Beispiel #1
0
 def __init__(self):
     self.clock = cl.Clock(self)
     self.week = cl.Week(self)
     self.calendar = cl.SecularCalendar()
     self.productionAI = ai.ProductionAI(self)
     self.jobPoster = ai.JobPoster(self)
     self.hirer = ai.Hirer(self)
     self.firer = ai.Firer(self)
     self.startupAI = ai.StartupAI()
     self.builder = ai.Builder(self)
     self.salaryPayer = ai.SalaryPayer(self)
     ourGen = generator.generator(self)
     self.ourWorld = ourGen.generateWorld(10000, 10, 10)
     Jonestown = d.getLocality()[0]
     #char
     address = Jonestown.find_property()
     yourHome = u.House(Jonestown, address)
     Jonestown.claim_node(address, yourHome)
     self.char = ai.Character(self, "Markemus", "Williamson", 0, Jonestown,
                              yourHome,
                              d.getReligions()[0])
     yourHome.addTenant(self.char)
     spouse = p.People(self, "Susan", "Spinster", 1, Jonestown, yourHome,
                       d.getReligions()[0])
     yourHome.addTenant(spouse)
     self.char.addCapital(10000)
     #makes
     ourGen.makeSpouses()
     ourGen.makeFriends()
     ourGen.makeBosses()
     ourGen.makeChurches(Jonestown)
     ourGen.assignChurches()
     self.gui = gui.gui(self.char)
Beispiel #2
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def main(argv=sys.argv):
    user1 = people.People('쟁반통닭')
    user1.print_info()

    user2 = student.Student('Hyunsu', '201550320')
    user2.print_info()

    user3 = teacher.Teacher('정화', '133442')
    user3.print_info()
    user3.set_lecture('영어')
    user3.print_lecture()
Beispiel #3
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 def get_html(self, position):
     mod = self.get_module()
     if mod == "PER":
         p = people.People(self.tags, self.description)
         return p.get_html(False)
     elif mod == "GEO":
         return rome_rio.get_rome_rio(position, self.tags)
     elif mod == "BUY":
         return amazon_search.get_amazon_items(self.tags, False)
     elif mod == "MOV":
         f = film.Film(self.tags, self.description)
         f.get_info()
         return f.get_html()
Beispiel #4
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    def generatePeople(self, p_quantity, locality, houseList, religionList):

        lastNameList = d.getLastNameList()

        for count in range(p_quantity):

            #gender
            if (count % 2 == 0):
                gender = 0
            else:
                gender = 1

            #name
            firstNameList = d.getFirstNameList(gender)

            i = random.randrange(len(firstNameList))
            firstname = firstNameList[i]

            j = random.randrange(len(lastNameList))
            lastname = lastNameList[j]

            #home
            k = (count // 2)
            home = houseList[k]

            #religion
            if count < (p_quantity / 2):
                religion = religionList[0]
            else:
                religion = religionList[1]

            #gen
            gennedPerson = p.People(self.model, firstname, lastname, gender,
                                    locality, home, religion)
            gennedPerson.addCapital(100)
            gennedPerson.home.addTenant(gennedPerson)
Beispiel #5
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def peoplelist():
    d = {}
    d['name'] = 'Matthieu Labousse'
    d['aff'] = 'ESPCI'
    d['email'] = '*****@*****.**'

    ex = p.People(d)
    ex.display()

    d = {}
    d['name'] = 'Vincent Bacot'
    d['aff'] = 'University Paris-Diderot'
    d['email'] = '*****@*****.**'
    d['dates'] = ''

    ex = i.Intern(d)
    ex.display()

    print('Students')
    filename = '/Users/stephane/Documents/Etudiants/Recherche/internships.csv'
    with open(filename) as csvfile:
        reader = list(csv.DictReader(csvfile, delimiter=';'))
        reader.sort(key=lambda x: x['Year'], reverse=True)
        for row in reader:
            student = i.Intern(row)
            student.display_fancy()

    print('')
    print('Collaborators')
    filename = '/Users/stephane/Documents/Etudiants/Recherche/collaborators.csv'
    with open(filename) as csvfile:
        reader = list(csv.DictReader(csvfile, delimiter=';'))
        reader.sort(key=lambda x: x['Name'])
        for row in reader:
            student = collab.Collab(row)
            print(student.display_fancy())
Beispiel #6
0
import people

zhangs = people.People('zhang san')

zhangs.run()
zhangs.sleep()

people.People('lis ').run()
people.People('wangw').run()
people.People('zhaol').run()
Beispiel #7
0
POINT_RADIUS = 5

