dadada
parent
a605a9f955
commit
b1ae908136
38
main.py
38
main.py
|
|
@ -36,7 +36,6 @@ score_knight = 0
|
|||
|
||||
paused = False
|
||||
|
||||
|
||||
floor_score = 1
|
||||
MAX_FLOOR_SCORE = 8
|
||||
|
||||
|
|
@ -88,7 +87,6 @@ class Player:
|
|||
self.surface = self.stand
|
||||
self.rect = self.surface.get_rect(midbottom=(self.x, self.y))
|
||||
|
||||
|
||||
def reset(self):
|
||||
self.x = self.start_x
|
||||
self.y = self.start_y
|
||||
|
|
@ -100,7 +98,6 @@ class Player:
|
|||
self.rect = self.surface.get_rect(midbottom=(self.x, self.y))
|
||||
|
||||
def handle_input(self, keys):
|
||||
# classic per-frame movement (no dt)
|
||||
self.moving = False
|
||||
|
||||
if keys[self.controls["right"]]:
|
||||
|
|
@ -123,7 +120,6 @@ class Player:
|
|||
self.x = WIDTH
|
||||
|
||||
def apply_gravity(self):
|
||||
# classic per-frame gravity (no dt)
|
||||
self.y_velocity += GRAVITY
|
||||
self.y += self.y_velocity
|
||||
|
||||
|
|
@ -154,13 +150,9 @@ class Player:
|
|||
|
||||
self.rect = self.surface.get_rect(midbottom=(int(self.x), int(self.y)))
|
||||
|
||||
|
||||
def draw(self, screen):
|
||||
screen.blit(self.surface, self.rect)
|
||||
|
||||
|
||||
|
||||
|
||||
goblin = Player(
|
||||
200, GROUND_Y,
|
||||
{
|
||||
|
|
@ -197,15 +189,12 @@ knight = Player(
|
|||
}
|
||||
)
|
||||
|
||||
|
||||
|
||||
door_image = pygame.image.load("images/door.png")
|
||||
door_rect = door_image.get_rect(center=(800, 700))
|
||||
|
||||
button_play = pygame.image.load("images/play_button.png")
|
||||
button_rect = button_play.get_rect(center=(500, 400))
|
||||
|
||||
# BUTTONS PLAY (original images)
|
||||
buttonlvl1 = pygame.image.load("images/button_lvl/F1.png")
|
||||
buttonlvl2 = pygame.image.load("images/button_lvl/F2.png")
|
||||
buttonlvl3 = pygame.image.load("images/button_lvl/F3.png")
|
||||
|
|
@ -215,8 +204,7 @@ buttonlvl6 = pygame.image.load("images/button_lvl/F6.png")
|
|||
buttonlvl7 = pygame.image.load("images/button_lvl/F7.png")
|
||||
buttonlvl8 = pygame.image.load("images/button_lvl/F8.png")
|
||||
|
||||
# make level buttons larger
|
||||
BUTTON_BIG_SIZE = (220, 140) # можно подправить под нужный размер
|
||||
BUTTON_BIG_SIZE = (220, 140)
|
||||
buttonlvl1_big = pygame.transform.scale(buttonlvl1, BUTTON_BIG_SIZE)
|
||||
buttonlvl2_big = pygame.transform.scale(buttonlvl2, BUTTON_BIG_SIZE)
|
||||
buttonlvl3_big = pygame.transform.scale(buttonlvl3, BUTTON_BIG_SIZE)
|
||||
|
|
@ -226,7 +214,6 @@ buttonlvl6_big = pygame.transform.scale(buttonlvl6, BUTTON_BIG_SIZE)
|
|||
buttonlvl7_big = pygame.transform.scale(buttonlvl7, BUTTON_BIG_SIZE)
|
||||
buttonlvl8_big = pygame.transform.scale(buttonlvl8, BUTTON_BIG_SIZE)
|
||||
|
||||
# rects (centers kept as before)
|
||||
buttonlvl1_rect = buttonlvl1_big.get_rect(center=(300, 300))
|
||||
buttonlvl2_rect = buttonlvl2_big.get_rect(center=(600, 300))
|
||||
buttonlvl3_rect = buttonlvl3_big.get_rect(center=(900, 300))
|
||||
|
|
@ -248,7 +235,6 @@ level_buttons = [
|
|||
(buttonlvl8_big, buttonlvl8_rect),
|
||||
]
|
||||
|
||||
# Levels (backgrounds) - scale to screen size so entering level shows its background
|
||||
level1 = pygame.image.load("images/Levels/floor1.png")
|
||||
level2 = pygame.image.load("images/Levels/floor2.png")
|
||||
level3 = pygame.image.load("images/Levels/floor3.png")
|
||||
|
|
@ -270,7 +256,6 @@ level_bgs = [
|
|||
pygame.transform.scale(level8, (WIDTH, HEIGHT)),
|
||||
