更新 menu
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								menu
								
								
								
								
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			@ -116,62 +116,26 @@ def draw_maze(maze):
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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 Space to Start", True, BLACK)
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    start_text = font.render("Press 1 to Control Player", True, BLACK)
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    start_text2 = font.render("Press 2 to Control Villain", 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 - 50))
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    screen.blit(start_text, (width // 2 - start_text.get_width() // 2, height // 2))
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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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player = Player(32, 32)
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cheese = Cheese(416, 416)  # Cheese position
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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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villain = Villain(704, 704, player)  # Villain's starting position
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villain2 = Villain(32, 32, player)   # 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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			@ -179,59 +143,101 @@ while running:
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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_SPACE:
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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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        keys = pygame.key.get_pressed()
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        dx, dy = 0, 0
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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 = -player.speed
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        elif keys[pygame.K_RIGHT]:
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            dx = player.speed
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        if keys[pygame.K_UP]:
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            dy = -player.speed
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        elif keys[pygame.K_DOWN]:
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            dy = player.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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                dx = -player.speed
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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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                dx = player.speed
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            if keys[pygame.K_UP]:
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                dy = -player.speed
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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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        player.move(dx, dy, walls)
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        player.update_image(dx, dy)
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                dy = player.speed
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        villain.move_towards_player(walls)
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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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            player.move(dx, dy, walls)
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            player.update_image(dx, dy)
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        if player.rect.colliderect(villain.rect):
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            print("Game Over! You were caught by the villain.")
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            running = False
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            villain.move_towards_player(walls)
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        if player.rect.colliderect(cheese.rect):
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            player.cheese_count += 1
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            print("You collected a cheese! Total cheese count:", player.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 player.cheese_count >= 10:
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                print("Congratulations! You collected 10 cheeses!")
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            if player.rect.colliderect(villain.rect):
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                print("Game Over! You were caught by the 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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        player.draw(screen)
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        villain.draw(screen)
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        pygame.display.flip()
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            if player.rect.colliderect(cheese.rect):
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                player.cheese_count += 1
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                print("You collected a cheese! Total cheese count:", player.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 player.cheese_count >= 10:
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                    print("Congratulations! You 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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            player.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 = -villain2.speed
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            elif keys[pygame.K_d]:
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                dx = villain2.speed
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            if keys[pygame.K_w]:
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                dy = -villain2.speed
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            elif keys[pygame.K_s]:
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                dy = villain2.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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            villain2.move(dx, dy, walls)
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            if villain2.rect.colliderect(player.rect):
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                print("Game Over! The second villain caught you.")
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                running = False
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            screen.fill(BLUE)
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            draw_maze(maze)
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            player.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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