BLACK = (0,0,0)
WHITE = (255,255,255)
PINK = (255,192,203)
RED = (255,0,0)

# 初始化pygame
pygame.init()

# 设置窗口与窗口标题
windowSurface = pygame.display.set_mode((WIDTH,HEIGHT),0,8)
pygame.display.set_caption('疫情模拟')

# 初始化人群
p = people.People(600, 1)

COLORS = [BLACK, PINK, RED]

# 事件循环
while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()

    windowSurface.fill(WHITE)  # 设置画布背景 起到擦除的作用

    for i in range(len(p._status)):  # 健康
        x_point = p._people[i][0]
        y_point = p._people[i][1]
Beispiel #8
0
for index, info in roles.items():
    print(f'*****{index}:{info["name"]}, [性别:{info["gender"]},'
          f'式神:{info["god"]}, 主人:{info["master"]}, '
          f'攻击力:{info["aggressivity"]}, 生命值:{info["life"]}]')

flag = True

while flag:

    role_id = input('请选择角色:')
    if role_id not in roles.keys():
        print('请选择正确的角色')
        continue

    #实例化角色,打印选中角色详细信息
    user = people.People(roles[role_id])
    user.get_info()

    print('-----您将进入游戏场景选择-----------------------')
    for scene_id, scene_info in scene_dict.items():
        print(f'*****{scene_id}:{scene_info}')
    chose_scene = input('请选择场景:')
    if chose_scene not in scene_dict.keys():
        print('请选择正确的场景')
        continue

    # 实例化场景
    game_scene = scene.Scene(user)

    if chose_scene == '4':
        status = game_scene.yin_jie_lie_feng()
Beispiel #9
0
def main(argv=sys.argv):
    name = argv[1]

    user = people.People(name)

    user.print_name()
Beispiel #10
0
#!/usr/bin/python
# -*- coding: UTF-8 -*-

import math

import people


def sum(a, b):
    total = a + b
    print total
    return total


perople = people.People("zangah")

perople.disPlayName()

perople.disPlaySend()
Beispiel #11
0
def main():
    clock = pygame.time.Clock()
    Gamestate = 0

    text_font = pygame.font.Font('font/avqest.ttf', 64)
    text_startmenu = text_font.render(u'Caveman and treasure', True,
                                      (255, 255, 255))
    text_startmenu_rect = text_startmenu.get_rect()
    text_startmenu_rect.center = (width / 2, height / 2)
    text_nextlevel = text_font.render(u'Next level', True, (255, 255, 255),
                                      (0, 0, 0))
    text_nextlevel_rect = text_nextlevel.get_rect()
    text_nextlevel_rect.center = (width / 2, height / 2 + 200)
    text_congratulation = text_font.render(u'Congratulation!', True,
                                           (255, 255, 255), (0, 0, 0))
    text_congratulation_rect = text_congratulation.get_rect()
    text_congratulation_rect.center = (width / 2, height / 2 - 200)

    text_font1 = pygame.font.SysFont("times new roman", 20)
    text_dfs = text_font1.render(u'View DFS searching', True, (255, 255, 255))
    text_dfs_rect = text_dfs.get_rect()
    text_dfs_rect.center = (width - 130, 100)
    text_bfs = text_font1.render(u'View BFS searching', True, (255, 255, 255))
    text_bfs_rect = text_bfs.get_rect()
    text_bfs_rect.center = (width - 130, 140)
    text_ucs = text_font1.render(u'View uniform cost searching', True,
                                 (255, 255, 255))
    text_ucs_rect = text_ucs.get_rect()
    text_ucs_rect.center = (width - 130, 180)
    text_As = text_font1.render(u'View Astar searching   ', True,
                                (255, 255, 255))
    text_As_rect = text_As.get_rect()
    text_As_rect.center = (width - 130, 220)
    text_path = text_font1.render(u'View path   ', True, (255, 255, 255))
    text_path_rect = text_path.get_rect()
    text_path_rect.center = (width - 130, 260)
    text_skip = text_font1.render(u'Skip to Next Level', True, (255, 255, 255))
    text_skip_rect = text_skip.get_rect()
    text_skip_rect.center = (width - 130, 600)

    image_startmenu = pygame.image.load('images/background/startmenu.png')
    image_background = pygame.image.load('images/background/background.png')
    image_path = pygame.image.load("images/wall/path.png").convert_alpha()
    image_victory = pygame.image.load(
        "images/background/victory.png").convert_alpha()

