(* black_box=“true“ *)

        在 Verilog 中,(* black_box="true" *) 是一个 综合属性,用于告诉综合工具将某个模块视为"黑盒"。

一、作用与含义

这个属性指示综合工具:

  • 不优化:不要优化或修改该模块的内部结构

  • 不分析:不要尝试分析模块的内部实现

  • 保留接口:只保留模块的输入输出端口

  • 等待实现:该模块将在后续阶段(如下层实现、物理设计)中提供

二、语法格式

(* black_box = "true" *)
module module_name (
    input  port_a,
    input  port_b,
    output port_c
);
    // 模块内容(可能为空或只有端口声明)
endmodule

三、使用场景

1. 第三方IP核

(* black_box = "true" *)
module dsp_multiplier (
    input  [15:0] a,
    input  [15:0] b,
    output [31:0] p
);
    // 具体实现由供应商提供
endmodule

2. 模拟模块

(* black_box = "true" *)
module analog_cell (
    input  vin,
    output vout
);
    // 模拟电路,数字综合工具无法处理
endmodule

3. 未完成模块

(* black_box = "true" *)
module crypto_core (
    input  [127:0] data_in,
    input  [255:0] key,
    output [127:0] data_out
);
    // 模块尚未实现,先标记为黑盒
endmodule

三、完整示例

// 主设计模块
module top_design (
    input  clk,
    input  [7:0] data_a,
    input  [7:0] data_b,
    output [15:0] result
);
    
    wire [15:0] mult_result;
    
    // 实例化黑盒模块
    dsp_multiplier u_mult (
        .a(data_a),
        .b(data_b),
        .p(mult_result)
    );
    
    // 其他逻辑
    reg [15:0] result_reg;
    always @(posedge clk) begin
        result_reg <= mult_result;
    end
    
    assign result = result_reg;
endmodule

// 黑盒模块定义
(* black_box = "true" *)
module dsp_multiplier (
    input  [7:0] a,
    input  [7:0] b,
    output [15:0] p
);
    // 空实现 - 综合工具会保留接口
endmodule

四、注意事项

  1. 端口必须正确定义:所有输入输出端口必须明确定义

  2. 参数支持:黑盒模块可以包含参数

  3. 工具依赖性:不同综合工具可能支持不同的属性语法

  4. 替代语法:有些工具使用 syn_black_box 或其他前缀

五、工具兼容性

// Xilinx Vivado
(* black_box = "YES" *)

// Synopsys Design Compiler  
(* syn_black_box *)

// 通用写法(推荐)
(* black_box = "true" *)

