = Falseself.is_virus_mine = False  # 是否是病毒生成的地雷self.neighbor_mines = 0self.x = MARGIN + col * GRID_SIZEself.y = MARGIN + row * GRID_SIZEself.highlight = Falseself.reveal_animation = 0  # 用于揭开动画def draw(self):rect = pygame.Rect(self.x, self.y, GRID_SIZE, GRID_SIZE)# 先绘制格子的基本状态if not self.is_revealed:pygame.draw.rect(screen, GRID_COLOR, rect)pygame.draw.rect(screen, DARK_GRAY, rect, 1)if self.is_flagged:# 绘制旗帜pygame.draw.polygon(screen, RED, [(self.x + GRID_SIZE // 2, self.y + 5),(self.x + GRID_SIZE // 2, self.y + GRID_SIZE - 5),(self.x + GRID_SIZE - 5, self.y + GRID_SIZE // 2)])else:# 如果有揭开动画,计算动画效果if self.reveal_animation > 0:progress = self.reveal_animation / 10.0animated_size = int(GRID_SIZE * progress)offset = (GRID_SIZE - animated_size) // 2animated_rect = pygame.Rect(self.x + offset, self.y + offset, animated_size, animated_size)pygame.draw.rect(screen, GRID_COLOR, rect)pygame.draw.rect(screen, WHITE, animated_rect)pygame.draw.rect(screen, DARK_GRAY, animated_rect, 1)else:pygame.draw.rect(screen, WHITE, rect)pygame.draw.rect(screen, DARK_GRAY, rect, 1)if self.is_mine:# 绘制地雷pygame.draw.circle(screen, BLACK,(self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2),GRID_SIZE // 3)# 如果是病毒地雷,绘制特殊效果if self.is_virus_mine:pygame.draw.circle(screen, GREEN,(self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2),GRID_SIZE // 3, 2)# 绘制病毒效果for i in range(8):angle = i * 45end_x = self.x + GRID_SIZE // 2 + int(GRID_SIZE // 2 * pygame.math.Vector2(1, 0).rotate(angle).x)end_y = self.y + GRID_SIZE // 2 + int(GRID_SIZE // 2 * pygame.math.Vector2(1, 0).rotate(angle).y)pygame.draw.line(screen, GREEN,(self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2),(end_x, end_y), 2)elif self.neighbor_mines > 0:# 绘制数字text = font.render(str(self.neighbor_mines), True, NUMBER_COLORS.get(self.neighbor_mines, BLACK))text_rect = text.get_rect(center=(self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2))screen.blit(text, text_rect)# 最后绘制高亮效果(使用半透明效果,不覆盖内容)if self.highlight:# 创建半透明表面highlight_surface = pygame.Surface((GRID_SIZE, GRID_SIZE), pygame.SRCALPHA)pygame.draw.rect(highlight_surface, HIGHLIGHT, (0, 0, GRID_SIZE, GRID_SIZE))screen.blit(highlight_surface, (self.x, self.y))class FloatingText:def __init__(self, text, x, y, color=GREEN):self.text = textself.x = xself.y = yself.color = colorself.alpha = 255self.speed = 1self.creation_time = time.time()def update(self):self.y -= self.speedself.alpha -= 3return self.alpha > 0def draw(self):text_surface = large_font.render(self.text, True, self.color)text_surface.set_alpha(self.alpha)screen.blit(text_surface, (self.x, self.y))class Game:def __init__(self):self.reset()def reset(self):self.board = [[Cell(row, col) for col in range(GRID_WIDTH)] for row in range(GRID_HEIGHT)]self.game_over = Falseself.game_won = Falseself.first_click = Trueself.mines_count = 40self.flags_count = 0self.floating_texts = []self.start_time = time.time()self.elapsed_time = 0self.pending_virus_spread = []  # 存储待处理的病毒传播self.animation_timer = 