    text1 = pygame.image.load('images/background/startgame.png').convert()
    text1_rect = text1.get_rect()
    text1_rect.center = (width / 2, height / 2 + 100)

    maze_size = 2
    Maze = maze.createmaze(maze_size)
    while solution.solution_maze(Maze, 'DFS') == False:
        Maze = maze.createmaze(maze_size)

    wall_location = []
    ice_location = []
    for i in range(2 * maze_size + 1):
        for j in range(2 * maze_size + 1):
            if Maze[i][j] == 0:
                wall_location.append((i, j))
            elif Maze[i][j] == 10:
                position_people = i * 32, j * 32
            elif Maze[i][j] == 1:
                position_treasure = i * 32, j * 32
            elif Maze[i][j] == 4:
                ice_location.append((i, j))

    me = people.People(position_people)

    walls = []
    ices = []
    for each in wall_location:
        position = each[0] * 32, each[1] * 32
        wa = wall.Wall(position, 0)
        walls.append(wa)

    for each in ice_location:
        position = each[0] * 32, each[1] * 32
        wa = wall.Wall(position, 1)
        ices.append(wa)

    treasure = pygame.image.load('images/wall/treasure.png')
    treasure_rect = treasure.get_rect()
    treasure_rect.left = position_treasure[0]
    treasure_rect.top = position_treasure[1]
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        if Gamestate == 0:
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and text1_rect.collidepoint(event.pos):
                    Gamestate = 11
            screen.blit(image_startmenu, (0, 0))
            screen.blit(text_startmenu, text_startmenu_rect)
            screen.blit(text1, text1_rect)

        if Gamestate == 11:
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and text_dfs_rect.collidepoint(event.pos):
                    Gamestate = 12
                if event.button == 1 and text_bfs_rect.collidepoint(event.pos):
                    Gamestate = 13
                if event.button == 1 and text_As_rect.collidepoint(event.pos):
                    Gamestate = 14
                if event.button == 1 and text_ucs_rect.collidepoint(event.pos):
                    Gamestate = 15
                if event.button == 1 and text_path_rect.collidepoint(
                        event.pos):
                    Gamestate = 16
                if event.button == 1 and text_skip_rect.collidepoint(
                        event.pos):
                    Gamestate = 100

            key_pressed = pygame.key.get_pressed()
            if 1 not in key_pressed:
                key_state = 1
            if key_pressed[K_w] and key_state == 1:
                me.moveUp()
                key_state = 0
            if key_pressed[K_s] and key_state == 1:
                me.moveDown()
                key_state = 0
            if key_pressed[K_a] and key_state == 1:
                me.moveLeft()
                key_state = 0
            if key_pressed[K_d] and key_state == 1:
                me.moveRight()
                key_state = 0

            location_temp = (int(me.rect.left / 32), int(me.rect.top / 32))
            if Maze[location_temp[0]][location_temp[1]] == 0:
                if key_pressed[K_w]:
                    me.rect.top += me.speed
                if key_pressed[K_s]:
                    me.rect.top -= me.speed
                if key_pressed[K_a]:
                    me.rect.left += me.speed
                if key_pressed[K_d]:
                    me.rect.left -= me.speed
            elif Maze[location_temp[0]][location_temp[1]] == 1:
                Gamestate = 100

            screen.fill(bg)
            screen.blit(image_background, (0, 0))
            screen.blit(treasure, treasure_rect)
            for each in walls:
                screen.blit(each.image1, each.rect)
            for each in ices:
                screen.blit(each.image1, each.rect)

            solution1, open1, close1, path_cost1 = solution.solution_maze(
                Maze, 'DFS')
            solution2, open2, close2, path_cost2 = solution.solution_maze(
                Maze, 'BFS')
            solution3, open3, close3, path_cost3 = solution.solution_maze(
                Maze, 'uniform')
            solution4, open4, close4, path_cost4 = solution.solution_maze(
                Maze, 'A*')
            text_type = text_font1.render('openlist  closelist  pathcost',
                                          True, (255, 255, 255))
            text_result1 = text_font1.render(
                'DFS         ' + str(open1).zfill(3) + '        ' +
                str(close1).zfill(3) + '         ' + str(path_cost1).zfill(3),
                True, (255, 255, 255))
            text_result2 = text_font1.render(
                'BFS         ' + str(open2).zfill(3) + '        ' +
                str(close2).zfill(3) + '         ' + str(path_cost2).zfill(3),
                True, (255, 255, 255))
            text_result3 = text_font1.render(
                'UCS         ' + str(open3).zfill(3) + '        ' +
                str(close3).zfill(3) + '         ' + str(path_cost3).zfill(3),
                True, (255, 255, 255))
            text_result4 = text_font1.render(
                'A*S         ' + str(open4).zfill(3) + '        ' +
                str(close4).zfill(3) + '         ' + str(path_cost4).zfill(3),
                True, (255, 255, 255))

