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494 lines (436 loc) · 18.3 KB
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import os
import sys
import pygame
import math as matematics
import random
from pygame import *
pygame.init()
pygame.key.set_repeat(200, 70)
size = WIDTH, HEIGHT = 1560, 800
screen = pygame.display.set_mode(size)
pygame.display.set_caption("ESCAPE из гауптвахты")
clock = pygame.time.Clock()
fps = 120
g = 10
# Загрузка музыки
# pygame.mixer.music.load(r"C:\Users\1\PycharmProjects\my_test_of_project\music\zoo.mp3")
# pygame.mixer.music.play()
def load_image(name, colorkey=None):
fullname = os.path.join("data", name)
if not os.path.isfile(fullname):
print("файл не существует")
sys.exit()
image = pygame.image.load(fullname).convert()
if colorkey is not None:
image = image.convert()
if colorkey == -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey)
else:
image = image.convert_alpha()
return image
def load_level(filename):
filename = "maps/" + filename
# читаем уровень, убирая символы перевода строки
with open(filename, 'r') as mapFile:
level_map = [line.strip() for line in mapFile]
# и подсчитываем максимальную длину
max_width = max(map(len, level_map))
# дополняем каждую строку пустыми клетками ('.')
return list(map(lambda x: x.ljust(max_width, '.'), level_map))
def load_map(name):
fullname = os.path.join("maps", name)
if not os.path.isfile(fullname):
print("файл не существует")
sys.exit()
else:
maps = open(fullname)
return maps
def generate_level(level):
x, y = None, None
for y in range(len(level)):
s = [True, 0, 0] # s[0]-системное s[1]-начало s[2]-длина
for x in range(len(level[y])):
if level[y][x] == '.':
Tile('deep', x, y)
if level[y][x] == '#':
Tile('dirt', x, y)
if level[y][x] == "!":
Tile("barrier", x, y)
if level[y][x] == 'f':
Tile("finish", x, y)
return x, y
class Camera:
# зададим начальный сдвиг камеры и размер поля для возможности реализации циклического сдвига
def __init__(self, field_size):
self.dx = 0
self.dy = 0
self.field_size = field_size
# сдвинуть объект obj на смещение камеры
def apply(self, obj):
# print(type(obj) == Spoody, "TYPE")
obj.rect.x += self.dx
# вычислим координату клeтки, если она уехала вверх за границу экрана
if type(obj) != Bullet:
if obj.rect.y < -obj.rect.height:
obj.rect.y += (self.field_size[1] + 1) * obj.rect.height
# вычислим координату клeтки, если она уехала вниз за границу экрана
if obj.rect.y >= (self.field_size[1]) * obj.rect.height:
obj.rect.y += -obj.rect.height * (1 + self.field_size[1])
# позиционировать камеру на объекте target
def update(self, target):
# if type(target) == Elephant:
# if target.changed_x != True:
# print("THIS")
# self.dx = -(target.rect.x + target.rect.w // 2 - WIDTH // 2)
# else:
# if pleer.changed_x != True:
self.dx = -(target.rect.x + target.rect.w // 2 - WIDTH // 2)
if type(target) != Bullet:
self.dy = -(target.rect.y + target.rect.h // 2 - HEIGHT // 2)
class Tile(pygame.sprite.Sprite):
def __init__(self, tile_type, pos_x, pos_y):
super().__init__(tiles_group, all_sprites)
self.image = tile_images[tile_type]
self.pos_x = pos_x * tile_width
self.pos_y = pos_y * tile_height
self.rect = self.image.get_rect().move(tile_width * pos_x, tile_height * pos_y)
class Elephant(pygame.sprite.Sprite):
image = load_image("elephant.png", colorkey=-1)
image1 = load_image("elephant1.png", colorkey=-1)
image2 = load_image("elephant2.png", colorkey=-1)
