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JavaScript构建的迷宫游戏解析

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标题“Maze”和描述“迷宫”直指一种经典的智力游戏或结构,它通常包含一个复杂的路径网络,玩家需要找到一条从入口到出口的路,而在这个过程中可能伴随着各种挑战和障碍。标签“JavaScript”则指明了实现这一游戏的编程语言。 结合标题、描述以及标签,我们可以推断相关知识点主要集中在使用JavaScript语言开发一个迷宫游戏。下面将详细介绍这一过程中可能涉及的关键概念和技术: 1. **算法基础**: - **深度优先搜索(DFS)**:这是一种用于遍历或搜索树或图的算法,常用于迷宫寻路问题。DFS通过尽可能深地搜索迷宫的分支,回溯时则选择另一个分支继续搜索。 - **广度优先搜索(BFS)**:此算法从起始点开始,逐层向外扩展,访问所有可到达的节点,是解决迷宫问题的另一种有效方法。 - **A*搜索算法**:这是一种启发式搜索算法,它结合了最佳优先搜索和Dijkstra算法的优点,通过估计从当前点到终点的最佳路径,效率更高。 2. **JavaScript编程基础**: - **数据类型**:包括基本类型(如数字、字符串)和复合类型(如对象、数组),这些都是构建游戏逻辑的基石。 - **函数和作用域**:函数是JavaScript中的重要组成部分,它们帮助我们组织代码,并限制变量的作用范围。 - **DOM操作**:通过JavaScript操作文档对象模型(Document Object Model),可以动态地创建和修改HTML元素,从而实现迷宫的可视化展示。 3. **图形用户界面(GUI)的创建与交互**: - **HTML/CSS布局**:使用HTML创建页面结构,CSS进行样式设计,为迷宫游戏提供视觉基础。 - **事件监听**:JavaScript事件模型允许我们对用户的操作(如点击)做出响应,从而控制游戏进程。 - **动画与动态效果**:借助JavaScript,可以为迷宫游戏添加动画效果,增强用户体验。 4. **游戏逻辑实现**: - **迷宫生成算法**:设计算法生成随机迷宫,如深度优先生成算法、Prim's算法或Kruskal's算法。 - **玩家控制**:玩家需要通过键盘或鼠标输入来控制角色移动,这涉及到事件监听和响应机制。 - **游戏状态管理**:记录玩家在迷宫中的位置、游戏进度、得分等信息,并实时更新游戏状态。 5. **优化与调试**: - **性能优化**:确保游戏运行流畅,对关键函数进行优化,减少不必要的DOM操作。 - **错误处理**:捕捉并处理运行时错误,提供用户友好的错误信息反馈。 - **测试**:通过单元测试和集成测试确保游戏的每个部分都能正常工作。 6. **打包和部署**: - **压缩包子文件**:可能指的是将游戏文件打包为一个可执行文件或模块化结构,便于分发和部署。 - **兼容性测试**:确保游戏在不同浏览器或平台上都能正常运行。 7. **用户体验设计**: - **交互设计**:让玩家的每一步操作都直观而有趣,提供明确的导航和反馈。 - **界面设计**:美观而简洁的界面可以提升玩家的游戏体验。 总结来说,开发一个基于JavaScript的迷宫游戏需要扎实的编程基础,对算法的深入理解和应用,以及对用户界面和交互的精心设计。此外,游戏的打包和部署也是开发过程中不可或缺的一部分。通过综合运用上述知识点,可以设计和实现一个功能完备、用户体验良好的迷宫游戏。

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以下是一个使用C语言实现的迷宫游戏,具备文本式交互菜单、自定义尺寸的迷宫生成与可视化展示、多种迷宫生成算法、复杂度调节、操作控制和游戏管理功能: ```c #include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #define MAX_ROWS 100 #define MAX_COLS 100 // 迷宫元素定义 #define WALL '#' #define PLAYER '@' #define START 'S' #define END 'E' #define ITEM '*' #define EMPTY ' ' // 迷宫结构体 typedef struct { char grid[MAX_ROWS][MAX_COLS]; int rows, cols; int playerX, playerY; int startX, startY; int endX, endY; } Maze; // 函数声明 void displayMenu(); void generateNewMaze(Maze *maze); void loadMaze(Maze *maze); void displayMaze(Maze *maze); void saveMaze(Maze *maze); void movePlayer(Maze *maze, char direction); void dfsMazeGeneration(Maze *maze); void primMazeGeneration(Maze *maze); void recursiveDivisionMazeGeneration(Maze *maze); // 显示菜单 void displayMenu() { printf("\n迷宫游戏菜单:\n"); printf("1. 生成新迷宫\n"); printf("2. 加载已有迷宫\n"); printf("3. 当前迷宫状态\n"); printf("4. 保存当前迷宫\n"); printf("5. 退出程序\n"); printf("请输入你的选择: "); } // 生成新迷宫 void generateNewMaze(Maze *maze) { int rows, cols; printf("请输入迷宫的行数和列数 (不超过 %d x %d): ", MAX_ROWS, MAX_COLS); if (scanf("%d %d", &rows, &cols) != 2 || rows <= 0 || rows > MAX_ROWS || cols <= 0 || cols > MAX_COLS) { printf("输入无效,请输入合法的行数和列数。\n"); while (getchar() != '\n'); // 清除输入缓冲区 return; } maze->rows = rows; maze->cols = cols; // 选择迷宫生成算法 int algo; printf("选择迷宫生成算法:\n"); printf("1. DFS\n"); printf("2. 随机Prim\n"); printf("3. 递归分割\n"); printf("请输入算法编号: "); if (scanf("%d", &algo) != 1 || algo < 1 || algo > 3) { printf("输入无效,请输入合法的算法编号。\n"); while (getchar() != '\n'); // 清除输入缓冲区 return; } switch (algo) { case 1: dfsMazeGeneration(maze); break; case 2: primMazeGeneration(maze); break; case 3: recursiveDivisionMazeGeneration(maze); break; } // 设置起点和终点 maze->startX = 1; maze->startY = 1; maze->endX = maze->rows - 2; maze->endY = maze->cols - 2; maze->grid[maze->startX][maze->startY] = START; maze->grid[maze->endX][maze->endY] = END; // 设置玩家初始位置 maze->playerX = maze->startX; maze->playerY = maze->startY; maze->grid[maze->playerX][maze->playerY] = PLAYER; // 随机放置隐藏道具 srand(time(NULL)); int itemCount = (maze->rows * maze->cols) / 20; for (int i = 0; i < itemCount; i++) { int x, y; do { x = rand() % maze->rows; y = rand() % maze->cols; } while (maze->grid[x][y] != EMPTY); maze->grid[x][y] = ITEM; } } // 加载迷宫 void loadMaze(Maze *maze) { char filename[100]; printf("请输入迷宫文件的名称: "); scanf("%s", filename); FILE *file = fopen(filename, "r"); if (file == NULL) { printf("无法打开文件。\n"); return; } if (fscanf(file, "%d %d", &maze->rows, &maze->cols) != 2) { printf("文件格式错误。\n"); fclose(file); return; } if (maze->rows > MAX_ROWS || maze->cols > MAX_COLS) { printf("迷宫尺寸超出限制。\n"); fclose(file); return; } for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { fscanf(file, " %c", &maze->grid[i][j]); if (maze->grid[i][j] == PLAYER) { maze->playerX = i; maze->playerY = j; } else if (maze->grid[i][j] == START) { maze->startX = i; maze->startY = j; } else if (maze->grid[i][j] == END) { maze->endX = i; maze->endY = j; } } } fclose(file); printf("迷宫加载成功。\n"); } // 显示迷宫 void displayMaze(Maze *maze) { for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { printf("%c ", maze->grid[i][j]); } printf("\n"); } } // 保存迷宫 void saveMaze(Maze *maze) { char filename[100]; printf("请输入要保存的文件名: "); scanf("%s", filename); FILE *file = fopen(filename, "w"); if (file == NULL) { printf("无法打开文件进行保存。\n"); return; } fprintf(file, "%d %d\n", maze->rows, maze->cols); for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { fprintf(file, "%c ", maze->grid[i][j]); } fprintf(file, "\n"); } fclose(file); printf("迷宫保存成功。\n"); } // 移动玩家 void movePlayer(Maze *maze, char direction) { int newX = maze->playerX; int newY = maze->playerY; switch (direction) { case 'w': newX--; break; case 's': newX++; break; case 'a': newY--; break; case 'd': newY++; break; default: printf("无效的移动方向,请使用WASD。\n"); return; } if (newX >= 0 && newX < maze->rows && newY >= 0 && newY < maze->cols) { if (maze->grid[newX][newY] != WALL) { maze->grid[maze->playerX][maze->playerY] = EMPTY; maze->playerX = newX; maze->playerY = newY; maze->grid[maze->playerX][maze->playerY] = PLAYER; if (maze->grid[newX][newY] == END) { printf("恭喜你,到达终点!\n"); } else if (maze->grid[newX][newY] == ITEM) { printf("你找到了一个隐藏道具!\n"); } } else { printf("前面是墙壁,无法移动。\n"); } } else { printf("超出迷宫边界,无法移动。