添加 neko
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35c7a1ce20
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import pygame
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import sys
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import random
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pygame.init()
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width, height = 800, 800
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screen = pygame.display.set_mode((width, height))
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pygame.display.set_caption('Labirints')
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BLACK = (0, 0, 0)
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BLUE = (0, 0, 255)
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RED = (255, 0, 0)
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maze = [
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"#########################",
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"#......#..........#.....#",
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"######.########.#.#.#####",
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"#...##.#........#.#.....#",
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"#.#.##...########.#####.#",
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"#.#.#########.....#...#.#",
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"#.#.......#.#.#####.#.#.#",
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"#.##..###.#.#.#.....#...#",
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"#.....###.#.#.#.#######.#",
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"#.##....#...#...#.#.....#",
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"#.##.##.###.#####.#.##.##",
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"#.....#...#...#...#.#...#",
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"#.#.#.###.###.#.###.#.#.#",
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"#.#.#...........#...#.#.#",
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"#.#.##.###.####.#.###.#.#",
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"#.#.#...##.##...#.#...#.#",
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"#.#.#.#.##....###.#.###.#",
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"#.#.#.#....##.#...#.#...#",
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"#.#.#.#.##..###.###.#.###",
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"#.......................#",
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"#########################"
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]
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class Player(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__()
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self.images = {
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"up": [pygame.image.load('up.png').convert_alpha(),
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pygame.image.load('up1.png').convert_alpha()],
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"down": [pygame.image.load('down.png').convert_alpha(),
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pygame.image.load('down1.png').convert_alpha()],
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"left": [pygame.image.load('left.png').convert_alpha(),
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pygame.image.load('left1.png').convert_alpha()],
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"right": [pygame.image.load('right.png').convert_alpha(),
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pygame.image.load('right1.png').convert_alpha()]
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}
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self.direction = "down" # Initial direction
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self.image_index = 0 # Index of the current image in the animation
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self.image = self.images[self.direction][self.image_index]
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self.rect = self.image.get_rect()
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self.rect.topleft = (x, y)
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self.speed = 10
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self.cheese_count = 0 # Cheese count
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def move(self, dx, dy, walls):
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old_rect = self.rect.copy()
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self.rect.x += dx
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self.rect.y += dy
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for wall in walls:
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if self.rect.colliderect(wall):
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if dx > 0:
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self.rect.right = wall.left
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elif dx < 0:
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self.rect.left = wall.right
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elif dy > 0:
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self.rect.bottom = wall.top
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elif dy < 0:
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self.rect.top = wall.bottom
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if self.rect.collidelist(walls) != -1:
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self.rect = old_rect
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def update_image(self, dx, dy):
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if dx > 0:
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self.direction = "right"
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elif dx < 0:
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self.direction = "left"
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elif dy > 0:
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self.direction = "down"
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elif dy < 0:
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self.direction = "up"
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# Update the image index for animation
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self.image_index = (self.image_index + 1) % len(self.images[self.direction])
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self.image = self.images[self.direction][self.image_index]
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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class Cheese(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__()
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self.image = pygame.image.load('cheese.png').convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.topleft = (x, y)
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class Villain(pygame.sprite.Sprite):
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def __init__(self, x, y, player):
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super().__init__()
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self.image = pygame.image.load('villain.png').convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.topleft = (x, y)
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self.speed = 8
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self.player = player
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def move_towards_player(self, walls):
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dx = self.player.rect.x - self.rect.x
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dy = self.player.rect.y - self.rect.y
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distance = max(abs(dx), abs(dy))
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dx = dx / distance if distance != 0 else 0
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dy = dy / distance if distance != 0 else 0
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dx *= self.speed
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dy *= self.speed
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self.move(dx, dy, walls)
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def move(self, dx, dy, walls):
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old_rect = self.rect.copy()
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self.rect.x += dx
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self.rect.y += dy
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for wall in walls:
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if self.rect.colliderect(wall):
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if dx > 0:
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self.rect.right = wall.left
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elif dx < 0:
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self.rect.left = wall.right
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elif dy > 0:
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self.rect.bottom = wall.top
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elif dy < 0:
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self.rect.top = wall.bottom
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if self.rect.collidelist(walls) != -1:
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self.rect = old_rect
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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def draw_maze(maze):
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walls = []
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roads = [] # 存储道路的矩形列表
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for y, row in enumerate(maze):
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for x, char in enumerate(row):
