
鸿蒙AI谜语猜猜看应用开发指南 原创
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