            screen.blit(text_type, (740, 340))
            screen.blit(text_result1, (680, 380))
            screen.blit(text_result2, (680, 420))
            screen.blit(text_result3, (680, 460))
            screen.blit(text_result4, (680, 500))

            screen.blit(me.people, me.rect)
            screen.blit(text_dfs, text_dfs_rect)
            screen.blit(text_bfs, text_bfs_rect)
            screen.blit(text_As, text_As_rect)
            screen.blit(text_path, text_path_rect)
            screen.blit(text_ucs, text_ucs_rect)
            screen.blit(text_skip, text_skip_rect)

        if Gamestate == 12:
            searching_process, a, b, c = solution.solution_maze(Maze, 'DFS')
            visited = []
            for point in searching_process:
                visited.append([point[0], point[1]])
                screen.fill(bg)
                screen.blit(image_background, (0, 0))
                screen.blit(treasure, treasure_rect)
                for each in walls:
                    screen.blit(each.image1, each.rect)
                for each in ices:
                    screen.blit(each.image1, each.rect)
                for path in visited:
                    screen.blit(image_path, (path[0] * 32, path[1] * 32))

                me.rect.left = 32 * point[0]
                me.rect.top = 32 * point[1]
                screen.blit(me.people, me.rect)
                pygame.display.flip()
                pygame.time.wait(200)

            me.rect.left = 32 * searching_process[0][0]
            me.rect.top = 32 * searching_process[0][1]
            Gamestate = 11

        if Gamestate == 13:
            searching_process, a, b, c = solution.solution_maze(Maze, 'BFS')
            visited = []
            for point in searching_process:
                visited.append([point[0], point[1]])
                screen.fill(bg)
                screen.blit(image_background, (0, 0))
                screen.blit(treasure, treasure_rect)
                for each in walls:
                    screen.blit(each.image1, each.rect)
                for each in ices:
                    screen.blit(each.image1, each.rect)
                for path in visited:
                    screen.blit(image_path, (path[0] * 32, path[1] * 32))
                me.rect.left = 32 * point[0]
                me.rect.top = 32 * point[1]
                screen.blit(me.people, me.rect)
                pygame.display.flip()
                pygame.time.wait(200)

            me.rect.left = 32 * searching_process[0][0]
            me.rect.top = 32 * searching_process[0][1]
            Gamestate = 11

        if Gamestate == 14:
            searching_process, a, b, c = solution.solution_maze(Maze, 'A*')
            visited = []
            for point in searching_process:
                visited.append([point[0], point[1]])
                screen.fill(bg)
                screen.blit(image_background, (0, 0))
                screen.blit(treasure, treasure_rect)
                for each in walls:
                    screen.blit(each.image1, each.rect)
                for each in ices:
                    screen.blit(each.image1, each.rect)
                for path in visited:
                    screen.blit(image_path, (path[0] * 32, path[1] * 32))
                me.rect.left = 32 * point[0]
                me.rect.top = 32 * point[1]
                screen.blit(me.people, me.rect)
                pygame.display.flip()
                pygame.time.wait(200)

            me.rect.left = 32 * searching_process[0][0]
            me.rect.top = 32 * searching_process[0][1]
            Gamestate = 11

        if Gamestate == 15:
            searching_process, a, b, c = solution.solution_maze(
                Maze, 'uniform')
            visited = []
            for point in searching_process:
                visited.append([point[0], point[1]])
                screen.fill(bg)
                screen.blit(image_background, (0, 0))
                screen.blit(treasure, treasure_rect)
                for each in walls:
                    screen.blit(each.image1, each.rect)
                for each in ices:
                    screen.blit(each.image1, each.rect)
                for path in visited:
                    screen.blit(image_path, (path[0] * 32, path[1] * 32))
                me.rect.left = 32 * point[0]
                me.rect.top = 32 * point[1]
                screen.blit(me.people, me.rect)
                pygame.display.flip()
                pygame.time.wait(200)

            me.rect.left = 32 * searching_process[0][0]
            me.rect.top = 32 * searching_process[0][1]
            Gamestate = 11

        if Gamestate == 16:
            searching_process, a, b, c = solution.solution_maze(Maze, 'A*')
            path = solution.solution_to_path(searching_process)
            screen.blit(image_background, (0, 0))
            for each in ices:
                screen.blit(each.image1, each.rect)
            for points in path:
                screen.blit(image_path, (points[0] * 32, points[1] * 32))
            for each in walls:
                screen.blit(each.image1, each.rect)
            pygame.display.flip()
            pygame.time.wait(1000)

