315 lines
9.4 KiB
Python
315 lines
9.4 KiB
Python
import pygame
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import sys
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pygame.init()
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pygame.mixer.init()
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# =====================================================
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# НАСТРОЙКИ
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# =====================================================
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WIDTH, HEIGHT = 1000, 800
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SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Goblin & Knight")
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CLOCK = pygame.time.Clock()
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BLACK = (0, 0, 0)
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GRAVITY = 0.9
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GROUND_Y = HEIGHT - 60
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FPS = 60
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# =====================================================
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# ЗАГРУЗКА ФОНОВ
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# =====================================================
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BACKGROUND = pygame.image.load("images/back.png")
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BACK_MAIN = pygame.image.load("images/back_main.jpg")
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BACK_MAIN = pygame.transform.scale(BACK_MAIN, (WIDTH, HEIGHT))
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# Попытаться загрузить музыку/звуки, если есть
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BG_MUSIC = None
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try:
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BG_MUSIC = pygame.mixer.music
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pygame.mixer.music.load('music/theme.mp3')
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pygame.mixer.music.set_volume(0.5)
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except Exception:
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BG_MUSIC = None
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# Шрифты и HUD
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FONT = pygame.font.SysFont(None, 32)
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# Игровые счётчики
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score_goblin = 0
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score_knight = 0
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# Пауза
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paused = False
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# =====================================================
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# КЛАСС ИГРОКА
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# =====================================================
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class Player:
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def __init__(self, x, y, sprites, scale, controls):
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self.start_x = x
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self.start_y = y
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self.x = float(x)
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self.y = float(y)
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self.y_velocity = 0.0
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self.jump_power = 18
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self.jumping = False
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self.facing_right = True
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self.moving = False
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self.speed = 5.5
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self.controls = controls
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self.anim_counter = 0
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self.ANIM_SPEED = 8
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# Загрузка спрайтов из файлов
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self.stand = pygame.image.load(sprites["stand"]).convert_alpha()
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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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self.jump_img = pygame.image.load(sprites["jump"]).convert_alpha()
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# Масштабирование
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self.stand = pygame.transform.scale(self.stand, (int(self.stand.get_width() * scale), int(self.stand.get_height() * scale)))
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self.walk_left = pygame.transform.scale(self.walk_left, (int(self.walk_left.get_width() * scale), int(self.walk_left.get_height() * scale)))
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self.walk_right = pygame.transform.scale(self.walk_right, (int(self.walk_right.get_width() * scale), int(self.walk_right.get_height() * scale)))
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self.jump_img = pygame.transform.scale(self.jump_img, (int(self.jump_img.get_width() * scale), int(self.jump_img.get_height() * scale)))
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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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# -------------------------
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# СБРОС ПЕРСОНАЖА
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# -------------------------
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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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self.y_velocity = 0
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self.jumping = False
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self.moving = False
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self.anim_counter = 0
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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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# -------------------------
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# УПРАВЛЕНИЕ
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# -------------------------
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def handle_input(self, keys):
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self.moving = False
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if keys[self.controls["right"]]:
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self.x += self.speed
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self.facing_right = True
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self.moving = True
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if keys[self.controls["left"]]:
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self.x -= self.speed
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self.facing_right = False
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self.moving = True
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if keys[self.controls["jump"]] and not self.jumping:
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self.jumping = True
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self.y_velocity = -self.jump_power
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# Ограничение по экрану
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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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# -------------------------
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# ГРАВИТАЦИЯ
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# -------------------------
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def apply_gravity(self):
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self.y_velocity += GRAVITY
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self.y += self.y_velocity
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if self.y >= GROUND_Y:
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self.y = GROUND_Y
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self.y_velocity = 0
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self.jumping = False
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# -------------------------
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# АНИМАЦИЯ
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# -------------------------
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def update_animation(self):
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if self.jumping:
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self.surface = self.jump_img
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elif self.moving:
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self.anim_counter += 1
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frame = (self.anim_counter // self.ANIM_SPEED) % 2
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self.surface = self.walk_left if frame == 0 else self.walk_right
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else:
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self.surface = self.stand
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if not self.facing_right:
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self.surface = pygame.transform.flip(self.surface, True, False)
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self.rect = self.surface.get_rect(midbottom=(int(self.x), int(self.y)))
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# -------------------------
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# ОТРИСОВКА
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# -------------------------
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def draw(self, screen):
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screen.blit(self.surface, self.rect)
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goblin = Player(
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200, GROUND_Y,
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{
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"stand": "images/GoblinWorker/spritePics/stand_gob.png",
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"walk_left": "images/GoblinWorker/spritePics/walkleft.png",
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"walk_right": "images/GoblinWorker/spritePics/walkright.png",
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"jump": "images/GoblinWorker/spritePics/Jump.png"
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},
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3,
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{
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"left": pygame.K_a,
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"right": pygame.K_d,
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"jump": pygame.K_SPACE
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}
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)
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knight = Player(
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500, GROUND_Y,
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{
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"stand": "images/sprites/knight.png",
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"walk_left": "images/sprites/knight.png",
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"walk_right": "images/sprites/knight.png",
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"jump": "images/sprites/knight.png"
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},
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3,
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{
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"left": pygame.K_KP4,
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"right": pygame.K_KP6,
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"jump": pygame.K_KP8
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}
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)
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# =====================================================
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# ОБЪЕКТЫ УРОВНЯ
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# =====================================================
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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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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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# =====================================================
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# ФУНКЦИЯ РЕСТАРТА
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# =====================================================
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def restart_level():
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goblin.reset()
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knight.reset()
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# =====================================================
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# GAME LOOP
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# =====================================================
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level = 0
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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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paused = not paused
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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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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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# ================= MENU =================
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if level == 0:
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SCREEN.blit(BACK_MAIN, (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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# ================= GAME =================
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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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# --- Goblin ---
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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 ---
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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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# Draw players (even when paused)
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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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# Победа
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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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pygame.display.update()
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CLOCK.tick(FPS) |