鸿蒙AI谜语猜猜看应用开发指南 原创

进修的泡芙
发布于 2025-6-22 16:59
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鸿蒙AI谜语猜猜看应用开发指南

一、系统架构设计

基于HarmonyOS的分布式能力和AI技术,我们设计了一套智能谜语游戏系统,主要功能包括:
谜语生成:AI自动生成各类谜语

谜语解答:AI解答用户输入的谜语

多设备对战:支持多设备实时猜谜对战

积分排行:记录用户猜谜成绩和排名

社交分享:分享谜语和成绩到社交平台

!https://example.com/harmony-riddle-game-arch.png

二、核心代码实现
谜语生成服务

// RiddleGenerationService.ets
import http from ‘@ohos.net.http’;

class RiddleGenerationService {
private static instance: RiddleGenerationService;
private httpClient: http.HttpRequest;
private apiKey = ‘YOUR_RIDDLE_API_KEY’;

private constructor() {
this.httpClient = http.createHttp();
public static getInstance(): RiddleGenerationService {

if (!RiddleGenerationService.instance) {
  RiddleGenerationService.instance = new RiddleGenerationService();

return RiddleGenerationService.instance;

public async generateRiddle(category: RiddleCategory = ‘random’): Promise<Riddle> {

return new Promise((resolve, reject) => {
  this.httpClient.request(
    'https://riddle-api.example.com/generate',

method: ‘POST’,

      header: { 'Content-Type': 'application/json' },
      extraData: JSON.stringify({
        category,
        difficulty: 'medium',
        api_key: this.apiKey
      })
    },
    (err, data) => {
      if (err) {
        reject(err);

else {

        const result = JSON.parse(data.result);
        resolve(this.processRiddle(result));

}

  );
});

private processRiddle(rawData: any): Riddle {

return {
  id: rawData.id || generateId(),
  question: rawData.question,
  answer: rawData.answer,
  category: rawData.category || 'general',
  difficulty: rawData.difficulty || 'medium',
  hints: rawData.hints || [],
  explanation: rawData.explanation || '',
  timestamp: Date.now()
};

}

export const riddleGenerationService = RiddleGenerationService.getInstance();

谜语解答服务

// RiddleSolvingService.ets
import http from ‘@ohos.net.http’;

class RiddleSolvingService {
private static instance: RiddleSolvingService;
private httpClient: http.HttpRequest;
private apiKey = ‘YOUR_RIDDLE_API_KEY’;

private constructor() {
this.httpClient = http.createHttp();
public static getInstance(): RiddleSolvingService {

if (!RiddleSolvingService.instance) {
  RiddleSolvingService.instance = new RiddleSolvingService();

return RiddleSolvingService.instance;

public async solveRiddle(riddle: string, userAnswer: string): Promise<SolveResult> {

return new Promise((resolve, reject) => {
  this.httpClient.request(
    'https://riddle-api.example.com/solve',

method: ‘POST’,

      header: { 'Content-Type': 'application/json' },
      extraData: JSON.stringify({
        riddle,
        user_answer: userAnswer,
        api_key: this.apiKey
      })
    },
    (err, data) => {
      if (err) {
        reject(err);

else {

        const result = JSON.parse(data.result);
        resolve(this.processSolveResult(result));

}

  );
});

private processSolveResult(rawData: any): SolveResult {

return {
  isCorrect: rawData.is_correct || false,
  correctAnswer: rawData.correct_answer || '',
  explanation: rawData.explanation || '',
  similarityScore: rawData.similarity_score || 0,
  alternativeAnswers: rawData.alternative_answers || []
};

}

export const riddleSolvingService = RiddleSolvingService.getInstance();

