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game.py
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1431 lines (1277 loc) · 55.5 KB
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import pygame
import random
import sys
import threading
import time
import json
import os
import copy
from threading import Lock # 导入锁用于线程同步
def resource_path(relative_path):
"""获取资源文件的绝对路径,兼容打包后的环境"""
try:
# PyInstaller打包时,资源文件会被临时存储在sys._MEIPASS目录中
base_path = sys._MEIPASS
except Exception:
# 未打包时,使用脚本所在的目录
base_path = os.path.dirname(os.path.abspath(__file__))
return os.path.join(base_path, relative_path)
# 导入锁用于线程同步
from threading import Lock
# 获取脚本所在目录,是之前版本的功能,忽略就行
#BASE_DIR = os.path.dirname(os.path.abspath(__file__))
pygame.init()
# 屏幕尺寸
WIDTH, HEIGHT = 1024, 768 # 增大屏幕尺寸
# 游戏状态常量
STATE_MAIN_MENU = 'main_menu'
STATE_GAME = 'game'
STATE_CONTINUE_GAME_SELECTION = 'continue_game_selection'
STATE_LEADERBOARD = 'leaderboard'
STATE_GAME_OVER = 'game_over'
STATE_GAME_WIN = 'game_win'
STATE_CHARACTER_SELECTION = 'character_selection' # 角色选择
STATE_NAME_INPUT = 'name_input' # 名字输入
# 初始化当前状态为主菜单
current_state = STATE_MAIN_MENU
# 文件路径
#SAVEGAME_FILE = os.path.join(BASE_DIR, 'savegame.json')
# 获取数据目录
DATA_DIR = get_data_directory()
# 确保数据目录存在
os.makedirs(DATA_DIR, exist_ok=True)
# 定义保存文件路径
SAVEGAME_FILE = os.path.join(DATA_DIR, 'savegame.json')
# 游戏设置
TILE_SIZE = 60 # 图案大小
ROWS, COLS = 8, 8 # 行数和列数
LAYER_COUNT = 3 # 层数
MAX_STACK_SIZE = 7 # 栈的最大容量
MAX_LEVEL = 5 # 最大关卡数
# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BG_COLOR = (245, 245, 220) # 米色背景
BUTTON_COLOR = (70, 130, 180) # Steel Blue
BUTTON_HOVER_COLOR = (100, 160, 210)
BUTTON_TEXT_COLOR = WHITE
HINT_BUTTON_COLOR = (34, 139, 34) # Forest Green
UNDO_BUTTON_COLOR = (178, 34, 34) # Firebrick
# 初始化屏幕
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("投喂精灵")
# 时钟对象
clock = pygame.time.Clock()
FPS = 60 # 提高帧率,使动画更流畅
# 加载字体
font_path = resource_path(os.path.join('fonts', 'NotoSansCJKsc-VF.otf')) # 使用resource_path获取路径
try:
font = pygame.font.Font(font_path, 24) # 普通字体
title_font = pygame.font.Font(font_path, 48) # 标题字体
big_font = pygame.font.Font(font_path, 36) # 大号字体
info_font = pygame.font.Font(font_path, 32) # 用于分数和关卡
except FileNotFoundError:
print(f"无法加载字体文件: {font_path}")
pygame.quit()
sys.exit()
# 加载图案图片
pattern_images = []
for i in range(1, 9): # 假设有8种图案
image_path = resource_path(f"pattern_{i}.png")
if not os.path.exists(image_path):
print(f"图案图片不存在: {image_path}")
pygame.quit()
sys.exit()
try:
image = pygame.image.load(image_path).convert_alpha()
image = pygame.transform.scale(image, (TILE_SIZE, TILE_SIZE))
pattern_images.append(image)
except pygame.error:
print(f"无法加载图案图片: {image_path}")
pygame.quit()
sys.exit()
# 加载主菜单背景图片
menu_background_path = resource_path('menu_background.png')
try:
menu_background = pygame.image.load(menu_background_path).convert()
menu_background = pygame.transform.scale(menu_background, (WIDTH, HEIGHT)) # 缩放至屏幕大小
except pygame.error:
print(f"无法加载主菜单背景图片: {menu_background_path}")
