Artjoms Daškevičs 2026-02-23 11:51:48 +02:00
parent db5839361b
commit 858ca62397
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385
main.py
View File

@ -1,235 +1,254 @@
import pygame
import sys
pygame.init()
# =====================================================
# НАСТРОЙКИ
# =====================================================
WIDTH, HEIGHT = 1000, 800
SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Goblin & Knight")
CLOCK = pygame.time.Clock()
SCREEN = pygame.display.set_mode((1000, 800))
BLACK = (0, 0, 0)
GRAVITY = 1
# =====================================================
# ЗАГРУЗКА ФОНОВ
# =====================================================
BACKGROUND = pygame.image.load("images/back.png")
BACK_MAIN = pygame.image.load("images/back_main.jpg")
BACK_MAIN = pygame.transform.scale(BACK_MAIN, (1000, 800)).convert_alpha()
level = 0
BACK_MAIN = pygame.transform.scale(BACK_MAIN, (WIDTH, HEIGHT))
# =====================================================
# ФУНКЦИЯ ВЫРЕЗКИ СПРАЙТОВ
# =====================================================
class Goblin:
def __init__(self):
self.x = 100
self.y = 800
self.gravity = 1
self.jump_height = 20
self.y_velocity = 20
self.jumping = False
self.start_x = 100
self.start_y = 800
def reset_position(self):
self.x = self.start_x
self.y = self.start_y
g_facing_right = True
class Knight:
def __init__(self):
self.x = 300
self.y = 700
self.gravity = 1
self.jump_height = 20
self.y_velocity = 20
self.jumping = False
self.start_x = 300
self.start_y = 700
def reset_position(self):
self.x = self.start_x
self.y = self.start_y
k_facing_right = True
def get_image(sheet,frame_w, frame_h, width, height, scale, color):
def get_image(sheet, frame_x, frame_y, width, height, scale, color):
image = pygame.Surface((width, height)).convert_alpha()
image.blit(sheet, (0,0),((frame_w*width),(frame_h*height), width, height))
image = pygame.transform.scale(image, (width*scale, height*scale)).convert_alpha()
if color is not None:
image.blit(sheet, (0, 0), (frame_x * width, frame_y * height, width, height))
image = pygame.transform.scale(image, (width * scale, height * scale))
image.set_colorkey(color)
return image
# GOBLIN
goblin = pygame.image.load("images/GoblinWorker/GoblinWorker.png").convert_alpha()
STANDING_SURFACE = get_image(goblin, 1, 1, 48, 48, 3, BLACK)
frame_0 = get_image(goblin, 0,0, 48, 48, 3, BLACK)
frame_1 = get_image(goblin, 4,2 , 48, 48, 3, BLACK)
walk_a = get_image(goblin, 5, 1, 48, 48, 3, BLACK)
walk_b = get_image(goblin, 0, 2, 48, 48, 3, BLACK)
# =====================================================
# КЛАСС ИГРОКА
# =====================================================
# KNIGHT
knight = pygame.image.load("images/sprites/knight.png").convert_alpha()
K_STAND = get_image(knight, 2, 0, 32, 32, 3, BLACK)
k_walk_a = get_image(knight, 1, 2, 32, 32, 3, BLACK)
k_walk_b = get_image(knight, 5, 2, 32, 32, 3, BLACK)
class Player:
def __init__(self, x, y, sprite_sheet, frame_size, scale, controls):
self.start_x = x
self.start_y = y
self.x = x
self.y = y
self.y_velocity = 0
self.jump_power = 20
self.jumping = False
self.facing_right = True
self.moving = False
self.controls = controls
self.anim_counter = 0
self.ANIM_SPEED = 8
w, h = frame_size
# Анимации
self.stand = get_image(sprite_sheet, 0, 0, w, h, scale, BLACK)
self.walk1 = get_image(sprite_sheet, 1, 0, w, h, scale, BLACK)
self.walk2 = get_image(sprite_sheet, 2, 0, w, h, scale, BLACK)
self.jump_img = get_image(sprite_sheet, 3, 0, w, h, scale, BLACK)
self.surface = self.stand
self.rect = self.surface.get_rect(center=(self.x, self.y))