这个属性在层次化设计和IP集成中非常有用,允许设计者在不同阶段逐步完成系统集成。

import pygame import random import sys # 初始化pygame pygame.init() # 常量定义(参考引用[1][3]) BOX_SIZE = 30 # 小方格边长 BOX_WIDTH = 10 # 游戏区域列数(主区域宽度) BOX_HEIGHT = 20 # 游戏区域行数(主区域高度) SIDE_WIDTH = 200 # 侧边信息栏宽度(参考引用[1]) SCREEN_WIDTH = BOX_SIZE * BOX_WIDTH + SIDE_WIDTH SCREEN_HEIGHT = BOX_SIZE * BOX_HEIGHT FPS = 60 # 游戏帧率 # 颜色定义(参考引用[1][3]) BLACK = (0, 0, 0) WHITE = (245, 245, 245) LINE_COLOR = (139, 125, 107) CUBE_COLORS = [ (255, 245, 40), # 黄色 (175, 175, 20), # 橄榄色 (185, 185, 185), # 灰色 (155, 0, 0), # 深红 (175, 20, 20), # 红色 (0, 155, 0), # 深绿 (20, 175, 20), # 绿色 (0, 0, 155), # 深蓝 (20, 20, 175) # 蓝色 ] # 定义7种方块形状(参考引用[3]) SHAPES = [ [[1, 1, 1, 1]], # I形 [[1, 1], [1, 1]], # O形 [[0, 1, 0], [1, 1, 1]], # T形 [[0, 1, 1], [1, 1, 0]], # S形 [[1, 1, 0], [0, 1, 1]], # Z形 [[1, 0, 0], [1, 1, 1]], # J形 [[0, 0, 1], [1, 1, 1]] # L形 ] class Tetromino: def __init__(self): self.shape_idx = random.randint(0, len(SHAPES) - 1) self.color = random.choice(CUBE_COLORS) self.shape = SHAPES[self.shape_idx] self.x = BOX_WIDTH // 2 - len(self.shape[0]) // 2 self.y = 0 def rotate(self): # 矩阵转置实现旋转 self.shape = [list(row) for row in zip(*self.shape[::-1])] class TetrisGame: def __init__(self): self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("俄罗斯方块 - Pygame") self.clock = pygame.time.Clock() self.board = [[0 for _ in range(BOX_WIDTH)] for _ in range(BOX_HEIGHT)] self.current_piece = self.new_piece() self.game_over = False self.score = 0 self.init_fonts() def init_fonts(self): # 字体初始化(参考引用[3]) try: self.font_title = pygame.font.SysFont("simhei", 28) self.font_large = pygame.font.SysFont("simhei", 24) except: self.font_title = pygame.font.Font(None, 28) self.font_large = pygame.font.Font(None, 24) def new_piece(self): return Tetromino() def check_collision(self, piece, dx=0, dy=0): for y, row in enumerate(piece.shape): for x, cell in enumerate(row): if cell: new_x, new_y = piece.x + x + dx, piece.y + y + dy if (new_x < 0 or new_x >= BOX_WIDTH or new_y >= BOX_HEIGHT or (new_y >= 0 and self.board[new_y][new_x])): return True return False def merge_piece(self): for y, row in enumerate(self.current_piece.shape): for x, cell in enumerate(row): if cell: board_y = self.current_piece.y + y if 0 <= board_y < BOX_HEIGHT: self.board[board_y][self.current_piece.x + x] = self.current_piece.color def clear_lines(self): lines_cleared = 0 for y in range(BOX_HEIGHT - 1, -1, -1): if all(self.board[y]): lines_cleared += 1 # 移除整行并添加新行 del self.board[y] self.board.insert(0, [0 for _ in range(BOX_WIDTH)]) # 计分规则 if lines_cleared: self.score += [100, 300, 500, 800][min(lines_cleared - 1, 3)] def draw_board(self): # 绘制游戏区域背景 self.screen.fill(BLACK) pygame.draw.rect(self.screen, WHITE, (0, 0, BOX_SIZE * BOX_WIDTH, SCREEN_HEIGHT)) # 绘制网格线(参考引用[1]) for x in range(0, BOX_SIZE * BOX_WIDTH, BOX_SIZE): pygame.draw.line(self.screen, LINE_COLOR, (x, 0), (x, SCREEN_HEIGHT)) for y in range(0, SCREEN_HEIGHT, BOX_SIZE): pygame.draw.line(self.screen, LINE_COLOR, (0, y), (BOX_SIZE * BOX_WIDTH, y)) # 绘制已落下的方块 for y in range(BOX_HEIGHT): for x in range(BOX_WIDTH): if self.board[y][x]: pygame.draw.rect( self.screen, self.board[y][x], (x * BOX_SIZE, y * BOX_SIZE, BOX_SIZE - 1, BOX_SIZE - 1) ) # 绘制当前方块 if self.current_piece: for y, row in enumerate(self.current_piece.shape): for x, cell in enumerate(row): if cell: pygame.draw.rect( self.screen, self.current_piece.color, ((self.current_piece.x + x) * BOX_SIZE, (self.current_piece.y + y) * BOX_SIZE, BOX_SIZE - 1, BOX_SIZE - 1) ) # 绘制侧边栏(参考引用[1]) sidebar = pygame.Rect(BOX_SIZE * BOX_WIDTH, 0, SIDE_WIDTH, SCREEN_HEIGHT) pygame.draw.rect(self.screen, (50, 50, 50), sidebar) # 绘制分数 score_text = self.font_large.render(f"分数: {self.score}", True, WHITE) self.screen.blit(score_text, (BOX_SIZE * BOX_WIDTH + 20, 50)) def game_loop(self): # 主游戏循环(参考引用[2]) fall_time = 0 fall_speed = 500 # 方块下落速度(毫秒) while not self.game_over: fall_time += self.clock.get_rawtime() self.clock.tick(FPS) # 处理按键事件 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: if not self.check_collision(self.current_piece, -1): self.current_piece.x -= 1 elif event.key == pygame.K_RIGHT: if not self.check_collision(self.current_piece, 1): self.current_piece.x += 1 elif event.key == pygame.K_DOWN: if not self.check_collision(self.current_piece, 0, 1): self.current_piece.y += 1 elif event.key == pygame.K_UP: rotated_piece = Tetromino() rotated_piece.shape = self.current_piece.shape.copy() rotated_piece.color = self.current_piece.color rotated_piece.x = self.current_piece.x rotated_piece.y = self.current_piece.y rotated_piece.rotate() if not self.check_collision(rotated_piece): self.current_piece.rotate() elif event.key == pygame.K_SPACE: # 硬降落 while not self.check_collision(self.current_piece, 0, 1): self.current_piece.y += 1 # 方块自动下落 if fall_time >= fall_speed: fall_time = 0 if not self.check_collision(self.current_piece, 0, 1): self.current_piece.y += 1 else: self.merge_piece() self.clear_lines() self.current_piece = self.new_piece() if self.check_collision(self.current_piece): self.game_over = True self.draw_board() pygame.display.update() # 游戏结束显示 game_over_text = self.font_title.render("游戏结束!", True, (255, 0, 0)) self.screen.blit(game_over_text, (BOX_SIZE * BOX_WIDTH // 4, SCREEN_HEIGHT // 2)) pygame.display.update() pygame.time.delay(2000) if __name__ == "__main__": game = TetrisGame() game.game_loop() 在这个代码里面,右边分数下面 我要加一个图片,怎么加
10-18
# 代码概述 该请求基于“猴子摘香蕉”问题,要求将符号逻辑规划问题转化为可执行的 Python 程序。程序需模拟猴子通过行走、推箱、爬箱、摘香蕉等动作,从初始状态达到目标状态。 我们将使用类和谓词函数来建模环境状态与动作,确保每一步操作都满足先决条件,并更新全局状态。 --- # 代码解析 ```python class MonkeyBananaProblem: def __init__(self): # 初始状态 self.monkey_at = 'a' self.box_at = 'c' self.banana_at = 'b' self.on_box = False self.has_banana = False def walk(self, pos): """猴子从当前位置走到指定位置""" if self.on_box: print("猴子正在箱子上,无法行走。") return False print(f"猴子从 {self.monkey_at} 走到 {pos}") self.monkey_at = pos return True def push_box(self, to_pos): """猴子将箱子从当前位置推到新位置""" if not (self.monkey_at == self.box_at and not self.on_box): print("猴子必须和箱子在同一位置且不在箱子上才能推箱子。") return False print(f"猴子将箱子从 {self.box_at} 推到 {to_pos}") self.box_at = to_pos self.monkey_at = to_pos return True def climb_up(self): """猴子爬上箱子""" if self.monkey_at != self.box_at: print("猴子必须在箱子旁边才能爬上箱子。") return False if self.on_box: print("猴子已经在箱子上了。") return False print("猴子爬上了箱子。") self.on_box = True return