基于Python实现英语单词小游戏
顾木子吖 人气:0导语
相信大家对于英语四级一点都不陌生了吧?
很多学校都是要求学生必须考过英语四级,不然就不能毕业。
一开始我抱着侥幸心理,心想上高中的时候英语不错,四级应该也很容易。不过成绩出来我就傻眼了,没有通过。然后我就制定了周密的学习计划,开始有计划地学习英语,等到第二次考试的时候终于通过啦。今天,小编给大家制作一款Python编程代码版本的四级考试打字小游戏,边玩儿游戏还能复习单词还能保持学习的积极性,这款代码游戏真的是考级姐妹的灵魂首先,让我们开正式康康叭
一、敲代码之前的小tips
仅个人观点勿喷
四级之前,大家要很认真的备考啦,每天做做各种类型的四级题,可以量不多,但是会用心的做,做完之后都会认真的总结,就算那种不仔细的原因也会写在错题旁边,借以提醒自己。每天这样去做的原因就是保持题感,毕竟四级是一门考试,好多题还是有很多套路的,但只要持之以恒地去联系,虽然套路深,铁杵磨成针。
听力方面:每次听完并对过答案之后会继续听那一份听力材料,因为第一次是泛听,只需要抓住关键词的信息成功get到答案就好,那么后面就要开始精听,这一次我们的目标就是听懂这个人到底在说什么,争取听懂每一句,好了,接下来,当我反复听一句话却怎么也听不懂其中的某几个词的时候,那我就找到可以收入宝囊的法器了,然后你就把这几个词好好地在牛津字典里查一查,记在自己的收集本上,还要多多巩固,因为这些词语出现在考试中,从某种程度上来说就属于高频词汇的。另外呢,在精听的时候,我们要多多注意朗读者说英语时的感觉,包括他的发音、语调,都很重要,所以也可以跟着他一起读英语,在边听边说的过程中,我们的耳朵对英语会更加地敏感。
阅读方面:在就应对四级考试的时候,刷题当然是不二选择,前面已经提到过四级套路深,所以考试之前,我每天大概会做一篇阅读,设定时间是很重要的,这样可以把握自己的考试节奏,不会太慌张。四级阅读题,一般都会按照文章的顺序来设计题目,一般情况下,四级阅读题的内容不会太少,信息量比较多,而我需要的又仅仅只是那几条有用的信息。那么,首先就先看文章后面的问题,带着问题去读文章,会起到事半功倍的效果,也节省时间。做完一篇阅读之后,需要认真总结错误原因,那么你错的题就错得很有意义,如果只是不停地做题,而不停下来反思原因,那做一万道题也不如做一道题。总结错误之后,同样需要仔细查阅陌生的单词,不断积累,方可在英语阅读中做到游刃有余。
写作翻译方面:毋庸置疑,它们都是一种全面输出的体现,因此,更需要扎实地进行练习。我
在四级考试之前,会准备一个本子,认真写好每一篇作文或是翻译,字迹工整,仔细构思,写完以后和优秀范文对比,学习它的用法,在平时就养成好的习惯,到了考场上才会更加从容。我觉得,写得越多,就会写得越好,优美而实用的句型才会信手拈来。总之,这同样是个坚持的过程,但终究会破茧成蝶、妙笔生花的。
二、运行环境
小编使用的环境:Python3、Pycharm社区版、Pygame模块。内置模块 你安装 好python环
境就可以了。
模块安装:pip install -i http://pypi.douban.com/simple/ +pygame
三、素材(图片等)
图片多,装不下,仅部分哈(懒.jpg)还有字体,音乐背景等等都没展示了哈。
下面是提前准备的单词,大家每天可以更新一下的哈如下几百个是我准备的截图部分。
四、代码展示
1)主程序(英文打字小游戏主入口模块)
# !/usr/bin/env python # -*- coding: utf-8 -*- """ Author: 顾木子吖 """ import os import sys import time import traceback import Game_View from Game_View import * from Game_Sprite import * def center_pos(): """设置游戏窗口相对电脑屏幕居中""" game_x = (Game_Info.SCREEN_X - Game_Info.SCREEN_RECT.width) / 2 game_y = (Game_Info.SCREEN_Y - Game_Info.SCREEN_RECT.height) / 2 os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (game_x, game_y) def random_music(): """随机播放背景音乐""" # 判断是否是静音模式 print(Game_View.GameStartWin.voice_flag()) try: pygame.mixer.init() pygame.mixer.music.load(random.choice(Game_Info.GAME_MUSICS)) pygame.mixer.music.play(loops=0) except Exception as e: print("无法加载音频,请检查电脑配置" + str(e)) print(traceback.format_exc()) if not Game_View.GameStartWin.voice_flag(): pygame.mixer_music.set_volume(0) def parser_words() -> dict: """ 解析英语单词 :return {"eng_word": val, "cn_comment": val} """ english_words = [] word_contents = open(Game_Info.GAME_WORD_TEXT, encoding="gbk") for value in word_contents: value = value.lstrip() word_list = value.split(" ") words = [i for i in word_list if i != ''] if len(words) >= 2: # 把解析好的单词和注释封装到字典中,然后加入列表 english_words.append( {"eng_word": words[0], "cn_comment": words[1]}) return english_words class TypingGame(object): """打字游戏主类""" spell_ok = False # 用于标识单词拼写成功 game_pause_flag = False # 游戏暂停标志 game_over_flag = False # 游戏结束标志 game_quit_flag = False # 游戏退出标志 game_total_blood = Game_Info.GAME_BLOOD_RECT.width # 游戏总能量(血条) # 游戏等级对照字典 game_level_dict = { 1: {"word_fall_speed": 0.3, "level_text": u"简单", "level_color": "green"}, 2: {"word_fall_speed": 0.5, "level_text": u"上手", "level_color": "blue"}, 3: {"word_fall_speed": 1.0, "level_text": u"中等", "level_color": "orange"}, 4: {"word_fall_speed": 1.5, "level_text": u"困难", "level_color": "red"}, 5: {"word_fall_speed": 2.0, "level_text": u"魔鬼", "level_color": "purple"} } @staticmethod def game_init(): """游戏初始化""" # 初始化游戏字体 pygame.font.init() # 设置游戏标题和图标 pygame.display.set_caption(Game_Info.GAME_NAME) pygame.display.set_icon(pygame.image.load(Game_Info.GAME_ICON_32)) @staticmethod def set_game_event(): """设置游戏事件""" # 设置创建单词的定时器 pygame.time.set_timer(Game_Info.CREATE_WORD_EVENT, Game_Info.CREATE_WORD_INTERVAL) # 设置游戏音乐结束事件 try: pygame.mixer.music.set_endevent(Game_Info.MUSIC_END_EVENT) except Exception as e: print("无法设置音乐结束事件\t" + str(e)) print(traceback.format_exc()) def __init__(self): self.words = parser_words() self.game_conf = GameConfig() # 游戏配置信息 self.game_default_voice = 20 # 游戏默认音量 self.use_time = 0 # 记录游戏使用的时间 self.total_score = 0 # 记录游戏拼写成功了多少个单词 self.word_content = "" # 键盘输入的单词 self.backspace_count = 0 # 回删键按下的次数 # 预先创建动画对象 self.animates = [Animation(self) for _ in range(5)] # 游戏初始血条值 self.game_blood = int(self.game_conf.game_init_blood) * 10 self.game_clock = pygame.time.Clock() self.screen = pygame.display.set_mode(Game_Info.SCREEN_RECT.size) self.game_init() self.set_game_event() # 设置游戏事件 self.__create_sprite() # 创建游戏精灵 def __create_sprite(self): """创建精灵和精灵组""" # 背景精灵 back_sprite = ImageSprite(Game_Info.GAME_BACKGROUND) # 根据游戏屏幕的大小适配背景图(可能会导致背景图变形) back_sprite.transform_scale( back_sprite.image, (Game_Info.SCREEN_RECT.width, Game_Info.SCREEN_RECT.height) ) self.back_group = pygame.sprite.Group(back_sprite) # 英文单词显示框 input_rect_sprite = ImageSprite(Game_Info.INPUT_BACKGROUND) # 缩放图片 input_rect_sprite.transform_scale( input_rect_sprite.image, (Game_Info.INPUT_RECT_WIDTH, Game_Info.INPUT_RECT_HEIGHT) ) # 水平居中显示 input_rect_sprite.hor_center(Game_Info.SCREEN_RECT) self.input_rect_group = pygame.sprite.Group(input_rect_sprite) # 创建“游戏设置”图片 self.game_set_sprite = ImageSprite(Game_Info.GAME_SET_PINK) set_x = Game_Info.SCREEN_RECT.width - self.game_set_sprite.rect.width - 10 set_y = Game_Info.SCREEN_RECT.height - self.game_set_sprite.rect.height - 10 self.game_set_sprite.set_pos(set_x, set_y) self.game_set_sprite_group = pygame.sprite.Group(self.game_set_sprite) # 拼写的单词 spell_word_sprite = SpellSprite( "", size=26, color=pygame.color.Color(self.game_conf.spell_ok_color) ) spell_word_sprite.hor_center(Game_Info.SCREEN_RECT) spell_word_sprite.set_pos(spell_word_sprite.rect.x, 40) self.spell_word_group = pygame.sprite.Group(spell_word_sprite) # 创建单词精灵组 self.word_group = pygame.sprite.Group() self.