Загрузить файлы в «game_full»
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import pygame
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import sys
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import math
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import os
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import random
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pygame.init()
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width, height = 800, 670
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screen = pygame.display.set_mode((width, height))
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pygame.display.set_caption('Labirints')
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os.chdir("C:\\Users\\aleks\\Desktop\\game")
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pygame.mixer.music.load('background.mp3')
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pygame.mixer.music.play(-1)
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cheese_image = pygame.image.load("sprites\cheese\cheese.png").convert_alpha()
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BLACK = (0, 0, 0)
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BLUE = (0, 0, 255)
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cheese_count = 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 Button:
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def __init__(self, x, y, width, height, text, action=None):
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self.rect = pygame.Rect(x, y, width, height)
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self.color = (100, 100, 100)
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self.text = text
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self.font = pygame.font.Font(None, 36)
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self.text_surface = self.font.render(self.text, True, (255, 255, 255))
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self.text_rect = self.text_surface.get_rect(center=self.rect.center)
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self.action = action
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def draw(self, surface):
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pygame.draw.rect(surface, self.color, self.rect)
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surface.blit(self.text_surface, self.text_rect)
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def draw_start_screen(screen):
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screen.fill(BLUE)
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title_font = pygame.font.Font(None, 72)
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title_text = title_font.render("Labirints", True, (255, 255, 255))
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title_rect = title_text.get_rect(center=(width // 2, height // 2 - 50))
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screen.blit(title_text, title_rect)
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play_button = Button(width // 2 - 100, height - 100, 200, 50, "Play")
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play_button.draw(screen)
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pygame.display.flip()
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def reset_game():
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global player, enemy, cheese_count
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player = Player(32, 32)
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enemy = Enemy(700, 610, player)
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player.reset_cheese_count()
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player.cheeses = []
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cheese_count = 0
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def handle_game_over():
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screen.fill(BLUE)
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title_font = pygame.font.Font(None, 72)
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title_text = title_font.render("Game Over", True, (255, 255, 255))
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title_rect = title_text.get_rect(center=(width // 2, height // 2 - 50))
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screen.blit(title_text, title_rect)
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replay_button = Button(width // 2 - 100, height // 2 + 50, 200, 50, "Replay", action=main_game_loop)
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replay_button.draw(screen)
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pygame.display.flip()
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replay_waiting = True
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while replay_waiting:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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if replay_button.rect.collidepoint(mouse_pos):
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replay_waiting = False
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reset_game()
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return False
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def draw_victory_screen():
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screen.fill(BLUE)
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title_font = pygame.font.Font(None, 72)
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title_text = title_font.render("Victory!", True, (255, 255, 255))
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title_rect = title_text.get_rect(center=(width // 2, height // 2 - 50))
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screen.blit(title_text, title_rect)
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replay_button = Button(width // 2 - 100, height // 2 + 50, 200, 50, "Replay", action=main_game_loop)
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replay_button.draw(screen)
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pygame.display.flip()
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def handle_victory():
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replay_button = Button(width // 2 - 100, height // 2 + 50, 200, 50, "Replay", action=main_game_loop)
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replay_waiting = True
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while replay_waiting:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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if replay_button.rect.collidepoint(mouse_pos):
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replay_waiting = False
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return True
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return False
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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.transform.scale(cheese_image, (30, 30))
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self.rect = self.image.get_rect()
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self.rect.topleft = (x, y)
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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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# Загрузка изображений персонажа и изменение их размера
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self.images = {