\n"); } } // DFS迷宫生成算法 void dfsMazeGeneration(Maze *maze) { // 初始化迷宫为全墙 for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { maze->grid[i][j] = WALL; } } // 随机起点 srand(time(NULL)); int startX = rand() % (maze->rows / 2) * 2 + 1; int startY = rand() % (maze->cols / 2) * 2 + 1; maze->grid[startX][startY] = EMPTY; // 方向数组 int dx[] = {0, 1, 0, -1}; int dy[] = {1, 0, -1, 0}; // 栈 int stackX[MAX_ROWS * MAX_COLS]; int stackY[MAX_ROWS * MAX_COLS]; int top = 0; stackX[top] = startX; stackY[top] = startY; while (top >= 0) { int x = stackX[top]; int y = stackY[top]; int neighbors[4] = {0}; int neighborCount = 0; // 检查四个方向的邻居 for (int i = 0; i < 4; i++) { int newX = x + 2 * dx[i]; int newY = y + 2 * dy[i]; if (newX >= 0 && newX < maze->rows && newY >= 0 && newY < maze->cols && maze->grid[newX][newY] == WALL) { neighbors[neighborCount++] = i; } } if (neighborCount > 0) { // 随机选择一个邻居 int randomIndex = rand() % neighborCount; int dir = neighbors[randomIndex]; int newX = x + 2 * dx[dir]; int newY = y + 2 * dy[dir]; maze->grid[newX][newY] = EMPTY; maze->grid[x + dx[dir]][y + dy[dir]] = EMPTY; stackX[++top] = newX; stackY[top] = newY; } else { // 回溯 top--; } } } // 随机Prim迷宫生成算法 void primMazeGeneration(Maze *maze) { // 初始化迷宫为全墙 for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { maze->grid[i][j] = WALL; } } // 随机起点 srand(time(NULL)); int startX = rand() % (maze->rows / 2) * 2 + 1; int startY = rand() % (maze->cols / 2) * 2 + 1; maze->grid[startX][startY] = EMPTY; // 墙列表 int wallX[MAX_ROWS * MAX_COLS]; int wallY[MAX_ROWS * MAX_COLS]; int wallCount = 0; // 方向数组 int dx[] = {0, 1, 0, -1}; int dy[] = {1, 0, -1, 0}; // 将起点周围的墙加入墙列表 for (int i = 0; i < 4; i++) { int newX = startX + dx[i]; int newY = startY + dy[i]; if (newX >= 0 && newX < maze->rows && newY >= 0 && newY < maze->cols) { wallX[wallCount] = newX; wallY[wallCount] = newY; wallCount++; } } while (wallCount > 0) { // 随机选择一堵墙 int randomIndex = rand() % wallCount; int x = wallX[randomIndex]; int y = wallY[randomIndex]; // 检查墙两侧的单元格 int emptyCount = 0; int emptyX, emptyY; for (int i = 0; i < 4; i++) { int newX = x + dx[i]; int newY = y + dy[i]; if (newX >= 0 && newX < maze->rows && newY >= 0 && newY < maze->cols && maze->grid[newX][newY] == EMPTY) { emptyCount++; emptyX = newX; emptyY = newY; } } if (emptyCount == 1) { // 打通这堵墙 maze->grid[x][y] = EMPTY; // 将新的墙加入墙列表 for (int i = 0; i < 4; i++) { int newX = x + dx[i]; int newY = y + dy[i]; if (newX >= 0 && newX < maze->rows && newY >= 0 && newY < maze->cols && maze->grid[newX][newY] == WALL) { int found = 0; for (int j = 0; j < wallCount; j++) { if (wallX[j] == newX && wallY[j] == newY) { found = 1; break; } } if (!found) { wallX[wallCount] = newX; wallY[wallCount] = newY; wallCount++; } } } } // 移除这堵墙 wallX[randomIndex] = wallX[wallCount - 1]; wallY[randomIndex] = wallY[wallCount - 1]; wallCount--; } } // 递归分割迷宫生成算法 void recursiveDivisionMazeGeneration(Maze *maze) { // 初始化迷宫为全空 for (int i = 0; i < maze->rows; i++) { for (int j = 0; j < maze->cols; j++) { maze->grid[i][j] = EMPTY; } } // 递归分割 void divide(int left, int right, int top, int bottom) { if (right - left < 2 || bottom - top < 2) return; // 随机选择分割方向 srand(time(NULL)); int horizontal = rand() % 2; if (horizontal) { // 水平分割 int y = rand() % ((bottom - top - 1) / 2) * 2 + top + 1; for (int x = left; x <= right; x++) { maze->grid[y][x] = WALL; } int