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使用pygame寫一個古詩詞填空通關(guān)游戲

發(fā)布時間:2020-09-16 07:26:19 來源:腳本之家 閱讀:197 作者:冰風(fēng)漫天 欄目:開發(fā)技術(shù)

之前寫的詩詞填空的游戲支持python2,現(xiàn)在對程序進(jìn)行了修改,兼容支持python2和python3,附下效果圖。

使用pygame寫一個古詩詞填空通關(guān)游戲

下面是兩個主程序

idiom_lib.py代碼:

# -*- coding=utf-8 -*-
import sys
import random
if sys.version_info < (3,0):
  reload(sys)
  sys.setdefaultencoding('utf-8')
elif sys.version_info <= (3,3):
  import imp
  imp.reload(sys)
else:
  import importlib
  importlib.reload(sys)
class IdiomInfo(object):
  def __init__(self,idiom):
    self.idiom = idiom
    self.dire = 0
    self.word_arr = []
  def to_str(self):
    arr = []
    for word_info in self.word_arr:
      arr.append('%s %s %s'%(word_info.i,word_info.j,word_info.word))
    return '%s,%s,%s'%(self.idiom, self.dire, '|'.join(arr))
class WordInfo(object):
  def __init__(self, word, i, j):
    self.i = i
    self.j = j
    self.word = word
    self.is_lock = True
    self.state = -1
    self.hide_index = -1
    self.op_hide_index = -1
class Matrix(object):
  rows = 0
  cols = 0
  data = []
  def __init__(self, rows, cols, data=None):
    self.rows = rows
    self.cols = cols
    if data is None: data = [None for i in range(rows * cols)]
    self.data = data
  def set_val(self, x, y, val):
    self.data[y * self.cols + x] = val
  def get_val(self, x, y):
    return self.data[y * self.cols + x]
  def exist_val_four_around(self, x, y, ignore_set):
    move_arr = [(-1,0),(1,0),(0,-1),(0,1)]
    for dx,dy in move_arr:
      tx = x + dx
      ty = y + dy
      if (tx,ty) in ignore_set: continue
      if tx < 0 or tx >= self.cols or ty <0 or ty >= self.rows: continue
      if self.data[ty * self.cols + tx]: return True
    return False
class IdiomLib():
  def __init__(self, block_num=12):
    self.word_dic={}
    self.word_arr=[]
    self.block_num=block_num
    self.matrix = Matrix(self.block_num, self.block_num)
    self.idiom_dic={}
    self.all_word_num=0
    self.hide_arr = []
  def load_idiom_from_file(self, filename='poetry.txt'):
    if sys.version_info < (3,0): 
      f = open(filename)
    else:
      f = open(filename,encoding='UTF-8')
    all_idiom = f.readlines()
    f.close()
    for idiom in all_idiom:
      if sys.version_info < (3,0):
        idiom = idiom.strip().decode('utf-8')
      else:
        idiom = idiom.strip()
      for word in idiom:
        if word not in self.word_dic: 
          self.word_dic[word] = [idiom]
        else:
          self.word_dic[word].append(idiom)
    self.word_arr = list(self.word_dic.keys())
  def check_new_idiom(self, new_idiom, new_dire, word_info):
    windex = new_idiom.index(word_info.word)
    cx,cy = word_info.i, word_info.j
    ignore_set = set([(cx,cy)])
    new_idiom_word_arr=[]
    for i in range(-windex,-windex+len(new_idiom)): 
      if i==0: 
        new_idiom_word_arr.append(word_info)
      else:
        tx = cx+i if new_dire == 0 else cx
        if tx < 0 or tx >= self.block_num: return None,None
        ty = cy if new_dire == 0 else cy+i
        if ty < 0 or ty >= self.block_num: return None,None
        if self.matrix.exist_val_four_around(tx, ty, ignore_set): return None,None
        old_word_info = self.matrix.get_val(tx, ty)
        if old_word_info:
          return None,None
        new_word_info = WordInfo(new_idiom[i+windex], tx, ty)
        new_idiom_word_arr.append(new_word_info)
    return new_idiom_word_arr,windex
  def add_idiom_to_matrix(self, idiom_num):
    if idiom_num == 0: return 0
    for idiom,idiom_info in self.idiom_dic.items():
      dire = idiom_info.dire
      new_dire = 1 - dire
      for word_info in idiom_info.word_arr:
        word = word_info.word
        idiom_list = self.word_dic[word]
        for new_idiom in idiom_list:
