import pygame import sys pygame.init() pygame.mixer.init() # ===================================================== # НАСТРОЙКИ # ===================================================== WIDTH, HEIGHT = 1000, 800 SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Goblin & Knight") CLOCK = pygame.time.Clock() BLACK = (0, 0, 0) GRAVITY = 0.9 GROUND_Y = HEIGHT - 60 FPS = 60 # ===================================================== # ЗАГРУЗКА ФОНОВ # ===================================================== BACKGROUND = pygame.image.load("images/back.png") BACK_MAIN = pygame.image.load("images/back_main.jpg") BACK_MAIN = pygame.transform.scale(BACK_MAIN, (WIDTH, HEIGHT)) # Попытаться загрузить музыку/звуки, если есть BG_MUSIC = None try: BG_MUSIC = pygame.mixer.music pygame.mixer.music.load('music/theme.mp3') pygame.mixer.music.set_volume(0.5) except Exception: BG_MUSIC = None # Шрифты и HUD FONT = pygame.font.SysFont(None, 32) # Игровые счётчики score_goblin = 0 score_knight = 0 # Пауза paused = False # ===================================================== # КЛАСС ИГРОКА # ===================================================== class Player: def __init__(self, x, y, sprites, scale, controls): self.start_x = x self.start_y = y self.x = float(x) self.y = float(y) self.y_velocity = 0.0 self.jump_power = 18 self.jumping = False self.facing_right = True self.moving = False self.speed = 5.5 self.controls = controls self.anim_counter = 0 self.ANIM_SPEED = 8 # Загрузка спрайтов из файлов self.stand = pygame.image.load(sprites["stand"]).convert_alpha() self.walk_left = pygame.image.load(sprites["walk_left"]).convert_alpha() self.walk_right = pygame.image.load(sprites["walk_right"]).convert_alpha() self.jump_img = pygame.image.load(sprites["jump"]).convert_alpha() # Масштабирование self.stand = pygame.transform.scale(self.stand, (int(self.stand.get_width() * scale), int(self.stand.get_height() * scale))) self.walk_left = pygame.transform.scale(self.walk_left, (int(self.walk_left.get_width() * scale), int(self.walk_left.get_height() * scale))) self.walk_right = pygame.transform.scale(self.walk_right, (int(self.walk_right.get_width() * scale), int(self.walk_right.get_height() * scale))) self.jump_img = pygame.transform.scale(self.jump_img, (int(self.jump_img.get_width() * scale), int(self.jump_img.get_height() * scale))) self.surface = self.stand self.rect = self.surface.get_rect(midbottom=(self.x, self.y)) # ------------------------- # СБРОС ПЕРСОНАЖА # ------------------------- def reset(self): self.x = self.start_x self.y = self.start_y self.y_velocity = 0 self.jumping = False self.moving = False self.anim_counter = 0 self.facing_right = True self.rect = self.surface.get_rect(midbottom=(self.x, self.y)) # ------------------------- # УПРАВЛЕНИЕ # ------------------------- def handle_input(self, keys): self.moving = False if keys[self.controls["right"]]: self.x += self.speed self.facing_right = True self.moving = True if keys[self.controls["left"]]: self.x -= self.speed self.facing_right = False self.moving = True if keys[self.controls["jump"]] and not self.jumping: self.jumping = True self.y_velocity = -self.jump_power # Ограничение по экрану if self.x < 0: self.x = 0 if self.x > WIDTH: self.x = WIDTH # ------------------------- # ГРАВИТАЦИЯ # ------------------------- def apply_gravity(self): self.y_velocity += GRAVITY self.y += self.y_velocity if self.y >= GROUND_Y: self.y = GROUND_Y self.y_velocity = 0 self.jumping = False # ------------------------- # АНИМАЦИЯ # ------------------------- def update_animation(self): if self.jumping: self.surface = self.jump_img elif self.moving: self.anim_counter += 1 