__random_generate_word(Game_Info.GENERATE_WORD_NUM) # 创建显示游戏时间精灵 time_sprite = TextSprite(text="Time: 0", size=28, color=Game_Info.BLUE) time_sprite.set_pos(5, 0) self.time_group = pygame.sprite.Group(time_sprite) # 游戏分数 self.score_sprite = TextSprite("Score: 0", size=30, color=Game_Info.BLUE) self.score_sprite.set_pos(Game_Info.SCREEN_RECT.width - self.score_sprite.rect.width - 20, 3) self.score_group = pygame.sprite.Group(self.score_sprite) # 游戏结束精灵(组) self.__game_over_sprite() def __game_over_sprite(self): """创建游戏结束的精灵(组)""" self.game_over_group = pygame.sprite.Group() game_over_sprite = TextSprite("Game Over", 100, Game_Info.BLUE) game_over_sprite.rect.y = (Game_Info.SCREEN_RECT.height - game_over_sprite.rect.height - 400) / 2 game_over_sprite.hor_center(Game_Info.SCREEN_RECT) game_level_text = self.game_level_dict[int(self.game_conf.game_level)]["level_text"] game_level_color = pygame.color.Color(self.game_level_dict[int(self.game_conf.game_level)]["level_color"]) self.game_level_sprite = TextSprite(u"游戏等级: " + game_level_text, 50, game_level_color) self.game_level_sprite.rect.y = game_over_sprite.rect.y + 100 + 50 self.game_level_sprite.hor_center(Game_Info.SCREEN_RECT) self.game_score_sprite = TextSprite(u"游戏分数: ", 50, Game_Info.BLUE) self.game_score_sprite.rect.y = game_over_sprite.rect.y + 200 + 50 self.game_score_sprite.hor_center(Game_Info.SCREEN_RECT) self.highest_sprite = TextSprite(u"历史最高: ", 50, Game_Info.BLUE) self.highest_sprite.rect.y = game_over_sprite.rect.y + 300 + 50 self.highest_sprite.hor_center(Game_Info.SCREEN_RECT) self.quit_sprite = TextSprite(u"退出", 50, Game_Info.BLUE) self.quit_sprite.set_pos( game_over_sprite.rect.x - self.quit_sprite.rect.width, game_over_sprite.rect.y + 400 + 10 ) self.reset_sprite = TextSprite(u"重 玩", 50, Game_Info.BLUE) self.reset_sprite.set_pos( game_over_sprite.rect.x + game_over_sprite.rect.width, game_over_sprite.rect.y + 400 + 10 ) self.game_over_group.add( game_over_sprite, self.game_level_sprite, self.game_score_sprite, self.highest_sprite, self.quit_sprite, self.reset_sprite ) def __update_sprite(self): """更新精灵""" self.back_group.update() self.back_group.draw(self.screen) self.game_set_sprite_group.update() self.game_set_sprite_group.draw(self.screen) self.input_rect_group.update() self.input_rect_group.draw(self.screen) # 计算游戏使用时间 if not self.game_pause_flag and not self.game_over_flag: self.use_time += 0.1 display_time = "Time: " + str(self.use_time / 6) self.time_group.update(display_time[:12]) self.time_group.draw(self.screen) self.score_sprite.set_pos(Game_Info.SCREEN_RECT.width - self.score_sprite.rect.width - 20, 3) self.score_group.update("Score: " + str(self.total_score)) self.score_group.draw(self.screen) # 判断是否游戏结束 if self.game_over_flag: self.__game_over() game_level_text = self.game_level_dict[int(self.game_conf.game_level)]["level_text"] self.game_level_sprite.update("游戏等级: " + str(game_level_text)) self.game_over_group.draw(self.screen) else: if not self.game_pause_flag: self.word_group.update(self) self.word_group.draw(self.screen) spell_ok_color = pygame.Color(self.game_conf.spell_ok_color) self.spell_word_group.update(self.word_content, spell_ok_color) self.spell_word_group.draw(self.screen) # 更新游戏能量条 if 0 <= self.game_blood <= self.game_total_blood: self.__draw_game_blood() # 单词精灵拼写成功动画 for animate in self.animates: if animate.visible: animate.draw() def start_game(self): """打字游戏开启""" # 随机播放背景音乐 random_music() # 利用多线程完成游戏持续掉血 drop_blood_t = threading.Thread(target=self.__drop_blood) drop_blood_t.start() while True: # 是否设置成静音 if not Game_View.GameStartWin.voice_flag(): pygame.mixer_music.set_volume(0) else: pygame.mixer_music.set_volume(self.game_default_voice) # 设置游戏刷新帧率 self.game_clock.tick(Game_Info.FRAME_PRE_SEC) # 判断游戏结束 if self.game_blood < 0: TypingGame.game_over_flag = True else: self.__animate_action() self.__check_spell_word() self.__update_sprite() self.__event_handle() pygame.display.update() def __event_handle(self): """游戏事件监听""" # 遍历所有事件 for event in pygame.event.get(): try: if pygame.mixer.music.get_endevent() == Game_Info.MUSIC_END_EVENT and \ not pygame.mixer.music.get_busy(): # 如果music播放结束且没有音乐在播放就随机下一首 print("下一首") random_music() except: pass # 如果单击关闭窗口,则退出 if event.type == pygame.QUIT and not self.game_pause_flag: pygame.quit() TypingGame.game_quit_flag = True sys.exit() # 创建单词事件 elif event.type == Game_Info.CREATE_WORD_EVENT: if not self.game_over_flag and not self.game_pause_flag: # 游戏结束或者暂停就停止生成单词了 self.__random_generate_word(word_num=3) # 鼠标移动事件 elif event.type == pygame.MOUSEMOTION: x, y = event.pos # 获取屏幕坐标位置 if self.