pygame.quit()
sys.exit()
# 加载胜利界面背景图片
victory_background_path = resource_path('victory_background.png')
try:
victory_background = pygame.image.load(victory_background_path).convert()
victory_background = pygame.transform.scale(victory_background, (WIDTH, HEIGHT)) # 缩放至屏幕大小
except pygame.error:
print(f"无法加载胜利界面背景图片: {victory_background_path}")
pygame.quit()
sys.exit()
# 加载角色图片
character_images = [
{
'normal': resource_path('character1_normal.png'),
'happy': resource_path('character1_happy.png')
},
{
'normal': resource_path('character2_normal.png'),
'happy': resource_path('character2_happy.png')
}
]
# 加载背景图片
background_images = [
resource_path('bg1.png'),
resource_path('bg2.png'),
resource_path('bg3.png')
]
for bg in background_images:
if not os.path.exists(bg):
print(f"背景图片不存在: {bg}")
pygame.quit()
sys.exit()
# 加载剧情图片
story_images = [
resource_path('story1.png'),
resource_path('story2.png'),
resource_path('story3.png')
]
for story in story_images:
if not os.path.exists(story):
print(f"剧情图片不存在: {story}")
pygame.quit()
sys.exit()
# 全局变量
stack = [] # 存放玩家点击的图案
board_layers = [] # 存放多层的图案
score = 0 # 玩家得分
level = 1 # 当前关卡
# 角色名和玩家相关
player_name = ''
# 定义每层的偏移量,使层与层之间错开
layer_offsets = [
{'x': 0, 'y': 0}, # 底层不偏移
{'x': TILE_SIZE // 4, 'y': TILE_SIZE // 4}, # 第二层偏移
{'x': TILE_SIZE // 2, 'y': TILE_SIZE // 2}, # 第三层偏移
]
# 定义全局变量,存储游戏区域和栈区域的边界矩形
game_area_rect = None
stack_area_rect = None
# 角色状态
character_state = 'normal' # 'normal' or 'happy'
character_reaction_time = 0 # 角色互动状态的剩余时间
# 提示功能
hint_sequence = [] # 当前提示的图案序列
hint_calculating = False # 是否正在计算提示
hint_lock = Lock() # 线程锁
# 按钮尺寸
BUTTON_WIDTH = 200
BUTTON_HEIGHT = 50
# 主菜单按钮尺寸和位置
start_game_button = pygame.Rect(WIDTH / 2 - BUTTON_WIDTH / 2, HEIGHT / 2 - 150, BUTTON_WIDTH, BUTTON_HEIGHT)
continue_game_button = pygame.Rect(WIDTH / 2 - BUTTON_WIDTH / 2, HEIGHT / 2 - 70, BUTTON_WIDTH, BUTTON_HEIGHT)
leaderboard_button = pygame.Rect(WIDTH / 2 - BUTTON_WIDTH / 2, HEIGHT / 2 + 10, BUTTON_WIDTH, BUTTON_HEIGHT)
quit_game_button = pygame.Rect(WIDTH / 2 - BUTTON_WIDTH / 2, HEIGHT / 2 + 90, BUTTON_WIDTH, BUTTON_HEIGHT)
# 游戏内按钮
hint_button_rect = pygame.Rect(WIDTH - BUTTON_WIDTH - 40, 20, BUTTON_WIDTH, BUTTON_HEIGHT)
undo_button_rect = pygame.Rect(WIDTH - BUTTON_WIDTH - 40, 90, BUTTON_WIDTH, BUTTON_HEIGHT)
# 加载和保存游戏进度
def load_game():
global player_name, score, level, stack, board_layers, selected_character
if os.path.exists(SAVEGAME_FILE):
try:
with open(SAVEGAME_FILE, 'r', encoding='utf-8') as f:
data = json.load(f)
saved_games = data.get('saved_games', [])
if not saved_games:
print("没有可继续的游戏。")
return False
return True
except (json.JSONDecodeError, KeyError, TypeError):
print("保存的游戏数据有误,无法加载。")
return False
def load_specific_game(index):
global player_name, score, level, stack, board_layers, selected_character
if os.path.exists(SAVEGAME_FILE):
try:
with open(SAVEGAME_FILE, 'r', encoding='utf-8') as f:
data = json.load(f)
saved_games = data.get('saved_games', [])
if index < 0 or index >= len(saved_games):
