本篇内容主要讲解“怎么使用Python+Pygame实现简单的单词小游戏”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“怎么使用Python+Pygame实现简单的单词小游戏”吧!
1)运行环境
环境安装:python 3.8: 解释器、pycharm: 代码编辑器、pygame、numpy、部分自带的模块直接安装Python就可以使用了。
2)模块安装
第三方库的安装方式如下:
一般安装:pip install +模块名 镜像源安装:pip install -i
pypi.douban.com/simple/+模块名 (还有很多国内镜像源,这里是豆瓣的用习惯了)
3)图片文字素材等
主程序——
import pygame import sys import traceback import os from pygame.locals import * from random import * import numpy as np import linecache pygame.init() # 游戏初始化 pygame.mixer.init() # 音效初始化 bg_size = width, height = 480, 700 # 屏幕大小 screen = pygame.display.set_mode(bg_size) pygame.display.set_caption("英语单词挑战") # 标题 # 背景图片 background = pygame.image.load("source/背景.png") # .convert() BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) # 游戏音乐 pygame.mixer.music.load("source/背景音乐.mp3") pygame.mixer.music.set_volume(0.2) success_sound = pygame.mixer.Sound("source/正确.wav") success_sound.set_volume(0.2) lost_sound = pygame.mixer.Sound("source/失败.wav") lost_sound.set_volume(0.2) win_sound = pygame.mixer.Sound("source/胜利.wav") win_sound.set_volume(0.2) class Word(pygame.sprite.Sprite): def __init__(self, bg_size, showword): pygame.sprite.Sprite.__init__(self) self.word = showword # 获取单词 self.length = len(self.word) # 单词长度 self.wordfont = pygame.font.SysFont("arial", 36) # 使用系统字体 self.wordtext = self.wordfont.render(self.word, True, WHITE, BLACK) # 单词 self.promptword = "*"*self.length self.showtext = self.wordfont.render(self.promptword, True, WHITE, BLACK) # 隐藏单词 self.succtext = self.wordfont.render("", True, WHITE) self.rect = self.wordtext.get_rect() # 单词坐标 self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, 20 # 定义坐标 self.speed = 1 # 下移速度 # self.destroy_images = [] # self.destroy_images.extend([pygame.image.load("爆炸小.png").convert_alpha()]) self.active = True # 活动标志 self.success = False # 正确标志 # 判断输入字母是否正确,并显示 def show(self, a): for i in range(self.length): if self.promptword[i] == "*": if self.word[i] == a: self.promptword =self.promptword[:i] + a + self.promptword[i+1:] self.showtext = self.wordfont.render(self.promptword, True, WHITE, BLACK) # 隐藏单词 if self.promptword == self.word: self.success = True break else: continue # 单词移动 def move(self): if self.rect.top < self.height - 50: self.rect.top += self.speed else: self.reset() # 单词重置 def reset(self): self.active = True self.success = False self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, 20 # 中文提示 def describe(self, prop): myprop = prop self.propfont = pygame.font.Font("source/楷体_GB2312.ttf", 20) # 使用楷体字体 # print(myprop) self.describetext = self.propfont.render(myprop, True, BLACK) # 中文提示 self.proprect = self.describetext.get_rect() # 提示坐标 self.proprect.left, self.proprect.top = (self.width - self.proprect.width) // 2, (self.height - 30 - self.proprect.height / 2) screen.blit(self.describetext, self.proprect) # 获取单词,读取字典文件 def Getletters(filename): words = [] # 保存单词 prompts = [] # 保存中文提示 worddict = {} # 单词字典 f = open(filename, encoding='utf-8') # 打开文本,定义格式,能够读取中文 for line in f.readlines(): # 读取行 line = line.strip() # 去掉/n word = line.split(":")[0] # 截取单词 prompt = line.split(":")[1] # .split(";")[0] # 截取中文提示 words.append(word) prompts.append(prompt) worddict.update({word : prompt}) # 字典添加元素 f.close() return worddict # 保存字典文件 def SaveDict(dict1, filename): # 打开字典文件 with open(filename, mode='w', encoding='utf-8') as f: for k, v in dict1.items(): str = f"{k}:{v}\n" f.write(str) f.close() # 随机抽取字典的数据 def ChoseWord(dict1): n = len(dict1) random.choice(list(dict1.keys())) words = dict1.keys() prompts = dict1.values() i = randint(0, n) key = words[i] value = prompts[i] return key, value # 主函数 def main(): pygame.mixer.music.play(-1) # 播放背景音乐 running = True # 判断运行状态 clock = pygame.time.Clock() # 时钟 delay = 100 olingefile = "source/words.txt" # 原始单词文件 myfile = "source/newword.txt" # 使用单词文件 historyfile = "source/record.txt" # 最高记录文件 olindict = Getletters(olingefile) # 获取原始单词 num = len(olindict) # 总单词数量 # getnum = 0 # record_score = 0 # 最高得分记录 # record_rate = 0.00 # 最高进度 myfont_big = pygame.font.SysFont("arial", 36) # 使用系统大字体 myfont_small = pygame.font.SysFont("arial", 24) # 使用系统小字体 # 标志是否暂停游戏 paused = False paused_image = pygame.image.load("source/暂停.png").convert_alpha() resume_image = pygame.image.load("source/播放.png").convert_alpha() paused_rect = paused_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 paused_show_image = paused_image # 主页 mained = False # 主页标志 main_image = pygame.image.load("source/主页.png").convert_alpha() main_rect = main_image.get_rect() main_rect.left, main_rect.top = width - paused_rect.width - 70, 10 # 成功页面 success_image = pygame.image.load("source/成功.png").convert_alpha() # 底部页面 bottom_image = pygame.image.load("source/底部.png").convert_alpha() # 统计得分 # score = 0 # 当前得分 # rate = 0.00 # 当前进度 # 主页面 goon_image = pygame.image.load("source/继续游戏.png").convert_alpha() goon_rect = goon_image.get_rect() restart_image = pygame.image.load("source/重新开始.png").convert_alpha() restart_rect = restart_image.get_rect() gameover_image = pygame.image.load("source/结束游戏.png").convert_alpha() gameover_rect = gameover_image.get_rect() flag = False # 新单词标记 promptflag = False # 空格提示单词标记 nextflag = False # 回车下一个单词标记 winflag = False # 胜利标志 keyvalue = "" # 获取按键 if os.path.exists(myfile) and os.path.exists(historyfile): # 如果有记录 mydict = Getletters(myfile) getnum = num - len(mydict) # 完成数量 mained = True with open(historyfile, mode='r', encoding='utf-8') as f: record_score = int(linecache.getline(historyfile, 1)) # 读取最高记录 record_rate = float(linecache.getline(historyfile, 2)) # 读取最高进度 score = int(linecache.getline(historyfile, 3)) # 读取上一次记录 f.close() # print(record_score, record_rate) else: mydict = Getletters(olingefile) getnum = 0 score = 0 rate = 0.00 record_score = score record_rate = rate mained = False while running: for event in pygame.event.get(): if event.type == QUIT: # 退出 # 写入记录文件 with open(historyfile, mode='w', encoding='utf-8') as f: f.write(str(record_score)) f.write("\n") f.write(str(record_rate)) f.write("\n") f.write(str(score)) f.close() # 保存剩余单词 SaveDict(mydict, myfile) pygame.quit() sys.exit() elif event.type == MOUSEBUTTONDOWN: # 鼠标按下 # 按下暂停键 if event.button == 1 and paused_rect.collidepoint(event.pos): # 检测鼠标是否在范围内 paused = not paused if paused: pygame.mixer.music.pause() # 背景音乐暂停 pygame.mixer.pause() # 音效暂停 paused_show_image = resume_image else: pygame.mixer.music.unpause() # 背景音乐暂停 pygame.mixer.unpause() # 音效暂停 paused_show_image = paused_image # 按下主页键 if event.button == 1 and main_rect.collidepoint(event.pos): # 检测鼠标是否在范围内 mained = True if mained: pygame.mixer.music.pause() # 背景音乐暂停 pygame.mixer.pause() # 音效暂停 elif event.type == KEYDOWN: # 按键 if event.key == K_TAB: # tab键 promptflag = True elif event.key == K_RETURN: # 回车键 nextflag = True else: keyvalue = chr(event.key) # 获取ASCII码转字符串 screen.blit(background, (0, 0)) # 载入背景图片 screen.blit(bottom_image, (0, height - 60)) # 载入底部图片 # 绘制得分 score_text = myfont_big.render(f"score:{str(score)}", True, WHITE) screen.blit(score_text, (10, 5)) # 暂停/播放 screen.blit(paused_show_image, paused_rect) # 暂停图片 # 绘制主页 screen.blit(main_image, main_rect) # 主页图片 # 绘制进度 pygame.draw.rect(screen, WHITE, ((10, 60), (200, 20)), 2) # 画矩形,坐标(10,60),长宽(200,20),线宽2 # 当进度大于80%显示绿色,否则显示红色 rate = getnum / num if rate > 0.8: rate_color = GREEN else: rate_color = RED pygame.draw.rect(screen, rate_color, ((10, 60), (200 * rate, 20)), 0) # 填充 remaintext = myfont_small.render(f"{rate*100:.2f}%", True, WHITE) screen.blit(remaintext, (220, 55)) if not paused and not mained: if not flag: # 生成单词 showword = np.random.choice(list(mydict.keys())) # 随机选择单词 showprompt = mydict[showword] # 单词中文提示 # print(showword, showprompt) myword = Word(bg_size, showword) # 生成单词 flag = True # 新单词 else: myword.move() # 单词向下移动 myword.describe(showprompt) myword.show(keyvalue) # 获取键盘按键 