__is_on_set(x, y): self.game_set_sprite.image = pygame.image.load(Game_Info.GAME_SET_BLUE) else: self.game_set_sprite.image = pygame.image.load(Game_Info.GAME_SET_PINK) # 游戏结束鼠标悬浮在确定按钮上变色 if self.quit_sprite.rect.x <= x <= self.quit_sprite.rect.x + self.quit_sprite.rect.width and \ self.quit_sprite.rect.y <= y <= self.quit_sprite.rect.y + self.quit_sprite.rect.height: self.quit_sprite.color = Game_Info.PINK self.quit_sprite.update(self.quit_sprite.text) else: self.quit_sprite.color = Game_Info.BLUE self.quit_sprite.update(self.quit_sprite.text) # 游戏结束鼠标悬浮在重玩按钮上变色 if self.reset_sprite.rect.x <= x <= self.reset_sprite.rect.x + self.reset_sprite.rect.width and \ self.reset_sprite.rect.y <= y <= self.reset_sprite.rect.y + self.reset_sprite.rect.height: self.reset_sprite.color = Game_Info.PINK self.reset_sprite.update(self.reset_sprite.text) else: self.reset_sprite.color = Game_Info.BLUE self.reset_sprite.update(self.reset_sprite.text) # 鼠标点击事件 elif event.type == pygame.MOUSEBUTTONDOWN: x, y = event.pos # 获取屏幕坐标位置 # 点击游戏设置 if self.__is_on_set(x, y): # 判断游戏是否暂停 if not self.game_pause_flag: TypingGame.game_pause_flag = True # 游戏结束鼠标点击退出按钮 if self.quit_sprite.rect.x <= x <= self.quit_sprite.rect.x + self.quit_sprite.rect.width and \ self.quit_sprite.rect.y <= y <= self.quit_sprite.rect.y + self.quit_sprite.rect.height: pygame.quit() TypingGame.game_quit_flag = True sys.exit() # 游戏结束鼠标点击重玩按钮 if self.reset_sprite.rect.x <= x <= self.reset_sprite.rect.x + self.reset_sprite.rect.width and \ self.reset_sprite.rect.y <= y <= self.reset_sprite.rect.y + self.reset_sprite.rect.height: self.__reset_game() # 键盘事件 elif event.type == pygame.KEYDOWN and not self.game_over_flag and not self.game_pause_flag: # 英文单引号的ASCII值是39、-是45、.是46 # print(event.key) if (pygame.K_a <= event.key <= pygame.K_z) or event.key in (39, 45, 46): if self.spell_ok: # 如果单词拼写成功再按下键盘时清空内容 self.word_content = "" self.spell_ok = False # 控制单词长度 if len(self.word_content) < 40: # 记录键盘输入的字符 self.word_content += pygame.key.name(event.key) else: print("Word to long") print(self.word_content) if event.key == pygame.K_BACKSPACE: self.__delete_words() elif event.type == pygame.KEYUP: self.backspace_count = 0 # 实现长按backspace连续回删 # 使用键盘提供的方法获取键盘按键 - 按键元组 keys_pressed = pygame.key.get_pressed() # 判断元组中对应的按键索引值 1 if keys_pressed[pygame.K_BACKSPACE]: self.backspace_count += 1 if self.backspace_count > 20: self.__delete_words() def __is_on_set(self, x, y): """ 检查是否在设置图片上 :param x,y 鼠标的位置 """ img_set_x = self.game_set_sprite.rect.x img_set_y = self.game_set_sprite.rect.y img_set_w = self.game_set_sprite.rect.width img_set_h = self.game_set_sprite.rect.height if (img_set_x <= x <= img_set_x + img_set_w) and \ (img_set_y <= y <= img_set_y + img_set_h): return True else: return False def __delete_words(self): """单词回删""" if self.word_content != "": self.word_content = self.word_content[:-1] print(self.word_content + "---" + str(len(self.word_content))) if self.spell_ok: # 如果单词拼写成功再按下键盘回删键时清空内容 self.word_content = "" self.spell_ok = False def __random_generate_word(self, word_num=5): """ 随机生成单词精灵 :param word_num:精灵数量 默认5 :return: """ count = 0 while len(self.word_group.sprites()) <= 30: index = random.randint(0, len(self.words) - 1) eng_word = self.words[index]["eng_word"] cn_comment = self.words[index]["cn_comment"] # print(eng_word + "----" + cn_comment) word_sprite = WordSprite( eng_word, cn_comment, speed=self.game_level_dict[int(self.game_conf.game_level)]['word_fall_speed'], size=int(self.game_conf.word_size), color=pygame.color.Color(str(self.game_conf.word_normal_color)) ) # 单词位置随机 word_sprite.random_pos() # 检查新单词精灵是否与单词精灵组中的精灵碰撞(重叠) words = pygame.sprite.spritecollide( word_sprite, self.word_group, False, pygame.sprite.collide_circle_ratio(1) ) # 碰撞(释放内存重新随机生成单词精灵) if len(words) > 0: word_sprite.kill() continue else: self.word_group.add(word_sprite) count += 1 if count >= word_num: break def __game_over(self): """游戏结束""" self.game_score_sprite.hor_center(Game_Info.SCREEN_RECT) self.highest_sprite.hor_center(Game_Info.SCREEN_RECT) self.game_score_sprite.update(u"游戏分数: %s" % self.total_score) """ history_score_dict { 'level_0': "{'score': None,'use_time': None,'create_time': None}", 'level_1': "{'score': None,'use_time': None,'create_time': None}", 'level_2': "{...}", ... } """ # 显示历史最高 highest_score_str = self.game_conf.history_score_dict['level_' + str(int(self.game_conf.game_level))] highest_score_dict = eval(highest_score_str) highest_score = highest_score_dict['score'] if highest_score is None or int(self.total_score) > int(highest_score): # 更新历史记录 highest_score = self.total_score highest_score_dict['score'] = str(self.total_score) highest_score_dict['use_time'] = str(self.use_time)[:5] + 's' highest_score_dict['create_time'] = str(time.strftime("%Y-%m-%d %H:%M")) self.game_conf.set_highest_score(str(highest_score_dict), 'level_' + str(int(self.game_conf.game_level))) else: highest_score = highest_score_dict['score'] self.highest_sprite.update(u"历史最高: %s" % highest_score) def __check_spell_word(self): """检查拼写单词是否正确""" word_sprites = self.word_group.sprites() for word_sprite in word_sprites: # 判断单词内容是否相同 if self.word_content.lower() == word_sprite.text.lower(): # 判断血条是否超过总血条数 if self.game_blood < self.game_total_blood: self.game_blood += 10 self.total_score += 1 self.spell_ok = True self.word_content = self.word_content + "\t" + str(word_sprite.cn_comment) word_sprite.kill() # 从预先创建完毕的动画中取出一个动画对象 for animate in self.animates: if not animate.visible: # 设置动画位置 animate.set_pos(word_sprite.rect.x, word_sprite.rect.y) # 动画对象状态设置为True animate.visible = True break def __draw_game_blood(self, color=Game_Info.GREEN): """绘制游戏能量""" if self.game_blood <= 3 * 10: color = Game_Info.RED if self.game_blood >= 25 * 10: color = Game_Info.BLUE if self.game_total_blood-30 <= self.game_blood <= self.game_total_blood: color = Game_Info.ORANGE # 绘制游戏能量 pygame.draw.rect( self.screen, color, pygame.Rect( Game_Info.GAME_BLOOD_RECT.x + 2, Game_Info.GAME_BLOOD_RECT.y, self.game_blood, Game_Info.GAME_BLOOD_RECT.height ) ) pygame.draw.rect(self.screen, Game_Info.WHITE, Game_Info.GAME_BLOOD_RECT, 2) def __drop_blood(self): """持续掉血""" # if not self.game_pause_flag: # if int(self.use_time) > 0 and (int(self.use_time) / 6) % 2 == 0: # self.game_blood -= 0.5 while not self.game_over_flag: if self.game_pause_flag: self.game_clock.tick(60) else: # 根据不同游戏等级掉血 self.game_clock.tick(int(self.game_conf.game_level)) self.game_blood -= 1 def __animate_action(self): """开启单词拼写成功动画""" for animate in self.animates: if animate.visible: animate.action() def __reset_game(self): """游戏重玩""" del self # 释放内存 pygame.quit() pygame.init() random_music() TypingGame.game_over_flag = False TypingGame.game_quit_flag = False TypingGame().start_game() def main(): center_pos() # 启动游戏开始界面 GameStartWin(title="Word Sprite").run() if __name__ == '__main__': main()
2)游戏配置信息模块
# !/usr/bin/env python # -*- coding: utf-8 -*- import ctypes import pygame import configparser class GameConfig(object): """游戏配置文件类""" GAME_INFO = "game_info" # 配置文件游戏信息结点名称 GAME_STYLE = "game_style" # 配置文件游戏样式结点名称 GAME_SCORE = "game_score" # 配置文件游戏分数结点名称 config_file_path = "resource/config.cfg" # 游戏配置文件路径 # 把配置文件类设置成单例模式 _instance = None def __new__(cls, *args, **kwargs): if cls._instance is None: cls._instance = super().__new__(cls) return cls._instance def __init__(self): self.author = None self.game_name = None self.version = None self.e_mail = None self.frame_pre_sec = None # 游戏帧率 self.word_size = None # 英文单词的大小 self.word_normal_color = None # 单词的正常颜色 self.spell_ok_color = None # 单词拼写成功的颜色 self.game_level = None # 游戏等级 self.game_init_blood = None # 游戏初始血量 self.history_score_dict = None # 游戏历史记录 self.__parser_config() def __parser_config(self): """解析游戏配置文件""" self.conf_parser = configparser.ConfigParser() self.conf_parser.read(self.config_file_path, encoding='utf-8') # 游戏开发者信息 self.author = self.conf_parser.get(self.GAME_INFO, 'author') self.game_name = self.conf_parser.get(self.GAME_INFO, 'game_name') self.version = self.conf_parser.get(self.GAME_INFO, 'version') self.e_mail = self.conf_parser.get(self.GAME_INFO, 'e-mail') # 游戏样式信息 self.frame_pre_sec = self.conf_parser.get(self.GAME_STYLE, "frame_pre_sec") self.word_size = self.conf_parser.get(self.GAME_STYLE, "word_size") self.word_normal_color = self.conf_parser.get(self.GAME_STYLE, "word_normal_color") self.spell_ok_color = self.conf_parser.get(self.GAME_STYLE, "spell_ok_color") self.game_level = self.conf_parser.get(self.GAME_STYLE, "game_level") self.game_init_blood = self.conf_parser.get(self.GAME_STYLE, "game_init_blood") # { # 'level_0': "{'score': None,'use_time': None,'create_time': None}", # 'level_1': "{...}", # } # 历史最高信息 self.history_score_dict = dict(self.conf_parser.items(self.GAME_SCORE)) def set_word_size(self, word_size): """设置单词大小""" self.word_size = word_size self.conf_parser.set(self.GAME_STYLE, "word_size", str(word_size)) self.conf_parser.write(open(self.config_file_path, mode='w')) def set_game_level(self, game_level): """设置游戏等级""" self.game_level = game_level self.conf_parser.set(self.GAME_STYLE, "game_level", str(game_level)) self.conf_parser.write(open(self.config_file_path, mode='w')) def set_game_init_blood(self, game_init_blood): """设置游戏的初始血条""" self.game_init_blood = game_init_blood self.conf_parser.set(self.GAME_STYLE, "game_init_blood", str(game_init_blood)) self.conf_parser.write(open(self.config_file_path, mode='w')) def set_word_normal_color(self, word_normal_color): """设置单词的正常颜色""" self.word_normal_color = word_normal_color self.conf_parser.set(self.GAME_STYLE, "word_normal_color", str(word_normal_color)) self.conf_parser.write(open(self.config_file_path, mode='w')) def set_spell_ok_color(self, spell_ok_color): """设置单词拼写成功后的颜色""" self.spell_ok_color = spell_ok_color self.conf_parser.set(self.GAME_STYLE, "spell_ok_color", str(spell_ok_color)) self.conf_parser.write(open(self.config_file_path, mode='w')) def set_highest_score(self, score_dict, game_level): """更新历史最高记录""" self.conf_parser.set(self.GAME_SCORE, str(game_level), str(score_dict)) self.conf_parser.write(open(self.config_file_path, mode='w')) self.history_score_dict = dict(self.conf_parser.items(self.GAME_SCORE)) # 获取系统屏幕分辨率(缩放比例后) win_api = ctypes.windll.user32 SCREEN_X = win_api.GetSystemMetrics(0) SCREEN_Y = win_api.GetSystemMetrics(1) game_conf = GameConfig() GAME_MUSICS = ["resource/music/bgm1.mp3", "resource/music/bgm2.mp3"] GAME_NAME = game_conf.game_name GAME_LEVEL = {'1': 0.3, '2': 0.5, '3': 1, '4': 1.5, '5': 2} # 游戏困难等级与单词下落速度相互匹配字典 SCREEN_RECT = pygame.Rect(0, 0, SCREEN_X * 0.85, SCREEN_Y * 0.85) # 游戏窗口大小(电脑分辨率 * 0.85) INPUT_RECT_WIDTH = 600 INPUT_RECT_HEIGHT = 100 GAME_BLOOD_RECT = pygame.Rect(SCREEN_RECT.width / 2 - 250, SCREEN_RECT.height - 26, 500, 25) GAME_ICON = "resource/image/rabbit.ico" GAME_ICON_32 = "resource/image/rabbit_32.png" GAME_ICON_48 = "resource/image/rabbit_48.png" VOICE_ICO = "resource/image/voice.png" MUTE_ICO = "resource/image/mute.png" GAME_BACKGROUND = "resource/image/game_bg.png" GAME_OVER_BACKGROUND = "resource/image/game_over.png" INPUT_BACKGROUND = "resource/image/input_bg.png" GAME_SET_BLUE = "resource/image/set_blue.png" GAME_SET_PINK = "resource/image/set_pink.png" GAME_FONT = "resource/font/HUI.TTF" # 游戏字体 GAME_WORD_TEXT = "resource/en_word.txt" # 游戏单词文本 # 单词拼写成功后的消失动画 KILL_ANIMATION = ["resource/image/animation/" + str(img_num).zfill(3) + ".png" for img_num in range(8)] FRAME_PRE_SEC = int(game_conf.frame_pre_sec) # 游戏的刷新帧率 WORD_SIZE = int(game_conf.word_size) # 单词大小 WORD_FALL_SPEED = GAME_LEVEL[str(game_conf.game_level)] # 单词下落速度 INIT_BLOOD = int(game_conf.game_init_blood) # 游戏初始血条 # 创建单词的时间间隔(毫秒) CREATE_WORD_INTERVAL = 1000 * 5 # 首次生成单词的数量 GENERATE_WORD_NUM = 5 # 游戏单词正常颜色和拼写颜色 WORD_NORMAL_COLOR = str(game_conf.word_normal_color) SPELL_OK_COLOR = str(game_conf.spell_ok_color) WORD_COLOR = pygame.color.Color(WORD_NORMAL_COLOR) WORD_SPELL_OK_COLOR = pygame.color.Color(SPELL_OK_COLOR) # 字体颜色 RED = pygame.color.Color("RED") YELLOW = pygame.color.Color("YELLOW") BLUE = pygame.color.Color("#70f3ff") GREEN = pygame.color.Color("GREEN") WHITE = pygame.color.Color("WHITE") ORANGE = pygame.color.Color("ORANGE") PINK = pygame.color.Color("#ff4777") # 创建单词事件 CREATE_WORD_EVENT = pygame.USEREVENT # 游戏结束事件 GAME_OVER_EVENT = pygame.USEREVENT + 1 # 游戏音乐结束事件 MUSIC_END_EVENT = pygame.USEREVENT + 2 def main(): game_conf1 = GameConfig() game_conf2 = GameConfig() game_conf1.word_size = 100 game_conf2.game_init_blood = 50 print(id(game_conf1)) print(id(game_conf2)) print(game_conf1.game_init_blood) print(game_conf2.word_size) socre_dict = game_conf.history_score_dict print(dict(socre_dict)) print(eval(socre_dict['level_1'])) print(GAME_BLOOD_RECT) # print(SCREEN_X, SCREEN_Y) # print(SCREEN_RECT) # print(SCREEN_RECT.size) # print(game_conf.frame_pre_sec) # print(game_conf.game_level) # print(game_conf.word_size) # print(game_conf.word_normal_color) # print(game_conf.spell_ok_color) # print(WORD_NORMAL_COLOR) # print(SPELL_OK_COLOR) # print(int(10.000000001)) # print(SCREEN_X, SCREEN_Y) # print(SCREEN_RECT.size) if __name__ == '__main__': main()
3)游戏视图模块
import Game_Info import threading import PySimpleGUI as sg from Game_Info import GameConfig from tkinter import colorchooser from Game_Main import TypingGame class BaseWin(object): """窗口父类""" WIN_THEME = sg.theme('DarkBlue1') text_color = 'white' game_conf = GameConfig() # 游戏信息配置类 def __init__(self, title): self.title = title self.window = None self.layout = list() def close_win(self): """关闭窗口""" if self.window is not None: self.window.close() class GameStartWin(BaseWin): """游戏开始窗口""" _voice_flag = True def __init__(self, title): super().__init__(title) self.__init_layout() def __init_layout(self): """初始化窗口布局""" if self._voice_flag: voice_img = Game_Info.VOICE_ICO else: voice_img = Game_Info.MUTE_ICO self.layout = [ [sg.Text(size=(70, 0)), sg.Image(filename=voice_img, key='voice_control', enable_events=True)], [sg.Text(size=(10, 10)), sg.Text('Word Sprite', font=(u'宋体', 50)), sg.Text(size=(10, 10))], [sg.Text(size=(23, 10)), sg.Button(u'开始游戏', font=(u'宋体', 30), key='start_game'), sg.Text(size=(23, 10))], [sg.Text(size=(23, 5)), sg.Button(u'游戏设置', font=(u'宋体', 30), key='game_set'), sg.Text(size=(23, 5))], [sg.Text(size=(23, 10)), sg.Button(u'历史最高', font=(u'宋体', 30), key='show_score'), sg.Text(size=(23, 10))], [ sg.Text(size=(70, 0)), sg.Image( filename=Game_Info.GAME_ICON_48, key='game_ico', enable_events=True ) ] ] def run(self): """启动游戏开始窗口""" self.window = sg.Window( title=self.title, icon=Game_Info.GAME_ICON, layout=self.layout ) self.