image_hit = load_image("elephant_attack.png", colorkey=-1)
image_move_hit1 = load_image("elephant_move_attack1.png", colorkey=-1)
image_move_hit2 = load_image("elephant_move_attack2.png", colorkey=-1)
uskor_x = 0
uskor_y = 0
fall = False
right = False
up = False
left = False
right = False
down = False
def __init__(self, *group):
super().__init__(*group)
# self.image = Elephant.image
self.image = Elephant.image
self.rect = self.image.get_rect()
self.rect.x = 200
self.rect.y = 440
self.pos_x = 200
self.pos_y = 440
self.moving = False
self.cur_image = Elephant.image2
self.mask = pygame.mask.from_surface(self.image)
self.hit = False
self.changed_x = False
self.im1 = Elephant.image1
self.im2 = Elephant.image2
def update(self, tot_time):
platform = pygame.sprite.spritecollideany(self, tiles_group)
if platform:
print('"координаты"', platform.pos_x, self.pos_x)
if 80 > matematics.fabs(self.rect.y - platform.rect.y):
self.uskor_x = -self.uskor_x
if pygame.sprite.spritecollideany(
self, tiles_group) and self.fall: # обработка соприкосновений с блоками по вертикали
if pygame.sprite.spritecollideany(self, tiles_group).rect.y > self.rect.y:
self.rect = self.rect.move(self.uskor_x // 100, self.uskor_y // 100)
self.pos_x += self.uskor_y // 100
self.pos_y += self.uskor_x // 100
self.fall = False
self.uskor_y = 0
elif pygame.sprite.spritecollideany(self, tiles_group).rect.y < self.rect.y and \
self.rect.y - pygame.sprite.spritecollideany(self,
tiles_group).rect.y < pygame.sprite.spritecollideany(
self, tiles_group).rect.height:
self.fall = True
self.rect.y = pygame.sprite.spritecollideany(self, tiles_group).rect.y + pygame.sprite.spritecollideany(
self, tiles_group).rect.height
self.uskor_y = 0 # /= 2
else:
self.fall = True
self.rect = self.rect.move(self.uskor_x // 100, self.uskor_y // 100)
if self.rect.y > 900:
self.rect.y = 0
if self.fall:
self.uskor_y = self.uskor_y + g
if self.uskor_x > 0:
self.uskor_x -= 1
elif self.uskor_x < 0:
self.uskor_x += 1
if self.uskor_y > 500:
self.uskor_y = 500
if self.moving:
if True in list(pygame.key.get_pressed()):
if list(pygame.key.get_pressed()).index(True) == 79:
self.cur_image = self.im2
elif list(pygame.key.get_pressed()).index(True) == 80:
self.cur_image = pygame.transform.flip(self.im2, True, False)
if self.right:
if 0 <= tot_time <= 500:
self.image = Elephant.image
else:
self.image = Elephant.image1
else:
if 0 <= tot_time <= 500:
self.image = pygame.transform.flip(Elephant.image, True, False)
else:
self.image = pygame.transform.flip(self.im1, True, False)
else:
self.image = self.cur_image
if max(list(pygame.key.get_pressed())):
if list(pygame.key.get_pressed()).index(True) == 44:
if self.cur_image == self.im2 and not self.right:
self.image = Elephant.image_hit
self.changed_x = False
elif self.cur_image != self.im2 and not self.left:
self.image = pygame.transform.flip(Elephant.image_hit, True, False)
if not self.changed_x:
if pygame.sprite.spritecollideany(self, tiles_group):
# if not self.moving:
self.rect.x -= Elephant.image_hit.get_rect().width - Elephant.image2.get_rect().width
self.changed_x = True
if self.up and not self.fall:
self.uskor_y = -500
self.fall = True
self.moving = True
elif self.down:
self.uskor_y = 0
self.fall = False
self.moving = True
else:
self.moving = False
if self.right:
self.right = True
self.uskor_x = 300
self.moving = True
elif self.left:
self.right = False
self.uskor_x = -300
self.moving = True
else:
self.uskor_x = 0
