import pygame
import sys

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)

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  # 奶酪计数

    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 = []
    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 == 'C':  # 奶酪
                screen.blit(pygame.image.load('cheese.png'), (x * 32, y * 32))
    return walls

player = Player(32, 32)
cheese = Cheese(416, 416)  # 奶酪位置

clock = pygame.time.Clock()
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    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 = draw_maze(maze)
    player.move(dx, dy, walls)
    player.update_image(dx, dy)

    # 检查玩家是否与奶酪碰撞
    if player.rect.colliderect(cheese.rect):
        player.cheese_count += 1
        print("You collected a cheese! Total cheese count:", player.cheese_count)
        cheese.rect.topleft = (-32, -32)  # 移除奶酪

    screen.fill(BLUE)
    draw_maze(maze)
    player.draw(screen)
    pygame.display.flip()
    clock.tick(10)

pygame.quit()
sys.exit()