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"up": [pygame.transform.scale(pygame.image.load('sprites/rodent/up.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/rodent/up1.png').convert_alpha(), (25, 25))],
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"down": [pygame.transform.scale(pygame.image.load('sprites/rodent/down.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/rodent/down1.png').convert_alpha(), (25, 25))],
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"left": [pygame.transform.scale(pygame.image.load('sprites/rodent/left.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/rodent/left1.png').convert_alpha(), (25, 25))],
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"right": [pygame.transform.scale(pygame.image.load('sprites/rodent/right.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/rodent/right1.png').convert_alpha(), (25, 25))]
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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.cheeses = []
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self.cheese_count = 0
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def reset_cheese_count(self):
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self.cheese_count = 0 # Reset cheese count to zero
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def move(self, dx, dy, walls):
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old_rect = self.rect.copy() # Копируем текущее положение игрока
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self.rect.x += dx
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self.rect.y += dy
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# Проверка столкновений по горизонтали
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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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# Проверка столкновений по вертикали
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for wall in walls:
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if self.rect.colliderect(wall):
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if 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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# Если после обновления положения игрока есть столкновение с другими стенами,
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# возвращаем его на предыдущее положение
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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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def generate_random_cheese(self, walls, num_cheese=1): # По умолчанию создаем 3 кусочка сыра
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for _ in range(num_cheese):
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while True:
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x = random.randint(0, width - 30)
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y = random.randint(0, height - 30)
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rect = pygame.Rect(x, y, 30, 30)
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if not any(wall.colliderect(rect) for wall in walls):
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self.cheeses.append(Cheese(x, y))
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break
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def check_cheese_collision(self, cheeses):
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for cheese in cheeses[:]:
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if self.rect.colliderect(cheese.rect):
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cheeses.remove(cheese)
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def draw_maze(maze):
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walls = []
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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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return walls
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class Enemy(pygame.sprite.Sprite):
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def __init__(self, x, y, player):
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super().__init__()
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self.images = {
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"up": [pygame.transform.scale(pygame.image.load('sprites/cat/up.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/cat/up3.png').convert_alpha(), (25, 25))],
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"down": [pygame.transform.scale(pygame.image.load('sprites/cat/down.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/cat/down3.png').convert_alpha(), (25, 25))],
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"left": [pygame.transform.scale(pygame.image.load('sprites/cat/left.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/cat/left3.png').convert_alpha(), (25, 25))],
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"right": [pygame.transform.scale(pygame.image.load('sprites/cat/right.png').convert_alpha(), (25, 25)),
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pygame.transform.scale(pygame.image.load('sprites/cat/right3.png').convert_alpha(), (25, 25))]
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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 = pygame.Rect(x, y, 30, 30)
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self.rect.topleft = (x, y)
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self.speed = 5
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self.player = player
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def check_collision_ahead(self, walls):
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# Проверяем столкновение в точке впереди противника
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future_rect = self.rect.move(self.speed, 0) if self.direction == "right" else \
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self.rect.move(-self.speed, 0) if self.direction == "left" else \
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self.rect.move(0, self.speed) if self.direction == "down" else \
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self.rect.move(0, -self.speed) # "up"
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for wall in walls:
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if wall.colliderect(future_rect):
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return True
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return False
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def update(self, walls):
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dx, dy = 0, 0
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keys = pygame.key.get_pressed()
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# Обработка нажатий клавиш для управления врагом
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if keys[pygame.K_a]:
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dx = -self.speed
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self.direction = "left"
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elif keys[pygame.K_d]:
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dx = self.speed
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self.direction = "right"
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elif keys[pygame.K_w]:
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dy = -self.speed
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self.direction = "up"