__event_handler() def __event_handler(self): """窗口事件监听""" while True: event, value_dict = self.window.read(timeout=20) print(event, value_dict) # 静音控制 if self._voice_flag: self.window.find_element('voice_control').update(filename=Game_Info.VOICE_ICO) else: self.window.find_element('voice_control').update(filename=Game_Info.MUTE_ICO) if event in (sg.WIN_CLOSED, 'Quit'): break elif event in 'voice_control': self.voice_control() elif event in 'game_ico': self.author_win() elif event in 'start_game': print('开始游戏') self.window.Hide() TypingGame.game_over_flag = False TypingGame.game_quit_flag = False threading.Thread(target=self.start_game).start() # 利用线程开启游戏防止窗口卡死 elif event in 'game_set' or TypingGame.game_pause_flag: print('游戏设置') self.window.Disable() self.game_set() elif event in 'show_score': print('历史最高') self.window.Disable() self.show_score() elif TypingGame.game_quit_flag: self.window.UnHide() self.window.close() def voice_control(self): """游戏静音状态控制""" if self._voice_flag: GameStartWin._voice_flag = False self.window.find_element('voice_control').update(filename=Game_Info.MUTE_ICO) else: GameStartWin._voice_flag = True self.window.find_element('voice_control').update(filename=Game_Info.VOICE_ICO) def author_win(self): """游戏开发信息窗口""" self.window.Disable() game_conf = Game_Info.GameConfig() show_text = '游戏作者: \t' + game_conf.author + '\n\n'\ '游戏名称: \t' + game_conf.game_name + '\n\n'\ '游戏版本: \t' + game_conf.version + '\n\n'\ '作者邮箱: \t' + game_conf.e_mail + '\n' sg.Popup( show_text, title=u'关于作者', icon=Game_Info.GAME_ICON, font=(u'宋体', 18), custom_text=(u' ★ ', u' ❤ '), button_color=('red', '#063288'), line_width=50, ) self.window.Enable() def game_set(self): """游戏设置""" GameSetWin(u"游戏配置", self).run() def show_score(self): """查看历史最高分""" GameScoreWin(u'历史最高', self).run() @staticmethod def start_game(): """开始游戏""" TypingGame().start_game() @classmethod def voice_flag(cls): return cls._voice_flag class GameExecuteWin(object): """游戏运行窗口""" pass class GameEndWin(object): """游戏结束窗口""" def __init__(self): pass class GameSetWin(BaseWin): """游戏配置信息窗口""" # 游戏等级对照字典 game_level_dict = { 1: {"game_level_num": 5, "game_level_text": u"简单", "game_level_color": "green"}, 2: {"game_level_num": 15, "game_level_text": u"上手", "game_level_color": "blue"}, 3: {"game_level_num": 25, "game_level_text": u"中等", "game_level_color": "orange"}, 4: {"game_level_num": 35, "game_level_text": u"困难", "game_level_color": "red"}, 5: {"game_level_num": 50, "game_level_text": u"魔鬼", "game_level_color": "purple"} } def __init__(self, title, parent_win=None): """初始化游戏配置界面""" super().__init__(title) self.parent_win = parent_win self.word_normal_color = self.game_conf.word_normal_color self.spell_ok_color = self.game_conf.spell_ok_color self.__init_layout() def __init_layout(self): game_level_num = self.game_level_dict[int(self.game_conf.game_level)]["game_level_num"] game_level_text = self.game_level_dict[int(self.game_conf.game_level)]["game_level_text"] game_level_color = self.game_level_dict[int(self.game_conf.game_level)]["game_level_color"] self.layout = [ [ sg.Text(u'游戏难度等级:', text_color=self.text_color), sg.Slider( range=(1, 50), default_value=game_level_num, size=(26, 18), orientation='h', key="game_level", enable_events=True, disable_number_display=True, ), sg.Button( game_level_text, key='game_level_btn', button_color=(self.text_color, game_level_color), ), ], [ sg.Text(u'游戏字体大小:', text_color=self.text_color), sg.Slider( range=(15, 35), default_value=int(self.game_conf.word_size), size=(26, 18), enable_events=True, orientation='h', disable_number_display=True, key="word_size" ), sg.Text( str(self.game_conf.word_size), text_color=self.text_color, size=(3, 1), font=("宋体", int(self.game_conf.word_size)), key='word_size_num' ), ], [ sg.Text(u'游戏初始血条:', text_color=self.text_color), sg.Slider( range=(5, 30), default_value=int(self.game_conf.game_init_blood), size=(26, 18), orientation='h', enable_events=True, disable_number_display=True, key='init_blood' ), sg.Text( str(self.game_conf.game_init_blood), size=(3, 1), text_color=self.text_color, key='blood_num' ) ], [ sg.Text(u'游戏静音状态:', text_color=self.text_color), sg.Radio( ' ', default=GameStartWin.voice_flag(), key='voice_open', group_id=1, text_color=self.text_color, enable_events=True ), sg.Image(filename=Game_Info.VOICE_ICO), sg.Text(' ' * 5), sg.Radio( ' ', default=not GameStartWin.voice_flag(), key='mute', group_id=1, text_color=self.text_color, enable_events=True ), sg.Image(filename=Game_Info.MUTE_ICO) ], [ sg.Text(u'游戏字体颜色:', text_color=self.text_color), sg.Text( '', size=(17, 1), background_color=self.game_conf.word_normal_color, enable_events=True, key='word_normal_color' ), sg.Text( 'HUI', key='word_color_test', text_color=self.game_conf.word_normal_color, ), sg.Button(u'颜色选择', key='normal_ccb') ], [ sg.Text(u'单词拼写颜色:', text_color=self.text_color), sg.Text( '', size=(17, 1), background_color=self.game_conf.spell_ok_color, enable_events=True, key='spell_ok_color' ), sg.Text( 'HUI', key='spell_color_test', text_color=self.game_conf.spell_ok_color, ), sg.Button(u'颜色选择', key='spell_ccb') ], [ sg.Submit(u'暂时保存', key='temp_save', pad=((10, 350), (0, 0))), sg.Button(u'永久保存', key='permanent') ] ] def run(self): """开启游戏设置界面""" self.window = sg.Window( title=self.title, icon=Game_Info.GAME_ICON, layout=self.layout, font=("宋体", 18), element_padding=(10, 30), ) # 开启事件监听 self.