else:
self.uskor_x = self.uskor_x * self.fall
self.moving = False
if self.changed_x and pygame.sprite.spritecollideany(self, tiles_group):
self.rect.x += Elephant.image_hit.get_rect().width - Elephant.image2.get_rect().width
self.changed_x = False
class Spoody(pygame.sprite.Sprite):
image_go = load_image("spoody.png", colorkey=-1)
image_attack = load_image("spoody_atack.png", colorkey=-1)
image_go_back = pygame.transform.flip(image_go, True, False)
image_attack_back = pygame.transform.flip(image_attack, True, False)
def __init__(self, x, lim, *group): # x - номер блока, который является нулём по оcи X для данного объекта спуди
super().__init__(*group)
self.x = x
self.image = self.image_go
self.rect = self.image.get_rect()
self.start_y = 385
try:
self.start_x = list(tiles_group)[self.x].rect.x
except:
self.start_x = 50
print(self.x)
self.rect.x = self.start_x
self.rect.y = 465
self.limit = lim
self.a_y = -4
self.a_x = 4
def update(self, tot_time):
# print("current", list(tiles_group)[20].rect.x,
# "SPOODY", self.rect.x, self.start_x + self.limit, self.start_x - self.limit)
self.start_y = 385 # list(tiles_group)[20].rect.y
self.start_x = list(tiles_group)[self.x].rect.x
self.rect = self.rect.move(self.a_x, self.a_y)
if self.rect.x > self.start_x + self.limit:
self.a_x = -4
elif self.rect.x < self.start_x - self.limit:
# print("по ОСИ")
self.a_x = 4
self.image = Spoody.image_go_back
if self.rect.y < self.start_y - 5:
self.a_y = 4
elif self.rect.y >= self.start_y + 20:
self.a_y = -4
# атака
if 0 < self.rect.x - pleer.rect.x < 150 and self.a_x < 0:
self.image = Spoody.image_attack
elif -150 < self.rect.x - pleer.rect.x < 0 and self.a_x > 0:
self.image = Spoody.image_attack_back
else:
if self.a_x < 0:
self.image = Spoody.image_go
else:
self.image = Spoody.image_go_back
class Vonni(pygame.sprite.Sprite):
def __init__(self, sheet, columns, rows, x, y, x_cord):
super().__init__(all_sprites)
self.frames = []
self.cut_sheet(sheet, columns, rows)
self.cur_frame = 0
self.image = self.frames[self.cur_frame]
# print(list(tiles_group)[x_cord].rect.y - 225, list(tiles_group)[x_cord].rect.y, x_cord, "VONNI COORDS")
self.rect.y = list(tiles_group)[x_cord].rect.y - 225
self.rect.x = list(tiles_group)[x_cord].rect.x
self.rect = self.rect.move(x, y)
self.counter = 0
def cut_sheet(self, sheet, columns, rows):
self.rect = pygame.Rect(0, 0, sheet.get_width() // columns,
sheet.get_height() // rows)
for j in range(rows):
for i in range(columns):
frame_location = (self.rect.w * i, self.rect.h * j)
self.frames.append(sheet.subsurface(pygame.Rect(
frame_location, self.rect.size)))
def update(self, tot_time):
if tot_time > 800:
self.counter += 1
if self.counter == 50:
self.counter = 0
Honey(self.rect.x, self.rect.y + 60)
self.cur_frame = (self.cur_frame + 1) % len(self.frames)
self.image = self.frames[self.cur_frame]
class Honey(pygame.sprite.Sprite):
image = load_image("honey.png", colorkey=-1)
def __init__(self, x_got, y_got):
super().__init__(all_sprites)
self.image = Honey.image
self.rect = self.image.get_rect()
self.start_pos = x_got
self.rect.x = x_got
self.rect.y = y_got
# print("GOT:", y_got)
def update(self, tot_time):
self.rect = self.rect.move(-5, 0)
if self.start_pos - self.rect.x > 300:
self.kill()
class Bullet(pygame.sprite.Sprite):
image = load_image("bullet.png", colorkey=-1)
def __init__(self, x, y, dim):
super().__init__(all_sprites)
self.start_pos = x
self.dim = dim
