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。
主要两个py文件
封装的一些操作类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)
# 用于存放一条诗句的类
class IdiomInfo(object):
def __init__(self,idiom):
self.idiom = idiom # 诗句文本
self.dire = 0 # 诗句方向 0 表示横向 1 表示纵向
self.word_arr = [] # 诗句中每个汉字的WordInfo对象列表
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))
# 用于存放单个文字的类
class WordInfo(object):
def __init__(self, word, i, j):
self.i = i # 文字所在的x坐标
self.j = j # 文字所在的y坐标
self.word = word # 文字内容
self.is_lock = True # 文字是否需要填词
self.state = -1
self.hide_index = -1
self.op_hide_index = -1
# 对应中间区域的格子数量构建的矩阵类,便于中间的文字管理
class Matrix(object):
rows = 0 # 行数
cols = 0 # 列数
data = [] # 所有文字
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
# 设置文字
def set_val(self, x, y, val):
self.data[y * self.cols + x] = val
# 获取文字
def get_val(self, x, y):
return self.data[y * self.cols + x]
def exist_val_four_around(self, x, y, ignore_set):
'''
判断文字的四周是否有其他文字
:param x: 列号
:param y: 行号
:param ignore_set: 需要忽略的格子
:return:
'''
move_arr = [(-1,0),(1,0),(0,-1),(0,1)] # 左、右、上、下,四个方向
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
# 诗句操作库
class IdiomLib():
def __init__(self, block_num=12):
self.word_dic={} # 一个字有哪些诗句,格式为: {字:[诗句,诗句],……}
self.word_arr=[] # 所有文字列表
self.block_num=block_num # 横向和纵向上的格子数量
self.matrix = Matrix(self.block_num, self.block_num) # 中间区域的文字矩阵
self.idiom_dic={} # 当前关卡的诗句列表,格式为:{诗句:诗句对象IdiomInfo}
self.all_word_num=0 # 当前关卡的文字数量
self.hide_arr = [] # 当前关卡用于保存中间区域的缺字格子,列表类型:[[x,y,文字,None],……]
# 从文件中加载诗句
def load_idiom_from_file(self, filename='words.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):
'''
检查新新诗句是否有效,无效的场景 1.文字排开后发现超出边界 2.文字排开后发现和已选诗句的文字重叠
:param new_idiom: 诗句
:param new_dire: 诗句展开方向
:param word_info: 当前的文字对象
:return:
'''
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
# 横向超出边界
if tx < 0 or tx >= self.block_num: return None,None
ty = cy if new_dire == 0 else cy+i
# 纵向超出边界
if ty < 0 or ty >= self.block_num: return None,None
# 抛掉第一个字外其他每一个字所在位置四周是否有文字
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(): # 遍历已选定的诗句
dire = idiom_info.dire
new_dire = 1 - dire # 诗句横向纵向交替,因为横向=0,纵向=1,1-横向=纵向,1-纵向=横向
for word_info in idiom_info.word_arr: # 遍历已选定的诗句中每个字
word = word_info.word
idiom_list = self.word_dic[word]
for new_idiom in idiom_list: # 遍历这个字组成的诗句
if new_idiom in self.idiom_dic: continue # 如果诗句已经选定,跳过
new_idiom_word_arr,windex = self.check_new_idiom(new_idiom, new_dire, word_info) # 检查诗句有效性
if new_idiom_word_arr:
new_idiom_info = IdiomInfo(new_idiom)
new_idiom_info.dire = new_dire
# 对诗句的每个字在文字矩阵里放置
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
# 继续增加下一个诗句
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
# 随机取一个字
n = random.randint(0,len(self.word_arr)-1)
word = self.word_arr[n]
# 在这个字组成的诗句列表里取第一个诗句
idiom = self.word_dic[word][0]
wn = len(idiom)
# 第一个诗句存到字典里
self.idiom_dic[idiom] = IdiomInfo(idiom)
# 对诗句的每个字在文字矩阵里放置
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)
# 添加下一个诗句
wn += self.add_idiom_to_matrix(idiom_num-1)
return wn
def get_hide_arr(self, percent):
self.hide_arr=[] # 用于保存中间区域的缺字格子,列表类型:[[x,y,文字,None],……]
idiom_word_arr = [] # 列表类型:[[诗句,[文字对象,文字对象,……]],……]
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])
# 按诗句的文字数量由多到少排序
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] # 取得一个诗句的一组文字
n = random.randint(0,len(tmp_arr)-1) # 一组文字中随机取一个位置
info = tmp_arr.pop(n) # 移除文字
word=info.word
info.word = '' # 格子上文字内容置空
info.hide_index = len(self.hide_arr) # 记录下在文字隐藏列表中的位置索引
info.is_lock = False # 格子上文字可点击
self.hide_arr.append([info.i,info.j,word,None]) # 将文字加到隐藏列表
idiom_index+=1 # 转到下一个诗句
return self.hide_arr
def get_next_select(self, x, y):
'''
根据指定位置选取下一个默认选中格子
:param x:
:param y:
:return:
'''
