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https://github.com/m4rcel-lol/m5rcode.git
synced 2025-12-06 19:13:57 +05:30
Update and rename doom.m5r to maze.m5r
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327
files/maze.m5r
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327
files/maze.m5r
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<?py
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# -*- coding: utf-8 -*-
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import tkinter as _tk, math as _m, random as _r, time as _t
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def _gen_maze(_lv):
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_sz = min(18 + _lv*4, 50)
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_mp = [[1]*_sz for _ in range(_sz)]
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# Create maze paths
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def _carve(x, y):
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_mp[y][x] = 0
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dirs = [(0,2), (2,0), (0,-2), (-2,0)]
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_r.shuffle(dirs)
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for dx, dy in dirs:
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nx, ny = x + dx, y + dy
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if 2 <= nx < _sz-2 and 2 <= ny < _sz-2 and _mp[ny][nx] == 1:
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_mp[y + dy//2][x + dx//2] = 0
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_carve(nx, ny)
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# Start carving from (1,1)
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_carve(1, 1)
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# Ensure start and exit are clear
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_mp[1][1] = 0 # start
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_mp[_sz-2][_sz-2] = 2 # exit (blue wall)
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_mp[_sz-3][_sz-2] = 0 # space before exit
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_mp[_sz-2][_sz-3] = 0 # space before exit
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return _mp
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class _MAZE25D:
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def __init__(self):
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self._rt=_tk.Tk()
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self._rt.title("MAZE 2.5D M5RCode")
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self._W,self._H=1200,820
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self._cv=_tk.Canvas(self._rt,bg="#181319",width=self._W,height=self._H)
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self._cv.pack(fill="both",expand=True)
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self._game_state="main"
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self._rt.bind("<Configure>",self._resize)
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self._rt.bind("<KeyPress>",self._kd)
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self._rt.bind("<KeyRelease>",self._ku)
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self._rt.bind("<Button-1>", self._mouse_btn)
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self._rt.bind("<Escape>",self._esc)
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self._rt.bind("<Motion>", self._mouse_move)
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self._mouse_locked = False
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self._last_mouse_x = None
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self._reset_game()
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self._keys=set()
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self._tick()
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self._rt.mainloop()
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def _reset_game(self,level=1):
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self._level=level
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self._map=_gen_maze(level)
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self._sz=len(self._map)
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self._px,self._py=1.5,1.5 # start position
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self._pa=_m.pi/4
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self._levelup_msg=0
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def _resize(self,e):self._W,self._H=e.width,e.height
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def _mouse_btn(self,e):
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if self._game_state=="main":
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self._game_state="play"
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self._lock_mouse(e)
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elif self._game_state=="pause":
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self._lock_mouse(e)
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self._game_state="play"
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def _lock_mouse(self,e=None):
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self._mouse_locked=True
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self._rt.config(cursor="none")
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self._cv.grab_set()
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if e:self._last_mouse_x=e.x
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def _unlock_mouse(self,e=None):
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self._mouse_locked=False
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self._rt.config(cursor="")
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self._cv.grab_release()
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self._last_mouse_x=None
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def _mouse_move(self,e):
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if self._mouse_locked and self._game_state=="play":
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if self._last_mouse_x:
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self._pa+=(e.x-self._last_mouse_x)*0.005
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self._last_mouse_x=e.x
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def _esc(self,e):
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if self._game_state=="play" and self._mouse_locked:
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self._unlock_mouse()
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self._game_state="pause"
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elif self._game_state=="pause":
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self._game_state="main"
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elif self._game_state=="main":
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self._rt.destroy()
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def _brighten(self, col, factor):
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if col.startswith('#') and len(col)==7:
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r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16)
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r,g,b=min(255,int(r*factor)),min(255,int(g*factor)),min(255,int(b*factor))
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return f'#{r:02x}{g:02x}{b:02x}'
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return col
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def _darken(self, col, factor):
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if col.startswith('#') and len(col)==7:
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r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16)
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r,g,b=int(r*factor),int(g*factor),int(b*factor)
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return f'#{r:02x}{g:02x}{b:02x}'
