import pygame
import random

# 初始化Pygame
pygame.init()

# 定义常量
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
CELL_SIZE = 40

# 迷宫地图
maze = [
    "XXXXXXXXXXXXXXXXXXXX",
    "X     X   X   X   X X",
    "X XXXXX XXX X X X X X",
    "X       X X X X X X X",
    "X XXX X X X X X X X X",
    "X X   X X X   X   X X",
    "X X XXXXXX XXX XXX X X",
    "X X       X     X X X",
    "X XXX X XXXXXXXXX X X",
    "X   X X         X X X",
    "X X X XXXXXXXXX X X X",
    "X X X         X X   X",
    "X X XXX XXXXX X XXX X",
    "X X     X     X   X X",
    "X XXXXX XXXXXXXXX X X",
    "X     X         X   X",
    "XXXXX XXXXXXXXXXXXX X",
    "X     X             X",
    "XXXXXXXXXXXXXXXXXXXX",
]

# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Cheese Maze")

# 定义角色类
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.rect.topleft = (CELL_SIZE, CELL_SIZE)

    def move(self, dx, dy):
        if self.is_valid_move(dx, dy):
            self.rect.x += dx
            self.rect.y += dy

    def is_valid_move(self, dx, dy):
        new_rect = self.rect.move(dx, dy)
        for y, row in enumerate(maze):
            for x, cell in enumerate(row):
                if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
                    return False
        return True

# 定义反派类
class Villain(pygame.sprite.Sprite):
    def __init__(self, player):
        super().__init__()
        self.image = pygame.Surface((CELL_SIZE, CELL_SIZE))
        self.image.fill(GREEN)
        self.rect = self.image.get_rect()
        self.player = player
        self.generate_random_position()

    def generate_random_position(self):
        while True:
            x = random.randint(1, 18)
            y = random.randint(1, 13)
            if maze[y][x] != "X":
                self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
                break

    def move_towards_player(self):
        dx = self.player.rect.x - self.rect.x
        dy = self.player.rect.y - self.rect.y
        if abs(dx) > abs(dy):
            dx = dx // abs(dx) * CELL_SIZE
            dy = 0
        else:
            dx = 0
            dy = dy // abs(dy) * CELL_SIZE
        if self.is_valid_move(dx, dy):
            self.rect.x += dx
            self.rect.y += dy

    def is_valid_move(self, dx, dy):
        new_rect = self.rect.move(dx, dy)
        for y, row in enumerate(maze):
            for x, cell in enumerate(row):
                if cell == "X" and new_rect.colliderect(pygame.Rect(x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE)):
                    return False
        return True

# 定义奶酪类
class Cheese(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((CELL_SIZE // 2, CELL_SIZE // 2))
        self.image.fill((255, 255, 0))  # 设置奶酪为黄色
        self.rect = self.image.get_rect()
        self.generate_random_position()

    def generate_random_position(self):
        while True:
            x = random.randint(1, 18)
            y = random.randint(1, 13)
            if maze[y][x] != "X":
                self.rect.topleft = (x * CELL_SIZE, y * CELL_SIZE)
                break

# 创建玩家、奶酪和反派组
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
cheeses = pygame.sprite.Group()
for _ in range(10):  # 创建10个奶酪
    cheese = Cheese()
    all_sprites.add(cheese)
    cheeses.add(cheese)
villain = Villain(player)
all_sprites.add(villain)

# 游戏循环
running = True
clock = pygame.time.Clock()
while running:
    # 事件处理
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # 玩家控制
    keys = pygame.key.get_pressed()
    dx, dy = 0, 0
    if keys[pygame.K_LEFT]:
        dx = -CELL_SIZE
    if keys[pygame.K_RIGHT]:
        dx = CELL_SIZE
    if keys[pygame.K_UP]:
        dy = -CELL_SIZE
    if keys[pygame.K_DOWN]:
        dy = CELL_SIZE
    player.move(dx, dy)

    # 反派追击玩家
    villain.move_towards_player()

    # 检测反派和玩家的碰撞
    if pygame.sprite.collide_rect(player, villain):
        print("Game Over!")
        running = False

    # 绘制迷宫和角色
    screen.fill(BLACK)
    for y, row in enumerate(maze):
        for x, cell in enumerate(row):
            if cell == "X":
                pygame.draw.rect(screen, WHITE, (x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE))
    all_sprites.draw(screen)

    # 刷新屏幕
    pygame.display.flip()

    # 控制帧率
    clock.tick(10)

# 退出Pygame
pygame.quit()