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if char == '#':
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pygame.draw.rect(screen, BLACK, (x * 32, y * 32, 32, 32))
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walls.append(pygame.Rect(x * 32, y * 32, 32, 32))
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elif char == '.':
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roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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elif char == 'C': # Cheese
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roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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screen.blit(pygame.image.load('cheese.png'), (x * 32, y * 32))
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elif char == 'V': # Villain
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roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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screen.blit(pygame.image.load('villain.png'), (x * 32, y * 32))
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return walls, roads
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def draw_menu():
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font = pygame.font.Font(None, 36)
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title_text = font.render("Labirints", True, RED)
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start_text = font.render("Press 1 to Control Player 1", True, BLACK)
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start_text2 = font.render("Press 2 to Control Player 2", True, BLACK)
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quit_text = font.render("Press Q to Quit", True, BLACK)
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screen.blit(title_text, (width // 2 - title_text.get_width() // 2, height // 2 - 100))
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screen.blit(start_text, (width // 2 - start_text.get_width() // 2, height // 2 - 50))
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screen.blit(start_text2, (width // 2 - start_text2.get_width() // 2, height // 2))
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screen.blit(quit_text, (width // 2 - quit_text.get_width() // 2, height // 2 + 50))
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pygame.display.flip()
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player1 = Player(32, 32)
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player2 = Player(736, 736)
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cheese = Cheese(416, 416) # Cheese position
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villain = Villain(704, 704, player1) # Villain's starting position
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villain2 = Villain(32, 32, player2) # Second villain's starting position
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clock = pygame.time.Clock()
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running = True
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show_menu = True
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control_player = True # 初始设置玩家1控制主角
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_q:
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running = False
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if event.key == pygame.K_1:
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control_player = True
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show_menu = False
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if event.key == pygame.K_2:
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control_player = False
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show_menu = False
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if show_menu:
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screen.fill(BLUE)
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draw_menu()
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else:
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if control_player:
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keys = pygame.key.get_pressed()
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dx, dy = 0, 0
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if keys[pygame.K_LEFT]:
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dx = -player1.speed
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elif keys[pygame.K_RIGHT]:
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dx = player1.speed
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if keys[pygame.K_UP]:
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dy = -player1.speed
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elif keys[pygame.K_DOWN]:
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dy = player1.speed
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if dx != 0 and dy != 0:
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if keys[pygame.K_LEFT]:
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dy = 0
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elif keys[pygame.K_RIGHT]:
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dy = 0
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elif keys[pygame.K_UP]:
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dx = 0
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elif keys[pygame.K_DOWN]:
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dx = 0
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walls, roads = draw_maze(maze)
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player1.move(dx, dy, walls)
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player1.update_image(dx, dy)
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villain.move_towards_player(walls)
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if player1.rect.colliderect(villain.rect):
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print("Game Over! Player 1 was caught by the villain.")
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running = False
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if player1.rect.colliderect(cheese.rect):
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player1.cheese_count += 1
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print("Player 1 collected a cheese! Total cheese count:", player1.cheese_count)
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cheese.rect.topleft = random.choice(roads).topleft # Move cheese to a random position on a road
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if player1.cheese_count >= 10:
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print("Congratulations! Player 1 collected 10 cheeses!")
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running = False
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screen.fill(BLUE)
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draw_maze(maze)
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player1.draw(screen)
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player2.draw(screen)
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villain.draw(screen)
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pygame.display.flip()
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else:
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keys = pygame.key.get_pressed()
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dx, dy = 0, 0
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if keys[pygame.K_a]:
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dx = -player2.speed
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elif keys[pygame.K_d]:
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dx = player2.speed
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if keys[pygame.K_w]:
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dy = -player2.speed
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elif keys[pygame.K_s]:
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dy = player2.speed
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if dx != 0 and dy != 0:
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if keys[pygame.K_a]:
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dy = 0
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elif keys[pygame.K_d]:
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dy = 0
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elif keys[pygame.K_w]:
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dx = 0
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elif keys[pygame.K_s]:
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dx = 0
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walls, roads = draw_maze(maze)
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player2.move(dx, dy, walls)
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if player2.rect.colliderect(villain2.rect):
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print("Game Over! Player 2 was caught by the second villain.")
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running = False
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screen.fill(BLUE)
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draw_maze(maze)
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player1.draw(screen)
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player2.draw(screen)
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villain.draw(screen)
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villain2.draw(screen)
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pygame.display.flip()
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clock.tick(10)
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pygame.quit()
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sys.exit()
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