if promptflag: screen.blit(myword.wordtext, myword.rect) else: screen.blit(myword.showtext, myword.rect) # 成功 if myword.success: screen.blit(myword.succtext, myword.rect) # 清空 screen.blit(success_image, myword.rect) # 成功图片 success_sound.play() if not (delay % 10): # 延时 myword.reset() flag = False score += 5 getnum += 1 del mydict[showword] if getnum == num: winflag = True mained = True if nextflag: myword.reset() flag = False nextflag = False if myword.rect.top > height - 118: lost_sound.play() flag = False score -= 2 # 暂停时 elif paused and not mained: myword.active = False screen.blit(myword.showtext, myword.rect) myword.describe(showprompt) # 显示主页 elif mained and not winflag: # myword.active = False screen.blit(background, (0, 0)) # 载入背景图片 # 绘制结束界面 # 更新最高分 if score > record_score: record_score = score # 更新进度 if rate > record_rate: record_rate = rate # 最高分 record_score_text = myfont_big.render(f"Highest Score:{record_score}", True, WHITE) screen.blit(record_score_text, (50, 50)) # 最高进度 record_rate_text = myfont_big.render(f"Highest Rate:{record_rate*100:.2f}%", True, WHITE) screen.blit(record_rate_text, (50, 100)) # 当前得分 nowscore_text1 = myfont_big.render("Your Score:", True, WHITE) nowscore_text1_rect = nowscore_text1.get_rect() nowscore_text1_rect.left, nowscore_text1_rect.top = 50, 150 screen.blit(nowscore_text1, nowscore_text1_rect) nowscore_text2 = myfont_big.render(str(score), True, RED) nowscore_text2_rect = nowscore_text2.get_rect() nowscore_text2_rect.left, nowscore_text2_rect.top = 50 + nowscore_text1_rect.width, nowscore_text1_rect.top screen.blit(nowscore_text2, nowscore_text2_rect) # 当前进度 nowrate_text1 = myfont_big.render("Your Rate:", True, WHITE) nowrate_text1_rect = nowrate_text1.get_rect() nowrate_text1_rect.left, nowrate_text1_rect.top = 50, 200 screen.blit(nowrate_text1, nowrate_text1_rect) nowrate_text2 = myfont_big.render(f"{rate*100:.2f}%", True, RED) nowrate_text2_rect = nowrate_text2.get_rect() nowrate_text2_rect.left, nowrate_text2_rect.top = 50 + nowrate_text1_rect.width, nowrate_text1_rect.top screen.blit(nowrate_text2, nowrate_text2_rect) # 继续游戏 goon_rect.left, goon_rect.top = (width - goon_rect.width) // 2, 300 screen.blit(goon_image, goon_rect) # 重新开始 restart_rect.left, restart_rect.top = (width - restart_rect.width) // 2, goon_rect.bottom + 20 screen.blit(restart_image, restart_rect) # 结束游戏 gameover_rect.left, gameover_rect.top = (width - gameover_rect.width) // 2, restart_rect.bottom + 20 screen.blit(gameover_image, gameover_rect) # 检测用户鼠标操作 # 如果用户按下鼠标左键 if pygame.mouse.get_pressed()[0]: # 获取鼠标位置 pos = pygame.mouse.get_pos() # 如果用户点击继续游戏 if goon_rect.left < pos[0] < goon_rect.right and goon_rect.top < pos[1] < goon_rect.bottom: # 跳出主页面 mained = False # 重新开始 elif restart_rect.left < pos[0] < restart_rect.right and restart_rect.top < pos[1] < restart_rect.bottom: # 判断最高记录是否更新,保存记录 if score > record_score: record_score = score # 写入记录文件 with open(historyfile, mode='w', encoding='utf-8') as f: f.write(str(record_score)) f.write("\n") f.write(str(record_rate)) f.close() # 保存剩余单词 SaveDict(mydict, myfile) # 退出主页 mained = False score = 0 mydict = Getletters(olingefile) # 获取原始单词 getnum = 0 # 如果用户点击结束游戏 elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom: # 写入记录文件 with open(historyfile, mode='w', encoding='utf-8') as f: f.write(str(record_score)) f.write("\n") f.write(str(record_rate)) f.write("\n") f.write(str(score)) f.close() # 保存剩余单词 SaveDict(mydict, myfile) # 退出游戏 pygame.quit() sys.exit() else: # screen.blit(background, (0, 0)) # 载入背景图片 pygame.mixer.music.pause() # 背景音乐暂停 win_sound.play() win_text = myfont_big.render("Congratulations! You WIN!!!", True, WHITE) screen.blit(win_text, (50, 300)) # 时间间隔 delay -= 1 if not delay: delay = 50 promptflag = False pygame.display.flip() # 页面刷新 clock.tick(60) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
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