print("选择的游戏不存在。")
return False
game_data = saved_games[index]
player_name = game_data.get('player_name', '')
score = game_data.get('score', 0)
level = game_data.get('level', 1)
stack_numbers = game_data.get('stack', [])
# 重置 stack
stack.clear()
# 重置 board_layers
board_layers_data = game_data.get('board_layers', [])
board_layers = [] # 清空现有的 board_layers
for layer_data in board_layers_data:
layer = []
for row_data in layer_data:
row = []
for number in row_data:
if number is not None:
tile = {
'number': number,
'image': pattern_images[number - 1],
'rect': None, # 需要重新计算位置
'layer': None, # 需要重新设置
'original_position': None
}
row.append(tile)
else:
row.append(None)
layer.append(row)
board_layers.append(layer)
# 重新计算每个 tile 的 rect 和 layer
for layer_num, layer in enumerate(board_layers):
offset = layer_offsets[layer_num]
for row_num, row in enumerate(layer):
for col_num, tile in enumerate(row):
if tile:
rand_offset_x = random.randint(-TILE_SIZE // 8, TILE_SIZE // 8)
rand_offset_y = random.randint(-TILE_SIZE // 8, TILE_SIZE // 8)
tile['rect'] = pygame.Rect(
col_num * TILE_SIZE + offset['x'] + rand_offset_x + 150, # 右移,避免遮挡角色
row_num * TILE_SIZE + offset['y'] + rand_offset_y,
TILE_SIZE,
TILE_SIZE
)
tile['layer'] = layer_num
# 重新构建 stack based on saved numbers
for number in stack_numbers:
# 查找一个未在 stack 中的 tile
found = False
for layer in board_layers:
for row in layer:
for tile in row:
if tile and tile['number'] == number and tile not in stack:
stack.append(tile)
remove_tile(tile)
found = True
break
if found:
break
if found:
break
if not found:
print(f"无法在棋盘中找到编号为 {number} 的图案以加入栈中。")
# 恢复角色选择
selected_character = game_data.get('selected_character', 0)
return True
except (json.JSONDecodeError, KeyError, TypeError) as e:
print(f"加载游戏数据时出错: {e}")
return False
def save_game():
global player_name, score, level, stack, board_layers, selected_character
with hint_lock:
data = {}
if os.path.exists(SAVEGAME_FILE):
try:
with open(SAVEGAME_FILE, 'r', encoding='utf-8') as f:
data = json.load(f)
except (json.JSONDecodeError, KeyError, TypeError):
data = {}
saved_games = data.get('saved_games', [])
# 构建当前游戏数据
stack_numbers = [tile['number'] for tile in stack]
board_layers_data = [
[
[tile['number'] if tile else None for tile in row]
for row in layer
]
for layer in board_layers
][:LAYER_COUNT]
game_data = {
'player_name': player_name,
'score': score,
'level': level,
'stack': stack_numbers,
'board_layers': board_layers_data,
'selected_character': selected_character
}
# 检查是否需要保存
if len(saved_games) < 10:
saved_games.append(game_data)
else:
# 找到最低分
min_score = min(saved_games, key=lambda x: x['score'])['score']
if score > min_score:
# 替换最低分的存档
for i, game in enumerate(saved_games):
if game['score'] == min_score:
saved_games[i] = game_data
break
# 按分数从高到低排序保存列表
saved_games.sort(key=lambda x: x['score'], reverse=True)
# 限制保存列表最多为10个
if len(saved_games) > 10:
saved_games = saved_games[:10]
data['saved_games'] = saved_games
with open(SAVEGAME_FILE, 'w', encoding='utf-8') as f:
json.dump(data, f, ensure_ascii=False, indent=4)
# 显示剧情介绍并可按空格键或点击继续
def show_story():
for image_file in story_images:
try:
story_image = pygame.image.load(image_file).convert()
story_image = pygame.transform.scale(story_image, (WIDTH, HEIGHT))
except pygame.error:
print(f"无法加载剧情图片: {image_file}")
pygame.quit()
sys.exit()
showing = True
while showing:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
showing = False # 跳过当前剧情图片
elif event.type == pygame.MOUSEBUTTONDOWN:
showing = False # 点击鼠标继续
screen.blit(story_image, (0, 0))
pygame.display.flip()
clock.tick(FPS)
# 角色选择功能
def select_character():
global selected_character
character_options = []
for idx, image_dict in enumerate(character_images):
try:
character_image = pygame.image.load(image_dict['normal']).convert_alpha()
character_image = pygame.transform.scale(character_image, (200, 200))
except pygame.error:
print(f"无法加载角色图片: {image_dict['normal']}")
pygame.quit()
sys.exit()
rect = character_image.get_rect(center=(WIDTH / (len(character_images)+1) * (idx + 1), HEIGHT / 2))
character_options.append({'image': character_image, 'rect': rect, 'index': idx})
selecting = True
while selecting:
# 使用主菜单背景图片
screen.blit(menu_background, (0, 0))
# 绘制角色选项
for char in character_options:
screen.blit(char['image'], char['rect'])
# 绘制提示文字
prompt_text = font.render("请选择一个角色", True, BLACK)
screen.blit(prompt_text, (WIDTH / 2 - prompt_text.get_width() / 2, HEIGHT / 2 - 250))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
for char in character_options:
if char['rect'].collidepoint(pos):
selected_character = char['index']
selecting = False # 玩家已选择角色
break
clock.tick(FPS)
# 输入角色名功能
def input_character_name():
global player_name
input_box = pygame.Rect(WIDTH / 2 - 100, HEIGHT / 2, 200, 50)
color_inactive = pygame.Color('lightskyblue3')
color_active = pygame.Color('dodgerblue2')
color = color_inactive
active = False
user_text = ''
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if input_box.collidepoint(event.pos):
active = not active
else:
active = False
color = color_active if active else color_inactive
elif event.type == pygame.KEYDOWN:
if active:
if event.key == pygame.K_RETURN:
if user_text.strip() != '':
player_name = user_text.strip()
done = True
elif event.key == pygame.K_BACKSPACE:
user_text = user_text[:-1]
else:
if len(user_text) < 12: # 限制角色名长度
user_text += event.unicode
# 使用主菜单背景图片
screen.blit(menu_background, (0, 0))
# 绘制提示文字
prompt_text = font.render("请输入角色名:", True, BLACK)
screen.blit(prompt_text, (WIDTH / 2 - prompt_text.get_width() / 2, HEIGHT / 2 - 60))
# 绘制输入框
pygame.draw.rect(screen, color, input_box, 2)
text_surface = font.render(user_text, True, BLACK)
screen.blit(text_surface, (input_box.x + 5, input_box.y + 5))
pygame.display.flip()
clock.tick(30)
# 启动新游戏
def start_new_game(name):
global player_name, current_state, score, level, stack
player_name = name
score = 0
level = 1
stack = []
create_board()
current_state = STATE_GAME
save_game() # 保存游戏进度
# 创建棋盘
def create_board():