hole = rand() % ((right - left + 1) / 2) * 2 + left; maze->grid[y][hole] = EMPTY; // 递归分割上下两部分 divide(left, right, top, y - 1); divide(left, right, y + 1, bottom); } else { // 垂直分割 int x = rand() % ((right - left - 1) / 2) * 2 + left + 1; for (int y = top; y <= bottom; y++) { maze->grid[y][x] = WALL; } int hole = rand() % ((bottom - top + 1) / 2) * 2 + top; maze->grid[hole][x] = EMPTY; // 递归分割左右两部分 divide(left, x - 1, top, bottom); divide(x + 1, right, top, bottom); } } divide(0, maze->cols - 1, 0, maze->rows - 1); } int main() { Maze maze; int choice; char direction; while (1) { displayMenu(); if (scanf("%d", &choice) != 1) { printf("输入无效,请输入一个整数。\n"); while (getchar() != '\n'); // 清除输入缓冲区 continue; } switch (choice) { case 1: generateNewMaze(&maze); break; case 2: loadMaze(& 能完成这个吗

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import turtle as t import random import time import os # 设置全局参数 CELL_SIZE = 40 # 单元格大小 GRID_WIDTH = 15 # 迷宫宽度(列数) GRID_HEIGHT = 10 # 迷宫高度(行数) HUNGER_THRESHOLD = 15 # 饥饿阈值(秒) FOOD_COUNT = 3 # 食物数量 MAX_SCORE = 5 # 触发特殊效果的分数 # 全局变量 score = 0 last_eat_time = time.time() maze_grid = [] foods = [] player = None score_turtle = None status_turtle = None instructions = None game_running = True # 初始化游戏 def init_game(): global player, score_turtle, status_turtle, instructions, maze_grid, foods, score # 创建屏幕 screen = t.Screen() screen.setup(1000, 800) screen.bgcolor("white") screen.title("海龟迷宫寻食游戏") screen.tracer(0) # 重置游戏状态 score = 0 last_eat_time = time.time() maze_grid = [] foods = [] # 创建玩家乌龟 player = t.Turtle() player.shape("turtle") player.color("blue") player.penup() player.speed(0) # 创建分数显示 score_turtle = t.Turtle() score_turtle.hideturtle() score_turtle.penup() score_turtle.goto(0, 350) score_turtle.color("black") # 创建状态显示 status_turtle = t.Turtle() status_turtle.hideturtle() status_turtle.penup() status_turtle.goto(0, 300) # 创建游戏说明 instructions = t.Turtle() instructions.hideturtle() instructions.penup() instructions.goto(0, -350) instructions.color("black") # 生成迷宫 generate_maze() # 放置食物 place_foods() # 设置键盘监听 screen.listen() screen.onkey(move_up, "Up") screen.onkey(move_down, "Down") screen.onkey(move_left, "Left") screen.onkey(move_right, "Right") screen.onkey(reset_game, "r") # 更新游戏状态 update_score() update_instructions() # 开始游戏循环 game_loop() # 递归分割算法生成迷宫 def generate_maze(): global maze_grid # 初始化迷宫网格 maze_grid = [[1 for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)] # 设置入口和出口 maze_grid[0][0] = 0 # 入口 maze_grid[GRID_HEIGHT-1][GRID_WIDTH-1] = 0 # 出口 # 递归分割迷宫 def recursive_division(x, y, width, height): if width < 3 or height < 3: return # 随机选择分割方向 horizontal = width > height if width == height: horizontal = random.choice([True, False]) if horizontal: # 水平分割 split_y = random.randrange(y + 1, y + height - 1, 2) door_x = random.randrange(x, x + width, 2) for i in range(x, x + width): if i != door_x: maze_grid[split_y][i] = 1 recursive_division(x, y, width, split_y - y) recursive_division(x, split_y + 1, width, y + height - split_y - 1) else: # 垂直分割 split_x = random.randrange(x + 1, x + width - 1, 