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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!
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