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狂妄的炸弹人2查看:0 回复:0 评论:0 创建时间:2023-01-09T12:04:30
【作品展示】

【作品介绍】
难度等级:1.简单 2.中等 3.困难 4.青铜 5.钻石 6.王者
【作品源代码】
import random
import pygame
import numpy as np
#Re喵blog/2018/11/18/Build-a-2-player-maze-game-with-Python-Part-4/
UP, DOWN = -1, 1
LEFT, RIGHT = -2, 2
我 = input('难度等级:1.简单 2.中等 3.困难 4.青铜 5.钻石 6.王者(写数字选项)')
if (我 == '1'):
我, a, b ,c= 喵
if (我 == '2'):
我, a, b, c = 30, 26, 240, 1000
if (我 == '3'):
我, a, b, c = 60, 52, 250, 1000
if (我 == '4'):
我, a, b, c = 120, 104, 300, 1000
if (我 == '5'):
我, a, b, c = 240, 208, 400, 1000
if (我 == '6'):
我, a, b ,c= 470, 250, 480, 1910
SCREEN_WIDTH = c
SCREEN_HEIGHT = 1000
MAZE_COLS = 我
MAZE_ROWS = a
WALL_SIZE = int(b/max(MAZE_COLS, MAZE_ROWS)) # Pixel size/Wall thickness
WT = WALL_SIZE # used in pygame.time.wait(WT)
CELL_SIZE = 4*WALL_SIZE # a cell has only 2 walls: DOWN, RIGHT
MAZE_WIDTH = CELL_SIZE * MAZE_COLS + WALL_SIZE
MAZE_HEIGHT = CELL_SIZE * MAZE_ROWS + WALL_SIZE
TOPLEFT_X, TOPLEFT_Y = (SCREEN_WIDTH // 2 - MAZE_WIDTH //2, SCREEN_HEIGHT // 2 - MAZE_HEIGHT // 2)
x_offset = TOPLEFT_X + WALL_SIZE
y_offset = TOPLEFT_Y + WALL_SIZE
WALL_COLOR = (18, 94, 32)
MAZE_COLOR = (255, 255, 255)
UNVISITED_COLOR = (0, 0, 0)
PLAYER_COLOR = (255, 0, 0)
SHOW_DRAW = True
class Cell():
def __init__(self, r, c):
self.r = r
self.c = c
self.visited = False # True-just visited, not open any wall
self.walls = {UP: False, DOWN: False, LEFT: False, RIGHT: False}
class Maze():
def __init__(self, row=MAZE_ROWS, col=MAZE_COLS):
self.row = row
self.col = col
self.maze = [[Cell(r, c) for c in range(col)] for r in range(row)]
self.make()
self.player = Player(PLAYER_COLOR, (WALL_SIZE * 3) // 2)
self.player_sprite = pygame.sprite.RenderPlain(self.player)
def make(self, r0=0, c0=0):
direction = {UP: (-1, 0), DOWN: (1, 0), LEFT: (0, -1), RIGHT: (0, 1)}
current_cell = self.maze[r0][c0]
current_cell.visited = True
visited_stack = [current_cell]
while visited_stack:
current_cell = visited_stack[-1]
un_visited = [] # unvisited neighbours
for d, (dr, dc) in direction.items():
r, c = current_cell.r + dr, current_cell.c + dc
if (0 <= r < self.row) and (0 <= c < self.col):
cell = self.maze[r][c]
if not cell.visited:
un_visited.append((d, cell))
if un_visited:
dc, nc = random.choice(un_visited)
current_cell.walls[dc] = True # this direction is open
nc.visited = True
nc.walls[-dc] = True
visited_stack.append(nc)
elif len(visited_stack):
visited_stack.pop()
if SHOW_DRAW:
self.draw_maze()
pygame.display.update()
pygame.time.wait(WT)
pygame.event.pump()
#self.maze[0][0].walls[LEFT]=True
#self.maze[self.row-1][self.col-1].walls[RIGHT] = True
def draw_maze(self):
pygame.draw.rect(screen, WALL_COLOR, (TOPLEFT_X,
TOPLEFT_Y, MAZE_WIDTH, MAZE_HEIGHT))
for c in range(MAZE_COLS): # colums 5 x-c
for r in range(MAZE_ROWS): # rows 3 y-r
cell = self.maze[r][c]
x = c*CELL_SIZE + x_offset
y = r*CELL_SIZE + y_offset
if cell.visited:
pygame.draw.rect(screen, MAZE_COLOR,
(x, y, 3*WALL_SIZE, 3*WALL_SIZE))
else:
pygame.draw.rect(screen, UNVISITED_COLOR,
(x, y, 3*WALL_SIZE, 3*WALL_SIZE))
if cell.walls[DOWN]:
pygame.draw.rect(screen, MAZE_COLOR,
(x, y+3*WALL_SIZE, 3*WALL_SIZE, WALL_SIZE))
if cell.walls[RIGHT]:
pygame.draw.rect(screen, MAZE_COLOR,
(x+3*WALL_SIZE, y, WALL_SIZE, 3*WALL_SIZE))
def can_move(self, direction):
c = self.player.c
r = self.player.r
return self.maze[r][c].walls[direction]
def checkEvents(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN: # 判断键盘事件
if event.key == pygame.K_UP or event.key == pygame.K_w:
direction = "w"
if self.can_move(UP):
self.player.r -= 1
elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
direction = "s"
if self.can_move(DOWN):
self.player.r += 1
elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
direction = "a"
if self.can_move(LEFT):
self.player.c -= 1
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
direction = "d"
if self.can_move(RIGHT):
self.player.c += 1
elif event.key == K_ESCAPE:
pygame.event.post(pygame.event.Event(QUIT))
def update(self):
self.draw_maze()
#self.draw_grid()
self.player.update()
self.player_sprite.draw(screen)
class Player(pygame.sprite.Sprite):
def __init__(self, color, radius, r=0, c=0):
# Call the parent class (Sprite) constructor
super().__init__()
self.r = r
self.c = c
self.image = pygame.Surface([radius * 2, radius * 2])
self.image.fill(MAZE_COLOR)
self.image.set_colorkey(MAZE_COLOR)
pygame.draw.circle(self.image, color, (radius, radius), radius)
self.rect = self.image.get_rect()
self.update()
def update(self):
self.rect.x = x_offset+self.c*CELL_SIZE
self.rect.y = y_offset+self.r*CELL_SIZE
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
A = Maze()
while 1:
screen.fill((0, 0, 0))
A.checkEvents()
A.update()
pygame.display.update()
【提示】
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