0  # 动画计时器def place_mines(self, first_row, first_col):# 确保第一次点击不是地雷safe_cells = [(first_row, first_col)]for dr in [-1, 0, 1]:for dc in [-1, 0, 1]:r, c = first_row + dr, first_col + dcif 0 <= r < GRID_HEIGHT and 0 <= c < GRID_WIDTH:safe_cells.append((r, c))# 随机放置地雷mines_placed = 0while mines_placed < self.mines_count:row = random.randint(0, GRID_HEIGHT - 1)col = random.randint(0, GRID_WIDTH - 1)if (row, col) not in safe_cells and not self.board[row][col].is_mine:self.board[row][col].is_mine = Truemines_placed += 1# 计算每个格子的周围地雷数for row in range(GRID_HEIGHT):for col in range(GRID_WIDTH):self.calculate_neighbor_mines(row, col)def calculate_neighbor_mines(self, row, col):count = 0for dr in [-1, 0, 1]:for dc in [-1, 0, 1]:if dr == 0 and dc == 0:continuer, c = row + dr, col + dcif 0 <= r < GRID_HEIGHT and 0 <= c < GRID_WIDTH and self.board[r][c].is_mine:count += 1self.board[row][col].neighbor_mines = countdef reveal(self, row, col):if not (0 <= row < GRID_HEIGHT and 0 <= col < GRID_WIDTH):returncell = self.board[row][col]if cell.is_revealed or cell.is_flagged:returnif self.first_click:self.first_click = Falseself.place_mines(row, col)self.start_time = time.time()cell.is_revealed = Truecell.reveal_animation = 10  # 开始揭开动画if cell.is_mine:self.game_over = Truereturn# 如果是空白格子,递归揭开周围的格子if cell.neighbor_mines == 0:for dr in [-1, 0, 1]:for dc in [-1, 0, 1]:if dr != 0 or dc != 0:  # 跳过自身self.reveal(row + dr, col + dc)# 在安全格子上标记可能的病毒传播if not cell.is_mine and random.random() < VIRUS_PROBABILITY:self.pending_virus_spread.append((row, col))# 检查是否获胜self.check_win()def process_virus_spread(self):# 处理所有待处理的病毒传播if self.pending_virus_spread:row, col = self.pending_virus_spread.pop(0)self.virus_spread(row, col)return Truereturn Falsedef virus_spread(self, row, col):# 找到周围未揭开且不是地雷的格子candidates = []for dr in [-1, 0, 1]:for dc in [-1, 0, 1]:if dr == 0 and dc == 0:continuer, c = row + dr, col + dcif 0 <= r < GRID_HEIGHT and 0 <= c < GRID_WIDTH:cell = self.board[r][c]if not cell.is_revealed and not cell.is_mine and not cell.is_flagged:candidates.append((r, c))# 如果找到候选格子,随机选择一个变成地雷if candidates:r, c = random.choice(candidates)self.board[r][c].is_mine = Trueself.board[r][c].is_virus_mine = Trueself.mines_count += 1# 更新周围格子的数字for dr in [-1, 0, 1]:for dc in [-1, 0, 1]:nr, nc = r + dr, c + dcif 0 <= nr < GRID_HEIGHT and 0 <= nc < GRID_WIDTH:self.calculate_neighbor_mines(nr, nc)# 添加飘屏提示text = "病毒雷出现!安全区变雷区!"text_width = large_font.size(text)[0]x = (WINDOW_WIDTH - text_width) // 2y = WINDOW_HEIGHT - 100self.floating_texts.append(FloatingText(text, x, y, GREEN))def toggle_flag(self, row, col):if not (0 <= row < GRID_HEIGHT and 0 <= col < GRID_WIDTH):returncell = self.board[row][col]if not cell.is_revealed:if cell.is_flagged:cell.is_flagged = Falseself.flags_count -= 1else:cell.is_flagged = Trueself.flags_count += 1def check_win(self):for row in range(GRID_HEIGHT):for col in range(GRID_WIDTH):cell = self.board[row][col]if not cell.is_mine and not cell.is_revealed:returnself.game_won = Truedef highlight_cell(self, row, col):# 清除所有高亮for r in range(GRID_HEIGHT):for c in range(GRID_WIDTH):self.board[r][c].highlight = False# 高亮当前单元格if 0 <= row < GRID_HEIGHT and 0 <= col < GRID_WIDTH:self.board[row][col].highlight = Truedef update_animations(self):# 更新所有格子的动画animation_active = Falsefor row in range(GRID_HEIGHT):for col in range(GRID_WIDTH):cell = self.board[row][col]if cell.reveal_animation > 0:cell.reveal_animation -= 1animation_active = Truereturn animation_activedef draw(self):screen.fill(BACKGROUND)# 绘制格子for row in range(GRID_HEIGHT):for col in range(GRID_WIDTH):self.board[row][col].draw()# 绘制飘屏文字for text in self.floating_texts[:]:if not text.update():self.floating_texts.remove(text)text.draw()# 绘制游戏信息info_y = MARGIN + GRID_HEIGHT * GRID_SIZE + 10# 地雷计数mines_text = font.render(f"地雷: {self.mines_count - self.flags_count}", True, WHITE)screen.blit(mines_text, (MARGIN, info_y))# 时间if not self.game_over and not self.game_won:self.elapsed_time = int(time.time() - self.start_time)time_text = font.render(f"时间: {self.elapsed_time}秒", True, WHITE)screen.blit(time_text, (WINDOW_WIDTH - MARGIN - 100, info_y))# 游戏状态if self.game_over:status_text = large_font.render("游戏结束!按空格重新开始", True, RED)screen.blit(status_text, (WINDOW_WIDTH // 2 - status_text.get_width() // 2, info_y + 40))elif self.game_won:status_text = large_font.render("恭喜获胜!按空格重新开始", True, GREEN)screen.blit(status_text, (WINDOW_WIDTH // 2 - status_text.get_width() // 2, info_y + 40))else:status_text = font.render("左键点击揭开格子,右键标记地雷", True, WHITE)screen.blit(status_text, (WINDOW_WIDTH // 2 - status_text.get_width() // 2, info_y + 40))# 绘制操作提示controls_text = font.render("空格: 重新开始  ESC: 退出游戏", True, YELLOW)screen.blit(controls_text, (WINDOW_WIDTH // 2 - controls_text.get_width() // 2, WINDOW_HEIGHT - 30))def reveal_all_mines(self):# 游戏结束时显示所有地雷for row in range(GRID_HEIGHT):for col in range(GRID_WIDTH):if self.board[row][col].is_mine:self.board[row][col].is_revealed = Truedef main():game = Game()clock = pygame.time.Clock()while True:# 处理事件for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE:game.reset()elif event.key == pygame.K_ESCAPE:pygame.quit()sys.exit()if event.type == pygame.MOUSEMOTION:pos = pygame.mouse.get_pos()col = (pos[0] - MARGIN) // GRID_SIZErow = (pos[1] - MARGIN) // GRID_SIZEgame.highlight_cell(row, col)if event.type == pygame.MOUSEBUTTONDOWN and not game.game_over and not game.game_won:pos = pygame.mouse.get_pos()col = (pos[0] - MARGIN) // GRID_SIZErow = (pos[1] - MARGIN) // GRID_SIZEif 0 <= row < GRID_HEIGHT and 0 <= col < GRID_WIDTH:if event.button == 1:  # 左键game.reveal(row, col)if game.game_over:game.reveal_all_mines()elif event.button == 3:  # 右键game.toggle_flag(row, col)# 更新动画animation_active = game.update_animations()# 如果没有动画在进行,处理病毒传播if not animation_active and not game.game_over and not game.game_won:game.process_virus_spread()# 绘制游戏game.draw()pygame.display.flip()clock.tick(60)if __name__ == "__main__":main()
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