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pygame实现成语填空游戏

时间:2022-12-04 12:55:57|栏目:Python代码|点击:

最近看到很多人玩成语填字游戏,那么先用pygame来做一个吧,花了大半天终于完成了,附下效果图。

偷了下懒程序没有拆分,所有程序写在一个文件里,主要代码如下:

# -*- 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

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:

block_size = 40,block_num=10的效果图:

完整的资源已经上传:guess_idiom

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