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a605a9f955
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220
main.py
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@ -1,18 +1,6 @@
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import pygame
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import sys
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#floor_score = 0
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#if level_1 complete floor_score = 1 if level_2 complete floor_score = 2
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#if floor_score == 0:
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# show level 1
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#elif floor_score == 1:
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# show level 2
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#elif floor_score == 2:
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# show level 3
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# if floor_score =2 and level_1 complete floor_score stays 2, goes one up in higher level completed
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pygame.init()
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pygame.mixer.init()
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@ -49,6 +37,8 @@ score_knight = 0
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paused = False
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floor_score = 1
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MAX_FLOOR_SCORE = 8
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class Player:
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def __init__(self, x, y, sprites, scale, controls):
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@ -74,10 +64,6 @@ class Player:
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self.walk_left = pygame.image.load(sprites["walk_left"]).convert_alpha()
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self.walk_right = pygame.image.load(sprites["walk_right"]).convert_alpha()
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# support three-stage jump:
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# - sprites["jump"] can be a list/tuple of 3 paths [start, mid, end]
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# - or provide explicit keys "jump_start", "jump_mid", "jump_end"
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# - otherwise fallback to a single jump image (same for all stages)
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jump_entry = sprites.get("jump")
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if isinstance(jump_entry, (list, tuple)) and len(jump_entry) == 3:
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self.jump_start = pygame.image.load(jump_entry[0]).convert_alpha()
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@ -113,8 +99,8 @@ class Player:
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self.facing_right = True
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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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# classic per-frame movement (no dt)
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self.moving = False
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if keys[self.controls["right"]]:
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@ -131,14 +117,13 @@ class Player:
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self.jumping = True
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self.y_velocity = -self.jump_power
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if self.x < 0:
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self.x = 0
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if self.x > WIDTH:
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self.x = WIDTH
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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 += self.y_velocity
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@ -147,13 +132,8 @@ class Player:
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self.y_velocity = 0
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self.jumping = False
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def update_animation(self):
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if self.jumping:
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# choose jump stage by vertical velocity:
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# - strong negative: start (ascending)
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# - near zero: mid (apex)
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# - positive: end (descending)
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up_thresh = -self.jump_power * 0.4
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down_thresh = self.jump_power * 0.4
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if self.y_velocity < up_thresh:
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@ -225,100 +205,194 @@ 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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# BUTTONS PLAY (original images)
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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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buttonlvl3 = pygame.image.load("images/button_lvl/F3.png")
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buttonlvl4 = pygame.image.load("images/button_lvl/F4.png")
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buttonlvl5 = pygame.image.load("images/button_lvl/F5.png")
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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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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) # можно подправить под нужный размер
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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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buttonlvl3_big = pygame.transform.scale(buttonlvl3, BUTTON_BIG_SIZE)
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buttonlvl4_big = pygame.transform.scale(buttonlvl4, BUTTON_BIG_SIZE)
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buttonlvl5_big = pygame.transform.scale(buttonlvl5, BUTTON_BIG_SIZE)
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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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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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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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buttonlvl4_rect = buttonlvl4_big.get_rect(center=(300, 600))
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buttonlvl5_rect = buttonlvl5_big.get_rect(center=(600, 600))
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buttonlvl6_rect = buttonlvl6_big.get_rect(center=(900, 600))
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buttonlvl7_rect = buttonlvl7_big.get_rect(center=(300, 900))
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buttonlvl8_rect = buttonlvl8_big.get_rect(center=(600, 900))
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level_buttons = [
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None,
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(buttonlvl1_big, buttonlvl1_rect),
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(buttonlvl2_big, buttonlvl2_rect),
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(buttonlvl3_big, buttonlvl3_rect),
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(buttonlvl4_big, buttonlvl4_rect),
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(buttonlvl5_big, buttonlvl5_rect),
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(buttonlvl6_big, buttonlvl6_rect),
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(buttonlvl7_big, buttonlvl7_rect),
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(buttonlvl8_big, buttonlvl8_rect),
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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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level2 = pygame.image.load("images/Levels/floor2.png")
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level3 = pygame.image.load("images/Levels/floor3.png")
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level4 = pygame.image.load("images/Levels/floor4.png")
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level5 = pygame.image.load("images/Levels/floor5.png")
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level6 = pygame.image.load("images/Levels/floor6.png")
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level7 = pygame.image.load("images/Levels/floor7.png")
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level8 = pygame.image.load("images/Levels/floor8.png")
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level_bgs = [
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None,
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pygame.transform.scale(level1, (WIDTH, HEIGHT)),
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pygame.transform.scale(level2, (WIDTH, HEIGHT)),
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pygame.transform.scale(level3, (WIDTH, HEIGHT)),
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pygame.transform.scale(level4, (WIDTH, HEIGHT)),
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pygame.transform.scale(level5, (WIDTH, HEIGHT)),
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pygame.transform.scale(level6, (WIDTH, HEIGHT)),
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pygame.transform.scale(level7, (WIDTH, HEIGHT)),
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pygame.transform.scale(level8, (WIDTH, HEIGHT)),
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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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pygame.K_F1: 1,
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pygame.K_F2: 2,
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pygame.K_F3: 3,
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pygame.K_F4: 4,
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pygame.K_F5: 5,
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pygame.K_F6: 6,
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pygame.K_F7: 7,
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pygame.K_F8: 8,
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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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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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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE and level == 1:
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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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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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restart_level()
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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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target = KEY_TO_LEVEL[event.key]
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if target <= floor_score: # only if unlocked
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restart_level()
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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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if BG_MUSIC:
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try: pygame.mixer.music.play(-1)
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except Exception: pass
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keys = pygame.key.get_pressed()
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mouse_pos = pygame.mouse.get_pos()
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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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SCREEN.blit(BACK_MAIN, (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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title_surf = FONT.render('Goblin & Knight', True, (255,255,255))
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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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restart_level()
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level = 1
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level_start_time = pygame.time.get_ticks()
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if BG_MUSIC:
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try:
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pygame.mixer.music.play(-1)
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except Exception:
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pass
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# go to level-select screen
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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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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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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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btn_surf, btn_rect = level_buttons[i]
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if i <= floor_score:
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SCREEN.blit(btn_surf, btn_rect)
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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.set_alpha(90)
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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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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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for i in range(1, 9):
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btn_surf, btn_rect = level_buttons[i]
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if btn_rect.collidepoint(mouse_pos) and i <= floor_score:
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restart_level()
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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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if BG_MUSIC:
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try: pygame.mixer.music.play(-1)
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except Exception: pass
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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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if current_level_bg:
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SCREEN.blit(current_level_bg, (0, 0))
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else:
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SCREEN.blit(BACKGROUND, (0, 0))
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elif level == 1:
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SCREEN.blit(BACKGROUND, (0, 0))
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SCREEN.blit(door_image, door_rect)
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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.apply_gravity()
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goblin.update_animation()
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knight.handle_input(keys)
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knight.apply_gravity()
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knight.update_animation()
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goblin.draw(SCREEN)
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knight.draw(SCREEN)
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elapsed = 0
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if level_start_time:
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elapsed = (pygame.time.get_ticks() - level_start_time) // 1000
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hud_g = FONT.render(f'Goblin: {score_goblin}', True, (255,255,255))
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hud_k = FONT.render(f'Knight: {score_knight}', True, (255,255,255))
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hud_t = FONT.render(f'Time: {elapsed}s', True, (255,255,255))
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SCREEN.blit(hud_g, (20, 20))
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SCREEN.blit(hud_k, (WIDTH - hud_k.get_width() - 20, 20))
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SCREEN.blit(hud_t, (WIDTH//2 - hud_t.get_width()//2, 20))
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if paused:
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p = FONT.render('PAUSED - press ESC to resume', True, (255,255,0))
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SCREEN.blit(p, (WIDTH//2 - p.get_width()//2, HEIGHT//2 - 20))
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if goblin.rect.colliderect(door_rect) and keys[pygame.K_e]:
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score_goblin += 1
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restart_level()
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level = 0
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if BG_MUSIC:
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try:
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pygame.mixer.music.stop()
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except Exception:
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pass
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if knight.rect.colliderect(door_rect) and keys[pygame.K_KP5]:
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score_knight += 1
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restart_level()
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level = 0
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if BG_MUSIC:
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try:
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pygame.mixer.music.stop()
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except Exception:
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pass
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# ...existing HUD and level-complete logic...
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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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