          if new_idiom in self.idiom_dic: continue
          new_idiom_word_arr,windex = self.check_new_idiom(new_idiom, new_dire, word_info)
          if new_idiom_word_arr:
            new_idiom_info = IdiomInfo(new_idiom)
            new_idiom_info.dire = new_dire
            for new_index in range(len(new_idiom_word_arr)):
              new_word_info = new_idiom_word_arr[new_index]
              if new_index == windex:
                new_idiom_info.word_arr.append(word_info)
              else:
                self.matrix.set_val(new_word_info.i, new_word_info.j , new_word_info)
                new_idiom_info.word_arr.append(new_word_info)
            self.idiom_dic[new_idiom] = new_idiom_info
            return len(new_idiom) -1 + self.add_idiom_to_matrix(idiom_num - 1)
    return 0
  def get_idiom_matrix(self, idiom_num):
    self.idiom_dic={}
    cx = int(self.block_num/2)-1
    cy = int(self.block_num/2)-1
    n = random.randint(0,len(self.word_arr)-1)
    word = self.word_arr[n]
    idiom = self.word_dic[word][0]
    wn = len(idiom)
    self.idiom_dic[idiom] = IdiomInfo(idiom)
    last_i = -100
    for i in range(len(idiom)):
      word_info = WordInfo(idiom[i],cx-int(wn/2)+1+i,cy)
      self.matrix.set_val(cx-int(wn/2)+1+i,cy,word_info)
      self.idiom_dic[idiom].word_arr.append(word_info)
    wn += self.add_idiom_to_matrix(idiom_num-1)
    return wn
  def get_hide_arr(self, percent):
    self.hide_arr=[]
    idiom_word_arr = []
    for k,v in self.idiom_dic.items():
      arr = []
      for word_info in v.word_arr:
        arr.append(word_info)
      idiom_word_arr.append([k, arr])
    #idiom_word_arr.sort(cmp=lambda x,y:cmp(len(y[-1]),len(x[-1])))
    idiom_word_arr.sort(key=lambda x:len(x[-1]))
    idiom_index = 0
    while len(self.hide_arr) < self.all_word_num*percent:
      tmp_arr = idiom_word_arr[idiom_index%len(idiom_word_arr)][1]
      n = random.randint(0,len(tmp_arr)-1)
      info = tmp_arr.pop(n)
      word=info.word 
      info.word = ''
      info.hide_index = len(self.hide_arr)
      info.is_lock = False
      self.hide_arr.append([info.i,info.j,word,None])
      idiom_index+=1
    return self.hide_arr 
  def get_next_select(self, x, y):
    arr = []
    for i in range(self.block_num):
      for j in range(self.block_num):
        info = self.matrix.get_val(i, j)
        if info is not None and len(info.word) == 0:
          dist = (i-x)*(i-x)+(j-y)*(j-y)
          if i<x: dist+=0.2
          if j<y: dist+=0.4
          arr.append((i,j,dist))
    if len(arr) == 0:
      return None
    #arr.sort(cmp=lambda x,y:cmp(x[-1],y[-1]))
    arr.sort(key=lambda x:x[-1])
    return (arr[0][0],arr[0][1])
  def check_idiom(self):
    for idiom, idiom_info in self.idiom_dic.items():
      tmp_idiom_str = ''
      word_arr = idiom_info.word_arr
      for word_info in word_arr:
        word = word_info.word
        if len(word) > 0:
          tmp_idiom_str+=word
      if len(tmp_idiom_str) == len(idiom):
        state = 1 if tmp_idiom_str == idiom else 2
      else:
        state = 0
      for word_info in word_arr:
        if word_info.state != 1: word_info.state = state
    for idiom, idiom_info in self.idiom_dic.items():
      word_arr = idiom_info.word_arr
      for word_info in word_arr:
        if word_info.state != 1:
          return False
    return True
  stage = 1
  def init(self, new_stage):
    idiom_num = int(new_stage/5)+3
    if new_stage>100:
      percent = 0.7
    else:
      percent = 0.2+(new_stage*1.0/100)*(0.7-0.2)
    self.matrix = Matrix(self.block_num, self.block_num)
    self.all_word_num = self.get_idiom_matrix(idiom_num)
    self.get_hide_arr(percent)
    self.select_rect = self.hide_arr[0][0],self.hide_arr[0][1]
if __name__ == '__main__':
 pass