global board_layers, game_area_rect
board_layers = []
# 动态调整图案种类数量
max_tile_kinds = 8 # 最大图案种类数
tile_kinds = min(6 + level - 1, max_tile_kinds) # 随着关卡提升增加图案种类
print(f"第 {level} 关,图案种类数:{tile_kinds}")
# 动态调整每种图案的数量
base_tiles_per_kind = 6 # 基础每种图案数量
tiles_per_kind = base_tiles_per_kind + (level - 1) * 2 # 每关增加2个
# 确保每种图案的数量是3的倍数
tiles_per_kind = max(3, tiles_per_kind) # 确保至少为3
tiles_per_kind = ((tiles_per_kind + 2) // 3) * 3 # 调整为3的倍数
# 生成图案序列
total_tiles = []
for i in range(1, tile_kinds + 1):
total_tiles.extend([i] * tiles_per_kind)
# 计算总的图案数量
total_tiles_count = len(total_tiles)
# 检查总的图案数量是否超过可用位置数量
total_positions = ROWS * COLS * LAYER_COUNT
if total_tiles_count > total_positions:
# 需要减少每种图案的数量
reduction_factor = total_positions / total_tiles_count
tiles_per_kind = int(tiles_per_kind * reduction_factor) // 3 * 3 # 调整为3的倍数
tiles_per_kind = max(3, tiles_per_kind) # 确保至少为3
# 重新生成图案序列
total_tiles = []
for i in range(1, tile_kinds + 1):
total_tiles.extend([i] * tiles_per_kind)
total_tiles_count = len(total_tiles)
# 打乱图案序列
random.shuffle(total_tiles)
# 初始化层列表
for _ in range(LAYER_COUNT):
board_layers.append([[None for _ in range(COLS)] for _ in range(ROWS)])
# 定义所有可能的位置
positions = []
for layer_num in range(LAYER_COUNT):
offset = layer_offsets[layer_num]
for row in range(ROWS):
for col in range(COLS):
positions.append({
'layer': layer_num,
'row': row,
'col': col,
'offset_x': offset['x'],
'offset_y': offset['y']
})
# 打乱位置列表
random.shuffle(positions)
# 放置图案到棋盘上
index = 0
for tile_number in total_tiles:
if index >= len(positions):
break # 没有更多位置了
pos = positions[index]
index += 1
layer = pos['layer']
row = pos['row']
col = pos['col']
if board_layers[layer][row][col] is None:
# 随机小偏移,增加自然感
rand_offset_x = random.randint(-TILE_SIZE // 8, TILE_SIZE // 8)
rand_offset_y = random.randint(-TILE_SIZE // 8, TILE_SIZE // 8)
tile = {
'number': tile_number,
'image': pattern_images[tile_number - 1],
'rect': pygame.Rect(
col * TILE_SIZE + pos['offset_x'] + rand_offset_x + 150, # 右移,避免遮挡角色
row * TILE_SIZE + pos['offset_y'] + rand_offset_y,
TILE_SIZE,
TILE_SIZE
),
'layer': layer,
'original_position': None
}
board_layers[layer][row][col] = tile
# 在放置图案后,计算游戏区域的边界
all_tiles_rects = []
for layer in board_layers:
for row in layer:
for tile in row:
if tile:
all_tiles_rects.append(tile['rect'])
# 合并所有图案的矩形,得到游戏区域的边界
if all_tiles_rects:
game_area_rect = all_tiles_rects[0].copy()
for rect in all_tiles_rects[1:]:
game_area_rect.union_ip(rect)
else:
game_area_rect = pygame.Rect(0, 0, 0, 0)
# 检查图案是否未被覆盖
def is_tile_uncovered(tile):
tile_rect = tile['rect']
tile_layer = tile['layer']
for higher_layer in board_layers[tile_layer + 1:]:
for row in higher_layer:
for other_tile in row:
if other_tile:
other_rect = other_tile['rect']
# 判断上层图案的四个角是否在当前图案的范围内
for corner in [(other_rect.left, other_rect.top),
(other_rect.right, other_rect.top),
(other_rect.left, other_rect.bottom),
(other_rect.right, other_rect.bottom)]:
if tile_rect.collidepoint(corner):
return False
return True
# 绘制背景
def draw_background():
