pygame实现成语填空游戏?相信很多没有经验的人对此束手无策,为此本文总结了问题出现的原因和解决方法,通过这篇文章希望你能解决这个问题。
# -*- coding=utf-8 -*- import sys import random import pygame from pygame.locals import * reload(sys) sys.setdefaultencoding('utf-8') f = open('words.txt') all_idiom = f.readlines() f.close() word_dic = {} for idiom in all_idiom: idiom = idiom.strip().decode('utf-8') for word in idiom: if word not in word_dic: word_dic[word] = [idiom] else: word_dic[word].append(idiom) word_arr = list(word_dic.keys()) header_height = 30 main_space = 20 block_size = 36 block_num=12 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'成语填空') font = pygame.font.Font(u'syht.otf', int(block_size*0.8)) dray_gray = 50,50,50 white = 255,255,255 #textImage = font.render(u'你好', True, white) class IdiomInfo(object): def __init__(self,idiom): self.idiom = idiom self.dire = 0 self.word_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 def check_new_idiom(matrix, 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 >= block_num: return None,None ty = cy if new_dire == 0 else cy+i if ty < 0 or ty >= block_num: return None,None if matrix.exist_val_four_around(tx, ty, ignore_set): return None,None old_word_info = 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(matrix, word_dic, idiom_dic, idiom_num): if idiom_num == 0: return 0 for idiom,idiom_info in 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 = word_dic[word] for new_idiom in idiom_list: if new_idiom in idiom_dic: continue new_idiom_word_arr,windex = check_new_idiom(matrix, 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: matrix.set_val(new_word_info.i, new_word_info.j , new_word_info) new_idiom_info.word_arr.append(new_word_info) idiom_dic[new_idiom] = new_idiom_info return len(new_idiom) -1 + add_idiom_to_matrix(matrix, word_dic, idiom_dic, idiom_num - 1) return 0 def get_idiom_matrix(word_arr, word_dic, idiom_num): cx = 4 cy = 4 matrix = Matrix(block_num, block_num) n = random.randint(0,len(word_arr)-1) word = word_arr[n] idiom = word_dic[word][0] idiom_dic={} idiom_dic[idiom] = IdiomInfo(idiom) wn = len(idiom) last_i = -100 for i in range(len(idiom)): word_info = WordInfo(idiom[i],cx-1+i,cy) matrix.set_val(cx-1+i,cy,word_info) idiom_dic[idiom].word_arr.append(word_info) wn += add_idiom_to_matrix(matrix, word_dic, idiom_dic, idiom_num-1) return matrix, idiom_dic, wn 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)) def get_hide_arr(matrix, idiom_dic, all_word_num, percent): hide_arr = [] for k,v in idiom_dic.items(): n = random.randint(0, len(v.word_arr)-1) word_info = v.word_arr[n] if word_info.hide_index != -1:continue word = word_info.word info = matrix.get_val(word_info.i,word_info.j) info.word = '' info.hide_index = len(hide_arr) info.is_lock = False hide_arr.append([word_info.i,word_info.j,word,None]) tmp_arr = [] for i in range(block_num): for j in range(block_num): info = matrix.get_val(i,j) if info and info.word: tmp_arr.append((i,j,info.word)) while len(hide_arr) < all_word_num*percent: n = random.randint(0,len(tmp_arr)-1) i,j,word = tmp_arr.pop(n) info = matrix.get_val(i,j) info.word = '' info.hide_index = len(hide_arr) info.is_lock = False hide_arr.append([i,j,word,None]) return hide_arr def get_next_select(matrix, x, y): arr = [] for i in range(block_num): for j in range(block_num): info = 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])) return (arr[0][0],arr[0][1]) def check_idiom(): for idiom, idiom_info in 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 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(new_stage): idiom_num = (new_stage/5)+3 if new_stage>100: percent = 0.7 else: percent = 0.2+(new_stage*1.0/100)*(0.7-0.2) matrix,idiom_dic,all_word_num = get_idiom_matrix(word_arr, word_dic, idiom_num) hide_arr = get_hide_arr(matrix, idiom_dic, all_word_num, percent) select_rect = hide_arr[0][0],hide_arr[0][1] stage_textImage = pygame.font.Font(u'syht.otf', 30).render(u'第%s关'%new_stage, True, dray_gray) return matrix,idiom_dic,all_word_num,hide_arr,select_rect,stage_textImage matrix,idiom_dic,all_word_num,hide_arr,select_rect,stage_textImage = init(stage) stage_font_width, stage_font_height = stage_textImage.get_size() stage_x = (width - stage_font_width)/2 stage_y = (header_height - stage_font_height)/2+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 = matrix.get_val(i, j) if info and info.state != 1 and info.hide_index >= 0: if info.op_hide_index>=0: hide_arr[info.op_hide_index][-1] = None info.word = '' info.op_hide_index=-1 check_idiom() 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(hide_arr)): tmp_x = sx + (n%block_num)*block_size tmp_y = sy + (n/block_num)*block_size if 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 = matrix.get_val(select_rect[0],select_rect[1]) info.word = hide_arr[hi][2] info.op_hide_index = hi info.state = 0 hide_arr[hi][-1] = select_rect new_select_rect = get_next_select(matrix, select_rect[0],select_rect[1]) select_rect = new_select_rect flag = check_idiom() if flag: stage += 1 matrix,idiom_dic,all_word_num,hide_arr,select_rect,stage_textImage = init(stage) 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 = 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.state == 2: textImage = font.render(info.word, True, (255,0,0)) elif info.is_lock == 1: textImage = font.render(info.word, True, (150,150,150)) else: textImage = font.render(info.word, True, dray_gray) tw, th = textImage.get_size() dx=(block_size-bspace*2-tw)/2 dy=(block_size-bspace*2-th)/2 panel.blit(textImage, (bx+dx,by+dy)) if (i,j) == 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 hide_arr: screen.blit(block_bg_image, (sx + (n%block_num)*block_size,sy + (n/block_num)*block_size)) if op is None: textImage = font.render(word, True, dray_gray) tw, th = textImage.get_size() dx=(block_size-bspace*2-tw)/2 dy=(block_size-bspace*2-th)/2 screen.blit(textImage, (dx+sx+ (n%block_num)*block_size,dy+sy+ (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
如果闲格子太多或者太小,可以调一下这两个参数
block_size = 32 block_num=12
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