main.py的代碼

# -*- coding=utf-8 -*-
import sys
import random
import pygame
from pygame.locals import *
from idiom_lib import IdiomLib
if sys.version_info < (3,0):
  reload(sys)
  sys.setdefaultencoding('utf-8')
elif sys.version_info <= (3,3):
  import imp
  imp.reload(sys)
else:
  import importlib
  importlib.reload(sys)
block_num=12
lib = IdiomLib(block_num=block_num)
lib.load_idiom_from_file()
header_height = 30
main_space = 20
block_size = 36
bspace = 2
space = 20
width = block_size * block_num + main_space * 2
height = header_height + block_size * block_num + main_space * 2 + (block_size+space) * 3
pygame.init()
screen = pygame.display.set_mode((width,height))
screencaption = pygame.display.set_caption(u'詩詞填空')
font = pygame.font.Font(u'syht.otf', int(block_size*0.8))
dray_gray = 50,50,200
white = 255,255,255
#textImage = font.render(u'你好', True, white)
bg_image = pygame.image.load('bg.jpeg')
bg_image = pygame.transform.scale(bg_image,(width, height))
bg2_image = pygame.image.load('bg2.jpeg')
bg2_image = pygame.transform.scale(bg2_image,(block_size*block_num,block_size*block_num))
block_bg_image = pygame.image.load('tzg.jpg')
block_bg_image = pygame.transform.scale(block_bg_image,(block_size-bspace*2,block_size-bspace*2))
stage = 1
lib.init(stage)
stage_textImage = pygame.font.Font(u'syht.otf', 30).render(u'第%s關(guān)'%stage, True, dray_gray)
stage_font_width, stage_font_height = stage_textImage.get_size()
stage_x = int((width - stage_font_width)/2)
stage_y = int((header_height - stage_font_height)/2)+int(main_space/2)
while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
   pygame.quit()
   exit()
 if event.type == MOUSEBUTTONDOWN:
  pressed_array = pygame.mouse.get_pressed()
  if pressed_array[0]:
  x, y = pygame.mouse.get_pos()
  for i in range(block_num):
   for j in range(block_num):
   bx = main_space + block_size*i+bspace
   by = header_height + main_space + block_size*j+bspace
   if x >= bx and x <= bx+block_size-bspace*2 and y >= by and y<= by+block_size-bspace*2:
    info = lib.matrix.get_val(i, j)
    if info and info.state != 1 and info.hide_index >= 0:
    if info.op_hide_index>=0:
     lib.hide_arr[info.op_hide_index][-1] = None
     info.word = ''
     info.op_hide_index=-1
     lib.check_idiom()
    lib.select_rect = i,j
    break
  sx = main_space
  sy = header_height + main_space+ block_size*block_num +space
  n = 0
  for hi in range(len(lib.hide_arr)):
   tmp_x = sx + (n%block_num)*block_size
   tmp_y = sy + int(n/block_num)*block_size
   if lib.hide_arr[hi][-1] is None and x >= tmp_x and x <= tmp_x+block_size-bspace*2 and y >= tmp_y and y<= tmp_y+block_size-bspace*2:
   info = lib.matrix.get_val(lib.select_rect[0],lib.select_rect[1])
   info.word = lib.hide_arr[hi][2]
   info.op_hide_index = hi
   info.state = 0
   lib.hide_arr[hi][-1] = lib.select_rect
   lib.select_rect = lib.get_next_select(lib.select_rect[0],lib.select_rect[1])
   flag = lib.check_idiom()
   if flag:
    stage += 1
    lib.init(stage)
    stage_textImage = pygame.font.Font(u'syht.otf', 30).render(u'第%s關(guān)'%stage, True, dray_gray)
   break
   n += 1
 screen.blit(bg_image, (0,0))
 screen.blit(stage_textImage, (stage_x,stage_y))
 panel = screen.subsurface((main_space,header_height+main_space,block_size*block_num,block_size*block_num))
 panel.blit(bg2_image, (0,0))
 for i in range(block_num):
 for j in range(block_num):
  info = lib.matrix.get_val(i,j)
  if info is not None:
  bx = block_size*i+bspace
  by = block_size*j+bspace
  panel.blit(block_bg_image, (bx,by))
  