2) door_y = random.randrange(y, y + height, 2) for j in range(y, y + height): if j != door_y: maze_grid[j][split_x] = 1 recursive_division(x, y, split_x - x, height) recursive_division(split_x + 1, y, x + width - split_x - 1, height) # 生成迷宫结构 recursive_division(0, 0, GRID_WIDTH, GRID_HEIGHT) # 确保路径连通 ensure_path() # 绘制迷宫 draw_maze() # 确保从入口到出口有路径 def ensure_path(): # 使用深度优先搜索确保路径存在 visited = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)] stack = [(0, 0)] # 从入口开始 while stack: row, col = stack.pop() if row == GRID_HEIGHT - 1 and col == GRID_WIDTH - 1: # 到达出口 return True # 标记为已访问 visited[row][col] = True # 检查四个方向 directions = [(0, 1), (1, 0), (0, -1), (-1, 0)] # 右、下、左、上 for dr, dc in directions: new_row, new_col = row + dr, col + dc if (0 <= new_row < GRID_HEIGHT and 0 <= new_col < GRID_WIDTH and not visited[new_row][new_col] and maze_grid[new_row][new_col] == 0): # 通道 stack.append((new_row, new_col)) # 如果没有路径,创建一条 create_path() # 创建从入口到出口的路径 def create_path(): current_row, current_col = 0, 0 while current_row < GRID_HEIGHT - 1 or current_col < GRID_WIDTH - 1: # 优先向下或向右移动 if current_row < GRID_HEIGHT - 1 and random.random() > 0.3: current_row += 1 elif current_col < GRID_WIDTH - 1: current_col += 1 else: current_row += 1 maze_grid[current_row][current_col] = 0 # 设置为通道 # 绘制迷宫 def draw_maze(): t.clear() t.bgcolor("white") t.tracer(0) # 创建墙壁绘制器 wall_drawer = t.Turtle() wall_drawer.hideturtle() wall_drawer.penup() wall_drawer.speed(0) wall_drawer.pensize(3) wall_drawer.color("gray") # 绘制水平墙壁 for row in range(GRID_HEIGHT): for col in range(GRID_WIDTH): if maze_grid[row][col] == 1: # 墙 if col == 0 or maze_grid[row][col-1] == 0: wall_drawer.goto( (col - GRID_WIDTH // 2) * CELL_SIZE - CELL_SIZE // 2, (GRID_HEIGHT // 2 - row) * CELL_SIZE - CELL_SIZE // 2 ) wall_drawer.pendown() wall_drawer.goto( (col - GRID_WIDTH // 2 + 1) * CELL_SIZE - CELL_SIZE // 2, (GRID_HEIGHT // 2 - row) * CELL_SIZE - CELL_SIZE // 2 ) if col == GRID_WIDTH - 1 or maze_grid[row][col+1] == 0: wall_drawer.penup() # 绘制垂直墙壁 for col in range(GRID_WIDTH): for row in range(GRID_HEIGHT): if maze_grid[row][col] == 1: # 墙 if row == 0 or maze_grid[row-1][col] == 0: wall_drawer.goto( (col - GRID_WIDTH // 2) * CELL_SIZE - CELL_SIZE // 2, (GRID_HEIGHT // 2 - row) * CELL_SIZE - CELL_SIZE // 2 ) wall_drawer.pendown() wall_drawer.goto( (col - GRID_WIDTH // 2) * CELL_SIZE - CELL_SIZE // 2, (GRID_HEIGHT // 2 - row - 1) * CELL_SIZE - CELL_SIZE // 2 ) if row == GRID_HEIGHT - 1 or maze_grid[row+1][col] == 0: wall_drawer.penup() # 放置玩家在入口位置 player.goto( (0 - GRID_WIDTH // 2) * CELL_SIZE + CELL_SIZE // 2, (GRID_HEIGHT // 2 - 0) * CELL_SIZE - CELL_SIZE // 2 ) player.showturtle() # 放置食物 def place_foods(): global foods # 清除旧食物 for food in foods: food.clear() food.hideturtle() foods = [] # 创建新食物 for _ in range(FOOD_COUNT): food = t.Turtle() food.shape("circle") food.color("red") food.penup() food.speed(0) food.shapesize(0.8) # 随机放置食物(确保在通道上) while True: row = random.randint(0, GRID_HEIGHT - 1) col = random.randint(0, GRID_WIDTH - 1) # 确保不是墙,且不是入口/出口 if (maze_grid[row][col] == 0 and not (row == 