291 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			291 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
import pygame
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import sys
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import random
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pygame.init()
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width, height = 800, 800
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screen = pygame.display.set_mode((width, height))
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pygame.display.set_caption('Labirints')
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BLACK = (0, 0, 0)
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BLUE = (0, 0, 255)
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RED = (255, 0, 0)
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maze = [
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    "#########################",
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    "#......#..........#.....#",
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    "######.########.#.#.#####",
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    "#...##.#........#.#.....#",
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    "#.#.##...########.#####.#",
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    "#.#.#########.....#...#.#",
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    "#.#.......#.#.#####.#.#.#",
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    "#.##..###.#.#.#.....#...#",
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    "#.....###.#.#.#.#######.#",
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    "#.##....#...#...#.#.....#",
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    "#.##.##.###.#####.#.##.##",
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    "#.....#...#...#...#.#...#",
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    "#.#.#.###.###.#.###.#.#.#",
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    "#.#.#...........#...#.#.#",
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    "#.#.##.###.####.#.###.#.#",
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    "#.#.#...##.##...#.#...#.#",
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    "#.#.#.#.##....###.#.###.#",
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    "#.#.#.#....##.#...#.#...#",
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    "#.#.#.#.##..###.###.#.###",
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    "#.......................#",
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    "#########################"
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]
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class Player(pygame.sprite.Sprite):
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    def __init__(self, x, y):
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        super().__init__()
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        self.images = {
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            "up": [pygame.image.load('up.png').convert_alpha(),
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                   pygame.image.load('up1.png').convert_alpha()],
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            "down": [pygame.image.load('down.png').convert_alpha(),
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                     pygame.image.load('down1.png').convert_alpha()],
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            "left": [pygame.image.load('left.png').convert_alpha(),
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                     pygame.image.load('left1.png').convert_alpha()],
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            "right": [pygame.image.load('right.png').convert_alpha(),
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                      pygame.image.load('right1.png').convert_alpha()]
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        }
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        self.direction = "down"  # Initial direction
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        self.image_index = 0  # Index of the current image in the animation
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        self.image = self.images[self.direction][self.image_index]
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        self.rect = self.image.get_rect()
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        self.rect.topleft = (x, y)
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        self.speed = 10
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        self.cheese_count = 0  # Cheese count
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    def move(self, dx, dy, walls):
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        old_rect = self.rect.copy()
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        self.rect.x += dx
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        self.rect.y += dy
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        for wall in walls:
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            if self.rect.colliderect(wall):
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                if dx > 0:
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                    self.rect.right = wall.left
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                elif dx < 0:
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                    self.rect.left = wall.right
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                elif dy > 0:
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                    self.rect.bottom = wall.top
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                elif dy < 0:
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                    self.rect.top = wall.bottom
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        if self.rect.collidelist(walls) != -1:
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            self.rect = old_rect
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    def update_image(self, dx, dy):
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        if dx > 0:
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            self.direction = "right"
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        elif dx < 0:
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            self.direction = "left"
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        elif dy > 0:
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            self.direction = "down"
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        elif dy < 0:
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            self.direction = "up"
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        # Update the image index for animation
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        self.image_index = (self.image_index + 1) % len(self.images[self.direction])
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        self.image = self.images[self.direction][self.image_index]
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    def draw(self, surface):
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        surface.blit(self.image, self.rect)
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class Cheese(pygame.sprite.Sprite):
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    def __init__(self, x, y):
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        super().__init__()
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        self.image = pygame.image.load('cheese.png').convert_alpha()
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        self.rect = self.image.get_rect()
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        self.rect.topleft = (x, y)
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class Villain(pygame.sprite.Sprite):
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    def __init__(self, x, y, player):
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        super().__init__()
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        self.image = pygame.image.load('villain.png').convert_alpha()
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        self.rect = self.image.get_rect()
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        self.rect.topleft = (x, y)
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        self.speed = 8
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        self.player = player
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    def move_towards_player(self, walls):
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        dx = self.player.rect.x - self.rect.x
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        dy = self.player.rect.y - self.rect.y
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        distance = max(abs(dx), abs(dy))
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        dx = dx / distance if distance != 0 else 0
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        dy = dy / distance if distance != 0 else 0
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        dx *= self.speed
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        dy *= self.speed
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        self.move(dx, dy, walls)
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    def move(self, dx, dy, walls):
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        old_rect = self.rect.copy()
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        self.rect.x += dx
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        self.rect.y += dy
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        for wall in walls:
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            if self.rect.colliderect(wall):
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                if dx > 0:
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                    self.rect.right = wall.left
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                elif dx < 0:
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                    self.rect.left = wall.right
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                elif dy > 0:
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                    self.rect.bottom = wall.top
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                elif dy < 0:
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                    self.rect.top = wall.bottom
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        if self.rect.collidelist(walls) != -1:
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            self.rect = old_rect
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    def draw(self, surface):
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        surface.blit(self.image, self.rect)
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def draw_maze(maze):
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    walls = []
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    roads = []  # 存储道路的矩形列表
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    for y, row in enumerate(maze):
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        for x, char in enumerate(row):
