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261
main.py
View File

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