# -------------------------
# СБРОС ПЕРСОНАЖА
# -------------------------
def reset(self):
self.x = self.start_x
self.y = self.start_y
self.y_velocity = 0
self.jumping = False
self.moving = False
self.anim_counter = 0
self.facing_right = True
self.rect = self.surface.get_rect(center=(self.x, self.y))
# -------------------------
# УПРАВЛЕНИЕ
# -------------------------
def handle_input(self, keys):
self.moving = False
if keys[self.controls["right"]]:
self.x += 5
self.facing_right = True
self.moving = True
if keys[self.controls["left"]]:
self.x -= 5
self.facing_right = False
self.moving = True
if keys[self.controls["jump"]] and not self.jumping:
self.jumping = True
self.y_velocity = self.jump_power
# Ограничение по экрану
if self.x < 0:
self.x = 0
if self.x > WIDTH:
self.x = WIDTH
# -------------------------
# ГРАВИТАЦИЯ
# -------------------------
def apply_gravity(self):
self.y_velocity -= GRAVITY
self.y -= self.y_velocity
if self.y >= HEIGHT:
self.y = HEIGHT
self.y_velocity = 0
self.jumping = False
# -------------------------
# АНИМАЦИЯ
# -------------------------
def update_animation(self):
if self.jumping:
self.surface = self.jump_img
elif self.moving:
self.anim_counter += 1
frame = (self.anim_counter // self.ANIM_SPEED) % 2
self.surface = self.walk1 if frame == 0 else self.walk2
else:
self.surface = self.stand
if not self.facing_right:
self.surface = pygame.transform.flip(self.surface, True, False)
self.rect = self.surface.get_rect(center=(self.x, self.y))
# -------------------------
# ОТРИСОВКА
# -------------------------
def draw(self, screen):
screen.blit(self.surface, self.rect)
k_jump_start = get_image(knight, 3, 5, 32, 32, 3, BLACK)
k_jump_apex = get_image(knight, 4, 5, 32, 32, 3, BLACK)
k_jump_fall = get_image(knight, 5, 5, 32, 32, 3, BLACK)
# =====================================================
# ЗАГРУЗКА СПРАЙТОВ
# =====================================================
goblin_sheet = pygame.image.load("images/GoblinWorker/GoblinWorker.png").convert_alpha()
knight_sheet = pygame.image.load("images/sprites/knight.png").convert_alpha()
goblin = Player(
200, 800,
goblin_sheet,
(48, 48),
3,
{
"left": pygame.K_a,
"right": pygame.K_d,
"jump": pygame.K_SPACE
}
)
knight = Player(
500, 800,
knight_sheet,
(32, 32),
3,
{
"left": pygame.K_KP4,
"right": pygame.K_KP6,
"jump": pygame.K_KP8
}
)
# =====================================================
# ОБЪЕКТЫ УРОВНЯ
# =====================================================
# SPRITES / WORLD
door_image = pygame.image.load("images/door.png")
door_rect = door_image.get_rect(center=(800, 700))
wall_image = pygame.image.load("images/wall.png")
wall_right = pygame.Rect(1000, 0, 1, 800)
wall_left = pygame.Rect(0, 0, 1, 800)
wall_bottom = pygame.Rect(0, 800, 1000, 1)
wall_up = pygame.Rect(0, 0, 1000, 1)
#BUTTONS
button_play = pygame.image.load("images/play_button.png")
button_play_rect = button_play.get_rect(center=(500, 400))
#PLATFORM
platform_image = pygame.image.load("images/sprites/platforms.png")
platform = get_image(platform_image, 0, 0, 16, 9, 3, BLACK)
platform_rect = platform.get_rect(topleft=(400, 700))
button_rect = button_play.get_rect(center=(500, 400))
# ANIMATION
g_anim_counter = 0
k_anim_counter = 0
ANIM_SPEED = 8
# =====================================================
# ФУНКЦИЯ РЕСТАРТА
# =====================================================
def restart_level():
goblin.reset()
knight.reset()
# =====================================================
# GAME LOOP
# =====================================================
level = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