bg_image_file = background_images[(level - 1) % len(background_images)]
try:
bg_image = pygame.image.load(bg_image_file).convert()
bg_image = pygame.transform.scale(bg_image, (WIDTH, HEIGHT))
except pygame.error:
print(f"无法加载背景图片: {bg_image_file}")
pygame.quit()
sys.exit()
screen.blit(bg_image, (0, 0))
# 绘制棋盘
def draw_board():
for layer in board_layers:
for row in layer:
for tile in row:
if tile:
screen.blit(tile['image'], tile['rect'])
# 如果是提示的图案,绘制高亮边框
if hint_sequence and tile == hint_sequence[0]:
pygame.draw.rect(screen, (255, 0, 0), tile['rect'], 3)
# 绘制栈
def draw_stack():
global stack_area_rect
x = WIDTH / 2 - (TILE_SIZE + 5) * MAX_STACK_SIZE / 2
y = HEIGHT - TILE_SIZE - 150 # 上移,避免遮挡信息
stack_area_rect = pygame.Rect(x - 10, y - 10, (TILE_SIZE + 5) * MAX_STACK_SIZE + 20, TILE_SIZE + 20)
pygame.draw.rect(screen, (100, 150, 200), stack_area_rect, 5, border_radius=15)
for i, tile in enumerate(stack):
screen.blit(tile['image'], (x + i * (TILE_SIZE + 5), y))
# 绘制角色和信息
def draw_game_elements():
# 绘制背景
draw_background()
# 绘制游戏区域边框
if game_area_rect:
pygame.draw.rect(screen, (200, 100, 50), game_area_rect.inflate(20, 20), 5, border_radius=15)
# 绘制栈区域边框
if stack_area_rect:
pygame.draw.rect(screen, (100, 150, 200), stack_area_rect, 5, border_radius=15)
# 绘制棋盘和栈
draw_board()
draw_stack()
# 绘制角色
if character_state == 'normal':
character_image_file = character_images[selected_character]['normal']
else:
character_image_file = character_images[selected_character]['happy']
if not os.path.exists(character_image_file):
print(f"角色图片不存在: {character_image_file}")
pygame.quit()
sys.exit()
try:
character_image = pygame.image.load(character_image_file).convert_alpha()
character_image = pygame.transform.scale(character_image, (150, 150))
except pygame.error:
print(f"无法加载角色图片: {character_image_file}")
pygame.quit()
sys.exit()
screen.blit(character_image, (20, HEIGHT - 170)) # 左下角显示角色
# 绘制分数和关卡信息
score_text = info_font.render(f"分数: {score}", True, BLACK)
level_text = info_font.render(f"关卡: {level}", True, BLACK)
# 添加边框背景
score_rect = score_text.get_rect(topleft=(WIDTH - 220, HEIGHT - 100))
level_rect = level_text.get_rect(topleft=(WIDTH - 220, HEIGHT - 60))
# 绘制背景框
pygame.draw.rect(screen, WHITE, score_rect.inflate(10, 10))
pygame.draw.rect(screen, WHITE, level_rect.inflate(10, 10))
# 绘制边框
pygame.draw.rect(screen, BLACK, score_rect.inflate(10, 10), 2)
pygame.draw.rect(screen, BLACK, level_rect.inflate(10, 10), 2)
# 绘制文本
screen.blit(score_text, (score_rect.left + 5, score_rect.top + 5))
screen.blit(level_text, (level_rect.left + 5, level_rect.top + 5))
# 绘制按钮
# 绘制提示按钮
with hint_lock:
if hint_calculating:
hint_text = font.render("计算中...", True, BUTTON_TEXT_COLOR)
else:
hint_text = font.render("提示", True, BUTTON_TEXT_COLOR)
pygame.draw.rect(screen, HINT_BUTTON_COLOR, hint_button_rect, border_radius=10)
screen.blit(hint_text, (hint_button_rect.centerx - hint_text.get_width() / 2,
hint_button_rect.centery - hint_text.get_height() / 2))
# 绘制撤销按钮
undo_text = font.render("撤销", True, BUTTON_TEXT_COLOR)