True def grasp_banana(self): """猴子摘香蕉""" if self.on_box and self.box_at == self.banana_at and self.monkey_at == self.banana_at: print("猴子成功摘到了香蕉!") self.has_banana = True return True else: print("无法摘香蕉:需站在位于香蕉下方的箱子上。") return False def is_goal(self): """检查是否达到目标状态""" return self.has_banana and self.on_box and self.box_at == 'b' and self.monkey_at == 'b' def show_state(self): """打印当前状态""" print(f"当前位置 -> 猴子: {self.monkey_at}, 箱子: {self.box_at}, " f"香蕉: {self.banana_at}, 在箱子上: {self.on_box}, 已摘香蕉: {self.has_banana}") # 执行行动计划 if __name__ == "__main__": problem = MonkeyBananaProblem() print("初始状态:") problem.show_state() print("\n开始行动:") problem.walk('c') # 步骤1:从 a 走到 c problem.push_box('b') # 步骤2:将箱子从 c 推到 b problem.climb_up() # 步骤3:爬上箱子 problem.grasp_banana() # 步骤4:摘香蕉 print("\n最终状态:") problem.show_state() if problem.is_goal(): print("✅ 成功达成目标状态!") else: print("❌ 未达成目标状态。") ``` --- # 知识点 - **状态建模与封装**:使用类封装状态与行为,实现清晰的状态管理和方法调用,符合面向对象设计原则。 - **条件控制与动作验证**:每个动作前检查先决条件,防止非法状态转移,增强程序健壮性。 - **状态转移模拟**:通过顺序执行合法动作,模拟智能体在环境中的规划路径,体现经典AI问题求解思路。 写python代码,并且可以可视化
11-05
import cv2 import numpy as np import os import random from pathlib import Path from tqdm import tqdm import yaml from ultralytics import YOLO import shutil # 添加用于文件操作的库 class DotDatasetGenerator: def __init__(self, output_dir="black_dot_dataset", image_size=640): self.output_dir = output_dir self.image_size = image_size # 创建目录结构 self.train_img_dir = os.path.join(output_dir, "images", "train") self.val_img_dir = os.path.join(output_dir, "images", "val") self.train_label_dir = os.path.join(output_dir, "labels", "train") self.val_label_dir = os.path.join(output_dir, "labels", "val") Path(self.train_img_dir).mkdir(parents=True, exist_ok=True) Path(self.val_img_dir).mkdir(parents=True, exist_ok=True) Path(self.train_label_dir).mkdir(parents=True, exist_ok=True) Path(self.val_label_dir).mkdir(parents=True, exist_ok=True) # 颜色定义 self.gray_bg = (128, 128, 128) self.black = (0, 0, 0) self.white = (255, 255, 255) # 配置参数 self.min_dots = 10 self.max_dots = 30 self.min_rings = 1 self.max_rings = 3 self.min_obstacles = 2 self.max_obstacles = 5 def _create_base_image(self): return np.full((self.image_size, self.image_size, 3), self.gray_bg, dtype=np.uint8) def _add_blur(self, img, intensity=3): return cv2.GaussianBlur(img, (intensity*2+1, intensity*2+1), intensity) def _add_random_ring(self, img): radius = random.randint(80, 150) thickness = random.randint(8, 15) center_x = random.randint(radius + thickness, self.image_size - radius - thickness) center_y = random.randint(radius + thickness, self.image_size - radius - thickness) cv2.circle(img, (center_x, center_y), radius, self.white, thickness) return center_x, center_y, radius def _add_random_obstacle(self, img): sides = random.choice([3, 4, 5]) points = [] start_x = random.randint(50, self.image_size - 150) start_y = random.randint(50, self.image_size - 150) for _ in range(sides): points.append([start_x + random.randint(0, 100), start_y + random.randint(0, 100)]) pts = np.array(points, np.int32).reshape((-1, 1, 2)) thickness = random.randint(3, 8) cv2.polylines(img, [pts], True, self.black, thickness) return