__event_handler() @staticmethod def color_callback(color=None): """颜色按钮回调方法""" return colorchooser.askcolor(color) def __event_handler(self): while True: event, value_dict = self.window.read() # print(event, value_dict) if event in (None, 'Quit'): break elif event in ('voice_open', 'mute'): if value_dict['voice_open']: GameStartWin._voice_flag = True else: GameStartWin._voice_flag = False elif event in 'game_level': game_level = self.get_game_level(int(value_dict[event])) game_level_text = self.game_level_dict[game_level]['game_level_text'] game_level_color = self.game_level_dict[game_level]['game_level_color'] self.window.find_element('game_level_btn').update( game_level_text, button_color=(self.text_color, game_level_color) ) elif event in 'game_level_btn': # 点击按钮切换游戏等级 game_level = self.get_game_level(int(value_dict['game_level'])) if game_level == 5: game_level = 0 game_level_num = self.game_level_dict[game_level + 1]['game_level_num'] game_level_text = self.game_level_dict[game_level + 1]['game_level_text'] game_level_color = self.game_level_dict[game_level + 1]['game_level_color'] self.window.find_element('game_level').update(game_level_num) self.window.find_element('game_level_btn').update( game_level_text, button_color=(self.text_color, game_level_color) ) elif event in 'word_size': word_size_num = value_dict[event] self.window.find_element('word_size_num').update(int(word_size_num), font=(u'宋体', int(word_size_num))) elif event in 'init_blood': blood_num = int(value_dict[event]) self.window.find_element('blood_num').update(str(blood_num)) elif event in 'normal_ccb': # 游戏单词颜色选择 self.window.Disable() # 让游戏配置窗口不可用,不让用户乱点击,防止多开 choose_colors = self.color_callback(self.game_conf.word_normal_color) self.window.Enable() # 恢复游戏配置窗口 if None not in choose_colors: self.window.find_element('word_normal_color').update(background_color=choose_colors[1]) self.window.find_element('word_color_test').update(text_color=choose_colors[1]) self.word_normal_color = choose_colors[1] elif event in 'spell_ccb': # 单词拼写颜色选择 self.window.Disable() # 让游戏配置窗口不可用,不让用户乱点击,防止多开 choose_colors = self.color_callback(self.game_conf.spell_ok_color) self.window.Enable() # 恢复游戏配置窗口 if None not in choose_colors: self.window.find_element('spell_ok_color').update(background_color=choose_colors[1]) self.window.find_element('spell_color_test').update(text_color=choose_colors[1]) self.spell_ok_color = choose_colors[1] elif event in ('temp_save', 'permanent'): GameSetWin.SAVE_STATUS = True game_level = self.get_game_level(int(value_dict['game_level'])) value_dict['game_level'] = game_level value_dict['normal_ccb'] = self.word_normal_color value_dict['spell_ccb'] = self.spell_ok_color if event in 'temp_save': self.temp_save(value_dict) elif event in 'permanent': self.permanent(value_dict) break self.window.close() TypingGame.game_pause_flag = False # 恢复父窗口可用 if self.parent_win is not None: self.parent_win.window.Enable() def temp_save(self, game_dict): """临时保存游戏配置信息(临时有效,重开还原)""" """ { 'game_level': 2, 'word_size': 26.0, 'init_blood': 20.0, 'voice_open': True, 'mute': False, 'normal_ccb': '#00ffff', 'spell_ccb': '#ff0000' } """ self.game_conf.game_level = game_dict['game_level'] self.game_conf.word_size = game_dict['word_size'] self.game_conf.game_init_blood = game_dict['init_blood'] self.game_conf.word_normal_color = game_dict['normal_ccb'] self.game_conf.spell_ok_color = game_dict['spell_ccb'] def permanent(self, game_dict): """永久保存游戏配置信息(写入配置文件)""" # 修改配置文件 self.game_conf.set_game_level(game_dict['game_level']) self.game_conf.set_word_size(int(game_dict['word_size'])) self.game_conf.set_game_init_blood(int(game_dict['init_blood'])) self.game_conf.set_word_normal_color(game_dict['normal_ccb']) self.game_conf.set_spell_ok_color(game_dict['spell_ccb']) @staticmethod def get_game_level(data): game_level = 1 if data <= 10: game_level = 1 elif data <= 20: game_level = 2 elif data <= 30: game_level = 3 elif data <= 40: game_level = 4 elif data <= 50: game_level = 5 return game_level# class GameScoreWin(BaseWin): """游戏历史分数窗口""" heads = [ '{:4}'.format(u'游戏等级'), '{:4}'.format(u'最高分'), '{:6}'.format(u'耗 时'), '{:4}'.format(u'创建时间'), ] levels = ['level_1', 'level_2', 'level_3', 'level_4', 'level_5'] def __init__(self, title, parent_win=None): super().__init__(title) self.parent_win = parent_win self.__init_layout() def __init_layout(self): """初始化窗口布局""" score_dict = Game_Info.game_conf.history_score_dict # 游戏历史记录 level_0, level_1 = eval(score_dict[self.levels[0]]), eval(score_dict[self.levels[1]]) level_2, level_3 = eval(score_dict[self.levels[2]]), eval(score_dict[self.levels[3]]) level_4 = eval(score_dict[self.levels[4]]) header = [[sg.Text(h, pad=(31, 30)) for h in self.heads]] body = [ [ sg.Button(u'简单', button_color=('white', 'green')), sg.Text('{:4}'.format(str(level_0['score']))), sg.Text('{:6}'.format(str(level_0['use_time']))), sg.Text('{:4}'.format(str(level_0['create_time']))) ], [ sg.Button(u'上手', button_color=('white', 'blue')), sg.Text('{:4}'.format(str(level_1['score']))), sg.Text('{:6}'.format(str(level_1['use_time']))), sg.Text('{:4}'.format(str(level_1['create_time']))) ], [ sg.Button(u'中等', button_color=('white', 'orange')), sg.Text('{:4}'.format(str(level_2['score']))), sg.Text('{:6}'.format(str(level_2['use_time']))), sg.Text('{:4}'.format(str(level_2['create_time']))) ], [ sg.Button(u'困难', button_color=('white', 'red')), sg.Text('{:4}'.format(str(level_3['score']))), sg.Text('{:6}'.format(str(level_3['use_time']))), sg.Text('{:4}'.format(str(level_3['create_time']))) ], [ sg.Button(u'魔鬼', button_color=('white', 'purple')), sg.Text('{:4}'.format(str(level_4['score']))), sg.Text('{:6}'.format(str(level_4['use_time']))), sg.Text('{:4}'.format(str(level_4['create_time']))) ] ] self.layout = header + body def run(self): """启动游戏历史分数窗口""" self.window = sg.Window( title=self.title, icon=Game_Info.GAME_ICON, layout=self.layout, font=('宋体', 20), element_padding=(46, 30) ) self.__event_handler() def __event_handler(self): """窗口事件监听""" while True: event, value_dict = self.window.read() print(event, value_dict) if event in (sg.WIN_CLOSED, 'Quit'): self.parent_win.window.Enable() break self.window.close() def main(): GameStartWin(title="Word Sprite").run() if __name__ == '__main__': main()
