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4517aaf2e2
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64fb66c6c1
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After Width: | Height: | Size: 500 B |
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After Width: | Height: | Size: 5.9 KiB |
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After Width: | Height: | Size: 1.2 KiB |
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After Width: | Height: | Size: 908 B |
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After Width: | Height: | Size: 1.0 KiB |
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After Width: | Height: | Size: 15 KiB |
261
main.py
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@ -87,9 +87,6 @@ class Player:
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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.prev_y = self.y
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def reset(self):
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self.x = self.start_x
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self.y = self.start_y
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@ -123,8 +120,6 @@ class Player:
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self.x = WIDTH
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def apply_gravity(self):
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self.prev_y = self.y
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self.y_velocity += GRAVITY
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self.y += self.y_velocity
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@ -195,27 +190,7 @@ knight = Player(
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)
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door_image = pygame.image.load("images/door.png")
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door_image = pygame.transform.scale(door_image, (int(door_image.get_width() * 3), int(door_image.get_height() * 3)))
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door_rect = door_image.get_rect(center=(WIDTH//2, GROUND_Y - door_image.get_height()//2))
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def place_door_for_level(lvl):
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"""Разместить дверь на одной из платформ уровня (предпочтительно над землёй, ближе к центру)."""
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global door_rect
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plats = build_platform_rects(lvl)
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if not plats:
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door_rect = door_image.get_rect(center=(WIDTH//2, GROUND_Y - door_image.get_height()//2))
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return
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candidates = [p for p in plats if p.top < GROUND_Y - 10]
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if not candidates:
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candidates = plats
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candidates.sort(key=lambda p: abs(p.centerx - WIDTH//2))
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chosen = candidates[0]
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door_rect = door_image.get_rect(midbottom=(chosen.centerx, chosen.top))
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door_rect.clamp_ip(pygame.Rect(0, 0, WIDTH, HEIGHT))
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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_rect = button_play.get_rect(center=(500, 400))
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@ -292,221 +267,12 @@ KEY_TO_LEVEL = {
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pygame.K_F8: 8,
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}
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dirt_smol = pygame.image.load("images/platforms-named/dirt_smol.png")
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dirt_smol = pygame.transform.scale(dirt_smol, (int(dirt_smol.get_width() * 5), int(dirt_smol.get_height() * 3)))
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dirt_big = pygame.image.load("images/platforms-named/dirt_big.png")
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dirt_big = pygame.transform.scale(dirt_big, (int(dirt_big.get_width() * 5), int(dirt_big.get_height() * 3)))
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grass_smol = pygame.image.load("images/platforms-named/grass_smol.png")
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grass_smol = pygame.transform.scale(grass_smol, (int(grass_smol.get_width() * 5), int(grass_smol.get_height() * 3)))
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grass_big = pygame.image.load("images/platforms-named/grass_big.png")
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grass_big = pygame.transform.scale(grass_big, (int(grass_big.get_width() * 5), int(grass_big.get_height() * 3)))
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sand_smol = pygame.image.load("images/platforms-named/sand_smol.png")
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sand_smol = pygame.transform.scale(sand_smol, (int(sand_smol.get_width() * 5), int(sand_smol.get_height() * 3)))
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sand_big = pygame.image.load("images/platforms-named/sand_big.png")
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sand_big = pygame.transform.scale(sand_big, (int(sand_big.get_width() * 5), int(sand_big.get_height() * 3)))
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ice_smol = pygame.image.load("images/platforms-named/ice_smol.png")
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ice_smol = pygame.transform.scale(ice_smol, (int(ice_smol.get_width() * 5), int(ice_smol.get_height() * 3)))
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ice_big = pygame.image.load("images/platforms-named/ice_big.png")
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ice_big = pygame.transform.scale(ice_big, (int(ice_big.get_width() * 5), int(ice_big.get_height() * 3)))
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PLATFORM_IMAGES = {
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"dirt_smol": dirt_smol,
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"dirt_big": dirt_big,
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"grass_smol": grass_smol,
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"grass_big": grass_big,
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"sand_smol": sand_smol,
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"sand_big": sand_big,
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"ice_smol": ice_smol,
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"ice_big": ice_big,
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}
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LEVEL_BLOCKS = {
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1: [
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("dirt_big", (80, GROUND_Y)),
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("grass_smol",(220, GROUND_Y - 120)),
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("dirt_smol", (360, GROUND_Y - 200)),
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("sand_smol", (500, GROUND_Y - 260)),
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("ice_smol", (640, GROUND_Y - 320)),
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("grass_big", (780, GROUND_Y - 80)),
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("sand_big", (920, GROUND_Y)),
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("dirt_smol", (1060, GROUND_Y - 240)),
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("grass_smol",(1200, GROUND_Y - 140)),
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("ice_big", (1340, GROUND_Y)),
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("dirt_big", (1480, GROUND_Y - 60)),
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("sand_smol", (1620, GROUND_Y - 200)),
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("grass_smol",(1760, GROUND_Y - 280)),
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("ice_smol", (1000, GROUND_Y - 420)),
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("dirt_smol", (400, GROUND_Y - 360)),
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],
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2: [
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("sand_big", (120, GROUND_Y)),
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("dirt_smol", (260, GROUND_Y - 160)),