            Gamestate = 11

        if Gamestate == 100:
            screen.blit(image_victory, (0, 0))
            screen.blit(text_nextlevel, text_nextlevel_rect)
            screen.blit(text_congratulation, text_congratulation_rect)
            pygame.display.flip()

            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and text_nextlevel_rect.collidepoint(
                        event.pos):
                    Gamestate = 11

                    maze_size = min(maze_size + 1, 10)
                    Maze = maze.createmaze(maze_size)
                    while solution.solution_maze(Maze, 'DFS') == False:
                        Maze = maze.createmaze(maze_size)

                    wall_location = []
                    ice_location = []
                    for i in range(2 * maze_size + 1):
                        for j in range(2 * maze_size + 1):
                            if Maze[i][j] == 0:
                                wall_location.append((i, j))
                            elif Maze[i][j] == 10:
                                position_people = i * 32, j * 32
                            elif Maze[i][j] == 1:
                                position_treasure = i * 32, j * 32
                            elif Maze[i][j] == 4:
                                ice_location.append((i, j))

                    me = people.People(position_people)

                    walls = []
                    ices = []
                    for each in wall_location:
                        position = each[0] * 32, each[1] * 32
                        wa = wall.Wall(position, 0)
                        walls.append(wa)

                    for each in ice_location:
                        position = each[0] * 32, each[1] * 32
                        wa = wall.Wall(position, 1)
                        ices.append(wa)

                    treasure = pygame.image.load('images/wall/treasure.png')
                    treasure_rect = treasure.get_rect()
                    treasure_rect.left = position_treasure[0]
                    treasure_rect.top = position_treasure[1]

        pygame.display.flip()
        clock.tick(60)
Beispiel #12
0
def main():
    clock = pygame.time.Clock()
    # i = 0 开始画面
    i = 0
    # 字体
    text_font = pygame.font.Font("AdobeHeitiStd-Regular.otf", 35)
    #
    text1 = pygame.image.load('images\kaishi.png').convert_alpha()
    text1_rect = text1.get_rect()
    text1_rect.left, text1_rect.top = width / 2 - 100, height / 2 - 50
    #
    text2 = text_font.render("Game over", True, back)
    text2_rect = text2.get_rect()
    text2_rect.left, text2_rect.top = width / 2 - 50, height / 2 - 50

    text3 = text_font.render("重生", True, back)
    text3_rect = text3.get_rect()
    text3_rect.left, text3_rect.top = width / 2 - 50, height / 2 + 100

    text4 = text_font.render("victory", True, back)
    text4_rect = text4.get_rect()
    text4_rect.left, text4_rect.top = width / 2 - 50, height / 2 - 50
    # 生成小人
    position1 = 0 * 66, 4 * 66
    position2 = 3 * 66, 9 * 66
    position3 = 5 * 66, 0 * 66
    position4 = 7 * 66, 0 * 66
    position5 = 10 * 66, 0 * 66
    position6 = 10 * 66, 9 * 66
    position7 = 14 * 66, 8 * 66
    position8 = 1 * 66, 0 * 66
    position9 = 1 * 66, 9 * 66
    position10 = 3 * 66, 9 * 66
    position11 = 7 * 66, 9 * 66
    position12 = 10 * 66, 0 * 66
    position13 = 12 * 66, 9 * 66
    position14 = 14 * 66, 4 * 66
    position15 = 7 * 66, 0 * 66
    position16 = 7 * 66, 9 * 66
    position = position1
    me = people.People(position)
    #墙
    wall1_positions = [(0,0),(0,1),(0,2),(0,3),(0,5),(0,6),(0,7),(0,8),(0,9),(1,0),\
                      (1,9),(2,0),(2,1),(2,2),(2,3),(2,4),(2,5),(2,6),\
                      (2,8),(2,9),(3,0),(4,0),(4,1),(4,3),(4,4),(4,5),(4,6),\
                      (4,7),(4,8),(4,9),(5,9),(6,0),(6,1),(6,2),(6,3),(6,4),(6,5),\
                      (6,6),(6,7),(6,9),(7,7),(7,9),(8,0),(8,1),(8,2),(8,4),(8,5),(8,6),\
                      (8,7),(8,9),(9,0),(9,7),(9,9),(10,1),(10,2),(10,3),(10,4),\
                      (10,5),(10,7),(11,7),(11,0),(11,9),(12,0),(12,2),(12,3),\
                      (12,4),(12,5),(12,6),(12,7),(12,8),(12,9),(13,0),(13,9),(14,0),\
                      (14,1),(14,2),(14,3),(14,4),(14,5),(14,6),(14,7),(14,9)]
    walls1 = []
    for each in wall1_positions:
        #真实坐标
        position = each[0] * 66, each[1] * 66
        wa = wall.Wall(position)
        walls1.append(wa)


