鸿蒙古诗接龙游戏开发指南 原创

进修的泡芙
发布于 2025-6-22 17:59
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鸿蒙古诗接龙游戏开发指南

一、系统架构设计

基于HarmonyOS的AI能力和分布式技术,我们设计了一套古诗接龙游戏系统,主要功能包括:
古诗生成:AI根据上下文生成符合格律的古诗

多人对战:支持多玩家实时对战

积分排行:记录玩家成绩和排名

多设备协同:跨设备同步游戏状态和数据

学习模式:提供古诗学习和赏析功能

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

二、核心代码实现
古诗生成服务

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

class PoetryGenerationService {
private static instance: PoetryGenerationService;
private httpClient: http.HttpRequest;
private apiKey = ‘YOUR_POETRY_API_KEY’;

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

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

return PoetryGenerationService.instance;

public async generateNextLine(context: string, style: PoetryStyle = ‘五言绝句’): Promise<PoetryLine> {

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

method: ‘POST’,

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

else {

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

}

  );
});

private processPoetryResult(rawData: any): PoetryLine {

return {
  text: rawData.text || '',
  pinyin: rawData.pinyin || '',
  meaning: rawData.meaning || '',
  style: rawData.style || '五言绝句',
  confidence: rawData.confidence || 0,
  timestamp: Date.now()
};

public async evaluatePoetry(line: string, context: string): Promise<PoetryEvaluation> {

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

method: ‘POST’,

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

else {

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

}

  );
});

private processEvaluationResult(rawData: any): PoetryEvaluation {

return {
  score: rawData.score || 0,
  pros: rawData.pros || [],
  cons: rawData.cons || [],
  suggestions: rawData.suggestions || [],
  timestamp: Date.now()
};

}

export const poetryService = PoetryGenerationService.getInstance();

游戏状态管理

// GameStateService.ets
import distributedData from ‘@ohos.data.distributedData’;

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

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

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

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

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

public static getInstance(): GameStateService {

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

return GameStateService.instance;

public async createGame(settings: GameSettings): Promise<string> {

const gameId = generateId();
const gameState: GameState = {
  id: gameId,
  players: [{
    id: 'currentUser',
    name: settings.playerName,
    avatar: settings.avatar,
    score: 0
  }],
  currentLine: settings.initialLine || '床前明月光',
  history: [{
    line: settings.initialLine || '床前明月光',
    player: 'system',
    timestamp: Date.now()
  }],
  status: 'waiting',
  createdAt: Date.now(),
  settings
};

await this.kvStore.put(game_${gameId}, JSON.stringify(gameState));
return gameId;

public async joinGame(gameId: string, player: PlayerInfo): Promise<void> {

const game = await this.getGame(gameId);
if (!game) throw new Error('Game not found');

if (!game.players.some(p => p.id === player.id)) {
  game.players.push({
    id: player.id,
    name: player.name,
    avatar: player.avatar,
    score: 0
  });
  
  await this.kvStore.put(game_${gameId}, JSON.stringify(game));

}

public async submitLine(gameId: string, playerId: string, line: string): Promise<void> {
const game = await this.getGame(gameId);
if (!game) throw new Error(‘Game not found’);

game.history.push({
  line,
  player: playerId,
  timestamp: Date.now()
});

game.currentLine = line;

// 更新玩家分数
const player = game.players.find(p => p.id === playerId);
if (player) {
  player.score += 10; // 基础分

await this.kvStore.put(game_${gameId}, JSON.stringify(game));

public async getGame(gameId: string): Promise<GameState | null> {

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

public async listGames(): Promise<GameState[]> {

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

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

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

const key = data.key as string;
if (key.startsWith('game_')) {
  const game = JSON.parse(data.value);
  EventBus.emit('gameStateUpdated', game);

}

export const gameStateService = GameStateService.getInstance();