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elif keys[pygame.K_s]:
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dy = self.speed
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self.direction = "down"
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new_rect = self.rect.move(dx, dy)
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if not self.check_collision(new_rect, walls):
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self.rect = new_rect
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# Если двигается только по одной оси, то разрешаем движение
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if dx != 0 and dy == 0:
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new_rect = self.rect.move(dx, 0)
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if not self.check_collision(new_rect, walls):
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self.rect = new_rect
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elif dy != 0 and dx == 0:
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new_rect = self.rect.move(0, dy)
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if not self.check_collision(new_rect, walls):
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self.rect = new_rect
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# Update 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 check_collision(self, new_rect, walls):
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# Проверяем столкновение только с несколькими точками на пути противника
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for i in range(0, new_rect.width, self.speed):
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x = new_rect.left + i if self.speed > 0 else new_rect.right - i
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for j in range(0, new_rect.height, self.speed):
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y = new_rect.top + j if self.speed > 0 else new_rect.bottom - j
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if self.is_wall(x, y, walls):
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return True
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return False
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def is_wall(self, x, y, walls):
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# Проверяем, находится ли точка (x, y) внутри стены
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for wall in walls:
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if wall.collidepoint(x, y):
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return True
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return False
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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player = Player(32, 32)
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enemy = Enemy(700, 610, player)
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def draw_text(surface, text, pos, font, color):
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text_surface = font.render(text, True, color)
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text_rect = text_surface.get_rect()
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text_rect.topleft = pos
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surface.blit(text_surface, text_rect)
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def generate_random_cheese(player, walls):
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player.generate_random_cheese(walls)
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def main_game_loop():
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global cheese_count
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cheese_count = 0
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red_square_timer = 0
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clock = pygame.time.Clock()
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cheese_count = 0 # Initialize cheese count
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font = pygame.font.Font(None, 36) # Font for displaying text
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||||||
|
running = True
|
||||||
|
while running:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
running = False
|
||||||
|
current_time = pygame.time.get_ticks()
|
||||||
|
dt = clock.tick(30) / 1000.0 # Преобразуем миллисекунды в секунды
|
||||||
|
replay_button = Button(width // 2 - 100, height // 2 + 50, 200, 50, "Replay", action=main_game_loop)
|
||||||
|
if player.rect.colliderect(enemy.rect):
|
||||||
|
if handle_game_over():
|
||||||
|
reset_game()
|
||||||
|
|
||||||
|
|
||||||
|
red_square_timer += dt
|
||||||
|
|
||||||
|
if red_square_timer >= 5:
|
||||||
|
red_square_timer -= 5
|
||||||
|
generate_random_cheese(player, walls)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
player.check_cheese_collision(player.cheeses)
|
||||||
|
|
||||||
|
keys = pygame.key.get_pressed()
|
||||||
|
dx, dy = 0, 0
|
||||||
|
|
||||||
|
# Check horizontal movement
|
||||||
|
if keys[pygame.K_LEFT]:
|
||||||
|
dx = -player.speed
|
||||||
|
elif keys[pygame.K_RIGHT]:
|
||||||
|
dx = player.speed
|
||||||
|
|
||||||
|
# Check vertical movement
|
||||||
|
if keys[pygame.K_UP]:
|
||||||
|
dy = -player.speed
|
||||||
|
elif keys[pygame.K_DOWN]:
|
||||||
|
dy = player.speed
|
||||||
|
|
||||||
|
# Ensure that the player can only move in one direction at a time
|
||||||
|
if dx != 0 and dy != 0:
|
||||||
|
# Diagonal movement detected, prioritize one direction
|
||||||
|
if keys[pygame.K_LEFT]:
|
||||||
|
dy = 0 # Prevent vertical movement
|
||||||
|
elif keys[pygame.K_RIGHT]:
|
||||||
|
dy = 0 # Prevent vertical movement
|
||||||
|
elif keys[pygame.K_UP]:
|
||||||
|
dx = 0 # Prevent horizontal movement
|
||||||
|
elif keys[pygame.K_DOWN]:
|
||||||
|
dx = 0 # Prevent horizontal movement
|
||||||
|
|
||||||
|
|
||||||
|
walls = draw_maze(maze)
|
||||||
|
collision = player.move(dx, dy, walls)
|
||||||
|
player.update_image(dx, dy)
|
||||||
|
enemy.update(walls)
|
||||||
|
|
||||||
|
screen.fill(BLUE)
|
||||||
|
draw_maze(maze)
|
||||||
|
player.draw(screen)
|
||||||
|
enemy.draw(screen)
|
||||||
|
|
||||||
|
for cheese in player.cheeses:
|
||||||
|
screen.blit(cheese.image, cheese.rect)
|
||||||
|
|
||||||
|
cheeses_to_remove = []
|
||||||
|
|
||||||
|
for cheese in player.cheeses:
|
||||||
|
if player.rect.colliderect(cheese.rect):
|
||||||
|
cheese_count += 1 # Increment cheese count
|
||||||
|
player.cheeses.remove(cheese)
|
||||||
|
for cheese in cheeses_to_remove:
|
||||||
|
player.cheeses.remove(cheese)
|
||||||
|
|
||||||
|
draw_text(screen, f"Cheese: {cheese_count}", (10, 10), font, (255, 255, 255))
|
||||||
|
|
||||||
|
if cheese_count >= 5:
|
||||||
|
draw_victory_screen()
|
||||||
|
if handle_victory():
|
||||||
|
reset_game()
|
||||||
|
continue
|
||||||
|
|
||||||
|
pygame.display.flip()
|
||||||
|
clock.tick(10) # Reduce animation speed for better visibility
|
||||||
|
def main():
|
||||||
|
play_button = Button(width // 2 - 100, height - 100, 200, 50, "Play")
|
||||||
|
draw_start_screen(screen)
|
||||||
|
waiting = True
|
||||||
|
while waiting:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
pygame.quit()
|
||||||
|
sys.exit()
|
||||||
|
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||||
|
mouse_pos = pygame.mouse.get_pos()
|
||||||
|
if play_button.rect.collidepoint(mouse_pos):
|
||||||
|
waiting = False
|
||||||
|
main_game_loop()
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue