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 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 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, 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()