多设备对战服务

// RiddleBattleService.ets
import distributedData from ‘@ohos.data.distributedData’;
import deviceManager from ‘@ohos.distributedHardware.deviceManager’;

class RiddleBattleService {
private static instance: RiddleBattleService;
private kvManager: distributedData.KVManager;
private kvStore: distributedData.KVStore;

private constructor() {
this.initKVStore();
private async initKVStore(): Promise<void> {

const config = {
  bundleName: 'com.example.riddleGame',
  userInfo: { userId: 'currentUser' }
};

this.kvManager = distributedData.createKVManager(config);
this.kvStore = await this.kvManager.getKVStore('riddle_battle_store', {
  createIfMissing: true
});

this.kvStore.on('dataChange', (data) => {
  this.handleRemoteUpdate(data);
});

public static getInstance(): RiddleBattleService {

if (!RiddleBattleService.instance) {
  RiddleBattleService.instance = new RiddleBattleService();

return RiddleBattleService.instance;

public async createBattleRoom(roomName: string): Promise<string> {

const roomId = generateId();
const roomInfo: BattleRoom = {
  id: roomId,
  name: roomName,
  creator: 'currentUser',
  players: ['currentUser'],
  currentRiddle: null,
  scores: {},
  status: 'waiting',
  createdAt: Date.now()
};

await this.kvStore.put(room_${roomId}, JSON.stringify(roomInfo));
return roomId;

public async joinBattleRoom(roomId: string, playerId: string): Promise<void> {

const room = await this.getBattleRoom(roomId);
if (!room) throw new Error('房间不存在');

if (!room.players.includes(playerId)) {
  room.players.push(playerId);
  room.scores[playerId] = 0;
  await this.kvStore.put(room_${roomId}, JSON.stringify(room));

}

public async startBattle(roomId: string): Promise<void> {
const room = await this.getBattleRoom(roomId);
if (!room) throw new Error(‘房间不存在’);

room.status = 'playing';
room.currentRiddle = await riddleGenerationService.generateRiddle();
await this.kvStore.put(room_${roomId}, JSON.stringify(room));

public async submitAnswer(roomId: string, playerId: string, answer: string): Promise<SolveResult> {

const room = await this.getBattleRoom(roomId);
if (!room || !room.currentRiddle) throw new Error('游戏未开始或房间不存在');

const result = await riddleSolvingService.solveRiddle(
  room.currentRiddle.question,
  answer
);

if (result.isCorrect) {
  room.scores[playerId] = (room.scores[playerId] || 0) + 10;
  await this.kvStore.put(room_${roomId}, JSON.stringify(room));

return result;

public async getBattleRoom(roomId: string): Promise<BattleRoom | null> {

const value = await this.kvStore.get(room_${roomId});
return value ? JSON.parse(value) : null;

public async listBattleRooms(): Promise<BattleRoom[]> {

const entries = await this.kvStore.getEntries('room_');
return Array.from(entries)
  .map(([_, value]) => JSON.parse(value))
  .filter(room => room.status === 'waiting');

private handleRemoteUpdate(data: distributedData.ChangeInfo): void {

if (data.deviceId === deviceInfo.deviceId) return;

const key = data.key as string;
if (key.startsWith('room_')) {
  const room = JSON.parse(data.value);
  EventBus.emit('battleRoomUpdated', room);

}

export const riddleBattleService = RiddleBattleService.getInstance();

三、主界面实现
单人猜谜界面

// SinglePlayerView.ets
@Component
struct SinglePlayerView {
@State currentRiddle: Riddle | null = null;
@State userAnswer: string = ‘’;
@State solveResult: SolveResult | null = null;
@State score: number = 0;

aboutToAppear() {
this.loadNewRiddle();
build() {

Column() {
  if (this.currentRiddle) {
    Text('猜谜游戏')
      .fontSize(24)
      .fontWeight(FontWeight.Bold)
      .margin({ top: 16 })
    
    Text(得分: ${this.score})
      .fontSize(18)
      .margin({ top: 8 })
    
    Divider()
      .margin({ top: 16, bottom: 16 })
    
    Text(this.currentRiddle.question)
      .fontSize(20)
      .fontWeight(FontWeight.Bold)
      .margin({ bottom: 24 })
      .textAlign(TextAlign.Center)
    