cv2.boundingRect(pts) def _is_near_ring(self, x, y, ring_x, ring_y, ring_radius): distance = np.sqrt((x - ring_x)**2 + (y - ring_y)**2) return ring_radius * 0.9 <= distance <= ring_radius * 1.1 def _is_in_obstacle(self, x, y, obstacles): for obstacle in obstacles: x1, y1, w, h = obstacle if (x1 - 5 <= x <= x1 + w + 5) and (y1 - 5 <= y <= y1 + h + 5): return True return False def _add_black_dots(self, img, rings, obstacles): num_dots = random.randint(self.min_dots, self.max_dots) dot_radius = random.randint(2, 5) dots = [] ring_dots = min(int(num_dots * 0.3), len(rings)) for i in range(num_dots): x = random.randint(dot_radius + 5, self.image_size - dot_radius - 5) y = random.randint(dot_radius + 5, self.image_size - dot_radius - 5) # 避免点过于接近 if any(np.sqrt((x - dx)**2 + (y - dy)**2) < dot_radius * 3 for dx, dy, _ in dots): continue # 部分点在圆环上 if i < ring_dots and rings: ring = random.choice(rings) angle = random.uniform(0, 2 * np.pi) x = int(ring[0] + ring[2] * np.cos(angle)) y = int(ring[1] + ring[2] * np.sin(angle)) # 部分点在障碍物边界上 elif i > num_dots * 0.8 and random.random() < 0.5 and obstacles: obstacle = random.choice(obstacles) ox, oy, ow, oh = obstacle side = random.choice(['top', 'bottom', 'left', 'right']) if side == 'top': x, y = random.randint(ox, ox + ow), oy elif side == 'bottom': x, y = random.randint(ox, ox + ow), oy + oh elif side == 'left': x, y = ox, random.randint(oy, oy + oh) else: x, y = ox + ow, random.randint(oy, oy + oh) cv2.circle(img, (x, y), dot_radius, self.black, -1) dots.append((x, y, dot_radius)) return dots def generate_image(self, save_path, label_path): img = self._create_base_image() rings = [self._add_random_ring(img) for _ in range(random.randint(self.min_rings, self.max_rings))] obstacles = [self._add_random_obstacle(img) for _ in range(random.randint(self.min_obstacles, self.max_obstacles))] dots = self._add_black_dots(img, rings, obstacles) img = self._add_blur(img, intensity=random.randint(2, 4)) cv2.imwrite(save_path, img) with open(label_path, 'w') as f: for x, y, r in dots: f.write(f"0 {x/self.image_size:.6f} {y/self.image_size:.6f} {(r*2)/self.image_size:.6f} {(r*2)/self.image_size:.6f}\n") return img def generate_dataset(self, num_train=500, num_val=100): print(f"生成训练集 ({num_train}张图片)...") for i in tqdm(range(num_train)): self.generate_image(os.path.join(self.train_img_dir, f"train_{i}.jpg"), os.path.join(self.train_label_dir, f"train_{i}.txt")) print(f"生成验证集 ({num_val}张图片)...") for i in tqdm(range(num_val)): self.generate_image(os.path.join(self.val_img_dir, f"val_{i}.jpg"), os.path.join(self.val_label_dir, f"val_{i}.txt")) return self.create_yaml_config() def create_yaml_config(self): config = { 'path': os.path.abspath(self.output_dir), 'train': 'images/train', 'val': 'images/val', 'names': {0: 'black_dot'} } config_path = os.path.join(self.output_dir, "black_dot.yaml") with open(config_path, 'w') as f: yaml.dump(config, f) print(f"数据集配置文件已保存至: {config_path}") return config_path def train_yolov8_model(dataset_config, model_size='s'): """ 训练YOLOv8模型检测黑色小点,仅保留best.pt和last.pt :param dataset_config: 数据集配置文件路径 :param model_size: 模型尺寸 (n/s/m/l/x) :return: (best.pt路径, last.pt路径) """ # 