    wall2_positions = [(0,0),(0,1),(0,2),(0,3),(0,4),(0,5),(0,6),(0,7),(0,8),(0,9),\
                       (1,7),\
                       (2,0),(2,1),(2,2),(2,3),(2,4),(2,5),(2,7),(2,9),\
                       (3,0),(3,1),(3,2),(3,4),(3,5),(3,7),\
                       (4,0),(4,7),(4,9),\
                       (5,0),(5,2),(5,3),(5,4),(5,5),(5,7),(5,9),\
                       (6,0),(6,5),(6,7),(6,8),(6,9),\
                       (7,0),(7,2),(7,3),(7,5),\
                       (8,0),(8,1),(8,2),(8,3),(8,5),(8,6),(8,7),(8,8),(8,9),\
                       (9,0),(9,1),(9,2),(9,3),(9,7),(9,8),(9,9),\
                       (10,5),(10,8),(10,9),\
                       (11,0),(11,2),(11,3),(11,5),(11,6),(11,9),\
                       (12,0),(12,2),(12,3),(12,5),(12,6),(12,7),\
                       (13,0),(13,5),(13,6),(13,7),(13,8),(13,9),\
                       (14,0),(14,1),(14,2),(14,3),(14,5),(14,6),(14,7),(14,8),(14,9),]

    walls2 = []
    for each in wall2_positions:
        #真实坐标
        position = each[0] * 66, each[1] * 66
        wa = wall.Wall(position)
        walls2.append(wa)

    wall3_positions = [(0,0),(0,1),(0,2),(0,3),(0,4),(0,5),(0,6),(0,7),(0,8),(0,9),\
                       (1,0),(1,9),\
                       (2,0),(2,9),\
                       (3,0),(3,9),\
                       (4,0),(4,9),\
                       (5,0),(5,9),\
                       (6,0),(6,9),\

                       (8,0),(8,9),\
                       (9,0),(9,9),\
                       (10,0),(10,9),\
                       (11,0),(11,9),\
                       (12,0),(12,9),\
                       (13,0),(13,9),\
                       (14,0),(14,1),(14,2),(14,3),(14,4),(14,5),(14,6),(14,7),(14,8),(14,9),]

    walls3 = []
    for each in wall3_positions:
        #真实坐标
        position = each[0] * 66, each[1] * 66
        wa = wall.Wall(position)
        walls3.append(wa)
    # 生成敌人
    enemys1 = []
    position = 3 * 66, 1 * 66
    direction = 1
    up = 1 * 66
    down = 8 * 66
    left = 0
    right = 0
    en = enemy.Enemy((1 * 66, 2 * 66), 1 * 66, 8 * 66, 0, 0, 1)
    enemys1.append(en)
    en = enemy.Enemy((3 * 66, 4 * 66), 1 * 66, 8 * 66, 0, 0, 1)
    en.enemy = en.image2
    enemys1.append(en)
    en = enemy.Enemy((5 * 66, 6 * 66), 1 * 66, 8 * 66, 0, 0, 2)
    en.enemy = en.image2
    enemys1.append(en)
    en = enemy.Enemy((7 * 66, 3 * 66), 1 * 66, 6 * 66, 0, 0, 2)
    en.enemy = en.image3
    enemys1.append(en)
    en = enemy.Enemy((9 * 66, 3 * 66), 1 * 66, 6 * 66, 0, 0, 1)
    en.enemy = en.image3
    enemys1.append(en)

