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revealed signal is used only for theĮndgame full-map reveal. update() to trigger a repaint of the widget. reveal() method checks whether the tile isĪlready revealed, and if not sets. clicked to signal the start of the game.įinally, the. To begin the process of auto-expanding the region exploredįinally, we again emit. Mines to this Pos is zero, we trigger the. click() method handles a left mouse click, and in turn Which is used to start the timer - because placing a flag should alsoĬount as starting, not just revealing a square. update() to force a redraw havingĬhanged the state. True) having the effect of toggling it on and off. The inverse of itself ( True becomes False, False becomes The methods called by the mouseReleaseEvent handler If not self.is_flagged and not self.is_revealed: If (e.button() = Qt.RightButton and not self.is_revealed): toggle_flag() method to toggle a flag on and off. click() method (see later).įor a right mouse click, on tiles which are not revealed, weĬall our. If it is either, we ignore the click - making flagged tiles 'safe', The mouse release occurred from the left or the right mouseįor a left mouse click we check whether the tile is flagged In this case we are only interested in whether This receives QMouseEvent with the information containing Our custom Pos widget we define a handler on the class. In Qt we catch mouseĬlicks by detecting the mouseReleaseEvent. The tiles in the playfield, so detecting and reacting Gameplay is centered around mouse interactions with Not the start position, not a mine, not revealed and not flagged.ĭef _init_(self, x, y, *args, **kwargs): Object attributes back to default, zero values. reset() function is called which resets all Setup _init_ block is simple, accepting an x and y positionĪnd storing it on the object. To a few parts, which are discussed in turn. Since the Pos class is relatively complex, it is broken down here Pos tiles are able to handle their own game logic. Tile positions hold their own state information. The game is structure game so that individual Initial starting state for Moonsweeper Position Tiles # Reset status to ready following initial clicks. # Reveal all positions around this, if they are not mines either. X, y = random.randint(0, self.b_size - 1), random.randint(0, self.b_size - 1) Python def _reset_add_starting_marker(self): Try and solve this yourself by postponing the calculation! But it means we can't allow the user to choose their initial move - we can explain this away as the "initial exploration around the rocket" and make it sound completely sensible. Pre-calculating the adjacent counts here helps simplify the reveal logic later. We count the number of these that is a mine is_mine = True and store. The custom function get_surrounding simply returns those positions around a given x and y location. With mines in position, we can now calculate the 'adjacency' numberįor each position - simply the number of mines in the immediate vicinity, using a 3x3 grid around the given point. Self.end_game_n = (self.b_size * self.b_size) - (self.n_mines + 1) X, y = random.randint(0, self.b_size-1), random.randint(0, self.b_size-1) Add a starting marker (the rocket) and trigger initial exploration.Calculate the number of mines adjacent to each position.Remove all mines (and reset data) from the field.The main function reset_map calls these functions We name them _reset (the leading underscore is a convention to indicate a private function, not intended for external use). Now we have our grid of positional tile objects in place, we canīegin creating the initial conditions of the playing board.
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# Place resize on the event queue, giving control back to Qt before.