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发表于 2025-7-8 11:06:50 | 显示全部楼层 |阅读模式
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发表于 2025-7-10 17:26:48 | 显示全部楼层
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 楼主| 发表于 2025-7-12 11:10:01 | 显示全部楼层
import pygame
import random
import sys

# 初始化 Pygame
pygame.init()

# 游戏窗口设置
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("地铁逃生")

# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)

# 游戏时钟
clock = pygame.time.Clock()

# 游戏资源
player_image = pygame.Surface((40, 40))  # 玩家形状
player_image.fill(BLUE)
enemy_image = pygame.Surface((40, 40))  # 敌人形状
enemy_image.fill(RED)
key_image = pygame.Surface((30, 30))    # 钥匙形状
key_image.fill(YELLOW)
exit_image = pygame.Surface((50, 50))   # 出口形状
exit_image.fill(GREEN)

# 玩家类
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = player_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, HEIGHT - 50)
        self.speed = 5
        self.keys_collected = 0

    def update(self, keys):
        if keys[pygame.K_LEFT] and self.rect.left > 0:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT] and self.rect.right < WIDTH:
            self.rect.x += self.speed
        if keys[pygame.K_UP] and self.rect.top > 0:
            self.rect.y -= self.speed
        if keys[pygame.K_DOWN] and self.rect.bottom < HEIGHT:
            self.rect.y += self.speed

# 敌人类
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = enemy_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)
        self.speed = random.randint(2, 4)

    def update(self, player):
        # 简单的追逐逻辑
        if self.rect.x < player.rect.x:
            self.rect.x += self.speed
        if self.rect.x > player.rect.x:
            self.rect.x -= self.speed
        if self.rect.y < player.rect.y:
            self.rect.y += self.speed
        if self.rect.y > player.rect.y:
            self.rect.y -= self.speed

# 钥匙类
class Key(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = key_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)

# 出口类
class Exit(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = exit_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, 50)

# 初始化玩家、敌人、钥匙和出口
player = Player()
enemies = pygame.sprite.Group()
keys = pygame.sprite.Group()
exit = Exit()

# 创建多个敌人
for _ in range(3):
    enemies.add(Enemy())

# 创建多个钥匙
for _ in range(5):
    keys.add(Key())

# 游戏主循环
running = True
game_over = False
victory = False

while running:
    # 事件处理
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # 游戏逻辑
    if not game_over and not victory:
        keys_pressed = pygame.key.get_pressed()
        player.update(keys_pressed)
        enemies.update(player)

        # 检测玩家与钥匙的碰撞
        collected_keys = pygame.sprite.spritecollide(player, keys, True)
        player.keys_collected += len(collected_keys)

        # 检测玩家与敌人的碰撞
        if pygame.sprite.spritecollideany(player, enemies):
            game_over = True

        # 检测玩家到达出口
        if player.keys_collected >= 5 and player.rect.colliderect(exit.rect):
            victory = True

    # 绘制场景
    screen.fill(BLACK)
    screen.blit(player.image, player.rect)
    enemies.draw(screen)
    keys.draw(screen)
    screen.blit(exit.image, exit.rect)

    # 显示文本
    font = pygame.font.SysFont(None, 36)
    keys_text = font.render(f"Keys: {player.keys_collected}/5", True, WHITE)
    screen.blit(keys_text, (10, 10))

    if game_over:
        game_over_text = font.render("Game Over! Press R to Restart", True, RED)
        screen.blit(game_over_text, (WIDTH // 2 - 200, HEIGHT // 2))
    if victory:
        victory_text = font.render("You Escaped! Press R to Restart", True, GREEN)
        screen.blit(victory_text, (WIDTH // 2 - 200, HEIGHT // 2))

    # 刷新屏幕
    pygame.display.flip()

    # 游戏帧率
    clock.tick(60)

    # 重新开始游戏
    if game_over or victory:
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_r]:
            player = Player()
            enemies = pygame.sprite.Group()
            keys = pygame.sprite.Group()
            for _ in range(3):
                enemies.add(Enemy())
            for _ in range(5):
                keys.add(Key())
            game_over = False
            victory = False

pygame.quit()
sys.exit()
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 楼主| 发表于 2025-7-12 11:10:38 | 显示全部楼层
import pygame
import random
import sys

# 初始化 Pygame
pygame.init()

# 游戏窗口设置
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("地铁逃生")

# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)

# 游戏时钟
clock = pygame.time.Clock()

# 游戏资源
player_image = pygame.Surface((40, 40))  # 玩家形状
player_image.fill(BLUE)
enemy_image = pygame.Surface((40, 40))  # 敌人形状
enemy_image.fill(RED)
key_image = pygame.Surface((30, 30))    # 钥匙形状
key_image.fill(YELLOW)
exit_image = pygame.Surface((50, 50))   # 出口形状
exit_image.fill(GREEN)

# 玩家类
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = player_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, HEIGHT - 50)
        self.speed = 5
        self.keys_collected = 0

    def update(self, keys):
        if keys[pygame.K_LEFT] and self.rect.left > 0:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT] and self.rect.right < WIDTH:
            self.rect.x += self.speed
        if keys[pygame.K_UP] and self.rect.top > 0:
            self.rect.y -= self.speed
        if keys[pygame.K_DOWN] and self.rect.bottom < HEIGHT:
            self.rect.y += self.speed

# 敌人类
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = enemy_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)
        self.speed = random.randint(2, 4)

    def update(self, player):
        # 简单的追逐逻辑
        if self.rect.x < player.rect.x:
            self.rect.x += self.speed
        if self.rect.x > player.rect.x:
            self.rect.x -= self.speed
        if self.rect.y < player.rect.y:
            self.rect.y += self.speed
        if self.rect.y > player.rect.y:
            self.rect.y -= self.speed

# 钥匙类
class Key(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = key_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)

# 出口类
class Exit(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = exit_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, 50)

# 初始化玩家、敌人、钥匙和出口
player = Player()
enemies = pygame.sprite.Group()
keys = pygame.sprite.Group()
exit = Exit()

# 创建多个敌人
for _ in range(3):
    enemies.add(Enemy())

# 创建多个钥匙
for _ in range(5):
    keys.add(Key())

# 游戏主循环
running = True
game_over = False
victory = False

while running:
    # 事件处理
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # 游戏逻辑
    if not game_over and not victory:
        keys_pressed = pygame.key.get_pressed()
        player.update(keys_pressed)
        enemies.update(player)

        # 检测玩家与钥匙的碰撞
        collected_keys = pygame.sprite.spritecollide(player, keys, True)
        player.keys_collected += len(collected_keys)

        # 检测玩家与敌人的碰撞
        if pygame.sprite.spritecollideany(player, enemies):
            game_over = True

        # 检测玩家到达出口
        if player.keys_collected >= 5 and player.rect.colliderect(exit.rect):
            victory = True

    # 绘制场景
    screen.fill(BLACK)
    screen.blit(player.image, player.rect)
    enemies.draw(screen)
    keys.draw(screen)
    screen.blit(exit.image, exit.rect)

    # 显示文本
    font = pygame.font.SysFont(None, 36)
    keys_text = font.render(f"Keys: {player.keys_collected}/5", True, WHITE)
    screen.blit(keys_text, (10, 10))

    if game_over:
        game_over_text = font.render("Game Over! Press R to Restart", True, RED)
        screen.blit(game_over_text, (WIDTH // 2 - 200, HEIGHT // 2))
    if victory:
        victory_text = font.render("You Escaped! Press R to Restart", True, GREEN)
        screen.blit(victory_text, (WIDTH // 2 - 200, HEIGHT // 2))

    # 刷新屏幕
    pygame.display.flip()

    # 游戏帧率
    clock.tick(60)

    # 重新开始游戏
    if game_over or victory:
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_r]:
            player = Player()
            enemies = pygame.sprite.Group()
            keys = pygame.sprite.Group()
            for _ in range(3):
                enemies.add(Enemy())
            for _ in range(5):
                keys.add(Key())
            game_over = False
            victory = False

pygame.quit()
sys.exit()
[Python] 纯文本查看 复制代码
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 楼主| 发表于 2025-7-12 11:11:18 | 显示全部楼层
仲骏逸 发表于 2025-7-10 17:26
66666666666666666666666666666666

[Python] 纯文本查看 复制代码
import pygame
import random
import sys

# 初始化 Pygame
pygame.init()

# 游戏窗口设置
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("地铁逃生")

# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)

# 游戏时钟
clock = pygame.time.Clock()

# 游戏资源
player_image = pygame.Surface((40, 40))  # 玩家形状
player_image.fill(BLUE)
enemy_image = pygame.Surface((40, 40))  # 敌人形状
enemy_image.fill(RED)
key_image = pygame.Surface((30, 30))    # 钥匙形状
key_image.fill(YELLOW)
exit_image = pygame.Surface((50, 50))   # 出口形状
exit_image.fill(GREEN)

# 玩家类
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = player_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, HEIGHT - 50)
        self.speed = 5
        self.keys_collected = 0

    def update(self, keys):
        if keys[pygame.K_LEFT] and self.rect.left > 0:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT] and self.rect.right < WIDTH:
            self.rect.x += self.speed
        if keys[pygame.K_UP] and self.rect.top > 0:
            self.rect.y -= self.speed
        if keys[pygame.K_DOWN] and self.rect.bottom < HEIGHT:
            self.rect.y += self.speed

# 敌人类
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = enemy_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)
        self.speed = random.randint(2, 4)

    def update(self, player):
        # 简单的追逐逻辑
        if self.rect.x < player.rect.x:
            self.rect.x += self.speed
        if self.rect.x > player.rect.x:
            self.rect.x -= self.speed
        if self.rect.y < player.rect.y:
            self.rect.y += self.speed
        if self.rect.y > player.rect.y:
            self.rect.y -= self.speed

# 钥匙类
class Key(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = key_image
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, WIDTH - self.rect.width)
        self.rect.y = random.randint(0, HEIGHT - self.rect.height)

# 出口类
class Exit(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = exit_image
        self.rect = self.image.get_rect()
        self.rect.center = (WIDTH // 2, 50)

# 初始化玩家、敌人、钥匙和出口
player = Player()
enemies = pygame.sprite.Group()
keys = pygame.sprite.Group()
exit = Exit()

# 创建多个敌人
for _ in range(3):
    enemies.add(Enemy())

# 创建多个钥匙
for _ in range(5):
    keys.add(Key())

# 游戏主循环
running = True
game_over = False
victory = False

while running:
    # 事件处理
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # 游戏逻辑
    if not game_over and not victory:
        keys_pressed = pygame.key.get_pressed()
        player.update(keys_pressed)
        enemies.update(player)

        # 检测玩家与钥匙的碰撞
        collected_keys = pygame.sprite.spritecollide(player, keys, True)
        player.keys_collected += len(collected_keys)

        # 检测玩家与敌人的碰撞
        if pygame.sprite.spritecollideany(player, enemies):
            game_over = True

        # 检测玩家到达出口
        if player.keys_collected >= 5 and player.rect.colliderect(exit.rect):
            victory = True

    # 绘制场景
    screen.fill(BLACK)
    screen.blit(player.image, player.rect)
    enemies.draw(screen)
    keys.draw(screen)
    screen.blit(exit.image, exit.rect)

    # 显示文本
    font = pygame.font.SysFont(None, 36)
    keys_text = font.render(f"Keys: {player.keys_collected}/5", True, WHITE)
    screen.blit(keys_text, (10, 10))

    if game_over:
        game_over_text = font.render("Game Over! Press R to Restart", True, RED)
        screen.blit(game_over_text, (WIDTH // 2 - 200, HEIGHT // 2))
    if victory:
        victory_text = font.render("You Escaped! Press R to Restart", True, GREEN)
        screen.blit(victory_text, (WIDTH // 2 - 200, HEIGHT // 2))

    # 刷新屏幕
    pygame.display.flip()

    # 游戏帧率
    clock.tick(60)

    # 重新开始游戏
    if game_over or victory:
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_r]:
            player = Player()
            enemies = pygame.sprite.Group()
            keys = pygame.sprite.Group()
            for _ in range(3):
                enemies.add(Enemy())
            for _ in range(5):
                keys.add(Key())
            game_over = False
            victory = False

pygame.quit()
sys.exit()
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