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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。

使用pygame写一个古诗词填空通关游戏

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:

使用pygame写一个古诗词填空通关游戏

block_size = 40,block_num=10的效果图:

使用pygame写一个古诗词填空通关游戏

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!

标签:
pygame古诗词填空,pygame古诗词,python,pygame

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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?