    TextInput({ placeholder: '输入你的答案...' })
      .onChange(value => this.userAnswer = value)
      .width('80%')
      .margin({ bottom: 16 })
    
    Button('提交答案')
      .onClick(() => this.submitAnswer())
      .width('60%')
    
    // 显示结果
    if (this.solveResult) {
      Column() {
        Text(this.solveResult.isCorrect ? '✅ 回答正确!' : '❌ 回答错误')
          .fontSize(18)
          .fontColor(this.solveResult.isCorrect ? '#4CAF50' : '#FF5722')
          .margin({ top: 16 })
        
        if (!this.solveResult.isCorrect) {
          Text(正确答案: ${this.solveResult.correctAnswer})
            .fontSize(16)
            .margin({ top: 8 })
          
          if (this.solveResult.explanation) {
            Text(解释: ${this.solveResult.explanation})
              .fontSize(14)
              .margin({ top: 8 })

}

        Button('下一题')
          .onClick(() => this.loadNewRiddle())
          .margin({ top: 16 })

}

else {

    LoadingProgress()
      .width(50)
      .height(50)
      .margin({ top: 32 })

}

.padding(16)
.width('100%')
.height('100%')

private async loadNewRiddle(): Promise<void> {

this.currentRiddle = null;
this.userAnswer = '';
this.solveResult = null;
this.currentRiddle = await riddleGenerationService.generateRiddle();

private async submitAnswer(): Promise<void> {

if (!this.currentRiddle || !this.userAnswer.trim()) return;

this.solveResult = await riddleSolvingService.solveRiddle(
  this.currentRiddle.question,
  this.userAnswer
);

if (this.solveResult.isCorrect) {
  this.score += 10;

}

多人对战界面

// MultiplayerView.ets
@Component
struct MultiplayerView {
@State rooms: BattleRoom[] = [];
@State currentRoom: BattleRoom | null = null;
@State userAnswer: string = ‘’;
@State solveResult: SolveResult | null = null;

aboutToAppear() {
this.loadRooms();
EventBus.on(‘battleRoomUpdated’, (room) => {
if (this.currentRoom && room.id === this.currentRoom.id) {
this.currentRoom = room;
});

build() {

Column() {
  if (!this.currentRoom) {
    // 房间列表
    Text('选择对战房间')
      .fontSize(24)
      .fontWeight(FontWeight.Bold)
      .margin({ top: 16 })
    
    if (this.rooms.length === 0) {
      Text('暂无可用房间')
        .fontSize(16)
        .margin({ top: 32 })
      
      Button('创建房间')
        .onClick(() => this.createRoom())
        .margin({ top: 16 })

else {

      List({ space: 10 }) {
        ForEach(this.rooms, (room) => {
          ListItem() {
            BattleRoomItem({ room })
              .onClick(() => this.joinRoom(room.id))

})

.layoutWeight(1)

      Button('创建房间')
        .onClick(() => this.createRoom())
        .margin({ top: 16 })

} else {

    // 对战界面
    Column() {
      Text(房间: ${this.currentRoom.name})
        .fontSize(20)
        .fontWeight(FontWeight.Bold)
      
      Text(玩家: ${this.currentRoom.players.join(', ')})
        .fontSize(16)
        .margin({ top: 8 })
      
      Divider()
        .margin({ top: 16, bottom: 16 })
      
      if (this.currentRoom.status === 'waiting') {
        Text('等待其他玩家加入...')
          .fontSize(18)
          .margin({ top: 32 })
        
        if (this.currentRoom.creator === 'currentUser') {
          Button('开始游戏')
            .onClick(() => this.startGame())
            .margin({ top: 16 })

} else if (this.currentRoom.status === ‘playing’ && this.currentRoom.currentRiddle) {

        Text(this.currentRoom.currentRiddle.question)
          .fontSize(20)
          .fontWeight(FontWeight.Bold)
          .margin({ bottom: 24 })
          .textAlign(TextAlign.Center)
        