玩家服务管理

// PlayerService.ets
import preferences from ‘@ohos.data.preferences’;

class PlayerService {
private static instance: PlayerService;

private constructor() {}

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

public async getPlayerProfile(): Promise<PlayerProfile> {

const prefs = await preferences.getPreferences('player_profile');
const profile = await prefs.get('profile', '');
return profile ? JSON.parse(profile) : this.getDefaultProfile();

public async updatePlayerProfile(profile: PlayerProfile): Promise<void> {

const prefs = await preferences.getPreferences('player_profile');
await prefs.put('profile', JSON.stringify(profile));
await prefs.flush();

public async getPlayerStats(): Promise<PlayerStats> {

const prefs = await preferences.getPreferences('player_stats');
const stats = await prefs.get('stats', '');
return stats ? JSON.parse(stats) : this.getDefaultStats();

public async updatePlayerStats(stats: PlayerStats): Promise<void> {

const prefs = await preferences.getPreferences('player_stats');
await prefs.put('stats', JSON.stringify(stats));
await prefs.flush();

public async recordGameResult(result: GameResult): Promise<void> {

const stats = await this.getPlayerStats();

stats.totalGames++;
stats.totalScore += result.score;

if (result.won) {
  stats.wins++;

else {

  stats.losses++;

stats.history.push({

  gameId: result.gameId,
  score: result.score,
  timestamp: Date.now()
});

// 只保留最近50条记录
if (stats.history.length > 50) {
  stats.history.shift();

await this.updatePlayerStats(stats);

private getDefaultProfile(): PlayerProfile {

return {
  id: generateId(),
  name: '新玩家',
  avatar: 'default_avatar.png',
  level: 1,
  preferences: {
    theme: 'light',
    notification: true

};

private getDefaultStats(): PlayerStats {

return {
  totalGames: 0,
  wins: 0,
  losses: 0,
  totalScore: 0,
  history: []
};

}

export const playerService = PlayerService.getInstance();

三、主界面实现
游戏大厅界面

// GameLobbyView.ets
@Component
struct GameLobbyView {
@State games: GameState[] = [];
@State playerName: string = ‘’;
@State isCreating: boolean = false;
@State newGameSettings: GameSettings = {
playerName: ‘’,
initialLine: ‘床前明月光’,
timeLimit: 30,
maxPlayers: 4
};

aboutToAppear() {
this.loadPlayerProfile();
this.loadGames();
EventBus.on(‘gameStateUpdated’, () => this.loadGames());
build() {

Column() {
  Text('古诗接龙')
    .fontSize(24)
    .fontWeight(FontWeight.Bold)
    .margin({ top: 16 })
  
  if (this.playerName) {
    Text(欢迎, ${this.playerName})
      .fontSize(16)
      .margin({ top: 8 })

Row() {

    Button('创建房间')
      .onClick(() => this.isCreating = true)
      .margin({ right: 16 })
    
    Button('刷新列表')
      .onClick(() => this.loadGames())

.margin({ top: 16 })

  if (this.isCreating) {
    NewGameDialog({
      settings: this.newGameSettings,
      onCreate: (settings) => this.createGame(settings),
      onCancel: () => this.isCreating = false
    })

if (this.games.length === 0) {

    Text('暂无游戏房间')
      .fontSize(16)
      .margin({ top: 32 })

else {

    List({ space: 10 }) {
      ForEach(this.games, (game) => {
        ListItem() {
          GameItem({ game })
            .onClick(() => this.joinGame(game.id))

})

.layoutWeight(1)

}

.padding(16)

private async loadPlayerProfile(): Promise<void> {

const profile = await playerService.getPlayerProfile();
this.playerName = profile.name;
this.newGameSettings.playerName = profile.name;

private async loadGames(): Promise<void> {

this.games = await gameStateService.listGames();

private async createGame(settings: GameSettings): Promise<void> {

const gameId = await gameStateService.createGame(settings);
router.push({ url: pages/game?gameId=${gameId} });
this.isCreating = false;

private async joinGame(gameId: string): Promise<void> {

const profile = await playerService.getPlayerProfile();
await gameStateService.joinGame(gameId, {
  id: profile.id,
  name: profile.name,
  avatar: profile.avatar
});

router.push({ url: pages/game?gameId=${gameId} });

}

@Component
struct GameItem {
private game: GameState;

build() {
Row() {
Column() {
Text(房间: ${game.id.substring(0, 6)})
.fontSize(18)