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            if char == '#':
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                pygame.draw.rect(screen, BLACK, (x * 32, y * 32, 32, 32))
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                walls.append(pygame.Rect(x * 32, y * 32, 32, 32))
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            elif char == '.':
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                roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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            elif char == 'C':  # Cheese
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                roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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                screen.blit(pygame.image.load('cheese.png'), (x * 32, y * 32))
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            elif char == 'V':  # Villain
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                roads.append(pygame.Rect(x * 32, y * 32, 32, 32))
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                screen.blit(pygame.image.load('villain.png'), (x * 32, y * 32))
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    return walls, roads
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def draw_menu():
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    font = pygame.font.Font(None, 36)
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    title_text = font.render("Labirints", True, RED)
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    start_text = font.render("Press 1 to Control Player 1", True, BLACK)
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    start_text2 = font.render("Press 2 to Control Player 2", True, BLACK)
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    quit_text = font.render("Press Q to Quit", True, BLACK)
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    screen.blit(title_text, (width // 2 - title_text.get_width() // 2, height // 2 - 100))
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    screen.blit(start_text, (width // 2 - start_text.get_width() // 2, height // 2 - 50))
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    screen.blit(start_text2, (width // 2 - start_text2.get_width() // 2, height // 2))
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    screen.blit(quit_text, (width // 2 - quit_text.get_width() // 2, height // 2 + 50))
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    pygame.display.flip()
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player1 = Player(32, 32)
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player2 = Player(736, 736)
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cheese = Cheese(416, 416)  # Cheese position
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villain = Villain(704, 704, player1)  # Villain's starting position
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villain2 = Villain(32, 32, player2)   # Second villain's starting position
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clock = pygame.time.Clock()
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running = True
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show_menu = True
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control_player = True  # 初始设置玩家1控制主角
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while running:
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    for event in pygame.event.get():
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        if event.type == pygame.QUIT:
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            running = False
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        if event.type == pygame.KEYDOWN:
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            if event.key == pygame.K_q:
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                running = False
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            if event.key == pygame.K_1:
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                control_player = True
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                show_menu = False
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            if event.key == pygame.K_2:
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                control_player = False
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                show_menu = False
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    if show_menu:
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        screen.fill(BLUE)
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        draw_menu()
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    else:
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        if control_player:
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            keys = pygame.key.get_pressed()
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            dx, dy = 0, 0
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            if keys[pygame.K_LEFT]:
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                dx = -player1.speed
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            elif keys[pygame.K_RIGHT]:
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                dx = player1.speed
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            if keys[pygame.K_UP]:
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                dy = -player1.speed
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            elif keys[pygame.K_DOWN]:
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                dy = player1.speed
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            if dx != 0 and dy != 0:
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                if keys[pygame.K_LEFT]:
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                    dy = 0
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                elif keys[pygame.K_RIGHT]:
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                    dy = 0
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                elif keys[pygame.K_UP]:
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                    dx = 0
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                elif keys[pygame.K_DOWN]:
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                    dx = 0
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            walls, roads = draw_maze(maze)
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            player1.move(dx, dy, walls)
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            player1.update_image(dx, dy)
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            villain.move_towards_player(walls)
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            if player1.rect.colliderect(villain.rect):
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                print("Game Over! Player 1 was caught by the villain.")
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                running = False
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            if player1.rect.colliderect(cheese.rect):
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                player1.cheese_count += 1
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                print("Player 1 collected a cheese! Total cheese count:", player1.cheese_count)
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                cheese.rect.topleft = random.choice(roads).topleft  # Move cheese to a random position on a road
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                if player1.cheese_count >= 10:
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                    print("Congratulations! Player 1 collected 10 cheeses!")
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                    running = False
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            screen.fill(BLUE)
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            draw_maze(maze)
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            player1.draw(screen)
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            player2.draw(screen)
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            villain.draw(screen)
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            pygame.display.flip()
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        else:
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            keys = pygame.key.get_pressed()
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            dx, dy = 0, 0
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            if keys[pygame.K_a]:
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                dx = -player2.speed
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            elif keys[pygame.K_d]:
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                dx = player2.speed
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            if keys[pygame.K_w]:
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                dy = -player2.speed
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            elif keys[pygame.K_s]:
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                dy = player2.speed
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            if dx != 0 and dy != 0:
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                if keys[pygame.K_a]:
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                    dy = 0
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                elif keys[pygame.K_d]:
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                    dy = 0
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                elif keys[pygame.K_w]:
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                    dx = 0
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                elif keys[pygame.K_s]:
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                    dx = 0
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            walls, roads = draw_maze(maze)
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            player2.move(dx, dy, walls)
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            if player2.rect.colliderect(villain2.rect):
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                print("Game Over! Player 2 was caught by the second villain.")
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                running = False
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            screen.fill(BLUE)
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            draw_maze(maze)
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            player1.draw(screen)
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            player2.draw(screen)
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            villain.draw(screen)
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            villain2.draw(screen)
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            pygame.display.flip()
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    clock.tick(10)
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pygame.quit()
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sys.exit()
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