  if info.state == 1:
   textImage = font.render(info.word, True, (30,144,30))
  elif info.is_lock == 1:
   textImage = font.render(info.word, True, (100,100,100))
  elif info.state == 2:
   textImage = font.render(info.word, True, (255,0,0))
  else:
   textImage = font.render(info.word, True, dray_gray)
  tw, th = textImage.get_size()
  dx=int((block_size-bspace*2-tw)/2)
  dy=int((block_size-bspace*2-th)/2)
  panel.blit(textImage, (bx+dx,by+dy))
  if (i,j) == lib.select_rect:
   pygame.draw.rect(panel,(255,0,0),(bx,by,block_size-bspace*2,block_size-bspace*2),2)
 sx = main_space
 sy = header_height + main_space+ block_size*block_num +space
 n = 0
 for i,j,word,op in lib.hide_arr:
 screen.blit(block_bg_image, (sx + (n%block_num)*block_size,sy + int(n/block_num)*block_size))
 if op is None:
  textImage = font.render(word, True, dray_gray)
  tw, th = textImage.get_size()
  dx=int((block_size-bspace*2-tw)/2)
  dy=int((block_size-bspace*2-th)/2)
  screen.blit(textImage, (dx+sx+ (n%block_num)*block_size,dy+sy+ int(n/block_num)*block_size))
 n+=1
 pygame.display.update()

代碼就這么多了,不過這邊用到幾個額外的依賴:

bg.jpeg 用于做整個界面的背景

bg2.jpeg 用于做上半部分的背景

tzg.jpg 每個文字的格子的背景

words.txt 一個成語的列表文件(每行一條成語),如果換成詩詞或者歇后語什么的也是沒有問題的

syht.otf 一個字體庫,用于正常顯示中文

運行python main.py即可開始游戲

如果嫌格子太多或者太小,可以調(diào)一下這兩個參數(shù)

block_size = 32
block_num=12

block_size 表示格子的大小

block_num 上半部分的區(qū)域橫豎最多顯示多少個格子

block_size = 26,block_num=18的效果圖:

使用pygame寫一個古詩詞填空通關(guān)游戲

block_size = 40,block_num=10的效果圖:

使用pygame寫一個古詩詞填空通關(guān)游戲

試試你的詩詞水平,看能沖到第幾關(guān)吧!

完整的資源已經(jīng)上傳本站:

http://xiazai.jb51.net/201912/yuanma/guess_idiom_jb51.rar

也可以直接從github下載

https://github.com/zhangenter/guess_idiom

總結(jié)

以上所述是小編給大家介紹的使用pygame寫一個古詩詞填空通關(guān)游戲,希望對大家有所幫助,如果大家有任何疑問請給我留言,小編會及時回復(fù)大家的。在此也非常感謝大家對億速云網(wǎng)站的支持!
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