spele/25.02.2024./cheese.py

124 lines
3.7 KiB
Python

import pygame
import random
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
CELL_SIZE = 40
maze = [
"XXXXXXXXXXXXXXXXXXXXX",
"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",
"XXXXXXXXXXXXXXXXXXXXX",
]
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Cheese Maze")
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
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))
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
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
cheeses = pygame.sprite.Group()
for _ in range(10):
cheese = Cheese()
all_sprites.add(cheese)
cheeses.add(cheese)
running = True
clock = pygame.time.Clock()
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 = -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)
collisions = pygame.sprite.spritecollide(player, cheeses, True)
for cheese in collisions:
print("You collected a cheese!")
screen_x = max(0, min(player.rect.x - SCREEN_WIDTH // 2, (len(maze[0]) - 1) * CELL_SIZE - SCREEN_WIDTH))
screen_y = max(0, min(player.rect.y - SCREEN_HEIGHT // 2, (len(maze) - 1) * CELL_SIZE - SCREEN_HEIGHT))
screen_rect = pygame.Rect(screen_x, screen_y, SCREEN_WIDTH, SCREEN_HEIGHT)
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 - screen_x, y * CELL_SIZE - screen_y, CELL_SIZE, CELL_SIZE))
for sprite in all_sprites:
screen.blit(sprite.image, sprite.rect.move(-screen_x, -screen_y))
pygame.display.flip()
clock.tick(10)
pygame.quit()