",self._resize) self._rt.bind("",self._kd) self._rt.bind("",self._ku) self._rt.bind("", self._mouse_btn) self._rt.bind("",self._esc) self._rt.bind("", self._mouse_move) self._mouse_locked = False self._last_mouse_x = None self._reset_game() self._keys=set() self._tick() self._rt.mainloop() def _reset_game(self,level=1): self._level=level self._map=_gen_maze(level) self._sz=len(self._map) self._px,self._py=1.5,1.5 # start position self._pa=_m.pi/4 self._levelup_msg=0 def _resize(self,e):self._W,self._H=e.width,e.height def _mouse_btn(self,e): if self._game_state=="main": self._game_state="play" self._lock_mouse(e) elif self._game_state=="pause": self._lock_mouse(e) self._game_state="play" def _lock_mouse(self,e=None): self._mouse_locked=True self._rt.config(cursor="none") self._cv.grab_set() if e:self._last_mouse_x=e.x def _unlock_mouse(self,e=None): self._mouse_locked=False self._rt.config(cursor="") self._cv.grab_release() self._last_mouse_x=None def _mouse_move(self,e): if self._mouse_locked and self._game_state=="play": if self._last_mouse_x: self._pa+=(e.x-self._last_mouse_x)*0.005 self._last_mouse_x=e.x def _esc(self,e): if self._game_state=="play" and self._mouse_locked: self._unlock_mouse() self._game_state="pause" elif self._game_state=="pause": self._game_state="main" elif self._game_state=="main": self._rt.destroy() def _brighten(self, col, factor): if col.startswith('#') and len(col)==7: r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16) r,g,b=min(255,int(r*factor)),min(255,int(g*factor)),min(255,int(b*factor)) return f'#{r:02x}{g:02x}{b:02x}' return col def _darken(self, col, factor): if col.startswith('#') and len(col)==7: r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16) r,g,b=int(r*factor),int(g*factor),int(b*factor) return f'#{r:02x}{g:02x}{b:02x}' return col def _draw_3d_box(self,x,y,w,h,d,col,ol='#000000'): self._cv.create_rectangle(x,y,x+w,y+h,fill=col,outline=ol,width=2) pts_top=[(x,y),(x+d,y-d),(x+w+d,y-d),(x+w,y)] self._cv.create_polygon(pts_top,fill=self._brighten(col,1.22),outline=ol,width=1) pts_r=[(x+w,y),(x+w+d,y-d),(x+w+d,y+h-d),(x+w,y+h)] self._cv.create_polygon(pts_r,fill=self._darken(col,0.75),outline=ol,width=1) def _draw_hud(self): y = self._H-80 self._draw_3d_box(0,y,self._W,80,6,"#161b28","#313c32") # Level display self._cv.create_text(120,y+25,text=f"LEVEL: {self._level}",font=("Consolas",24,"bold"),fill="#00ffcc") # Instructions self._cv.create_text(self._W//2,y+25,text="FIND THE BLUE EXIT!",font=("Consolas",20,"bold"),fill="#ffff44") # Size info self._cv.create_text(self._W-150,y+25,text=f"MAZE SIZE: {self._sz}x{self._sz}",font=("Consolas",16,"bold"),fill="#ff6644") def _raycast(self,a): x,y = self._px,self._py dx,dy = _m.cos(a)*.05,_m.sin(a)*.05 for d in range(1,400): x+=dx; y+=dy mx,my=int(x),int(y) if mx<0 or my<0 or mx>=self._sz or my>=self._sz: return d/20,1,'#666666' cell = self._map[my][mx] if cell==1: return d/20,1,'#888888' elif cell==2: # Blue exit wall return d/20,1,'#0066ff' return 18,0,'#000000' def _render_game(self): w,h = self._W,self._H self._cv.delete('all') # Sky gradient for i in range(h//2): b=45+i//12 sh=f"#{b:02x}{b:02x}{b//2+20:02x}" self._cv.create_line(0,i,w,i,fill=sh) # Floor gradient for i in range(h//2,h): b=70-(i-h//2)//10 sh=f"#{b:02x}{b//3:02x}{b//4:02x}" self._cv.create_line(0,i,w,i,fill=sh) # Render walls rays=250 for i in range(rays): a=self._pa-_m.pi/2.3 + (_m.pi/1.15*i)/(rays-1) d,wall,wall_color=self._raycast(a) d = max(.08, d*_m.cos(a-self._pa)) hwall=int(h*0.8/d) if wall: # Apply distance shading to wall color if wall_color == '#0066ff': # Blue exit wall shade_factor = max(0.3, min(1.0, 1.0/d)) r,g,b = 0, int(102*shade_factor), int(255*shade_factor) cc = f"#{r:02x}{g:02x}{b:02x}" else: # Regular walls shade=min(255,max(30,int(200/(d+0.8)))) cc=f"#{shade:02x}{shade:02x}{shade:02x}" else: cc="#000000" x=int(i*w/rays) self._cv.create_rectangle(x,h//2-hwall//2-10,x+int(w/rays+1),h//2+hwall//2,fill=cc,outline="") self._draw_hud() # Compass/minimap indicator cx,cy=w-80,80 self._cv.create_oval(cx-30,cy-30,cx+30,cy+30,fill="#333333",outline="#ffffff",width=2) # Direction arrow arrow_x = cx + 20*_m.cos(self._pa) arrow_y = cy + 20*_m.sin(self._pa) self._cv.create_line(cx,cy,arrow_x,arrow_y,fill="#00ff00",width=3) self._cv.create_text(cx,cy+45,text="N",font=("Consolas",12,"bold"),fill="#ffffff") if self._game_state=="pause": self._draw_3d_box(w//2-150,h//2-70,300,69,10,"#333333","#242424") self._cv.create_text(w//2,h//2-37,text="PAUSED",font=("Consolas",28,"bold"),fill="#ffff44") self._cv.create_text(w//2,h//2+7,text="ESC to resume",font=("Consolas",13,"bold"),fill="#66ccdd") if self._levelup_msg>0: self._draw_3d_box(w//2-180,h//2-60,360,50,12,"#0066ff","#ffffff") self._cv.create_text(w//2,h//2-35,text=f"LEVEL {self._level-1} COMPLETE!",font=("Consolas",18,"bold"),fill="#ffffff") self._levelup_msg-=1 def _tick(self): if self._game_state=="play": self._step() self._render_game() elif self._game_state=="main": self._render_menu() elif self._game_state=="pause": self._render_game() self._rt.after(30,self._tick) def _render_menu(self): w,h=self._W,self._H self._cv.delete('all') # Checkered background for y in range(0,h,80): for x in range(0,w,80): cc="#2a3344" if (x//80+y//80)%2==0 else "#1a2233" self._cv.create_rectangle(x,y,x+80,y+80,fill=cc,width=0) # Title self._draw_3d_box(w//2-200,h//3-100,400,80,25,"#0066ff","#003388") self._cv.create_text(w//2,h//3-60,text="MAZE ESCAPE",fill="#ffffff",font=("Consolas",36,"bold")) # Subtitle self._draw_3d_box(w//2-180,h//3,360,50,15,"#44aa44","#226622") self._cv.create_text(w//2,h//3+25,text="2.5D ADVENTURE",fill="#ffffff",font=("Consolas",20,"bold")) # Start button self._draw_3d_box(w//2-120,h//2+80,240,55,12,"#ff6644","#ffffff") self._cv.create_text(w//2,h//2+107,text="START MAZE",fill="#ffffff",font=("Consolas",18,"bold")) # Instructions self._cv.create_text(w//2,h-80,text="Find the BLUE WALL to escape each level!",font=("Consolas",16),fill="#aaccff") self._cv.create_text(w//2,h-50,text="WASD: Move | Mouse: Look | Click: Lock Camera",font=("Consolas",14),fill="#88aacc") def _move_smooth(self,dx,dy): def is_blocked(x,y): mx,my=int(x),int(y) return mx<0 or my<0 or mx>=self._sz or my>=self._sz or self._map[my][mx]==1 nx,ny = self._px+dx, self._py+dy if not is_blocked(nx,ny): self._px, self._py = nx,ny else: # Try sliding along walls if not is_blocked(self._px,ny): self._py=ny elif not is_blocked(nx,self._py): self._px=nx def _step(self): # Movement spd,dx,dy=0.12,0,0 if 'w' in self._keys: dx+=_m.cos(self._pa)*spd dy+=_m.sin(self._pa)*spd if 's' in self._keys: dx-=_m.cos(self._pa)*spd*.8 dy-=_m.sin(self._pa)*spd*.8 if 'a' in self._keys: dx+=_m.cos(self._pa-_m.pi/2)*spd*.7 dy+=_m.sin(self._pa-_m.pi/2)*spd*.7 if 'd' in self._keys: dx+=_m.cos(self._pa+_m.pi/2)*spd*.7 dy+=_m.sin(self._pa+_m.pi/2)*spd*.7 self._move_smooth(dx,dy) # Check if player reached the blue exit wall mx, my = int(self._px), int(self._py) # Check surrounding cells for the exit (blue wall) for check_x in range(max(0, mx-1), min(self._sz, mx+2)): for check_y in range(max(0, my-1), min(self._sz, my+2)): if self._map[check_y][check_x] == 2: # Close enough to exit distance = _m.sqrt((self._px - (check_x+0.5))**2 + (self._py - (check_y+0.5))**2) if distance < 1.2: self._reset_game(self._level + 1) self._levelup_msg = 60 return def _kd(self,e): if self._game_state=="play" and self._mouse_locked: self._keys.add(e.keysym.lower()) if e.keysym.lower()=='left': self._pa-=_m.pi/20 if e.keysym.lower()=='right': self._pa+=_m.pi/20 def _ku(self,e): self._keys.discard(e.keysym.lower()) _MAZE25D() ?> int main(){ std::cout<<"MAZE ESCAPE 2.5D M5RCode"<