ourgame/game.py

494 lines
19 KiB
Python

import pygame
import random
import sys
# --- Inicializācija ---
pygame.init()
# Ekrāna iestatījumi
WIDTH, HEIGHT = 1024, 576
SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pixel Kombat: Ultimate")
CLOCK = pygame.time.Clock()
# --- Krāsas ---
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GRAY = (50, 50, 50)
DARK_GRAY = (20, 20, 20)
YELLOW = (255, 215, 0)
BROWN = (139, 69, 19)
GREEN = (50, 200, 50)
CYAN = (0, 255, 255)
PURPLE = (160, 32, 240)
# Pieejamās raksturu krāsas
COLORS = [
(235, 64, 52), # Red
(52, 119, 235), # Blue
(52, 235, 86), # Green
(255, 215, 0), # Gold
(160, 32, 240), # Purple
(255, 105, 180) # Pink
]
# --- Fonti (ar rezerves variantu) ---
def get_font(name, size):
try:
return pygame.font.Font(name, size)
except FileNotFoundError:
# Ja fonts nav atrasts, izmanto noklusējuma sistēmas fontu
return pygame.font.SysFont('arial', size)
FONT_BIG = get_font("Act_Of_Rejection.ttf", 80)
FONT_MED = get_font("PressStart2P-Regular.ttf", 36)
FONT_SMALL = get_font("PressStart2P-Regular.ttf", 20)
FONT_TINY = get_font("PressStart2P-Regular.ttf", 14)
# --- Globālie mainīgie (Spēles stāvokļi) ---
STATE = "MENU" # MENU, CHAR_SELECT, BG_SELECT, DIALOGUE, GAME, GAMEOVER
SELECTED_BG = "CITY"
P1_COLOR = COLORS[0] # Noklusējums
P2_COLOR = COLORS[1] # Noklusējums
# --- Fona Ģenerators (Lai novērstu mirgošanu) ---
BG_ELEMENTS = []
def generate_bg_elements(bg_name):
global BG_ELEMENTS
BG_ELEMENTS = []
if bg_name == "CITY":
for i in range(5):
w = random.randint(80, 150)
h = random.randint(200, 400)
x = i * (WIDTH // 5) + 20
BG_ELEMENTS.append({'rect': pygame.Rect(x, HEIGHT - 50 - h, w-10, h)})
elif bg_name == "FOREST":
for i in range(8):
x = i * (WIDTH // 8) + 40
BG_ELEMENTS.append({'x': x})
# Inicializējam pirmo reizi
generate_bg_elements("CITY")
# --- UI Klases ---
class Button:
def __init__(self, x, y, w, h, text, color, hover_color, action_code):
# Rect tiek izmantots tikai klikšķu noteikšanai (invisible hitbox)
self.rect = pygame.Rect(x, y, w, h)
self.text = text
self.color = color # Teksta krāsa (normāla)
self.hover_color = hover_color # Teksta krāsa (pele virsū)
self.action_code = action_code
def draw(self, surface):
mouse_pos = pygame.mouse.get_pos()
is_hovered = self.rect.collidepoint(mouse_pos)
# Izvēlamies krāsu atkarībā no peles pozīcijas
current_color = self.hover_color if is_hovered else self.color
# Taisnstūrus ZĪMĒT NEVARAM (dzēsts pēc pieprasījuma)
# pygame.draw.rect(surface, current_color, self.rect)
# Zīmējam tikai tekstu, kas ir centrēts rect iekšpusē
text_surf = FONT_SMALL.render(self.text, True, current_color)
surface.blit(text_surf, (self.rect.centerx - text_surf.get_width()//2, self.rect.centery - text_surf.get_height()//2))
def is_clicked(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1 and self.rect.collidepoint(event.pos):
return True
return False
# --- Klase Spēlētājam ---
class Fighter(pygame.sprite.Sprite):
def __init__(self, x, y, color, facing_right, controls):