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return col
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def _draw_3d_box(self,x,y,w,h,d,col,ol='#000000'):
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self._cv.create_rectangle(x,y,x+w,y+h,fill=col,outline=ol,width=2)
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pts_top=[(x,y),(x+d,y-d),(x+w+d,y-d),(x+w,y)]
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self._cv.create_polygon(pts_top,fill=self._brighten(col,1.22),outline=ol,width=1)
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pts_r=[(x+w,y),(x+w+d,y-d),(x+w+d,y+h-d),(x+w,y+h)]
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self._cv.create_polygon(pts_r,fill=self._darken(col,0.75),outline=ol,width=1)
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def _draw_hud(self):
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y = self._H-80
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self._draw_3d_box(0,y,self._W,80,6,"#161b28","#313c32")
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# Level display
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self._cv.create_text(120,y+25,text=f"LEVEL: {self._level}",font=("Consolas",24,"bold"),fill="#00ffcc")
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# Instructions
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self._cv.create_text(self._W//2,y+25,text="FIND THE BLUE EXIT!",font=("Consolas",20,"bold"),fill="#ffff44")
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# Size info
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self._cv.create_text(self._W-150,y+25,text=f"MAZE SIZE: {self._sz}x{self._sz}",font=("Consolas",16,"bold"),fill="#ff6644")
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def _raycast(self,a):
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x,y = self._px,self._py
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dx,dy = _m.cos(a)*.05,_m.sin(a)*.05
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for d in range(1,400):
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x+=dx; y+=dy
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mx,my=int(x),int(y)
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if mx<0 or my<0 or mx>=self._sz or my>=self._sz:
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return d/20,1,'#666666'
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cell = self._map[my][mx]
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if cell==1:
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return d/20,1,'#888888'
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elif cell==2: # Blue exit wall
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return d/20,1,'#0066ff'
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return 18,0,'#000000'
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def _render_game(self):
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w,h = self._W,self._H
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self._cv.delete('all')
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# Sky gradient
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for i in range(h//2):
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b=45+i//12
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sh=f"#{b:02x}{b:02x}{b//2+20:02x}"
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self._cv.create_line(0,i,w,i,fill=sh)
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# Floor gradient
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for i in range(h//2,h):
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b=70-(i-h//2)//10
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sh=f"#{b:02x}{b//3:02x}{b//4:02x}"
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self._cv.create_line(0,i,w,i,fill=sh)
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# Render walls
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rays=250
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for i in range(rays):
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a=self._pa-_m.pi/2.3 + (_m.pi/1.15*i)/(rays-1)
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d,wall,wall_color=self._raycast(a)
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d = max(.08, d*_m.cos(a-self._pa))
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hwall=int(h*0.8/d)
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if wall:
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# Apply distance shading to wall color
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if wall_color == '#0066ff': # Blue exit wall
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shade_factor = max(0.3, min(1.0, 1.0/d))
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r,g,b = 0, int(102*shade_factor), int(255*shade_factor)
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cc = f"#{r:02x}{g:02x}{b:02x}"
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else: # Regular walls
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shade=min(255,max(30,int(200/(d+0.8))))
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cc=f"#{shade:02x}{shade:02x}{shade:02x}"
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else:
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cc="#000000"
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x=int(i*w/rays)
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self._cv.create_rectangle(x,h//2-hwall//2-10,x+int(w/rays+1),h//2+hwall//2,fill=cc,outline="")
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self._draw_hud()
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# Compass/minimap indicator
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cx,cy=w-80,80
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self._cv.create_oval(cx-30,cy-30,cx+30,cy+30,fill="#333333",outline="#ffffff",width=2)
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# Direction arrow
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arrow_x = cx + 20*_m.cos(self._pa)
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arrow_y = cy + 20*_m.sin(self._pa)
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self._cv.create_line(cx,cy,arrow_x,arrow_y,fill="#00ff00",width=3)
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self._cv.create_text(cx,cy+45,text="N",font=("Consolas",12,"bold"),fill="#ffffff")
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if self._game_state=="pause":
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self._draw_3d_box(w//2-150,h//2-70,300,69,10,"#333333","#242424")
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self._cv.create_text(w//2,h//2-37,text="PAUSED",font=("Consolas",28,"bold"),fill="#ffff44")
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self._cv.create_text(w//2,h//2+7,text="ESC to resume",font=("Consolas",13,"bold"),fill="#66ccdd")
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if self._levelup_msg>0:
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self._draw_3d_box(w//2-180,h//2-60,360,50,12,"#0066ff","#ffffff")
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self._cv.create_text(w//2,h//2-35,text=f"LEVEL {self._level-1} COMPLETE!",font=("Consolas",18,"bold"),fill="#ffffff")
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self._levelup_msg-=1
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def _tick(self):
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if self._game_state=="play":
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self._step()
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self._render_game()
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elif self._game_state=="main":
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self._render_menu()
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elif self._game_state=="pause":
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self._render_game()
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self._rt.after(30,self._tick)
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def _render_menu(self):