    Text(玩家: {game.players.length}/{game.settings.maxPlayers})
      .fontSize(14)
      .fontColor('#666666')
      .margin({ top: 4 })

.layoutWeight(1)

  Column() {
    Text(game.settings.initialLine)
      .fontSize(16)
      .fontStyle(FontStyle.Italic)
    
    Text(${game.settings.timeLimit}秒/回合)
      .fontSize(12)
      .fontColor('#666666')
      .margin({ top: 4 })

}

.padding(12)

}

@Component
struct NewGameDialog {
private settings: GameSettings;
private onCreate: (settings: GameSettings) => void;
private onCancel: () => void;

build() {
Column() {
Text(‘创建新游戏’)
.fontSize(20)
.fontWeight(FontWeight.Bold)
.margin({ bottom: 16 })

  TextInput({ placeholder: '起始诗句', text: this.settings.initialLine })
    .onChange((value: string) => this.settings.initialLine = value)
    .margin({ bottom: 8 })
  
  Row() {
    Text('时间限制(秒):')
      .fontSize(16)
      .margin({ right: 8 })
    
    Slider({
      value: this.settings.timeLimit,
      min: 10,
      max: 60,
      step: 5,
      style: SliderStyle.SLIDER_OUTSET
    })
    .onChange((value: number) => this.settings.timeLimit = value)
    .layoutWeight(1)
    
    Text(this.settings.timeLimit.toString())
      .fontSize(16)
      .margin({ left: 8 })

.margin({ bottom: 8 })

  Row() {
    Text('最大玩家数:')
      .fontSize(16)
      .margin({ right: 8 })
    
    Picker({ range: [2, 3, 4, 5, 6], selected: this.settings.maxPlayers - 2 })
      .onChange((index: number) => this.settings.maxPlayers = index + 2)

.margin({ bottom: 16 })

  Row() {
    Button('取消')
      .onClick(() => this.onCancel())
      .layoutWeight(1)
    
    Button('创建')
      .onClick(() => this.onCreate(this.settings))
      .layoutWeight(1)
      .margin({ left: 16 })

}

.padding(16)
.backgroundColor('#FFFFFF')
.borderRadius(8)
.shadow({ radius: 4, color: '#00000020' })

}

游戏主界面

// GameView.ets
@Component
struct GameView {
@State gameId: string = ‘’;
@State game: GameState | null = null;
@State playerInput: string = ‘’;
@State isSubmitting: boolean = false;
@State countdown: number = 0;
@State timer: number | null = null;
@State currentPlayer: Player | null = null;

onInit() {
this.gameId = router.getParams()?.gameId || ‘’;
aboutToAppear() {

this.loadGame();
EventBus.on('gameStateUpdated', (game) => {
  if (game.id === this.gameId) {
    this.game = game;
    this.startTurnTimer();

});

build() {

Column() {
  if (!this.game) {
    LoadingProgress()
      .width(50)
      .height(50)
      .margin({ top: 32 })

else {

    // 游戏信息
    Row() {
      Text(房间: ${this.game.id.substring(0, 6)})
        .fontSize(16)
      
      Text(回合: ${this.game.history.length})
        .fontSize(16)
        .margin({ left: 16 })

.margin({ top: 16 })

    // 玩家列表
    PlayerListView({ players: this.game.players })
      .margin({ top: 16 })
    
    // 当前诗句
    Text(this.game.currentLine)
      .fontSize(24)
      .fontWeight(FontWeight.Bold)
      .textAlign(TextAlign.Center)
      .margin({ top: 32 })
    
    // 倒计时
    if (this.countdown > 0 && this.isCurrentPlayer()) {
      Text(${this.countdown}秒)
        .fontSize(18)
        .fontColor('#F44336')
        .margin({ top: 8 })

// 历史记录

    Scroll() {
      Column() {
        ForEach(this.game.history.slice().reverse(), (entry, index) => {
          HistoryItem({ entry, isLatest: index === 0 })
            .margin({ top: index === 0 ? 0 : 8 })
        })

.padding(8)

.height(150)

    .margin({ top: 16 })
    
