上传文件至 25.02.2024.
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import pygame
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import random
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pygame.init()
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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BLACK = (0, 0, 0)
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CELL_SIZE = 40
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maze = [
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"XXXXXXXXXXXXXXXXXXXXX",
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"X X X X X X",
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"X XXXXX XXX X X X X X",
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"X X X X X X X X",
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"X XXX X X X X X X X X",
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"X X X X X X X X",
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"X X XXXXXX XXX XXX X X",
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"X X X X X X",
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"X XXX X XXXXXXXXX X X",
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"X X X X X X",
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"X X X XXXXXXXXX X X X",
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"X X X X X X",
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"X X XXX XXXXX X XXX X",
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"X X X X X X",
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"X XXXXX XXXXXXXXX X X",
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"X X X X",
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"XXXXX XXXXXXXXXXXXX X",
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"X X X",
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"XXXXXXXXXXXXXXXXXXXXX",
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]
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Cheese Maze")
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
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self.image.fill(RED)
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self.rect = self.image.get_rect()
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self.rect.topleft = (CELL_SIZE, CELL_SIZE)
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def move(self, dx, dy):
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if self.is_valid_move(dx, dy):
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self.rect.x += dx
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self.rect.y += dy
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def is_valid_move(self, dx, dy):
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new_rect = self.rect.move(dx, dy)
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for y, row in enumerate(maze):
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for x, cell in enumerate(row):
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if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
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return False
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return True
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class Cheese(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = pygame.Surface((CELL_SIZE // 2, CELL_SIZE // 2))
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self.image.fill((255, 255, 0))
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self.rect = self.image.get_rect()
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self.generate_random_position()
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def generate_random_position(self):
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while True:
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x = random.randint(1, 18)
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y = random.randint(1, 13)
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if maze[y][x] != "X":
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self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
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break
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all_sprites = pygame.sprite.Group()
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player = Player()
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all_sprites.add(player)
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cheeses = pygame.sprite.Group()
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for _ in range(10):
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cheese = Cheese()
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all_sprites.add(cheese)
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cheeses.add(cheese)
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running = True
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clock = pygame.time.Clock()
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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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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 = -CELL_SIZE
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if keys[pygame.K_RIGHT]:
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dx = CELL_SIZE
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if keys[pygame.K_UP]:
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dy = -CELL_SIZE
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if keys[pygame.K_DOWN]:
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dy = CELL_SIZE
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player.move(dx, dy)
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collisions = pygame.sprite.spritecollide(player, cheeses, True)
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for cheese in collisions:
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print("You collected a cheese!")
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screen_x = max(0, min(player.rect.x - SCREEN_WIDTH // 2, (len(maze[0]) - 1) * CELL_SIZE - SCREEN_WIDTH))
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screen_y = max(0, min(player.rect.y - SCREEN_HEIGHT // 2, (len(maze) - 1) * CELL_SIZE - SCREEN_HEIGHT))
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screen_rect = pygame.Rect(screen_x, screen_y, SCREEN_WIDTH, SCREEN_HEIGHT)
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screen.fill(BLACK)
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for y, row in enumerate(maze):
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for x, cell in enumerate(row):
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if cell == "X":
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pygame.draw.rect(screen, WHITE, (x * CELL_SIZE - screen_x, y * CELL_SIZE - screen_y, CELL_SIZE, CELL_SIZE))
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for sprite in all_sprites:
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screen.blit(sprite.image, sprite.rect.move(-screen_x, -screen_y))
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pygame.display.flip()
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clock.tick(10)
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pygame.quit()
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@ -0,0 +1,179 @@
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import pygame
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import random
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# 初始化Pygame
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pygame.init()
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# 定义常量
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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GREEN = (0, 255, 0)
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BLACK = (0, 0, 0)
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CELL_SIZE = 40
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# 迷宫地图
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maze = [
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"XXXXXXXXXXXXXXXXXXXX",
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"X X X X X X",
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"X XXXXX XXX X X X X X",
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"X X X X X X X X",
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"X XXX X X X X X X X X",
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"X X X X X X X X",
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"X X XXXXXX XXX XXX X X",
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"X X X X X X",
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"X XXX X XXXXXXXXX X X",
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"X X X X X X",
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"X X X XXXXXXXXX X X X",
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"X X X X X X",
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"X X XXX XXXXX X XXX X",
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"X X X X X X",
