添加 neko

main
Vincents Xun 2024-04-26 07:30:47 +00:00
parent 35c7a1ce20
commit 3917c93e7b
1 changed files with 290 additions and 0 deletions

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