    // 输入框
    if (this.isCurrentPlayer()) {
      Column() {
        TextInput({ placeholder: '输入下一句...', text: this.playerInput })
          .onChange((value: string) => this.playerInput = value)
          .margin({ top: 16 })
        
        Button('提交')
          .onClick(() => this.submitLine())
          .margin({ top: 8 })
          .enabled(this.playerInput.length > 0 && !this.isSubmitting)

} else {

      Text('等待其他玩家...')
        .fontSize(16)
        .margin({ top: 32 })

}

.padding(16)

private async loadGame(): Promise<void> {

this.game = await gameStateService.getGame(this.gameId);
if (this.game) {
  this.startTurnTimer();

}

private startTurnTimer(): void {
if (this.timer) {
clearInterval(this.timer);
if (this.isCurrentPlayer()) {

  this.countdown = this.game?.settings.timeLimit || 30;
  this.timer = setInterval(() => {
    this.countdown--;
    
    if (this.countdown <= 0) {
      clearInterval(this.timer!);
      this.timeout();

}, 1000);

}

private isCurrentPlayer(): boolean {
if (!this.game || !this.game.players.length) return false;

const profile = playerService.getPlayerProfile();
const lastEntry = this.game.history[this.game.history.length - 1];
return lastEntry.player !== profile.id;

private async submitLine(): Promise<void> {

if (!this.game || !this.playerInput) return;

this.isSubmitting = true;
try {
  const profile = await playerService.getPlayerProfile();
  await gameStateService.submitLine(this.game.id, profile.id, this.playerInput);
  this.playerInput = '';

finally {

  this.isSubmitting = false;

}

private timeout(): void {
// 超时处理逻辑
if (!this.game) return;

const profile = playerService.getPlayerProfile();
const randomLine = this.getRandomLine();
gameStateService.submitLine(this.game.id, profile.id, randomLine);

private getRandomLine(): string {

const lines = [
  '举头望明月',
  '低头思故乡',
  '春风又绿江南岸',
  '明月何时照我还',
  '白日依山尽',
  '黄河入海流'
];

return lines[Math.floor(Math.random() * lines.length)];

}

@Component
struct PlayerListView {
private players: Player[];

build() {
Scroll({ scrollable: ScrollDirection.Horizontal }) {
Row() {
ForEach(this.players, (player) => {
Column() {
Image(player.avatar)
.width(40)
.height(40)
.borderRadius(20)

        Text(player.name)
          .fontSize(14)
          .margin({ top: 4 })
        
        Text(${player.score}分)
          .fontSize(12)
          .fontColor('#4CAF50')
          .margin({ top: 2 })

.margin({ right: 12 })

    })

.padding(8)

}

@Component

struct HistoryItem {
private entry: HistoryEntry;
private isLatest: boolean;

build() {
Row() {
if (this.entry.player === ‘system’) {
Text(‘系统’)
.fontSize(12)
.fontColor(‘#666666’)
.width(40)
else {

    Image(this.getPlayerAvatar(this.entry.player))
      .width(24)
      .height(24)
      .borderRadius(12)
      .margin({ right: 8 })

Text(this.entry.line)

    .fontSize(this.isLatest ? 18 : 16)
    .fontWeight(this.isLatest ? FontWeight.Bold : FontWeight.Normal)
    .fontColor(this.isLatest ? '#000000' : '#666666')
    .layoutWeight(1)

.padding(8)

.backgroundColor(this.isLatest ? '#FFF9C4' : 'transparent')
.borderRadius(4)

private getPlayerAvatar(playerId: string): string {

// 简化实现,实际应从玩家服务获取
return 'default_avatar.png';

}

游戏结果界面

// GameResultView.ets
@Component
struct GameResultView {
@State gameId: string = ‘’;
@State game: GameState | null = null;
@State playerStats: PlayerStats | null = null;

onInit() {
this.gameId = router.getParams()?.gameId || ‘’;
aboutToAppear() {

this.loadGame();
this.loadPlayerStats();

build() {

Column() {
  if (!this.game || !this.playerStats) {
    LoadingProgress()
      .width(50)
      .height(50)
      .margin({ top: 32 })

else {

    Text('游戏结束')
      .fontSize(24)
      .fontWeight(FontWeight.Bold)
      .margin({ top: 16 })
    