keys_pressed = pygame.key.get_pressed()
keys = pygame.key.get_pressed()
mouse_pos = pygame.mouse.get_pos()
SCREEN.fill((0, 0, 0))
g_moving = False
if keys_pressed[pygame.K_d]:
G_X += 5
g_facing_right = True
g_moving = True
if keys_pressed[pygame.K_a]:
G_X -= 5
g_facing_right = False
g_moving = True
if keys_pressed[pygame.K_SPACE] and not g_jumping:
g_jumping = True
g_y_velocity = G_JUMP_HEIGHT
k_moving = False
if keys_pressed[pygame.K_KP6]:
K_X += 5
k_facing_right = True
k_moving = True
if keys_pressed[pygame.K_KP4]:
K_X -= 5
k_facing_right = False
k_moving = True
if keys_pressed[pygame.K_KP8] and not k_jumping:
k_jumping = True
k_y_velocity = K_JUMP_HEIGHT
# Goblin
g_y_velocity -= G_GRAVITY
G_Y -= g_y_velocity
# Knight
k_y_velocity -= K_GRAVITY
K_Y -= k_y_velocity
if G_X < 0: G_X = 0
if G_X > 1000: G_X = 1000
if K_X < 0: K_X = 0
if K_X > 1000: K_X = 1000
# Пол
if G_Y >= 800:
G_Y = 800
g_y_velocity = 0
g_jumping = False
if K_Y >= 800:
K_Y = 800
k_y_velocity = 0
k_jumping = False
g_anim_counter = g_anim_counter + 1 if g_moving else 0
k_anim_counter = k_anim_counter + 1 if k_moving else 0
if g_jumping:
g_surface = frame_1
elif g_moving:
g_frame_index = (g_anim_counter // ANIM_SPEED) % 2
g_surface = walk_a if g_frame_index == 0 else walk_b
else:
g_surface = STANDING_SURFACE
if not g_facing_right:
g_surface = pygame.transform.flip(g_surface, True, False)
g_surface.set_colorkey(BLACK)
g_rect = g_surface.get_rect(center=(G_X, G_Y))
if k_jumping:
up_thresh = K_JUMP_HEIGHT // 3
down_thresh = -up_thresh
if k_y_velocity > up_thresh:
k_surface = k_jump_start
elif k_y_velocity > down_thresh:
k_surface = k_jump_apex
else:
k_surface = k_jump_fall
elif k_moving:
k_frame_index = (k_anim_counter // ANIM_SPEED) % 2
k_surface = k_walk_a if k_frame_index == 0 else k_walk_b
else:
k_surface = K_STAND
if not k_facing_right:
k_surface = pygame.transform.flip(k_surface, True, False)
k_surface.set_colorkey(BLACK)
k_rect = k_surface.get_rect(center=(K_X, K_Y))
# ================= MENU =================
if level == 0:
SCREEN.blit(BACK_MAIN, (0, 0))
SCREEN.blit(button_play, button_play_rect)
SCREEN.blit(button_play, button_rect)
if button_play_rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]:
if button_rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]:
restart_level()
level = 1
if level == 1:
# ================= GAME =================
elif level == 1:
SCREEN.blit(BACKGROUND, (0, 0))
SCREEN.blit(door_image, door_rect)
SCREEN.blit(platform, platform_rect)
SCREEN.blit(g_surface, g_rect)
SCREEN.blit(k_surface, k_rect)
# Goblin
if g_rect.colliderect(platform_rect) and g_y_velocity <= 0:
G_Y = platform_rect.top - g_rect.height / 2
g_y_velocity = 0
g_jumping = False
# Knight
if k_rect.colliderect(platform_rect) and k_y_velocity <= 0:
K_Y = platform_rect.top - k_rect.height / 2
k_y_velocity = 0
k_jumping = False
# --- Goblin ---
goblin.handle_input(keys)
goblin.apply_gravity()
goblin.update_animation()
goblin.draw(SCREEN)
if g_rect.colliderect(door_rect) and keys_pressed[pygame.K_e]:
# --- Knight ---
knight.handle_input(keys)
knight.apply_gravity()
knight.update_animation()
knight.draw(SCREEN)
# Победа
if goblin.rect.colliderect(door_rect) and keys[pygame.K_e]:
print("Goblin wins!")
restart_level()
level = 0
if k_rect.colliderect(door_rect) and keys_pressed[pygame.K_KP5]:
if knight.rect.colliderect(door_rect) and keys[pygame.K_KP5]:
print("Knight wins!")
restart_level()
level = 0
pygame.display.update()
pygame.display.update()
CLOCK.tick(60)