diff --git a/menu b/menu new file mode 100644 index 0000000..7f03eb9 --- /dev/null +++ b/menu @@ -0,0 +1,239 @@ +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) + +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)) + return walls, roads + +def draw_menu(): + font = pygame.font.Font(None, 36) + title_text = font.render("Labirints", True, RED) + start_text = font.render("Press Space to Start", 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 - 50)) + screen.blit(start_text, (width // 2 - start_text.get_width() // 2, height // 2)) + screen.blit(quit_text, (width // 2 - quit_text.get_width() // 2, height // 2 + 50)) + + pygame.display.flip() + +player = Player(32, 32) +cheese = Cheese(416, 416) # Cheese position + +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) + +villain = Villain(704, 704, player) # Villain's starting position + +clock = pygame.time.Clock() +running = True +show_menu = True +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_SPACE: + show_menu = False + + if show_menu: + screen.fill(BLUE) + draw_menu() + else: + keys = pygame.key.get_pressed() + dx, dy = 0, 0 + + if keys[pygame.K_LEFT]: + dx = -player.speed + elif keys[pygame.K_RIGHT]: + dx = player.speed + + if keys[pygame.K_UP]: + dy = -player.speed + elif keys[pygame.K_DOWN]: + dy = player.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) + player.move(dx, dy, walls) + player.update_image(dx, dy) + + villain.move_towards_player(walls) + + if player.rect.colliderect(villain.rect): + print("Game Over! You were caught by the villain.") + running = False + + if player.rect.colliderect(cheese.rect): + player.cheese_count += 1 + print("You collected a cheese! Total cheese count:", player.cheese_count) + cheese.rect.topleft = random.choice(roads).topleft # Move cheese to a random position on a road + if player.cheese_count >= 10: + print("Congratulations! You collected 10 cheeses!") + running = False + + screen.fill(BLUE) + draw_maze(maze) + player.draw(screen) + villain.draw(screen) + pygame.display.flip() + + clock.tick(10) + +pygame.quit() +sys.exit()