217 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
| import pygame
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| import sys
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| import random
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| 
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| pygame.init()
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     def draw(self, surface):
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|         surface.blit(self.image, self.rect)
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| 
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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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| 
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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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|     return walls, roads
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| 
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| player = Player(32, 32)
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| cheese = Cheese(416, 416)  # Cheese position
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| 
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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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| 
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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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| 
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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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| 
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|     def draw(self, surface):
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|         surface.blit(self.image, self.rect)
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| 
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| villain = Villain(704, 704, player)  # Villain's starting position
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| 
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| clock = pygame.time.Clock()
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| running = True
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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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| 
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|     keys = pygame.key.get_pressed()
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|     dx, dy = 0, 0
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| 
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|     if keys[pygame.K_LEFT]:
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|         dx = -player.speed
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|     elif keys[pygame.K_RIGHT]:
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|         dx = player.speed
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| 
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|     if keys[pygame.K_UP]:
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|         dy = -player.speed
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|     elif keys[pygame.K_DOWN]:
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|         dy = player.speed
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| 
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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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|     
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|     walls, roads = draw_maze(maze)
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|     player.move(dx, dy, walls)
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|     player.update_image(dx, dy)
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| 
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|     villain.move_towards_player(walls)
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| 
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|     if player.rect.colliderect(villain.rect):
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|         print("Game Over! You were caught by the villain.")
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|         running = False
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| 
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|     if player.rect.colliderect(cheese.rect):
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|         player.cheese_count += 1
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|         print("You collected a cheese! Total cheese count:", player.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 player.cheese_count >= 10:
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|             print("Congratulations! You collected 10 cheeses!")
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|             running = False
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| 
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|     screen.fill(BLUE)
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|     draw_maze(maze)
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|     player.draw(screen)
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|     villain.draw(screen)
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|     pygame.display.flip()
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|     clock.tick(10)
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| 
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| pygame.quit()
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| sys.exit()
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