    // 获胜者
    const winner = this.getWinner();
    Text(获胜者: ${winner.name})
      .fontSize(20)
      .fontColor('#4CAF50')
      .margin({ top: 16 })
    
    // 玩家排名
    List({ space: 10 }) {
      ForEach(this.getRankedPlayers(), (player, index) => {
        ListItem() {
          PlayerRankItem({ player, rank: index + 1 })

})

.margin({ top: 16 })

    .layoutWeight(1)
    
    // 游戏历史
    Text('游戏记录')
      .fontSize(18)
      .fontWeight(FontWeight.Bold)
      .margin({ top: 16 })
    
    Scroll() {
      Column() {
        ForEach(this.game.history, (entry) => {
          HistoryItem({ entry })
            .margin({ top: 8 })
        })

.padding(8)

.height(200)

    .margin({ top: 8 })
    
    // 操作按钮
    Button('返回大厅')
      .onClick(() => router.back())
      .margin({ top: 16 })

}

.padding(16)

private async loadGame(): Promise<void> {

this.game = await gameStateService.getGame(this.gameId);

private async loadPlayerStats(): Promise<void> {

this.playerStats = await playerService.getPlayerStats();

private getWinner(): Player {

if (!this.game) return { id: '', name: '未知', avatar: '', score: 0 };

return this.game.players.reduce((prev, current) => 
  current.score > prev.score ? current : prev
);

private getRankedPlayers(): Player[] {

if (!this.game) return [];

return [...this.game.players].sort((a, b) => b.score - a.score);

private async recordResult(): Promise<void> {

if (!this.game) return;

const profile = await playerService.getPlayerProfile();
const player = this.game.players.find(p => p.id === profile.id);

if (player) {
  const winner = this.getWinner();
  await playerService.recordGameResult({
    gameId: this.game.id,
    score: player.score,
    won: winner.id === profile.id,
    timestamp: Date.now()
  });

}

@Component

struct PlayerRankItem {
private player: Player;
private rank: number;

build() {
Row() {
Text(this.rank.toString())
.fontSize(18)
.fontWeight(FontWeight.Bold)
.width(30)

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

.margin({ left: 8 })

  .layoutWeight(1)
  
  if (this.rank === 1) {
    Image('gold_medal.png')
      .width(30)
      .height(30)

else if (this.rank === 2) {

    Image('silver_medal.png')
      .width(30)
      .height(30)

else if (this.rank === 3) {

    Image('bronze_medal.png')
      .width(30)
      .height(30)

}

.padding(12)

}

四、高级功能实现
多设备游戏同步

// GameSyncService.ets
import deviceManager from ‘@ohos.distributedHardware.deviceManager’;

class GameSyncService {
private static instance: GameSyncService;

private constructor() {}

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

public async invitePlayerToGame(deviceId: string, gameId: string): Promise<void> {

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

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

public async syncGameStateToDevice(deviceId: string, game: GameState): Promise<void> {

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

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

public async broadcastGameUpdate(game: GameState): Promise<void> {

const devices = await deviceManager.getTrustedDevices();
await Promise.all(devices.map(device => 
  this.syncGameStateToDevice(device.id, game)
));

public async syncPlayerMove(deviceId: string, move: PlayerMove): Promise<void> {

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

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

}

export const gameSyncService = GameSyncService.getInstance();

AI辅助模式

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

private constructor() {}

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

public async getHint(currentLine: string, difficulty: number = 1): Promise<string[]> {

const response = await poetryService.generateNextLine(currentLine);
const lines: string[] = [];

// 根据难度级别提供不同提示
if (difficulty >= 3) {
  lines.push(response.text);

else if (difficulty >= 2) {

  lines.push(response.text.substring(0, response.text.length / 2) + '...');

else {

  lines.push(尝试使用 ${response.pinyin} 押韵);
  lines.push(主题: ${response.meaning});

return lines;

public async evaluatePlayerLine(line: string, context: string): Promise<EvaluationResult> {

const evaluation = await poetryService.evaluatePoetry(line, context);

return {
  score: evaluation.score,
  feedback: [
    ...evaluation.pros.map(pro => 优点: ${pro}),
    ...evaluation.cons.map(con => 改进: ${con}),
    ...evaluation.suggestions.map(sug => 建议: ${sug})