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w,h=self._W,self._H
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self._cv.delete('all')
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# Checkered background
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for y in range(0,h,80):
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for x in range(0,w,80):
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cc="#2a3344" if (x//80+y//80)%2==0 else "#1a2233"
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self._cv.create_rectangle(x,y,x+80,y+80,fill=cc,width=0)
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# Title
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self._draw_3d_box(w//2-200,h//3-100,400,80,25,"#0066ff","#003388")
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self._cv.create_text(w//2,h//3-60,text="MAZE ESCAPE",fill="#ffffff",font=("Consolas",36,"bold"))
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# Subtitle
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self._draw_3d_box(w//2-180,h//3,360,50,15,"#44aa44","#226622")
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self._cv.create_text(w//2,h//3+25,text="2.5D ADVENTURE",fill="#ffffff",font=("Consolas",20,"bold"))
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# Start button
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self._draw_3d_box(w//2-120,h//2+80,240,55,12,"#ff6644","#ffffff")
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self._cv.create_text(w//2,h//2+107,text="START MAZE",fill="#ffffff",font=("Consolas",18,"bold"))
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# Instructions
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self._cv.create_text(w//2,h-80,text="Find the BLUE WALL to escape each level!",font=("Consolas",16),fill="#aaccff")
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self._cv.create_text(w//2,h-50,text="WASD: Move | Mouse: Look | Click: Lock Camera",font=("Consolas",14),fill="#88aacc")
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def _move_smooth(self,dx,dy):
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def is_blocked(x,y):
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mx,my=int(x),int(y)
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return mx<0 or my<0 or mx>=self._sz or my>=self._sz or self._map[my][mx]==1
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nx,ny = self._px+dx, self._py+dy
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if not is_blocked(nx,ny):
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self._px, self._py = nx,ny
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else:
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# Try sliding along walls
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if not is_blocked(self._px,ny):
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self._py=ny
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elif not is_blocked(nx,self._py):
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self._px=nx
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def _step(self):
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# Movement
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spd,dx,dy=0.12,0,0
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if 'w' in self._keys:
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dx+=_m.cos(self._pa)*spd
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dy+=_m.sin(self._pa)*spd
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if 's' in self._keys:
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dx-=_m.cos(self._pa)*spd*.8
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dy-=_m.sin(self._pa)*spd*.8
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if 'a' in self._keys:
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dx+=_m.cos(self._pa-_m.pi/2)*spd*.7
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dy+=_m.sin(self._pa-_m.pi/2)*spd*.7
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if 'd' in self._keys:
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dx+=_m.cos(self._pa+_m.pi/2)*spd*.7
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dy+=_m.sin(self._pa+_m.pi/2)*spd*.7
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self._move_smooth(dx,dy)
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# Check if player reached the blue exit wall
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mx, my = int(self._px), int(self._py)
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# Check surrounding cells for the exit (blue wall)
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for check_x in range(max(0, mx-1), min(self._sz, mx+2)):
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for check_y in range(max(0, my-1), min(self._sz, my+2)):
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if self._map[check_y][check_x] == 2:
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# Close enough to exit
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distance = _m.sqrt((self._px - (check_x+0.5))**2 + (self._py - (check_y+0.5))**2)
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if distance < 1.2:
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self._reset_game(self._level + 1)
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self._levelup_msg = 60
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return
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def _kd(self,e):
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if self._game_state=="play" and self._mouse_locked:
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self._keys.add(e.keysym.lower())
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if e.keysym.lower()=='left':
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self._pa-=_m.pi/20
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if e.keysym.lower()=='right':
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self._pa+=_m.pi/20
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def _ku(self,e):
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self._keys.discard(e.keysym.lower())
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_MAZE25D()
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?>
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<?js
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console.log("MAZE ESCAPE 2.5D M5RCode");
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?>
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<?php
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echo "MAZE ESCAPE 2.5D M5RCode\n";
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?>
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<?cs
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using System;
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class _M{
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static void Main(){ Console.WriteLine("MAZE ESCAPE 2.5D M5RCode"); }
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}
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?>
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<?cpp
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#include <iostream>
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int main(){ std::cout<<"MAZE ESCAPE 2.5D M5RCode"<<std::endl; return 0;}
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?>
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<?css
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body{background:#1a2233;color:#fff;font-family:'Courier New',monospace;overflow:hidden;}
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canvas{cursor:crosshair;image-rendering:pixelated;}
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.maze-wall{filter:contrast(1.1);}
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.maze-exit{filter:brightness(1.3) saturate(1.5);}
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?>
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