4)PyGame游戏精灵模块
import pygame import random import Game_Info from Game_Info import GameConfig class BaseSprite(pygame.sprite.Sprite): """游戏精灵基类""" def __init__(self): super().__init__() self.image = None self.rect = None def set_pos(self, x, y): """设置精灵位置""" self.rect.x = x self.rect.y = y def hor_center(self, screen_rect): """ 水平居中显示 :param screen_rect: 游戏屏幕大小 :return: """ x = screen_rect.width / 2 - self.rect.width / 2 self.set_pos(x, self.rect.y) class ImageSprite(BaseSprite): """图片精灵基类""" def __init__(self, image): super().__init__() self.image = pygame.image.load(image) self.rect = self.image.get_rect() def transform_scale(self, image, size: tuple): """缩放图片大小""" self.image = pygame.transform.scale(image, size) self.rect = self.image.get_rect() class TextSprite(BaseSprite): """文字精灵基类""" def __init__(self, text, size=Game_Info.WORD_SIZE, color=Game_Info.WHITE): super().__init__() self.text = text self.size = size self.color = color # 创建字体 self.font = pygame.font.Font(Game_Info.GAME_FONT, self.size) # 根据字体创建显示对象(文字) render(self,text,antialias,color,background = None) self.image = self.font.render(text, True, self.color) self.rect = self.image.get_rect() def update(self, display_text): """更新显示的文字""" self.text = display_text rect_x = self.rect.x rect_y = self.rect.y self.image = self.font.render(self.text, True, self.color) self.rect = self.image.get_rect() self.rect.x = rect_x self.rect.y = rect_y class SpellSprite(TextSprite): """文字精灵基类""" def __init__(self, text, size=Game_Info.WORD_SIZE, color=Game_Info.WORD_SPELL_OK_COLOR): super().__init__(text, size, color) def update(self, display_text, color): """更新拼写的单词""" self.text = display_text self.color = color self.image = self.font.render(self.text, True, self.color) self.rect = self.image.get_rect() # 居中显示 self.hor_center(Game_Info.SCREEN_RECT) self.set_pos(self.rect.x, 40) class WordSprite(TextSprite): """单词精灵类""" game_conf = GameConfig() def __init__(self, text, cn_comment, speed: float, size=28, color=Game_Info.WORD_COLOR): super().__init__(text, size, color) self.speed = speed # 单词下落的速度 self.cn_comment = cn_comment # 英文单词的意思 self.y = float(self.rect.y) # 用小数存储单词降落的位置(方可设置成小数) def random_pos(self): """随机位置""" word_x = random.randint(0, Game_Info.SCREEN_RECT.width - self.rect.width) word_y = random.randint(-50, 10) self.rect.x = word_x self.rect.y = word_y self.y = float(self.rect.y) def update(self, game): """更新单词精灵""" # 判断游戏是否暂停 if game.game_pause_flag: self.speed = 0 else: self.y += self.speed self.rect.y = self.y # 超出游戏屏幕,删除精灵 if self.rect.y >= Game_Info.SCREEN_RECT.height: self.kill() # 根据不同游戏等级掉血 game.game_blood -= int(self.game_conf.game_level) * 3 # 游戏配置信息改变,更新单词 self.size = int(self.game_conf.word_size) self.font = pygame.font.Font(Game_Info.GAME_FONT, self.size) self.speed = game.game_level_dict[int(self.game_conf.game_level)]['word_fall_speed'] self.color = pygame.color.Color(self.game_conf.word_normal_color) # 游戏分数是10的倍数单词下落速度提升 if game.total_score > 0 and game.total_score % 100 == 0: self.speed += 0.5 # 游戏血条在[45 - 50]区间单词下落速度提升 if 45 * 10 <= game.game_blood <= 50 * 10: self.speed += 1 # 拼写的字母与单词匹配 if len(str(game.word_content)) >= 1 and \ str(game.word_content)[0].lower() in str(self.text)[0].lower() and \ str(game.word_content).lower() in str(self.text).lower(): self.color = pygame.color.Color(self.game_conf.spell_ok_color) # 更新单词颜色 self.image = self.font.render(self.text, True, self.color) class Animation(object): """动画特效类""" def __init__(self, screen): """初始化动画资源""" self.main_screen = screen # 加载动画资源 self.images = [pygame.image.load(img) for img in Game_Info.KILL_ANIMATION] # 设置当前动画播放索引 self.index = 0 # 动画播放间隔 self.interval = 2 self.interval_index = 0 # 动画位置 self.position = [0, 0] # 是否可见 self.visible = False # 设置动画播放的位置 def set_pos(self, x, y): self.position[0] = x self.position[1] = y # 动画播放 def action(self): # 如果爆炸对象状态不可见,则不计算坐标 if not self.visible: return # 控制每一帧图片的播放间隔 self.interval_index += 1 if self.interval_index < self.interval: return self.interval_index = 0 self.index = self.index + 1 if self.index >= len(self.images): self.index = 0 self.visible = False # 绘制动画 def draw(self): # 如果对象不可见,则不绘制 if not self.visible: return self.main_screen.screen.blit(self.images[self.index], (self.position[0], self.position[1])) def main(): pass if __name__ == '__main__': pass
五、效果展示
1)游戏界面
2)游戏设置
3)随机截图
(打字开始掉下来各种单词,打完之后还会出现相应的单词中文解释)
4)游戏结束
(相应的时间打英文单词一个单词一分,又背景音乐的哦)
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