    enemys2 = []
    en = enemy.Enemy((4 * 66, 6 * 66), 0, 0, 1 * 66, 7 * 66, 3)
    en.enemy = en.image2
    enemys2.append(en)
    en = enemy.Enemy((4 * 66, 3 * 66), 1 * 66, 5 * 66, 0, 0, 1)
    en.enemy = en.image1
    enemys2.append(en)
    en = enemy.Enemy((10 * 66, 4 * 66), 0, 0, 6 * 66, 13 * 66, 4)
    en.enemy = en.image1
    enemys2.append(en)
    en = enemy.Enemy((10 * 66, 1 * 66), 0, 0, 10 * 66, 13 * 66, 3)
    en.enemy = en.image1
    enemys2.append(en)
    en = enemy.Enemy((3 * 66, 8 * 66), 0, 0, 1 * 66, 5 * 66, 3)
    en.enemy = en.image3
    enemys2.append(en)

    enemys3 = []
    en = enemy.Enemy((1 * 66, 1 * 66), 0, 0, 1 * 66, 13 * 66, 3)
    en.enemy = en.image2
    enemys3.append(en)
    en = enemy.Enemy((2 * 66, 2 * 66), 0, 0, 1 * 66, 13 * 66, 4)
    en.enemy = en.image3
    en.speed = 2
    enemys3.append(en)
    en = enemy.Enemy((3 * 66, 3 * 66), 0, 0, 1 * 66, 13 * 66, 3)
    en.enemy = en.image1
    en.speed = 4
    enemys3.append(en)
    en = enemy.Enemy((1 * 66, 4 * 66), 0, 0, 1 * 66, 13 * 66, 4)
    en.enemy = en.image3
    en.speed = 6
    enemys3.append(en)
    en = enemy.Enemy((6 * 66, 5 * 66), 0, 0, 1 * 66, 13 * 66, 4)
    en.enemy = en.image3
    en.speed = 8
    enemys3.append(en)
    en = enemy.Enemy((13 * 66, 6 * 66), 0, 0, 1 * 66, 13 * 66, 3)
    en.enemy = en.image2
    en.speed = 6
    enemys3.append(en)
    en = enemy.Enemy((9 * 66, 7 * 66), 0, 0, 1 * 66, 13 * 66, 4)
    en.enemy = en.image3
    en.speed = 4
    enemys3.append(en)
    en = enemy.Enemy((7 * 66, 8 * 66), 0, 0, 1 * 66, 13 * 66, 3)
    en.enemy = en.image1
    en.speed = 2
    enemys3.append(en)
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
        #场景1
        if i == 11:
            #人的移动  限制
            key_pressed = pygame.key.get_pressed()
            if key_pressed[K_w]:
                me.moveUp()
            if key_pressed[K_s]:
                me.moveDown()
            if key_pressed[K_a]:
                me.moveLeft()
            if key_pressed[K_d]:
                me.moveRight()
            if pygame.sprite.spritecollide(me, walls1, False,
                                           pygame.sprite.collide_mask):
                if key_pressed[K_w]:
                    me.rect.top += me.speed
                if key_pressed[K_s]:
                    me.rect.top -= me.speed
                if key_pressed[K_a]:
                    me.rect.left += me.speed
                if key_pressed[K_d]:
                    me.rect.left -= me.speed
            # 敌人的移动 此处为错误语法  direction会重复赋值
            #en.move_up(up,down,direction)
            for each in enemys1:
                each.move()

            # 人和鬼的碰撞检测
            if pygame.sprite.spritecollide(me, enemys1, False,
                                           pygame.sprite.collide_mask):
                i = 1

            # 人的位置的转换
            if me.rect.left > 3 * 66 and me.rect.left < 4 * 66 and me.rect.top > 10 * 66:
                # me.position = position13 对象里已不再引用初始参数position
                me.rect.left, me.rect.top = position13
                i = 12
            if me.rect.left > 5 * 66 and me.rect.left < 6 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position11
                i = 12
            if me.rect.left > 7 * 66 and me.rect.left < 8 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position8
                i = 12
            if me.rect.left > 10 * 66 and me.rect.left < 11 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position12
                i = 12
            if me.rect.left > 10 * 66 and me.rect.left < 11 * 66 and me.rect.top > 10 * 66:
                me.rect.left, me.rect.top = position14
                i = 12
            if me.rect.left > 15 * 66 and me.rect.top < 9 * 66 and me.rect.top > 8 * 66:
                me.rect.left, me.rect.top = position10
                i = 12
            screen.fill(bg)
            for each in walls1:
                screen.blit(each.image2, each.rect)
            screen.blit(me.people, me.rect)
            for each in enemys1:
                screen.blit(each.enemy, each.rect)