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 # 格子在左,增加0.2距离,排序时会靠后
if j<y: dist+=0.4 # 格子在上,增加0.4距离,排序时会靠后
arr.append((i,j,dist))
if len(arr) == 0:
return None
# 按所有可选格子的距离正序排序
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 # 100关以后隐藏文字的比例不再改变
else:
percent = 0.2+(new_stage*1.0/100)*(0.7-0.2)
self.matrix = Matrix(self.block_num, self.block_num)
# 生成一组诗句
self.all_word_num = self.get_idiom_matrix(idiom_num)
# 诗句中按比例提取一些隐藏字
self.get_hide_arr(percent)
# 默认选择中间区域第一个缺字的格子
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()
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)
# 横向和纵向上的文字数量
block_num=12
lib = IdiomLib(block_num=block_num)
lib.load_idiom_from_file()
# 顶部空出的像素(顶部空出的总高度是header_height+main_space)
header_height = 30
# 中间区域四周空出的像素
main_space = 20
# 每个文字的高度和宽度的像素值
block_size = 36
# 每个米字格往里缩多少像素
bspace = 2
space = 20
# 总宽度=文字像素*文字数量+四周边距*2
width = block_size * block_num + main_space * 2
# 总高度=顶部高度+文字像素*文字数量+四周边距*2+底部待选区高度(即:文字像素*3+待选区两边留白space*3)
height = header_height + block_size * block_num + main_space * 2 + block_size * 3 + 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_blue = 50,50,200
white = 255,255,255
#textImage = font.render(u'你好', True, white)
# 加载和拉伸背景图片
bg_image = pygame.image.load('bg.jpeg')
bg_image = pygame.transform.scale(bg_image,(width, height))
# 加载和拉伸中间区域的图片
bg2_image = pygame.image.load('bg2.jpeg')
bg2_image = pygame.transform.scale(bg2_image,(block_size*block_num,block_size*block_num))
# 加载和拉伸每个汉字的米字格背景图片
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) # 初始化第一关
# 获取文字宽度高度,以保证文字居中显示
stage_textImage = pygame.font.Font(u'syht.otf', 30).render(u'第%s关'%stage, True, dray_blue)
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()
# 计算选中的格子索引
xi = (x - main_space) // block_size
yi = (y - header_height - main_space) // block_size
if xi>=0 and xi<block_num and yi>=0 and yi<block_num:
# 提取选中格子的对象
info = lib.matrix.get_val(xi, yi)
# info=None的话格子是空的,info.state==1是已完成的句子不能点回去,info.hide_index>=0表示是下方点上来的文字
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 = xi, yi
sx = main_space
sy = header_height + main_space+ block_size*block_num +space
n = 0 # 下方选字区的文字序号
# 这个循环主要用于判断鼠标是否点在下方选字区域的文字上
for hi in range(len(lib.hide_arr)): # 遍历隐藏字列表
tmp_x = sx + (n%block_num)*block_size # 第n个字的x方向起始像素位置
tmp_y = sy + int(n/block_num)*block_size # 第n个字的y方向起始像素位置
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:
# 去除选中的代填文字上的对象
info = lib.matrix.get_val(lib.select_rect[0],lib.select_rect[1])
# 给对象赋值
info.word = lib.hide_arr[hi][2]
info.op_hide_index = hi # 记录下来源待选区域的位置,便于退出文字
info.state = 0 # 还未完成的状态
lib.hide_arr[hi][-1] = lib.select_rect
# 选下一个推荐填充位置
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_blue)
break
n += 1
screen.blit(bg_image, (0,0))
screen.blit(stage_textImage, (stage_x,stage_y))
# panel对应中间区域的画板
panel = screen.subsurface((main_space,header_height+main_space,block_size*block_num,block_size*block_num))
panel.blit(bg2_image, (0,0))
# 对中间位置的文字进行绘制
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)) # 正确完成的诗句上的字绿色
elif info.is_lock == 1:
textImage = font.render(info.word, True, (100,100,100)) # 不可点击灰色
elif info.state == 2:
textImage = font.render(info.word, True, (255,0,0)) # 错误红色
else:
textImage = font.render(info.word, True, dray_blue) # 默认蓝色
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: # 推荐填充位置填红色边框
pygame.draw.rect(panel,(255,0,0),(bx,by,block_size-bspace*2,block_size-bspace*2),2)
# 对下方待选文字区域的的文字进行绘制
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_blue)
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()
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
如果嫌格子太多或者太小,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:
gitlab:https://github.com/zhangenter/guess_idiom