106 lines
3.7 KiB
Python
106 lines
3.7 KiB
Python
import pygame
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import random
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# Инициализация Pygame
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pygame.init()
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# Параметры экрана
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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# Цвета
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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PLAYER =(0, 255, 0)
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# Параметры игрока и преследующего объекта
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player_size = 20
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enemy_size = 20
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player_speed = 5
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enemy_speed = 3
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# Генерация лабиринта
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def generate_maze(width, height):
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maze = [[random.choice([0, 1]) for _ in range(width)] for _ in range(height)]
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maze[0][0] = 0
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maze[height - 1][width - 1] = 0
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return maze
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# Отрисовка лабиринта
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def draw_maze(screen, maze):
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for y, row in enumerate(maze):
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for x, block in enumerate(row):
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rect = pygame.Rect(x * player_size, y * player_size, player_size, player_size)
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if block == 1:
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pygame.draw.rect(screen, BLACK, rect)
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else:
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pygame.draw.rect(screen, WHITE, rect)
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pygame.draw.rect(screen, BLACK, rect, 1)
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# Проверка столкновений
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def is_collision(player_pos, enemy_pos, maze):
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p_x, p_y = int(player_pos[0] // player_size), int(player_pos[1] // player_size)
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e_x, e_y = int(enemy_pos[0] // player_size), int(enemy_pos[1] // player_size)
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if maze[p_y][p_x] or maze[e_y][e_x]:
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return True
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return False
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# Игровой цикл
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game_over = False
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clock = pygame.time.Clock()
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maze = generate_maze(SCREEN_WIDTH // player_size, SCREEN_HEIGHT // player_size)
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player_pos = [player_size * 2, player_size * 2] # Начальная позиция игрока
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enemy_pos = [player_size * 18, player_size * 18] # Начальная позиция преследующего
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while not game_over:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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game_over = True
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keys = pygame.key.get_pressed()
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# Управление игроком
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if keys[pygame.K_LEFT] and not is_collision([player_pos[0] - player_speed, player_pos[1]], enemy_pos, maze):
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player_pos[0] -= player_speed
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if keys[pygame.K_RIGHT] and not is_collision([player_pos[0] + player_speed, player_pos[1]], enemy_pos, maze):
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player_pos[0] += player_speed
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if keys[pygame.K_UP] and not is_collision([player_pos[0], player_pos[1] - player_speed], enemy_pos, maze):
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player_pos[1] -= player_speed
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if keys[pygame.K_DOWN] and not is_collision([player_pos[0], player_pos[1] + player_speed], enemy_pos, maze):
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player_pos[1] += player_speed
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# Перемещение преследующего объекта
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x_diff = player_pos[0] - enemy_pos[0]
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y_diff = player_pos[1] - enemy_pos[1]
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distance = (x_diff ** 2 + y_diff ** 2) ** 0.5
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if distance != 0:
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x_diff /= distance
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y_diff /= distance
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enemy_pos[0] += x_diff * enemy_speed
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enemy_pos[1] += y_diff * enemy_speed
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# Проверка столкновений
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def is_collision(player_pos, enemy_pos, maze):
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p_x, p_y = int(player_pos[0] // player_size), int(player_pos[1] // player_size)
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e_x, e_y = int(enemy_pos[0] // player_size), int(enemy_pos[1] // player_size)
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if maze[p_y][p_x] or maze[e_y][e_x]:
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return True
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return False
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screen.fill(WHITE)
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draw_maze(screen, maze)
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pygame.draw.rect(screen, PLAYER, (player_pos[0], player_pos[1], player_size, player_size))
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pygame.draw.rect(screen, RED, (enemy_pos[0], enemy_pos[1], enemy_size, enemy_size))
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pygame.display.update()
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clock.tick(30)
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pygame.quit()
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