if self.dim == "left":
self.im = Bullet.image
else:
self.im = pygame.transform.flip(Bullet.image, True, False)
self.rect = self.im.get_rect()
self.rect.x = x
self.rect.y = y
def update(self, tot_time):
if self.dim == "left":
self.rect = self.rect.move(-7, 0)
if self.start_pos - self.rect.x > 300:
self.kill()
else:
self.rect = self.rect.move(7, 0)
if self.rect.x - self.start_pos > 300:
self.kill()
def start_screen():
intro_text = ["Мега платформер: ESCAPE из гауптвахты", "",
"Правила игры:",
"Для движения вправо использовать стрелку ->",
"Для движения влево использовать стрелку <-",
" ^",
"Для прыжка использовать стрелку |",
"Для удара использовать пробел ",
"(БИТЬ ВРАГА НЕВОЗМОЖНО ПРИ ДВИЖЕНИИ)"
"", "", "", "",
"Ну что, народ, погнали?!",
"Для начала игры нажмите любую клавишу"]
fon = pygame.transform.scale(load_image('intro.png'), (WIDTH, HEIGHT))
screen.blit(fon, (0, 0))
text_coord = 80
for l in range(len(intro_text)):
line = intro_text[l]
if l == 0:
font = pygame.font.Font(None, 40)
string_rendered = font.render(line, 1, pygame.Color('black'))
else:
font = pygame.font.Font(None, 30)
string_rendered = font.render(line, 1, pygame.Color('black'))
intro_rect = string_rendered.get_rect()
text_coord += 10
intro_rect.top = text_coord
intro_rect.x = 380
text_coord += intro_rect.height
screen.blit(string_rendered, intro_rect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
return # начинаем игру
pygame.display.flip()
clock.tick(fps)
start_screen()
all_sprites = pygame.sprite.Group()
earth = pygame.sprite.Group()
running = True
pleer = Elephant(all_sprites)
lvl = 1
pleer.earth = earth
total_time = 0
tiles_group = pygame.sprite.Group()
tile_images = {'dirt': load_image('first.png', colorkey=-1), 'deep': load_image('second.png', colorkey=-1),
"barrier": load_image("barrier.png", colorkey=-1), "finish": load_image("final_flag.png", colorkey=-1)}
tile_width = 141
tile_height = 64
level_x, level_y = generate_level(load_level("1.txt"))
# Генерация врагов
# генерация Спуди
spoodies = [(56, 350), (69, 200), (79, 200), (91, 150)]
for spoody in spoodies:
Spoody(spoody[0], spoody[1], all_sprites)
# генерация Вонни
vonnis = [74, 18, 85, 14, 108]
for vonni in vonnis:
Vonni(load_image("vonni2.png", colorkey=-1), 16, 6, 50, 50, vonni)
camera = Camera((level_x, level_y))
bg = pygame.transform.scale(load_image('background.png'), (1700, 800))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
pleer.up = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
pleer.left = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
pleer.right = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
try:
for i in all_sprites:
i.kill()
level_x, level_y = generate_level(load_level(str(lvl) + ".txt"))
pleer = Elephant(all_sprites)
except:
lvl = 0
lvl += 1
if event.type == pygame.KEYUP and event.key == pygame.K_UP:
pleer.up = False
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
pleer.right = False
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
pleer.left = False
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
print(pleer.moving, "PLEER")
if pleer.moving:
print("HITTING")
camera.update(pleer)
for sprite in all_sprites:
camera.apply(sprite)
screen.blit(bg, (0, 0))
total_time += clock.get_time()
if total_time >= 1000:
total_time = 0
clock.tick(fps)
all_sprites.update(total_time)
tiles_group.draw(screen)
earth.draw(screen)
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()