        TextInput({ placeholder: '输入你的答案...' })
          .onChange(value => this.userAnswer = value)
          .width('80%')
          .margin({ bottom: 16 })
        
        Button('提交答案')
          .onClick(() => this.submitAnswer())
          .width('60%')
        
        // 显示结果
        if (this.solveResult) {
          Column() {
            Text(this.solveResult.isCorrect ? '✅ 回答正确!' : '❌ 回答错误')
              .fontSize(18)
              .fontColor(this.solveResult.isCorrect ? '#4CAF50' : '#FF5722')
              .margin({ top: 16 })
            
            if (!this.solveResult.isCorrect) {
              Text(正确答案: ${this.solveResult.correctAnswer})
                .fontSize(16)
                .margin({ top: 8 })

// 显示当前分数

            Text('当前分数:')
              .fontSize(16)
              .margin({ top: 16 })
            
            ForEach(Object.entries(this.currentRoom.scores), ([player, score]) => {
              Text({player}: {score}分)
                .fontSize(14)
                .margin({ top: 4 })
            })

}

}

    .padding(16)

}

.width('100%')
.height('100%')

private async loadRooms(): Promise<void> {

this.rooms = await riddleBattleService.listBattleRooms();

private async createRoom(): Promise<void> {

const roomName = 房间${Math.floor(Math.random() * 1000)};
const roomId = await riddleBattleService.createBattleRoom(roomName);
await riddleBattleService.joinBattleRoom(roomId, 'currentUser');
this.currentRoom = await riddleBattleService.getBattleRoom(roomId);

private async joinRoom(roomId: string): Promise<void> {

await riddleBattleService.joinBattleRoom(roomId, 'currentUser');
this.currentRoom = await riddleBattleService.getBattleRoom(roomId);

private async startGame(): Promise<void> {

if (!this.currentRoom) return;
await riddleBattleService.startBattle(this.currentRoom.id);

private async submitAnswer(): Promise<void> {

if (!this.currentRoom || !this.userAnswer.trim()) return;

this.solveResult = await riddleBattleService.submitAnswer(
  this.currentRoom.id,
  'currentUser',
  this.userAnswer
);

}

@Component
struct BattleRoomItem {
private room: BattleRoom;

build() {
Row() {
Column() {
Text(this.room.name)
.fontSize(18)

    Text(玩家: ${this.room.players.length}人)
      .fontSize(14)
      .fontColor('#666666')
      .margin({ top: 4 })

.layoutWeight(1)

  Text(this.room.status === 'waiting' ? '等待中' : '游戏中')
    .fontSize(14)
    .fontColor(this.room.status === 'waiting' ? '#4CAF50' : '#FF5722')

.padding(12)

}

排行榜界面

// LeaderboardView.ets
@Component
struct LeaderboardView {
@State players: PlayerScore[] = [];

aboutToAppear() {
this.loadScores();
build() {

Column() {
  Text('排行榜')
    .fontSize(24)
    .fontWeight(FontWeight.Bold)
    .margin({ top: 16 })
  
  if (this.players.length === 0) {
    Text('暂无排行榜数据')
      .fontSize(16)
      .margin({ top: 32 })

else {

    List({ space: 10 }) {
      ForEach(this.players, (player, index) => {
        ListItem() {
          PlayerScoreItem({ player, rank: index + 1 })

})

.layoutWeight(1)

}

.padding(16)

private async loadScores(): Promise<void> {

// 模拟数据,实际应从服务获取
this.players = [

id: ‘user1’, name: ‘玩家1’, score: 150, avatar: ‘avatar1.png’ },

id: ‘user2’, name: ‘玩家2’, score: 120, avatar: ‘avatar2.png’ },

id: ‘user3’, name: ‘玩家3’, score: 100, avatar: ‘avatar3.png’ },

id: ‘currentUser’, name: ‘我’, score: 80, avatar: ‘my_avatar.png’ },

id: ‘user4’, name: ‘玩家4’, score: 60, avatar: ‘avatar4.png’ }

].sort((a, b) => b.score - a.score);

