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