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 | 
 
 
 import pygame
 from maze import *
 
 title = '火苗999℃'
 blog = '火苗999℃的博客'
 www='xssl.online'
 
 pygame.init()
 size = width, height = 1024, 768
 screen = pygame.display.set_mode(size)
 pygame.display.set_caption(blog)
 
 diamond_color_size = 8
 COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_YELLOW, COLOR_BLACK, COLOR_GRAY, COLOR_GOLDEN, COLOR_NO_DIAMOND = list(range(
 diamond_color_size))
 COLOR = {
 COLOR_RED: (255, 0, 0),
 COLOR_BLUE: (0, 0, 255),
 COLOR_GREEN: (0, 255, 0),
 COLOR_YELLOW: (255, 255, 0),
 COLOR_BLACK: (0, 0, 0),
 COLOR_GRAY: (250, 240, 230),
 COLOR_GOLDEN : (255,215,0),
 COLOR_NO_DIAMOND: (160, 160, 160),
 }
 
 DIAMOND_LENGTH = 12
 
 DIAMOND_SIZE = (DIAMOND_LENGTH, DIAMOND_LENGTH)
 
 use_font = pygame.font.Font("FONT.TTF", 16)
 
 background=pygame.surface.Surface(size).convert()
 background.fill(COLOR[COLOR_NO_DIAMOND])
 
 COLOR_U = (255,128,0)
 COLOR_D = (0x64,0x21,0x00)
 COLOR_W = (0xd9, 0x46, 0x00)
 COLOR_FONT=COLOR[COLOR_BLACK]
 
 DIAMOND_U=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_U.fill(COLOR_W)
 pygame.draw.polygon(DIAMOND_U, COLOR_U, ((0,DIAMOND_LENGTH-1),(DIAMOND_LENGTH//2,0),(DIAMOND_LENGTH-1,DIAMOND_LENGTH-1)))
 surface_u = use_font.render("向上楼梯", True, COLOR_FONT)
 
 DIAMOND_D=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_D.fill(COLOR_W)
 pygame.draw.polygon(DIAMOND_D, COLOR_D, ((0,0),(DIAMOND_LENGTH-1,0),(DIAMOND_LENGTH//2,DIAMOND_LENGTH-1)))
 surface_d = use_font.render("向下楼梯", True, COLOR_FONT)
 
 DIAMOND_UD=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_UD.fill(COLOR_W)
 pygame.draw.polygon(DIAMOND_UD, COLOR_D, ((0,0),(DIAMOND_LENGTH-1,0),(DIAMOND_LENGTH//2,DIAMOND_LENGTH//2)))
 pygame.draw.polygon(DIAMOND_UD, COLOR_U, ((0,DIAMOND_LENGTH-1),(DIAMOND_LENGTH//2,DIAMOND_LENGTH//2+1),(DIAMOND_LENGTH-1,DIAMOND_LENGTH-1)))
 surface_ud = use_font.render("上下楼梯", True, COLOR_FONT)
 
 DIAMOND_W=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_W.fill(COLOR_W)
 
 DIAMOND_GRAY=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_GRAY.fill(COLOR[COLOR_GRAY])
 
 DIAMOND_RED=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_RED.fill(COLOR[COLOR_RED])
 
 DIAMOND_YELLOW=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_YELLOW.fill(COLOR[COLOR_YELLOW])
 
 DIAMOND_NO_VISIT=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_NO_VISIT.fill(COLOR[COLOR_BLACK])
 surface_nv = use_font.render("未访问的格式", True, COLOR_FONT)
 
 DIAMOND_WALL_NO_VISIT=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_WALL_NO_VISIT.fill(COLOR[COLOR_GOLDEN])
 surface_wnv = use_font.render("未访问的墙", True, COLOR_FONT)
 
 DIAMOND_VISIT=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_VISIT.fill(COLOR[COLOR_GREEN])
 DIAMOND_VISIT=DIAMOND_W
 surface_v = use_font.render("访问过的格式或打通的墙", True, COLOR_FONT)
 
 
 DIAMOND_O=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_O.fill((255,128,0))
 DIAMOND_G=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_G.fill((0,102,51))
 DIAMOND_R=pygame.surface.Surface(DIAMOND_SIZE).convert()
 DIAMOND_R.fill((102,0,0))
 
 
 clock = pygame.time.Clock()
 
 def draw_maze(maze_map, levels, rows, cols, point, over):
 
 screen.blit(background, (0, 0))
 
 for zi in range(levels):
 for xi in range(cols):
 for yi in range(rows):
 a = zi % 2
 b = zi // 2
 px, py = 1 + xi * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + yi * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 if CELL_NO_VISIT == maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_NO_VISIT, (px, py))
 elif WALL_NO_VISIT == maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_WALL_NO_VISIT, (px, py))
 elif STEEL == maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_GRAY, (px, py))
 elif WALL_VISIT == maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_GRAY, (px, py))
 elif NOWALL & maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_W, (px, py))
 elif STAIRS_UD == (STAIRS_UD & maze_map[xi][yi][zi]):
 screen.blit(DIAMOND_UD, (px, py))
 elif STAIRS_U & maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_U, (px, py))
 elif STAIRS_D & maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_D, (px, py))
 elif CELL_VISIT & maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_W, (px, py))
 elif WALL & maze_map[xi][yi][zi]:
 screen.blit(DIAMOND_GRAY, (px, py))
 else:
 screen.blit(DIAMOND_YELLOW, (px, py))
 
 
 if not over:
 a = point[2] % 2
 b = point[2] // 2
 px, py = 1 + point[0] * DIAMOND_SIZE[0] + a * (cols*DIAMOND_LENGTH+10),  1 + point[1] * DIAMOND_SIZE[1] + b*(rows*DIAMOND_LENGTH+10)
 screen.blit(DIAMOND_RED, (px, py))
 
 posx,posy = 20, ((levels + 1) // 2)*(rows*DIAMOND_LENGTH+10)
 screen.blit(DIAMOND_U, (posx, posy))
 screen.blit(DIAMOND_D, (posx, posy+20))
 screen.blit(DIAMOND_UD, (posx, posy+40))
 screen.blit(DIAMOND_NO_VISIT, (posx, posy+60))
 screen.blit(DIAMOND_WALL_NO_VISIT, (posx, posy+80))
 screen.blit(DIAMOND_VISIT, (posx, posy+100))
 screen.blit(surface_u, (posx+20, posy))
 screen.blit(surface_d, (posx+20, posy+20))
 screen.blit(surface_ud, (posx+20, posy+40))
 screen.blit(surface_nv, (posx+20, posy+60))
 screen.blit(surface_wnv, (posx+20, posy+80))
 screen.blit(surface_v, (posx+20, posy+100))
 
 if over:
 score_surface = use_font.render("生成完成! by " + title, True, COLOR_FONT, COLOR[COLOR_GRAY])
 screen.blit(score_surface, (posx+20, posy+120))
 return
 
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