};

public async generateChallenge(level: number): Promise<PoetryChallenge> {

const challenges: PoetryChallenge[] = [

id: ‘challenge1’,

    description: '完成这首五言绝句',
    initialLines: ['白日依山尽', '黄河入海流'],
    targetRhyme: 'ou',
    timeLimit: 60
  },

id: ‘challenge2’,

    description: '以"春"为主题创作一句诗',
    initialLines: [],
    targetTheme: 'spring',
    timeLimit: 45
  },

id: ‘challenge3’,

    description: '接龙这句七言诗',
    initialLines: ['两个黄鹂鸣翠柳'],
    targetStyle: '七言',
    timeLimit: 30

];

return challenges[level % challenges.length];

}

export const aiAssistantService = AIAssistantService.getInstance();

学习模式服务

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

class LearningService {
private static instance: LearningService;
private httpClient: http.HttpRequest;
private apiKey = ‘YOUR_LEARNING_API_KEY’;

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

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

return LearningService.instance;

public async getPoemAnalysis(poemId: string): Promise<PoemAnalysis> {

return new Promise((resolve, reject) => {
  this.httpClient.request(
    https://poetry-api.example.com/poems/${poemId},

method: ‘GET’,

      header: { 'X-API-Key': this.apiKey }
    },
    (err, data) => {
      if (err) {
        reject(err);

else {

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

}

  );
});

private processAnalysisResult(rawData: any): PoemAnalysis {

return {
  id: rawData.id,
  title: rawData.title,
  author: rawData.author,
  dynasty: rawData.dynasty,
  content: rawData.content,
  translation: rawData.translation,
  explanation: rawData.explanation,
  appreciation: rawData.appreciation,
  tags: rawData.tags || []
};

public async searchPoems(query: string): Promise<PoemBrief[]> {

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

method: ‘POST’,

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

else {

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

}

  );
});

private processSearchResult(rawData: any): PoemBrief[] {

if (!rawData || !rawData.poems) return [];

return rawData.poems.map((poem: any) => ({
  id: poem.id,
  title: poem.title,
  author: poem.author,
  dynasty: poem.dynasty,
  excerpt: poem.excerpt,
  matchScore: poem.matchScore
}));

public async getRandomPoem(): Promise<PoemBrief> {

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

method: ‘GET’,

      header: { 'X-API-Key': this.apiKey }
    },
    (err, data) => {
      if (err) {
        reject(err);

else {

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

}

  );
});

private processPoemBrief(rawData: any): PoemBrief {

return {
  id: rawData.id,
  title: rawData.title,
  author: rawData.author,
  dynasty: rawData.dynasty,
  excerpt: rawData.excerpt || rawData.content.substring(0, 20) + '...'
};

public async getPoemsByAuthor(author: string): Promise<PoemBrief[]> {

return new Promise((resolve, reject) => {
  this.httpClient.request(
    https://poetry-api.example.com/authors/${encodeURIComponent(author)},

method: ‘GET’,

      header: { 'X-API-Key': this.apiKey }
    },
    (err, data) => {
      if (err) {
        reject(err);

else {

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

}

  );
});

private processAuthorPoems(rawData: any): PoemBrief[] {

if (!rawData || !rawData.poems) return [];
return rawData.poems.map(this.processPoemBrief);

}

export const learningService = LearningService.getInstance();

五、总结

本古诗接龙游戏实现了以下核心价值:
文化传承:通过游戏形式传播中国古典诗词文化

智能生成:AI辅助生成符合格律的诗句

多人互动:支持多玩家实时对战

学习功能:提供诗词学习和赏析功能

跨设备体验:无缝切换不同设备继续游戏

扩展方向:
增加更多诗词风格和朝代

开发诗词创作社区

集成语音识别和朗读功能

增加AR诗词展示功能

注意事项:
需要网络连接以使用AI生成功能

诗句生成质量受模型训练数据影响

多设备游戏需保持网络连接

首次使用建议完成教程

部分高级功能可能需要订阅服务

©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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