pygame.draw.rect(screen, UNDO_BUTTON_COLOR, undo_button_rect, border_radius=10)
screen.blit(undo_text, (undo_button_rect.centerx - undo_text.get_width() / 2,
undo_button_rect.centery - undo_text.get_height() / 2))
# 获取点击位置的图案
def get_tile_at_pos(pos, board_layers_param=None):
if board_layers_param is None:
board_layers_param = board_layers
for layer in reversed(board_layers_param): # 从顶层开始检测
for row in layer:
for tile in row:
if tile and tile['rect'].collidepoint(pos):
return tile
return None
# 移除图案
def remove_tile(tile):
for layer in board_layers:
for row in layer:
for i in range(len(row)):
if row[i] == tile:
row[i] = None
return
# 处理点击事件
def handle_click(pos):
global hint_sequence
tile = get_tile_at_pos(pos)
if tile:
# 检查图案是否被覆盖
if is_tile_uncovered(tile):
with hint_lock:
# 检查玩家是否点击了提示的图案
if hint_sequence and tile == hint_sequence[0]:
hint_sequence.pop(0) # 移除已提示的图案
if not hint_sequence:
hint_sequence = [] # 提示序列已用完
else:
hint_sequence = [] # 玩家未点击提示的图案,清空提示序列
# 记录原始位置
tile['original_position'] = {'layer': tile['layer'], 'row': None, 'col': None}
# 找到该 tile 在 board_layers 中的位置
for row_idx, row in enumerate(board_layers[tile['layer']]):
for col_idx, t in enumerate(row):
if t == tile:
tile['original_position']['row'] = row_idx
tile['original_position']['col'] = col_idx
break
stack.append(tile)
remove_tile(tile)
if len(stack) > MAX_STACK_SIZE:
game_over("栈已满,游戏失败!")
else:
if len(stack) >= 3:
check_match()
# 检查游戏状态
if is_game_won():
if level >= MAX_LEVEL:
game_win("恭喜您完成所有关卡,游戏胜利!")
else:
next_level()
elif is_game_over():
game_over("无法继续,游戏失败!")
else:
pass # 图案被覆盖,无法点击
# 检查匹配
def check_match():
global stack, score, character_state, character_reaction_time, hint_sequence
changed = True
while changed and len(stack) >= 3:
changed = False
counts = {}
for tile in stack:
counts[tile['number']] = counts.get(tile['number'], 0) + 1
for number, count in counts.items():
while count >= 3:
# 移除三个相同的图案
remove_count = 0
i = len(stack) - 1
while i >= 0 and remove_count < 3:
if stack[i]['number'] == number:
del stack[i]
remove_count += 1
count -= 1
i -= 1
score += 100
# 角色互动动画
character_state = 'happy'
character_reaction_time = int(FPS * 1) # 互动状态持续1秒
# 清空提示序列
with hint_lock:
hint_sequence = []
changed = True
break # 重新检查
if changed:
continue
else:
break
# 判断游戏是否胜利
def is_game_won():
# 如果棋盘上没有任何图案,且栈为空,游戏胜利
for layer in board_layers:
for row in layer:
for tile in row:
if tile:
return False
if len(stack) == 0:
return True
else:
return False
# 判断游戏是否失败
def is_game_over():
# 如果棋盘上没有图案,但栈中有剩余图案无法匹配,游戏失败
for layer in board_layers:
for row in layer:
for tile in row:
if tile:
return False # 仍有图案,游戏未结束
if len(stack) > 0:
# 检查栈中的图案能否再匹配
counts = {}
for tile in stack:
counts[tile['number']] = counts.get(tile['number'], 0) + 1
for count in counts.values():
if count >= 3:
return False # 仍有可能匹配
return True # 无法匹配,游戏失败
return False
# 进入下一关
def next_level():
global level, stack, hint_sequence
level += 1
if level > MAX_LEVEL:
game_win("恭喜您完成所有关卡,游戏胜利!")