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("grass_smol",(400, GROUND_Y - 120)),
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("ice_smol", (540, GROUND_Y - 300)),
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("dirt_big", (680, GROUND_Y - 40)),
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("sand_smol", (820, GROUND_Y - 220)),
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("grass_big", (960, GROUND_Y)),
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("ice_big", (1100, GROUND_Y - 20)),
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("dirt_smol", (1240, GROUND_Y - 260)),
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("sand_smol", (1380, GROUND_Y - 320)),
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("grass_smol",(1520, GROUND_Y - 180)),
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("dirt_big", (1660, GROUND_Y - 80)),
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("ice_smol", (1800, GROUND_Y - 360)),
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("grass_smol",(900, GROUND_Y - 420)),
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("dirt_smol", (520, GROUND_Y - 360)),
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],
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3: [
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("grass_big", (100, GROUND_Y)),
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("sand_smol", (260, GROUND_Y - 200)),
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("dirt_smol", (420, GROUND_Y - 140)),
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("ice_smol", (580, GROUND_Y - 320)),
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("grass_smol",(740, GROUND_Y - 240)),
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("dirt_big", (900, GROUND_Y - 60)),
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("sand_big", (1060, GROUND_Y)),
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("ice_big", (1220, GROUND_Y - 40)),
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("grass_smol",(1380, GROUND_Y - 300)),
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("dirt_smol", (1540, GROUND_Y - 220)),
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("sand_smol", (1700, GROUND_Y - 160)),
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("grass_smol",(860, GROUND_Y - 420)),
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("ice_smol", (480, GROUND_Y - 420)),
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("dirt_big", (1320, GROUND_Y - 120)),
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("grass_smol",(200, GROUND_Y - 320)),
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],
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4: [
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("ice_big", (140, GROUND_Y)),
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("ice_smol", (300, GROUND_Y - 140)),
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("grass_smol",(460, GROUND_Y - 220)),
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("sand_smol", (620, GROUND_Y - 180)),
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("dirt_smol", (780, GROUND_Y - 360)),
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("grass_big", (940, GROUND_Y - 80)),
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("sand_big", (1100, GROUND_Y)),
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("dirt_big", (1260, GROUND_Y - 40)),
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("ice_smol", (1420, GROUND_Y - 300)),
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("grass_smol",(1580, GROUND_Y - 240)),
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("dirt_smol", (1740, GROUND_Y - 320)),
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("ice_big", (820, GROUND_Y - 420)),
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("sand_smol", (980, GROUND_Y - 260)),
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("grass_smol",(540, GROUND_Y - 360)),
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("dirt_big", (200, GROUND_Y - 80)),
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],
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5: [
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("dirt_big", (60, GROUND_Y)),
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("grass_big", (240, GROUND_Y - 80)),
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("sand_smol", (420, GROUND_Y - 220)),
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("ice_smol", (600, GROUND_Y - 320)),
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("grass_smol",(780, GROUND_Y - 260)),
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("dirt_smol", (960, GROUND_Y - 280)),
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("sand_big", (1140, GROUND_Y)),
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("ice_big", (1320, GROUND_Y - 40)),
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("grass_smol",(1500, GROUND_Y - 200)),
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("dirt_smol", (1680, GROUND_Y - 360)),
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("sand_smol", (900, GROUND_Y - 420)),
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("grass_big", (540, GROUND_Y - 140)),
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("dirt_big", (1260, GROUND_Y - 120)),
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("ice_smol", (300, GROUND_Y - 300)),
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("grass_smol",(1740, GROUND_Y - 240)),
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],
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6: [
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("sand_big", (140, GROUND_Y)),
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("dirt_smol", (320, GROUND_Y - 160)),
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("dirt_smol", (500, GROUND_Y - 160)),
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("grass_smol",(680, GROUND_Y - 320)),
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("ice_smol", (860, GROUND_Y - 300)),
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("sand_smol", (1040, GROUND_Y - 300)),
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("grass_big", (1220, GROUND_Y - 80)),
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("dirt_big", (1400, GROUND_Y)),
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("ice_big", (1580, GROUND_Y - 40)),
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("grass_smol",(1760, GROUND_Y - 240)),
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("dirt_smol", (940, GROUND_Y - 420)),
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("sand_smol", (260, GROUND_Y - 260)),
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("grass_smol",(460, GROUND_Y - 220)),
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("dirt_big", (1100, GROUND_Y - 120)),
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("ice_smol", (660, GROUND_Y - 360)),
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],
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7: [
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("grass_big", (80, GROUND_Y)),
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("ice_smol", (260, GROUND_Y - 180)),
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("ice_smol", (440, GROUND_Y - 180)),
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("sand_smol", (620, GROUND_Y - 260)),
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("dirt_smol", (800, GROUND_Y - 350)),
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("grass_smol",(980, GROUND_Y - 420)),
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("sand_big", (1160, GROUND_Y)),
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("dirt_big", (1340, GROUND_Y - 60)),
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("ice_big", (1520, GROUND_Y - 20)),
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("grass_smol",(1700, GROUND_Y - 300)),
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("dirt_smol", (560, GROUND_Y - 320)),
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("sand_smol", (920, GROUND_Y - 220)),
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("grass_big", (1240, GROUND_Y - 100)),
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("ice_smol", (420, GROUND_Y - 420)),
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("dirt_smol", (140, GROUND_Y - 240)),
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],
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8: [
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("ice_big", (100, GROUND_Y)),
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("dirt_big", (300, GROUND_Y)),
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("grass_smol",(500, GROUND_Y - 200)),
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("sand_smol", (700, GROUND_Y - 320)),
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("ice_smol", (900, GROUND_Y - 400)),
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("dirt_smol", (1100, GROUND_Y - 360)),
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("grass_smol",(1300, GROUND_Y - 300)),
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("sand_big", (1500, GROUND_Y)),
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("dirt_big", (1700, GROUND_Y - 40)),
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("ice_big", (600, GROUND_Y - 420)),
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("grass_big", (800, GROUND_Y - 120)),
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("dirt_smol", (1000, GROUND_Y - 220)),
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("sand_smol", (1200, GROUND_Y - 260)),
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("ice_smol", (1400, GROUND_Y - 320)),
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("grass_smol",(1600, GROUND_Y - 180)),
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],
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}
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current_level_bg = None
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def restart_level():
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goblin.reset()
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knight.reset()
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def build_platform_rects(lvl):
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"""Построить список rect'ов платформ текущего уровня."""
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rects = []
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for name, pos in LEVEL_BLOCKS.get(lvl, []):
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img = PLATFORM_IMAGES.get(name)
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if img:
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rects.append(img.get_rect(midbottom=pos))
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return rects
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def resolve_platform_collision(player, platform_rects):
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"""Простая обработка коллизий игрока с платформами (приземление и удар головой)."""
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cur_rect = player.surface.get_rect(midbottom=(int(player.x), int(player.y)))
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prev_rect = player.surface.get_rect(midbottom=(int(player.x), int(player.prev_y)))
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for plat in platform_rects:
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if cur_rect.colliderect(plat):
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if prev_rect.bottom <= plat.top:
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player.y = plat.top
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player.y_velocity = 0
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player.jumping = False
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cur_rect = player.surface.get_rect(midbottom=(int(player.x), int(player.y)))
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elif prev_rect.top >= plat.bottom:
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top_offset = player.surface.get_rect().top
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player.y = plat.bottom + (player.surface.get_height() - player.surface.get_rect().bottom)
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player.y_velocity = 0.1
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cur_rect = player.surface.get_rect(midbottom=(int(player.x), int(player.y)))
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else:
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if prev_rect.centerx < plat.centerx:
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player.x = plat.left - cur_rect.width / 2
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else:
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player.x = plat.right + cur_rect.width / 2
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cur_rect = player.surface.get_rect(midbottom=(int(player.x), int(player.y)))
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player.rect = player.surface.get_rect(midbottom=(int(player.x), int(player.y)))
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level = 0
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level_start_time = None
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@ -528,7 +294,6 @@ while True:
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level = target
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level_start_time = pygame.time.get_ticks()
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current_level_bg = level_bgs[level]
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place_door_for_level(level)
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if BG_MUSIC:
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try: pygame.mixer.music.play(-1)
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except Exception: pass
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@ -573,7 +338,6 @@ while True:
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level = i
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level_start_time = pygame.time.get_ticks()
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current_level_bg = level_bgs[level]
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place_door_for_level(level)
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if BG_MUSIC:
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try: pygame.mixer.music.play(-1)
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except Exception: pass
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@ -585,12 +349,6 @@ while True:
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else:
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SCREEN.blit(BACKGROUND, (0, 0))
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for name, pos in LEVEL_BLOCKS.get(level, []):
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img = PLATFORM_IMAGES.get(name)
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if img:
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rect = img.get_rect(midbottom=pos)
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SCREEN.blit(img, rect)
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SCREEN.blit(door_image, door_rect)
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if not paused:
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@ -602,26 +360,9 @@ while True:
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knight.apply_gravity()
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knight.update_animation()
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platform_rects = build_platform_rects(level)
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resolve_platform_collision(goblin, platform_rects)
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resolve_platform_collision(knight, platform_rects)
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goblin.draw(SCREEN)
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knight.draw(SCREEN)
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if not paused:
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if goblin.rect.colliderect(door_rect) and knight.rect.colliderect(door_rect):
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score_goblin += 1
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score_knight += 1
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if level == floor_score and floor_score < MAX_FLOOR_SCORE:
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floor_score += 1
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restart_level()
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level = -1
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level_start_time = None
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current_level_bg = None
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pygame.time.delay(150)
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pygame.display.update()
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CLOCK.tick(FPS)
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