最新国产好看的视频,伊人天堂AV在线,国产Aaaaaa视频,蜜臀视频在线观看一区,人妻av色图,密臀久久久精品影片,青青视频免费观看毛片,久草在线观看视,国产三级精品色情在线

pygame實(shí)現(xiàn)成語(yǔ)填空游戲

 更新時(shí)間:2019年10月29日 10:41:18   作者:冰風(fēng)漫天  
這篇文章主要介紹了pygame實(shí)現(xiàn)成語(yǔ)填空游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

最近看到很多人玩成語(yǔ)填字游戲,那么先用pygame來(lái)做一個(gè)吧,花了大半天終于完成了,附下效果圖。

偷了下懶程序沒(méi)有拆分,所有程序?qū)懺谝粋€(gè)文件里,主要代碼如下:

# -*- 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'成語(yǔ)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關(guān)'%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()

代碼就這么多了,不過(guò)這邊用到幾個(gè)額外的依賴:
bg.jpeg 用于做整個(gè)界面的背景
bg2.jpeg 用于做上半部分的背景
tzg.jpg 每個(gè)文字的格子的背景
words.txt 一個(gè)成語(yǔ)的列表文件(每行一條成語(yǔ)),如果換成詩(shī)詞或者歇后語(yǔ)什么的也是沒(méi)有問(wèn)題的
syht.otf 一個(gè)字體庫(kù),用于正常顯示中文

如果閑格子太多或者太小,可以調(diào)一下這兩個(gè)參數(shù)

block_size = 32
block_num=12

block_size 表示格子的大小
block_num 上半部分的區(qū)域橫豎最多顯示多少個(gè)格子

block_size = 26,block_num=18的效果圖:

block_size = 40,block_num=10的效果圖:

完整的資源已經(jīng)上傳:guess_idiom

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

相關(guān)文章

  • Python獲取遠(yuǎn)程文件大小的函數(shù)代碼分享

    Python獲取遠(yuǎn)程文件大小的函數(shù)代碼分享

    這篇文章主要介紹了Python獲取遠(yuǎn)程文件大小的函數(shù)代碼分享,需要的朋友可以參考下
    2014-05-05
  • python3的url編碼和解碼,自定義gbk、utf-8的例子

    python3的url編碼和解碼,自定義gbk、utf-8的例子

    今天小編就為大家分享一篇python3的url編碼和解碼,自定義gbk、utf-8的例子,具有很好的參考價(jià)值,希望對(duì)大家有所幫助。一起跟隨小編過(guò)來(lái)看看吧
    2019-08-08
  • 基于Django快速集成Echarts代碼示例

    基于Django快速集成Echarts代碼示例

    這篇文章主要介紹了基于Django快速集成Echarts代碼示例,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友可以參考下
    2020-12-12
  • 詳解python中的defaultdict?默認(rèn)值

    詳解python中的defaultdict?默認(rèn)值

    這篇文章主要介紹了defaultdict?默認(rèn)值,defaultdict是python內(nèi)建dict類(lèi)的一個(gè)字類(lèi),功能與dict相同,但它帶有一個(gè)默認(rèn)的值,若key值不存在時(shí)返回一個(gè)默認(rèn)的值,本文通過(guò)實(shí)例代碼給大家介紹的非常詳細(xì),需要的朋友可以參考下
    2023-04-04
  • Python疊加矩形框圖層2種方法及效果

    Python疊加矩形框圖層2種方法及效果

    這篇文章主要介紹了Python疊加矩形框圖層2種方法及效果,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友可以參考下
    2020-06-06
  • python爬蟲(chóng)實(shí)例之獲取動(dòng)漫截圖

    python爬蟲(chóng)實(shí)例之獲取動(dòng)漫截圖

    這篇文章主要給大家介紹了關(guān)于python爬蟲(chóng)實(shí)例之獲取動(dòng)漫截圖的相關(guān)資料,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家學(xué)習(xí)或者使用python具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面來(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2020-05-05
  • 一文帶你解密Python迭代器的實(shí)現(xiàn)原理

    一文帶你解密Python迭代器的實(shí)現(xiàn)原理

    這篇文章主要為大家詳細(xì)介紹了Python中迭代器的實(shí)現(xiàn)原理,文中的示例代碼講解詳細(xì),對(duì)我們學(xué)習(xí)Python有一定的幫助,需要的可以參考一下
    2022-12-12
  • Python--模塊(Module)和包(Package)詳解

    Python--模塊(Module)和包(Package)詳解

    這篇文章主要介紹了Python中模塊(Module)和包(Package)的區(qū)別詳解,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2021-09-09
  • django進(jìn)階之cookie和session的使用示例

    django進(jìn)階之cookie和session的使用示例

    這篇文章主要介紹了django進(jìn)階之cookie和session的使用示例,小編覺(jué)得挺不錯(cuò)的,現(xiàn)在分享給大家,也給大家做個(gè)參考。一起跟隨小編過(guò)來(lái)看看吧
    2018-08-08
  • Python OpenCV實(shí)現(xiàn)識(shí)別信用卡號(hào)教程詳解

    Python OpenCV實(shí)現(xiàn)識(shí)別信用卡號(hào)教程詳解

    本文將介紹如何通過(guò) OpenCV 和 Python 使用模板匹配來(lái)執(zhí)行光學(xué)字符識(shí)別 (OCR),再應(yīng)用我們的模板匹配 OCR 方法來(lái)識(shí)別信用卡類(lèi)型以及 16 位信用卡數(shù)字。代碼具有一定價(jià)值,感興趣的童鞋可以了解一下
    2021-11-11

最新評(píng)論

博湖县| 天祝| 苏尼特右旗| 白城市| 璧山县| 绵竹市| 礼泉县| 宣汉县| 大余县| 沙洋县| 普格县| 星子县| 江永县| 浦北县| 桐梓县| 枞阳县| 格尔木市| 丰宁| 新源县| 泽普县| 贞丰县| 西城区| 额敏县| 泗洪县| 泸州市| 武邑县| 盖州市| 汝阳县| 图们市| 开鲁县| 沾化县| 武安市| 洪雅县| 禄丰县| 外汇| 榕江县| 天祝| 肇源县| 武城县| 宣化县| 桂东县|