DDR爱好者之家 Design By 杰米

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。

pygame实现成语填空游戏

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:

pygame实现成语填空游戏

block_size = 40,block_num=10的效果图:

pygame实现成语填空游戏

完整的资源已经上传:guess_idiom

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

DDR爱好者之家 Design By 杰米
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DDR爱好者之家 Design By 杰米

稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?