235 lines
6.5 KiB
Python
235 lines
6.5 KiB
Python
import pygame
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import sys
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pygame.init()
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CLOCK = pygame.time.Clock()
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SCREEN = pygame.display.set_mode((1000, 800))
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BLACK = (0,0,0)
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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, (1000, 800)).convert_alpha()
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level = 0
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class Goblin:
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def __init__(self):
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self.x = 100
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self.y = 800
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self.gravity = 1
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self.jump_height = 20
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self.y_velocity = 20
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self.jumping = False
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self.start_x = 100
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self.start_y = 800
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def reset_position(self):
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self.x = self.start_x
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self.y = self.start_y
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g_facing_right = True
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class Knight:
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def __init__(self):
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self.x = 300
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self.y = 700
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self.gravity = 1
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self.jump_height = 20
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self.y_velocity = 20
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self.jumping = False
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self.start_x = 300
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self.start_y = 700
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def reset_position(self):
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self.x = self.start_x
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self.y = self.start_y
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k_facing_right = True
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def get_image(sheet,frame_w, frame_h, width, height, scale, color):
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image = pygame.Surface((width, height)).convert_alpha()
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image.blit(sheet, (0,0),((frame_w*width),(frame_h*height), width, height))
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image = pygame.transform.scale(image, (width*scale, height*scale)).convert_alpha()
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if color is not None:
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image.set_colorkey(color)
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return image
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# GOBLIN
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goblin = pygame.image.load("images/GoblinWorker/GoblinWorker.png").convert_alpha()
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STANDING_SURFACE = get_image(goblin, 1, 1, 48, 48, 3, BLACK)
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frame_0 = get_image(goblin, 0,0, 48, 48, 3, BLACK)
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frame_1 = get_image(goblin, 4,2 , 48, 48, 3, BLACK)
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walk_a = get_image(goblin, 5, 1, 48, 48, 3, BLACK)
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walk_b = get_image(goblin, 0, 2, 48, 48, 3, BLACK)
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# KNIGHT
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knight = pygame.image.load("images/sprites/knight.png").convert_alpha()
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K_STAND = get_image(knight, 2, 0, 32, 32, 3, BLACK)
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k_walk_a = get_image(knight, 1, 2, 32, 32, 3, BLACK)
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k_walk_b = get_image(knight, 5, 2, 32, 32, 3, BLACK)
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k_jump_start = get_image(knight, 3, 5, 32, 32, 3, BLACK)
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k_jump_apex = get_image(knight, 4, 5, 32, 32, 3, BLACK)
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k_jump_fall = get_image(knight, 5, 5, 32, 32, 3, BLACK)
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# SPRITES / WORLD
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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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wall_image = pygame.image.load("images/wall.png")
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wall_right = pygame.Rect(1000, 0, 1, 800)
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wall_left = pygame.Rect(0, 0, 1, 800)
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wall_bottom = pygame.Rect(0, 800, 1000, 1)
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wall_up = pygame.Rect(0, 0, 1000, 1)
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#BUTTONS
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button_play = pygame.image.load("images/play_button.png")
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button_play_rect = button_play.get_rect(center=(500, 400))
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#PLATFORM
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platform_image = pygame.image.load("images/sprites/platforms.png")
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platform = get_image(platform_image, 0, 0, 16, 9, 3, BLACK)
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platform_rect = platform.get_rect(topleft=(400, 700))
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# ANIMATION
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g_anim_counter = 0
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k_anim_counter = 0
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ANIM_SPEED = 8
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# GAME LOOP
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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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keys_pressed = 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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g_moving = False
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if keys_pressed[pygame.K_d]:
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G_X += 5
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g_facing_right = True
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g_moving = True
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if keys_pressed[pygame.K_a]:
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G_X -= 5
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g_facing_right = False
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g_moving = True
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if keys_pressed[pygame.K_SPACE] and not g_jumping:
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g_jumping = True
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g_y_velocity = G_JUMP_HEIGHT
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k_moving = False
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if keys_pressed[pygame.K_KP6]:
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K_X += 5
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k_facing_right = True
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k_moving = True
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if keys_pressed[pygame.K_KP4]:
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K_X -= 5
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k_facing_right = False
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k_moving = True
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if keys_pressed[pygame.K_KP8] and not k_jumping:
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k_jumping = True
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k_y_velocity = K_JUMP_HEIGHT
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# Goblin
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g_y_velocity -= G_GRAVITY
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G_Y -= g_y_velocity
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# Knight
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k_y_velocity -= K_GRAVITY
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K_Y -= k_y_velocity
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if G_X < 0: G_X = 0
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if G_X > 1000: G_X = 1000
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if K_X < 0: K_X = 0
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if K_X > 1000: K_X = 1000
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# Пол
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if G_Y >= 800:
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G_Y = 800
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g_y_velocity = 0
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g_jumping = False
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if K_Y >= 800:
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K_Y = 800
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k_y_velocity = 0
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k_jumping = False
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g_anim_counter = g_anim_counter + 1 if g_moving else 0
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k_anim_counter = k_anim_counter + 1 if k_moving else 0
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if g_jumping:
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g_surface = frame_1
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elif g_moving:
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g_frame_index = (g_anim_counter // ANIM_SPEED) % 2
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g_surface = walk_a if g_frame_index == 0 else walk_b
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else:
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g_surface = STANDING_SURFACE
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if not g_facing_right:
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g_surface = pygame.transform.flip(g_surface, True, False)
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g_surface.set_colorkey(BLACK)
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g_rect = g_surface.get_rect(center=(G_X, G_Y))
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if k_jumping:
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up_thresh = K_JUMP_HEIGHT // 3
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down_thresh = -up_thresh
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if k_y_velocity > up_thresh:
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k_surface = k_jump_start
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elif k_y_velocity > down_thresh:
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k_surface = k_jump_apex
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else:
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k_surface = k_jump_fall
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elif k_moving:
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k_frame_index = (k_anim_counter // ANIM_SPEED) % 2
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k_surface = k_walk_a if k_frame_index == 0 else k_walk_b
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else:
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k_surface = K_STAND
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if not k_facing_right:
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k_surface = pygame.transform.flip(k_surface, True, False)
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k_surface.set_colorkey(BLACK)
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k_rect = k_surface.get_rect(center=(K_X, K_Y))
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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_play_rect)
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if button_play_rect.collidepoint(mouse_pos) and pygame.mouse.get_pressed()[0]:
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level = 1
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if 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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SCREEN.blit(platform, platform_rect)
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SCREEN.blit(g_surface, g_rect)
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SCREEN.blit(k_surface, k_rect)
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# Goblin
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if g_rect.colliderect(platform_rect) and g_y_velocity <= 0:
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G_Y = platform_rect.top - g_rect.height / 2
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g_y_velocity = 0
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g_jumping = False
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# Knight
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if k_rect.colliderect(platform_rect) and k_y_velocity <= 0:
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K_Y = platform_rect.top - k_rect.height / 2
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k_y_velocity = 0
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k_jumping = False
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if g_rect.colliderect(door_rect) and keys_pressed[pygame.K_e]:
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print("Goblin wins!")
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level = 0
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if k_rect.colliderect(door_rect) and keys_pressed[pygame.K_KP5]:
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print("Knight wins!")
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level = 0
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pygame.display.update()
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pygame.display.update()
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CLOCK.tick(60) |