]
|
||||
|
||||
# helper: map F-key constants to level numbers
|
||||
KEY_TO_LEVEL = {
|
||||
pygame.K_F1: 1,
|
||||
pygame.K_F2: 2,
|
||||
|
|
@ -288,8 +273,7 @@ def restart_level():
|
|||
goblin.reset()
|
||||
knight.reset()
|
||||
|
||||
|
||||
level = 0 # 0 = initial splash (BACKGROUND + Play), -1 = level select (BACK_MAIN), 1..8 = playing levels
|
||||
level = 0
|
||||
level_start_time = None
|
||||
|
||||
while True:
|
||||
|
|
@ -298,18 +282,14 @@ while True:
|
|||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
# ESC only toggles pause while playing a level
|
||||
if event.key == pygame.K_ESCAPE and level > 0:
|
||||
paused = not paused
|
||||
# R returns to initial splash
|
||||
if event.key == pygame.K_r:
|
||||
restart_level()
|
||||
level = 0
|
||||
|
||||
# Level hotkeys: F1..F8 available on level-select screen (level == -1)
|
||||
if level == -1 and event.key in KEY_TO_LEVEL:
|
||||
target = KEY_TO_LEVEL[event.key]
|
||||
if target <= floor_score: # only if unlocked
|
||||
if target <= floor_score:
|
||||
restart_level()
|
||||
level = target
|
||||
level_start_time = pygame.time.get_ticks()
|
||||
|
|
@ -323,7 +303,6 @@ while True:
|
|||
|
||||
SCREEN.fill((0, 0, 0))
|
||||
|
||||
# Initial splash: BACKGROUND with only Play button
|
||||
if level == 0:
|
||||
SCREEN.blit(BACKGROUND, (0, 0))
|
||||
SCREEN.blit(button_play, button_rect)
|
||||
|
|
@ -332,31 +311,25 @@ while True:
|
|||
SCREEN.blit(title_surf, (WIDTH//2 - title_surf.get_width()//2, 120))
|
||||
|
||||
if button_rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]:
|
||||
# go to level-select screen
|
||||
level = -1
|
||||
|
||||
# Level-select screen: BACK_MAIN with level buttons (F1..F8)
|
||||
elif level == -1:
|
||||
SCREEN.blit(BACK_MAIN, (0, 0))
|
||||
|
||||
title_surf = FONT.render('Select Level (F1..F8) — unlocked in order', True, (255,255,255))
|
||||
SCREEN.blit(title_surf, (WIDTH//2 - title_surf.get_width()//2, 80))
|
||||
|
||||
# draw level buttons (dim locked ones)
|
||||
for i in range(1, 9):
|
||||
btn_surf, btn_rect = level_buttons[i]
|
||||
if i <= floor_score:
|
||||
SCREEN.blit(btn_surf, btn_rect)
|
||||
else:
|
||||
# draw dimmed (locked) version
|
||||
locked = btn_surf.copy()
|
||||
locked.set_alpha(90)
|
||||
SCREEN.blit(locked, btn_rect)
|
||||
# draw small lock text
|
||||
lock_txt = FONT.render('LOCKED', True, (200, 40, 40))
|
||||
SCREEN.blit(lock_txt, (btn_rect.centerx - lock_txt.get_width()//2, btn_rect.centery - 10))
|
||||
|
||||
# mouse clicks on unlocked buttons start levels
|
||||
if pygame.mouse.get_pressed()[0]:
|
||||
for i in range(1, 9):
|
||||
btn_surf, btn_rect = level_buttons[i]
|
||||
|
|
@ -370,7 +343,6 @@ while True:
|
|||
except Exception: pass
|
||||
break
|
||||
|
||||
# Playing any level (1..8)
|
||||
elif level > 0:
|
||||
if current_level_bg:
|
||||
SCREEN.blit(current_level_bg, (0, 0))
|
||||
|
|
@ -380,7 +352,6 @@ while True:
|
|||
SCREEN.blit(door_image, door_rect)
|
||||
|
||||
if not paused:
|
||||
# reverted to per-frame calls (no dt)
|
||||
goblin.handle_input(keys)
|
||||
goblin.apply_gravity()
|
||||
goblin.update_animation()
|
||||
|
|
@ -392,7 +363,6 @@ while True:
|
|||
goblin.draw(SCREEN)
|
||||
knight.draw(SCREEN)
|
||||
|
||||
# ...existing HUD and level-complete logic...
|
||||
|
||||
pygame.display.update()
|
||||
#CLOCK.tick(FPS)
|
||||
CLOCK.tick(FPS)
|
||||
Loading…
Reference in New Issue