基于Python实现英语单词小游戏
作者:顾木子吖 时间:2023-03-22 01:34:19
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 https://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 * 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)
来源:https://blog.csdn.net/weixin_55822277/article/details/126311890