}

@Component
struct PlayerScoreItem {
private player: PlayerScore;
private rank: number;

build() {
Row() {
Text(this.rank.toString())
.fontSize(18)
.fontWeight(FontWeight.Bold)
.width(40)

  Image(this.player.avatar)
    .width(40)
    .height(40)
    .borderRadius(20)
    .margin({ left: 8 })
  
  Column() {
    Text(this.player.name)
      .fontSize(16)
      .fontColor(this.player.id === 'currentUser' ? '#2196F3' : '#000000')
    
    Text(${this.player.score}分)
      .fontSize(14)
      .fontColor('#666666')
      .margin({ top: 4 })

.margin({ left: 8 })

  .layoutWeight(1)
  
  if (this.rank <= 3) {
    Image(resources/medal_${this.rank}.png)
      .width(30)
      .height(30)

}

.padding(12)

}

四、高级功能实现
多设备实时对战

// CollaborativeBattleService.ets
class CollaborativeBattleService {
private static instance: CollaborativeBattleService;

private constructor() {}

public static getInstance(): CollaborativeBattleService {
if (!CollaborativeBattleService.instance) {
CollaborativeBattleService.instance = new CollaborativeBattleService();
return CollaborativeBattleService.instance;

public async invitePlayerToBattle(deviceId: string, roomId: string): Promise<void> {

const ability = await featureAbility.startAbility({
  bundleName: 'com.example.riddleGame',
  abilityName: 'BattleInvitationAbility',
  deviceId
});

await ability.call({
  method: 'receiveBattleInvitation',
  parameters: [roomId]
});

public async broadcastRiddleToPlayers(roomId: string, riddle: Riddle): Promise<void> {

const room = await riddleBattleService.getBattleRoom(roomId);
if (!room) return;

const devices = await deviceManager.getTrustedDevices();
await Promise.all(devices.map(device => 
  this.sendRiddleToDevice(device.id, roomId, riddle)
));

private async sendRiddleToDevice(deviceId: string, roomId: string, riddle: Riddle): Promise<void> {

const ability = await featureAbility.startAbility({
  bundleName: 'com.example.riddleGame',
  abilityName: 'BattleRiddleAbility',
  deviceId
});

await ability.call({
  method: 'receiveBattleRiddle',
  parameters: [roomId, riddle]
});

public async broadcastScoreUpdate(roomId: string): Promise<void> {

const room = await riddleBattleService.getBattleRoom(roomId);
if (!room) return;

const devices = await deviceManager.getTrustedDevices();
await Promise.all(devices.map(device => 
  this.sendScoreUpdateToDevice(device.id, roomId, room.scores)
));

private async sendScoreUpdateToDevice(deviceId: string, roomId: string, scores: Record<string, number>): Promise<void> {

const ability = await featureAbility.startAbility({
  bundleName: 'com.example.riddleGame',
  abilityName: 'BattleScoreAbility',
  deviceId
});

await ability.call({
  method: 'receiveBattleScore',
  parameters: [roomId, scores]
});

}

export const collaborativeBattleService = CollaborativeBattleService.getInstance();

谜语难度调节

// RiddleDifficultyService.ets
class RiddleDifficultyService {
private static instance: RiddleDifficultyService;

private constructor() {}

public static getInstance(): RiddleDifficultyService {
if (!RiddleDifficultyService.instance) {
RiddleDifficultyService.instance = new RiddleDifficultyService();
return RiddleDifficultyService.instance;

public adjustDifficulty(playerPerformance: PlayerPerformance): string {

const { correctRate, averageTime } = playerPerformance;

if (correctRate > 0.8 && averageTime < 15) {
  return 'hard';

else if (correctRate > 0.6 || averageTime < 30) {

  return 'medium';

else {

  return 'easy';