            #场景2
        if i == 12:
            #人的移动  限制
            key_pressed = pygame.key.get_pressed()
            if key_pressed[K_w]:
                me.moveUp()
            if key_pressed[K_s]:
                me.moveDown()
            if key_pressed[K_a]:
                me.moveLeft()
            if key_pressed[K_d]:
                me.moveRight()
            if pygame.sprite.spritecollide(me, walls2, False,
                                           pygame.sprite.collide_mask):
                if key_pressed[K_w]:
                    me.rect.top += me.speed
                if key_pressed[K_s]:
                    me.rect.top -= me.speed
                if key_pressed[K_a]:
                    me.rect.left += me.speed
                if key_pressed[K_d]:
                    me.rect.left -= me.speed

            for each in enemys2:
                each.move()

            # 人和鬼的碰撞检测
            if pygame.sprite.spritecollide(me, enemys2, False,
                                           pygame.sprite.collide_mask):
                i = 1

            #  people 的转换
            if me.rect.left > 1 * 66 and me.rect.left < 2 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position4
                i = 11
            if me.rect.left > 3 * 66 and me.rect.left < 4 * 66 and me.rect.top > 10 * 66:
                me.rect.left, me.rect.top = position7
                i = 11
            if me.rect.left > 7 * 66 and me.rect.left < 8 * 66 and me.rect.top > 10 * 66:
                me.rect.left, me.rect.top = position3
                i = 11
            if me.rect.left > 10 * 66 and me.rect.left < 11 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position5
                i = 11
            if me.rect.left > 12 * 66 and me.rect.left < 13 * 66 and me.rect.top > 10 * 66:
                me.rect.left, me.rect.top = position2
                i = 11
            if me.rect.left > 15 * 66 and me.rect.top < 5 * 66 and me.rect.top > 4 * 66:
                me.rect.left, me.rect.top = position6
                i = 11
            if me.rect.left > 1 * 66 and me.rect.left < 2 * 66 and me.rect.top > 10 * 66:
                me.rect.left, me.rect.top = position15
                i = 13
            screen.fill(bg)
            for each in walls2:
                screen.blit(each.image2, each.rect)
            screen.blit(me.people, me.rect)
            for each in enemys2:
                screen.blit(each.enemy, each.rect)

        if i == 13:
            #人的移动  限制
            key_pressed = pygame.key.get_pressed()
            if key_pressed[K_w]:
                me.moveUp()
            if key_pressed[K_s]:
                me.moveDown()
            if key_pressed[K_a]:
                me.moveLeft()
            if key_pressed[K_d]:
                me.moveRight()
            if pygame.sprite.spritecollide(me, walls3, False,
                                           pygame.sprite.collide_mask):
                if key_pressed[K_w]:
                    me.rect.top += me.speed
                if key_pressed[K_s]:
                    me.rect.top -= me.speed
                if key_pressed[K_a]:
                    me.rect.left += me.speed
                if key_pressed[K_d]:
                    me.rect.left -= me.speed
            # 敌人的移动 此处为错误语法  direction会重复赋值
            #en.move_up(up,down,direction)
            for each in enemys3:
                each.move()

            # 人和鬼的碰撞检测
            if pygame.sprite.spritecollide(me, enemys3, False,
                                           pygame.sprite.collide_mask):
                i = 1

            if me.rect.left > 7 * 66 and me.rect.left < 8 * 66 and me.rect.top < -1 * 66:
                me.rect.left, me.rect.top = position9
                i = 12
            if me.rect.left > 7 * 66 and me.rect.left < 8 * 66 and me.rect.top > 9 * 66:
                i = 2
            screen.fill(bg)
            for each in walls3:
                screen.blit(each.image2, each.rect)
            screen.blit(me.people, me.rect)
            for each in enemys3:
                screen.blit(each.enemy, each.rect)
        if i == 0:
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and text1_rect.collidepoint(event.pos):
                    i = 11
            screen.fill(bg)
            screen.blit(text1, text1_rect)
        if i == 1:
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and text3_rect.collidepoint(event.pos):
                    i = 11
                    me.rect.left, me.rect.top = position1
            screen.fill(bg)
            screen.blit(text2, text2_rect)
            screen.blit(text3, text3_rect)
        if i == 2:
            screen.fill(bg)
            screen.blit(text4, text4_rect)
        pygame.display.flip()
        clock.tick(60)