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超轻量级php框架startmvc

使用pygame写一个古诗词填空通关游戏

更新时间:2020-08-11 19:54:01 作者:startmvc
之前写的诗词填空的游戏支持python2,现在对程序进行了修改,兼容支持python2和python3,附下

之前写的诗词填空的游戏支持python2,现在对程序进行了修改,兼容支持python2和python3,附下效果图。

下面是两个主程序

idiom_lib.py代码:


# -*- 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的代码


# -*- 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'诗词填空')
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关'%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关'%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()

代码就这么多了,不过这边用到几个额外的依赖:

bg.jpeg 用于做整个界面的背景

bg2.jpeg 用于做上半部分的背景

tzg.jpg 每个文字的格子的背景

words.txt 一个成语的列表文件(每行一条成语),如果换成诗词或者歇后语什么的也是没有问题的

syht.otf 一个字体库,用于正常显示中文

运行python main.py即可开始游戏

如果嫌格子太多或者太小,可以调一下这两个参数


block_size = 32
block_num=12

block_size 表示格子的大小

block_num 上半部分的区域横竖最多显示多少个格子

block_size = 26,block_num=18的效果图:

block_size = 40,block_num=10的效果图:

试试你的诗词水平,看能冲到第几关吧!

完整的资源已经上传本站:

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

也可以直接从github下载

https://github.com/zhangenter/guess_idiom

总结

以上所述是小编给大家介绍的使用pygame写一个古诗词填空通关游戏,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对脚本之家网站的支持! 如果你觉得本文对你有帮助,欢迎转载,烦请注明出处,谢谢!

pygame古诗词填空 pygame古诗词 python pygame