frame = (self.anim_counter // self.ANIM_SPEED) % 2 self.surface = self.walk_left if frame == 0 else self.walk_right else: self.surface = self.stand if not self.facing_right: self.surface = pygame.transform.flip(self.surface, True, False) self.rect = self.surface.get_rect(midbottom=(int(self.x), int(self.y))) # ------------------------- # ОТРИСОВКА # ------------------------- def draw(self, screen): screen.blit(self.surface, self.rect) goblin = Player( 200, GROUND_Y, { "stand": "images/GoblinWorker/spritePics/stand_gob.png", "walk_left": "images/GoblinWorker/spritePics/walkleft.png", "walk_right": "images/GoblinWorker/spritePics/walkright.png", "jump": "images/GoblinWorker/spritePics/Jump.png" }, 3, { "left": pygame.K_a, "right": pygame.K_d, "jump": pygame.K_SPACE } ) knight = Player( 500, GROUND_Y, { "stand": "images/sprites/knight.png", "walk_left": "images/sprites/knight.png", "walk_right": "images/sprites/knight.png", "jump": "images/sprites/knight.png" }, 3, { "left": pygame.K_KP4, "right": pygame.K_KP6, "jump": pygame.K_KP8 } ) # ===================================================== # ОБЪЕКТЫ УРОВНЯ # ===================================================== 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)) # ===================================================== # ФУНКЦИЯ РЕСТАРТА # ===================================================== def restart_level(): goblin.reset() knight.reset() # ===================================================== # GAME LOOP # ===================================================== level = 0 level_start_time = None while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE and level == 1: paused = not paused if event.key == pygame.K_r: restart_level() level = 0 keys = pygame.key.get_pressed() mouse_pos = pygame.mouse.get_pos() SCREEN.fill((0, 0, 0)) # ================= MENU ================= if level == 0: SCREEN.blit(BACK_MAIN, (0, 0)) SCREEN.blit(button_play, button_rect) title_surf = FONT.render('Goblin & Knight', True, (255,255,255)) SCREEN.blit(title_surf, (WIDTH//2 - title_surf.get_width()//2, 120)) if button_rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]: restart_level() level = 1 level_start_time = pygame.time.get_ticks() if BG_MUSIC: try: pygame.mixer.music.play(-1) except Exception: pass # ================= GAME ================= elif level == 1: SCREEN.blit(BACKGROUND, (0, 0)) SCREEN.blit(door_image, door_rect) if not paused: # --- Goblin --- goblin.handle_input(keys) goblin.apply_gravity() goblin.update_animation() # --- Knight --- knight.handle_input(keys) knight.apply_gravity() knight.update_animation() # Draw players (even when paused) goblin.draw(SCREEN) knight.draw(SCREEN) elapsed = 0 if level_start_time: elapsed = (pygame.time.get_ticks() - level_start_time) // 1000 hud_g = FONT.render(f'Goblin: {score_goblin}', True, (255,255,255)) hud_k = FONT.render(f'Knight: {score_knight}', True, (255,255,255)) hud_t = FONT.render(f'Time: {elapsed}s', True, (255,255,255)) SCREEN.blit(hud_g, (20, 20)) SCREEN.blit(hud_k, (WIDTH - hud_k.get_width() - 20, 20)) SCREEN.blit(hud_t, (WIDTH//2 - hud_t.get_width()//2, 20)) if paused: p = FONT.render('PAUSED - press ESC to resume', True, (255,255,0)) SCREEN.blit(p, (WIDTH//2 - p.get_width()//2, HEIGHT//2 - 20)) # Победа if goblin.rect.colliderect(door_rect) and keys[pygame.K_e]: score_goblin += 1 restart_level() level = 0 if BG_MUSIC: try: pygame.mixer.music.stop() except Exception: pass if knight.rect.colliderect(door_rect) and keys[pygame.K_KP5]: score_knight += 1 restart_level() level = 0 if BG_MUSIC: try: pygame.mixer.music.stop() except Exception: pass pygame.display.update() CLOCK.tick(FPS)