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Python+Pygame实战之诗词填空游戏的实现

木木子学python 人气:0

前言

哈喽!我是你们的栗子同学,今天给大家来点儿有趣的——有句话说:“读史使人明智,读诗使人灵秀。”唐诗本来就是中国文化的绚丽瑰宝,是每个人都该学习的人生必修课。栗子今天特意为大家整理了《唐诗三百首》合集,带你品读千年最美古诗。赶紧学起来吧!

成语接龙大家都玩过,但诗词填空大家玩过吗?把成语接龙变成填空题。

难度可上涨了不止一个档次呢!这就要考一考你对唐诗三百首的记忆里啦。是不是都还给老师了~哈哈哈哈。

如果你来玩,能完成多少诗句呢?今天栗子给大家写一个诗句填空的小游戏,看看你能闯关成功吗?

一、运行环境

1)前期准备

 Python 3 、Pycharm、pygame。其他内置模块,安装好python环境就可以了。

pip install 模块名 (如果你觉得安 装速度比较慢, 你可以切换国内镜像源)  

2)素材资料

二、代码展示

1)主程序:main.py

# -*- 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()​

2)程序idiom_lib.py

# -*- 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=[]
        # for k,v in self.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 = self.matrix.get_val(word_info.i,word_info.j)
        #     info.word = ''
        #     info.hide_index = len(self.hide_arr)
        #     info.is_lock = False
        #     self.hide_arr.append([word_info.i,word_info.j,word,None])

        # tmp_arr = []
        # for i in range(self.block_num):
        #     for j in range(self.block_num):
        #         info = self.matrix.get_val(i,j)
        #         if info and info.word:
        #             tmp_arr.append((i,j,info.word))

        # while len(self.hide_arr) < self.all_word_num*percent:
        #     n = random.randint(0,len(tmp_arr)-1)
        #     i,j,word = tmp_arr.pop(n)
        #     info = self.matrix.get_val(i,j)
        #     info.word = ''
        #     info.hide_index = len(self.hide_arr)
        #     info.is_lock = False
        #     self.hide_arr.append([i,j,word,None])
        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
    # lib = IdiomLib(block_num=10)
    # lib.load_idiom_from_file()

    # arr = []
    # for i in range(1,101):
    #     lib.init(i)
    #     idiom_arr = []
    #     for k,v in lib.idiom_dic.items():
    #         idiom_arr.append(v.to_str())
    #     hide_arr = []
    #     for x,y,word,op in lib.hide_arr:
    #         hide_arr.append('%s %s %s'%(x,y,word))
    #     arr.append({'hide_num':len(hide_arr),'block_num':lib.block_num, 'word_num':lib.all_word_num,'idiom_arr':';'.join(idiom_arr),'hide_arr':';'.join(hide_arr)})
    # #arr.sort(cmp=lambda x,y:cmp(x['hide_num']*2+x['word_num'], y['hide_num']*2+y['word_num']))
    # arr.sort(key=lambda x:x['hide_num']*2+x['word_num'])

    # import json
    # f = open('idiom.json','w+') 
    # f.write(json.dumps(arr))
    # f.close()

三、效果展示

1)第一关

​2)第五关

3)第十一关

关卡越高难度越高哦~填空词也会越来越高滴

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