else:
stack = [] # 重置栈
with hint_lock:
hint_sequence = []
create_board()
save_game() # 保存游戏进度
# 游戏结束
def game_over(message):
global current_state
screen.fill(BG_COLOR)
message_text = big_font.render(message, True, (178, 34, 34)) # Firebrick
rect = message_text.get_rect(center=(WIDTH / 2, HEIGHT / 2 - 50))
screen.blit(message_text, rect)
# 记录分数到排行榜(存档)
save_game()
# 显示返回主菜单的提示
return_text = font.render("返回主菜单...", True, BLACK)
return_rect = return_text.get_rect(center=(WIDTH / 2, HEIGHT / 2 + 50))
screen.blit(return_text, return_rect)
pygame.display.flip()
pygame.time.delay(3000)
current_state = STATE_MAIN_MENU
save_game() # 保存游戏进度
# 游戏胜利
def game_win(message):
global current_state
# 绘制胜利界面背景图片
screen.blit(victory_background, (0, 0))
# 绘制胜利消息
message_text = big_font.render(message, True, (34, 139, 34)) # Forest Green
rect = message_text.get_rect(center=(WIDTH / 2, HEIGHT / 2 - 50))
screen.blit(message_text, rect)
# 记录分数到排行榜(存档)
save_game()
# 显示返回主菜单的提示
return_text = font.render("返回主菜单...", True, BLACK)
return_rect = return_text.get_rect(center=(WIDTH / 2, HEIGHT / 2 + 50))
screen.blit(return_text, return_rect)
pygame.display.flip()
pygame.time.delay(3000)
current_state = STATE_MAIN_MENU
save_game() # 保存游戏进度
# 提示功能
def show_hint():
global hint_sequence, hint_calculating
with hint_lock:
if hint_calculating:
return # 已经在计算中,避免重复计算
hint_sequence = []
hint_calculating = True
threading.Thread(target=calculate_hint).start()
def calculate_hint():
global hint_sequence, hint_calculating
hint_sequence = []
print("Calculating hint...")
# 首先使用贪心算法寻找直接可消除的三个图案
hint_sequence = find_greedy_hint()
if not hint_sequence:
# 如果找不到,使用 DFS 算法计算提示
root_state = (stack.copy(), copy_board_layers(board_layers))
hint_sequence = find_hint_sequence(root_state)
with hint_lock:
hint_calculating = False
if hint_sequence:
print("Hint sequence generated:")
for tile in hint_sequence:
print(f"Number: {tile['number']}")
else:
print("无法找到可行的提示序列")
def find_greedy_hint():
available_tiles = get_all_uncovered_tiles(board_layers)
if not available_tiles:
return []
# 统计可点击图案中每种图案的数量
tile_counts = {}
for tile in available_tiles:
tile_counts[tile['number']] = tile_counts.get(tile['number'], 0) + 1
# 查找数量达到 3 的图案
for number, count in tile_counts.items():
if count >= 3:
matching_tiles = [tile for tile in available_tiles if tile['number'] == number]
return matching_tiles[:3] # 返回可以直接消除的三个图案
return []
def find_hint_sequence(root_state):
max_depth = MAX_STACK_SIZE - len(stack)
time_limit = 1.0 # 秒
start_time = time.time()
_, board_layers_param = root_state
available_tiles = get_all_uncovered_tiles(board_layers_param)
if not available_tiles or max_depth <= 0:
return []
# 启发式排序
tile_counts = {}
for tile in available_tiles:
tile_counts[tile['number']] = tile_counts.get(tile['number'], 0) + 1
unmatched_numbers_in_stack = [tile['number'] for tile in stack]
def tile_priority(tile):
priority = 0
if tile['number'] in unmatched_numbers_in_stack:
priority += 100
priority += tile_counts[tile['number']]
return -priority # 负号使得数值越大优先级越高
available_tiles.sort(key=tile_priority)
# 迭代加深搜索
for depth in range(1, max_depth + 1):
visited_states = set()
success, result = dfs_search(root_state, [], depth, start_time, time_limit, visited_states, root_state)
if success:
return result
return []
def dfs_search(state, path, max_depth, start_time, time_limit, visited_states, root_state):
# 检查时间限制
if time.time() - start_time > time_limit:
return False, []
# 检查深度限制
if len(path) >= max_depth:
return False, []
stack_param, board_layers_param = state
# 检查是否发生了消除
if len(stack_param) < len(root_state[0]):
return True, path
# 序列化状态
state_key = serialize_state(state)
if state_key in visited_states: