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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()