}

public getPerformanceFeedback(performance: PlayerPerformance): string {
const { correctRate, streak } = performance;

if (streak >= 5) {
  return 太棒了!您已经连续答对${streak}题!;

else if (correctRate > 0.7) {

  return '表现很好!继续保持!';

else if (correctRate > 0.5) {

  return '不错的表现,还有提升空间!';

else {

  return '加油!多练习会更好!';

}

public calculatePerformance(session: GameSession): PlayerPerformance {
const total = session.answers.length;
const correct = session.answers.filter(a => a.isCorrect).length;
const times = session.answers.map(a => a.timeSpent);
const averageTime = times.reduce((sum, t) => sum + t, 0) / times.length;

// 计算连续答对次数
let streak = 0;
let maxStreak = 0;
session.answers.forEach(a => {
  if (a.isCorrect) {
    streak++;
    maxStreak = Math.max(maxStreak, streak);

else {

    streak = 0;

});

return {
  correctRate: correct / total,
  averageTime,
  streak: maxStreak,
  totalQuestions: total
};

}

export const difficultyService = RiddleDifficultyService.getInstance();

智能提醒与挑战

// RiddleChallengeService.ets
import reminderAgent from ‘@ohos.reminderAgent’;

class RiddleChallengeService {
private static instance: RiddleChallengeService;

private constructor() {}

public static getInstance(): RiddleChallengeService {
if (!RiddleChallengeService.instance) {
RiddleChallengeService.instance = new RiddleChallengeService();
return RiddleChallengeService.instance;

public async scheduleDailyChallenge(time: string): Promise<void> {

const [hours, minutes] = time.split(':').map(Number);
const reminderTime = new Date();
reminderTime.setHours(hours, minutes, 0, 0);

const reminderRequest: reminderAgent.ReminderRequest = {
  reminderType: reminderAgent.ReminderType.REMINDER_TYPE_TIMER,
  actionButton: [{ title: '开始挑战' }, { title: '稍后提醒' }],
  wantAgent: {
    pkgName: 'com.example.riddleGame',
    abilityName: 'DailyChallengeAbility'
  },
  ringDuration: 60,
  snoozeTimes: 2,
  triggerTime: reminderTime.getTime(),
  repeatInterval: 24  60  60 * 1000, // 每天重复
  title: '每日谜语挑战',
  content: '今天的谜语挑战已准备好!',
  expiredContent: "挑战提醒已过期"
};

await reminderAgent.publishReminder(reminderRequest);

public async createStreakChallenge(streakGoal: number): Promise<void> {

const reminderRequest: reminderAgent.ReminderRequest = {
  reminderType: reminderAgent.ReminderType.REMINDER_TYPE_TIMER,
  actionButton: [{ title: '继续挑战' }],
  wantAgent: {
    pkgName: 'com.example.riddleGame',
    abilityName: 'StreakChallengeAbility'
  },
  triggerTime: Date.now() + 60  60  1000, // 1小时后
  title: '连胜挑战',
  content: 再答对${streakGoal}题即可完成挑战!,
  expiredContent: "挑战已过期"
};

await reminderAgent.publishReminder(reminderRequest);

public async cancelAllChallenges(): Promise<void> {

const reminders = await reminderAgent.getValidReminders();
await Promise.all(reminders.map(rem => 
  reminderAgent.cancelReminder(rem.id)
));

}

export const challengeService = RiddleChallengeService.getInstance();

五、总结

本AI谜语猜猜看应用实现了以下核心价值:
智能生成:AI自动生成各类难度谜语

精准解答:AI智能判断用户答案正确性

多设备对战:支持实时多玩家猜谜对战

个性化难度:根据玩家表现自动调整难度

学习激励:提供挑战和成就系统

扩展方向:
增加语音输入和朗读功能

开发主题谜语包(如成语、诗词等)

集成社交平台分享功能

增加AR谜语解谜游戏

注意事项:
需要网络连接以使用AI服务

多人对战需保持设备网络连接

谜语生成质量受AI模型影响

首次使用建议完成教程

部分功能可能需要订阅高级服务

©著作权归作者所有,如需转载,请注明出处,否则将追究法律责任
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