0 and col == 0) and not (row == GRID_HEIGHT - 1 and col == GRID_WIDTH - 1)): break # 放置食物 food.goto( (col - GRID_WIDTH // 2) * CELL_SIZE + CELL_SIZE // 2, (GRID_HEIGHT // 2 - row) * CELL_SIZE - CELL_SIZE // 2 ) food.showturtle() foods.append(food) # 更新分数显示 def update_score(): score_turtle.clear() score_turtle.write(f"分数: {score}", align="center", font=("Arial", 20, "bold")) # 更新游戏说明 def update_instructions(): instructions.clear() instructions.write("方向键控制乌龟移动,寻找红色食物 | 按R重置游戏", align="center", font=("Arial", 14, "normal")) # 显示状态消息 def show_status(msg, color, duration=0): status_turtle.clear() status_turtle.color(color) status_turtle.write(msg, align="center", font=("Arial", 20, "bold")) if duration > 0: t.ontimer(lambda: status_turtle.clear(), int(duration * 1000)) # 检查碰撞 def check_collision(x, y): # 转换为网格坐标 col = int((x + (GRID_WIDTH * CELL_SIZE) / 2) // CELL_SIZE) row = int(((GRID_HEIGHT * CELL_SIZE) / 2 - y) // CELL_SIZE) # 检查边界 if col < 0 or col >= GRID_WIDTH or row < 0 or row >= GRID_HEIGHT: return True # 检查是否是墙 return maze_grid[row][col] == 1 # 检查食物碰撞 def check_food_collision(): global score, last_eat_time for food in foods[:]: px, py = player.position() fx, fy = food.position() if abs(px - fx) < CELL_SIZE/2 and abs(py - fy) < CELL_SIZE/2: # 吃到食物 food.hideturtle() foods.remove(food) score += 1 last_eat_time = time.time() update_score() # 分数为5分时的特殊效果 if score == MAX_SCORE: show_status("我吃饱了!", "green", 3.0) player.shapesize(2.0) player.color("dark blue") # 显示庆祝信息 celebration = t.Turtle() celebration.hideturtle() celebration.penup() celebration.goto(0, 0) celebration.color("gold") celebration.write("恭喜!你吃饱了!", align="center", font=("Arial", 24, "bold")) t.update() time.sleep(3) celebration.clear() else: show_status("我吃饱了!", "green", 2.0) # 如果食物吃完,重新放置 if not foods: place_foods() break # 检查饥饿状态 def check_hunger(): current_time = time.time() if current_time - last_eat_time > HUNGER_THRESHOLD: show_status("我饿了...", "red") else: status_turtle.clear() # 键盘控制函数 def move_up(): player.setheading(90) new_y = player.ycor() + CELL_SIZE//2 if not check_collision(player.xcor(), new_y): player.sety(new_y) check_food_collision() def move_down(): player.setheading(270) new_y = player.ycor() - CELL_SIZE//2 if not check_collision(player.xcor(), new_y): player.sety(new_y) check_food_collision() def move_left(): player.setheading(180) new_x = player.xcor() - CELL_SIZE//2 if not check_collision(new_x, player.ycor()): player.setx(new_x) check_food_collision() def move_right(): player.setheading(0) new_x = player.xcor() + CELL_SIZE//2 if not check_collision(new_x, player.ycor()): player.setx(new_x) check_food_collision() # 重置游戏 def reset_game(): global score, last_eat_time score = 0 last_eat_time = time.time() init_game() # 游戏主循环 def game_loop(): global game_running try: while game_running: t.update() time.sleep(0.01) # 定期检查饥饿状态 (每秒检查一次) if time.time() % 1 < 0.01: check_hunger() except t.Terminator: game_running = False # 启动游戏 if __name__ == "__main__": init_game() t.mainloop() 让迷宫变得超级复杂后的完整代码

任念辰
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