spele/cheese2.py

162 lines
5.0 KiB
Python

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()