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"X XXXXX XXXXXXXXX X X",
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"X X X X",
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"XXXXX XXXXXXXXXXXXX X",
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"X X X",
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"XXXXXXXXXXXXXXXXXXXX",
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]
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# 创建游戏窗口
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption("Cheese Maze")
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# 定义角色类
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
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self.image.fill(RED)
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self.rect = self.image.get_rect()
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self.rect.topleft = (CELL_SIZE, CELL_SIZE)
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def move(self, dx, dy):
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if self.is_valid_move(dx, dy):
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self.rect.x += dx
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self.rect.y += dy
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def is_valid_move(self, dx, dy):
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new_rect = self.rect.move(dx, dy)
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for y, row in enumerate(maze):
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for x, cell in enumerate(row):
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if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
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return False
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return True
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# 定义反派类
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class Villain(pygame.sprite.Sprite):
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def __init__(self, player):
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super().__init__()
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self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
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self.image.fill(GREEN)
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self.rect = self.image.get_rect()
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self.player = player
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self.generate_random_position()
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def generate_random_position(self):
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while True:
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x = random.randint(1, 18)
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y = random.randint(1, 13)
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if maze[y][x] != "X":
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self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
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break
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def move_towards_player(self):
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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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if abs(dx) > abs(dy):
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dx = dx // abs(dx) * CELL_SIZE
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dy = 0
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else:
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dx = 0
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dy = dy // abs(dy) * CELL_SIZE
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if self.is_valid_move(dx, dy):
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self.rect.x += dx
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self.rect.y += dy
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def is_valid_move(self, dx, dy):
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new_rect = self.rect.move(dx, dy)
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for y, row in enumerate(maze):
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for x, cell in enumerate(row):
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if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
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return False
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return True
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# 定义奶酪类
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class Cheese(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image = pygame.Surface((CELL_SIZE // 2, CELL_SIZE // 2))
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self.image.fill((255, 255, 0)) # 设置奶酪为黄色
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self.rect = self.image.get_rect()
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self.generate_random_position()
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def generate_random_position(self):
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while True:
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x = random.randint(1, 18)
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y = random.randint(1, 13)
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if maze[y][x] != "X":
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self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
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break
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# 创建玩家、奶酪和反派组
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all_sprites = pygame.sprite.Group()
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player = Player()
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all_sprites.add(player)
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cheeses = pygame.sprite.Group()
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for _ in range(10): # 创建10个奶酪
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cheese = Cheese()
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all_sprites.add(cheese)
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cheeses.add(cheese)
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villain = Villain(player)
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all_sprites.add(villain)
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# 游戏循环
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running = True
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clock = pygame.time.Clock()
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while running:
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# 事件处理
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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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# 玩家控制
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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 = -CELL_SIZE
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if keys[pygame.K_RIGHT]:
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dx = CELL_SIZE
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if keys[pygame.K_UP]:
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dy = -CELL_SIZE
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if keys[pygame.K_DOWN]:
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dy = CELL_SIZE
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player.move(dx, dy)
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# 反派追击玩家
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villain.move_towards_player()
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# 检测反派和玩家的碰撞
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if pygame.sprite.collide_rect(player, villain):
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print("Game Over!")
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running = False
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# 绘制迷宫和角色
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screen.fill(BLACK)
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for y, row in enumerate(maze):
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for x, cell in enumerate(row):
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if cell == "X":
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pygame.draw.rect(screen, WHITE, (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE))
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all_sprites.draw(screen)
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# 刷新屏幕
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pygame.display.flip()
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# 控制帧率
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clock.tick(10)
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# 退出Pygame
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pygame.quit()
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