加载预训练模型 model = YOLO(f'yolov8{model_size}.pt') # 训练参数 (针对小目标优化) results = model.train( data=dataset_config, epochs=500, imgsz=640, batch=4, device='cuda' if torch.cuda.is_available() else 'cpu', name='black_dot_detection', # 小目标优化参数 workers=2, # 减少数据加载工作线程数 close_mosaic=15, # 提前关闭mosaic增强 augment=True, # 保留基本增强但降低强度 fliplr=0.0, overlap_mask=False, # 学习率与优化器 lr0=0.01, lrf=0.1, optimizer='AdamW', weight_decay=0.0005, # 数据增强增强小目标可见性 hsv_h=0.015, hsv_s=0.5, hsv_v=0.3, translate=0.1, scale=0.9, # 多尺度训练 multi_scale=True, # 日志设置 plots=True, save_period=0, # 设置为0表示不保存中间检查点 # 混合精度训练优化 amp=True, patience=500, # 延长早停观察期 ) # 获取最终模型路径 weights_dir = os.path.join(results.save_dir, 'weights') best_pt = os.path.join(weights_dir, 'best.pt') last_pt = os.path.join(weights_dir, 'last.pt') # 创建最终保存目录 final_save_dir = os.path.join(results.save_dir, 'final_weights') os.makedirs(final_save_dir, exist_ok=True) # 只复制best.pt和last.pt到最终目录 final_best_pt = os.path.join(final_save_dir, 'best.pt') final_last_pt = os.path.join(final_save_dir, 'last.pt') shutil.copy2(best_pt, final_best_pt) shutil.copy2(last_pt, final_last_pt) # 删除原始权重目录(可选) try: shutil.rmtree(weights_dir) print(f"已删除中间权重目录: {weights_dir}") except Exception as e: print(f"删除中间权重目录失败: {str(e)}") return final_best_pt, final_last_pt # 主执行流程 if __name__ == "__main__": import torch print("="*50) print("生成数据集...") print("="*50) # 生成数据集 generator = DotDatasetGenerator(output_dir="black_dot_dataset") dataset_config = generator.generate_dataset(num_train=500, num_val=100) print("\n" + "="*50) print("开始训练YOLOv8模型...") print("="*50) # 训练模型 model_size = 's' # 可选: 'n'(小), 's'(小), 'm'(中), 'l'(大), 'x'(超大) best_pt_path, last_pt_path = train_yolov8_model(dataset_config, model_size) print("\n" + "="*50) print("训练完成!") print(f"最佳模型已保存至: {best_pt_path}") print(f"最终检查点已保存至: {last_pt_path}") print("="*50) # 验证模型性能 print("\n在验证集上测试模型性能...") model = YOLO(best_pt_path) metrics = model.val(data=dataset_config) print("\n" + "="*50) print("模型评估结果:") print(f"精确率(mAP@0.5): {metrics.box.map50:.4f}") print(f"召回率: {metrics.box.recall:.4f}") print("="*50) 想进一步提高精度,可以怎么改,显存只有4GB
10-29
import pygame import random import string # 初始化Pygame pygame.init() # 设置屏幕尺寸 screen_width = 800 screen_height = 600 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption("互动打字游戏") # 颜色定义 WHITE = (255, 255, 255) BLACK = (0, 0, 0) # 字体设置 font = pygame.font.Font(None, 36) # 单词列表 word_list = ['apple', 'banana', 'cherry', 'date', 'elderberry', 'fig', 'grape'] # 输入框设置 input_box = pygame.Rect(100, 550, 600, 32) input_text = '' placeholder = '试试用键盘接住下落的单词' # 单词类 class Word: def __init__(self, word): self.word = word self.x = random.randint(0, screen_width - 50) self.y = 0 self.speed = 1 self.rotation = 0 def update(self): self.y += self.speed self.rotation += 1 if self.rotation >= 360: self.rotation = 0 def draw(self): text_surface = font.render(self.word, True, WHITE) rotated_text = pygame.transform.rotate(text_surface, self.rotation) screen.blit(rotated_text, (self.x, self.y)) # 单词列表 words = [] clock = pygame.time.Clock() last_word_time = pygame.time.get_ticks() running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: input_text = input_text[:-1] else: input_text += event.unicode # 每隔5秒生成新单词 current_time = pygame.time.get_ticks() if current_time - last_word_time > 5000: new_word = random.choice(word_list) words.append(Word(new_word)) last_word_time = current_time # 更新单词位置和速度 for word in words[:]: word.update() word.speed += 0.01 # 单词掉落速度随时间增加 if word.y > screen_height: words.remove(word) if input_text == word.word: words.remove(word) input_text = '' # 绘制背景 screen.fill(BLACK) # 绘制单词 for word in words: word.draw() # 绘制输入框 pygame.draw.rect(screen, WHITE, input_box, 2) if input_text: txt_surface = font.render(input_text, True, WHITE) else: txt_surface = font.render(placeholder, True, (128, 128, 128)) screen.blit(txt_surface, (input_box.x + 5, input_box.y + 5)) pygame.display.flip() clock.tick(60) pygame.quit()
11-20
import pygame import random import sys # 修改网格尺寸为5x5 WINDOW_WIDTH, WINDOW_HEIGHT = 600, 640 WIDTH, HEIGHT = 600, 600 INFO_BOX_HEIGHT = 40 ROWS, COLS = 5, 5 TILE_SIZE = WIDTH // COLS # 动态计算拼图块大小(600/5=120) def shuffle_image(image): pieces = [image.subsurface((x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE)) for y in range(ROWS) for x in range(COLS)] pieces = random.sample(pieces, len(pieces)) return pieces def main(): pygame.init() screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) pygame.display.set_caption("拼图小游戏游戏") clock = pygame.time.Clock() start_time = pygame.time.get_ticks() finished = False original_image = pygame.image.load("1.png") original_image = pygame.transform.scale(original_image, (COLS * TILE_SIZE, ROWS * TILE_SIZE)) pieces = shuffle_image(original_image) empty_tile = ROWS * COLS # 动态计算空白块位置(24) selected_tile = None while not finished: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: x, y = pygame.mouse.get_pos() # 确保点击位置在拼图区域内 if y < ROWS * TILE_SIZE: selected_tile = (y // TILE_SIZE) * COLS + (x // TILE_SIZE) if event.type == pygame.MOUSEBUTTONUP: if event.button == 1 and selected_tile is not None: x, y = pygame.mouse.get_pos() # 确保释放位置在拼图区域内 if y < ROWS * TILE_SIZE: target_tile = (y // TILE_SIZE) * COLS + (x // TILE_SIZE) if target_tile != empty_tile and target_tile != selected_tile: pieces[selected_tile], pieces[target_tile] = pieces[target_tile], pieces[selected_tile] selected_tile = None screen.fill((0, 0, 0)) # 绘制拼图 for i, piece in enumerate(pieces): row = i // COLS col = i % COLS # 跳过空白块 if i != empty_tile: screen.blit(piece, (col * TILE_SIZE, row * TILE_SIZE)) # 绘制网格线(可选) for i in range(1, COLS): pygame.draw.line(screen, (100, 100, 100), (i * TILE_SIZE, 0), (i * TILE_SIZE, ROWS * TILE_SIZE), 2) for i in range(1, ROWS): pygame.draw.line(screen, (100, 100, 100), (0, i * TILE_SIZE), (COLS * TILE_SIZE, i * TILE_SIZE), 2) # 绘制信息框 pygame.draw.rect(screen, (255, 255, 224), (0, HEIGHT, WINDOW_WIDTH, INFO_BOX_HEIGHT)) # 绘制计时信息 current_time = (pygame.time.get_ticks() - start_time) // 1000 font = pygame.font.Font(None, 24) time_text = font.render(f"时间: {current_time}秒 | 难度: {ROWS}x{COLS}", True, (60, 179, 113)) screen.blit(time_text, (10, HEIGHT + 10)) pygame.display.flip() clock.tick(60) if __name__ == "__main__": main() 如何为拼图游戏添加难度选择功能?
06-20
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