super().__init__()
self.original_color = color
self.color = color
self.rect = pygame.Rect(x, y, 50, 100)
self.vel_y = 0
self.speed = 7
self.jump_power = -18
self.gravity = 0.8
self.on_ground = False
self.facing_right = facing_right
self.controls = controls
self.attacking = False
self.attack_cooldown = 0
self.attack_box = pygame.Rect(0, 0, 0, 0)
self.health = 100
self.hit_timer = 0
def move(self, keys):
dx = 0
if keys[self.controls['left']]:
dx = -self.speed
self.facing_right = False
if keys[self.controls['right']]:
dx = self.speed
self.facing_right = True
self.rect.x += dx
if self.rect.left < 0: self.rect.left = 0
if self.rect.right > WIDTH: self.rect.right = WIDTH
if keys[self.controls['jump']] and self.on_ground:
self.vel_y = self.jump_power
self.on_ground = False
self.vel_y += self.gravity
self.rect.y += self.vel_y
if self.rect.bottom >= HEIGHT - 50:
self.rect.bottom = HEIGHT - 50
self.vel_y = 0
self.on_ground = True
def attack(self):
if self.attack_cooldown == 0:
self.attacking = True
self.attack_cooldown = 20
if self.facing_right:
self.attack_box = pygame.Rect(self.rect.right, self.rect.y + 20, 60, 50)
else:
self.attack_box = pygame.Rect(self.rect.left - 60, self.rect.y + 20, 60, 50)
def update(self):
if self.attack_cooldown > 0: self.attack_cooldown -= 1
else: self.attacking = False
if self.hit_timer > 0:
self.hit_timer -= 1
self.color = WHITE
else:
self.color = self.original_color
def draw(self, surface):
pygame.draw.rect(surface, self.color, self.rect)
pygame.draw.rect(surface, BLACK, self.rect, 2)
head_rect = pygame.Rect(self.rect.x + 10, self.rect.y - 20, 30, 20)
pygame.draw.rect(surface, self.color, head_rect)
pygame.draw.rect(surface, BLACK, head_rect, 2)
eye_color = BLACK
if self.facing_right:
pygame.draw.rect(surface, eye_color, (self.rect.x + 30, self.rect.y - 15, 5, 5))
else:
pygame.draw.rect(surface, eye_color, (self.rect.x + 15, self.rect.y - 15, 5, 5))
if self.attacking:
pygame.draw.rect(surface, YELLOW, self.attack_box)
pygame.draw.rect(surface, WHITE, self.attack_box, 2)
def take_damage(self, amount):
self.health -= amount
self.hit_timer = 10
self.vel_y = -5
if self.rect.centerx < WIDTH // 2: self.rect.x -= 20
else: self.rect.x += 20
# --- Fona Zīmēšanas Funkcijas ---
def draw_city(surface):
surface.fill((20, 30, 50)) # Nakts debesis
pygame.draw.circle(surface, (200, 200, 200), (WIDTH//2, 100), 60) # Mēness
# Zīmējam iepriekš ģenerētās ēkas
for elem in BG_ELEMENTS:
pygame.draw.rect(surface, (10, 10, 20), elem['rect'])
pygame.draw.rect(surface, BROWN, (0, HEIGHT - 50, WIDTH, 50)) # Zeme
def draw_forest(surface):
surface.fill((50, 150, 50)) # Gaiši zaļš debesis/ugs
pygame.draw.circle(surface, (255, 255, 100), (WIDTH - 100, 80), 50) # Saule
# Zīmējam iepriekš ģenerētos kokus
for elem in BG_ELEMENTS:
x = elem['x']
# Koku stumbri
pygame.draw.rect(surface, (80, 50, 20), (x, HEIGHT - 200, 40, 150))
# Koku vainagi (trīsstūri stilā)
pygame.draw.polygon(surface, (20, 100, 20), [(x-40, HEIGHT-200), (x+40, HEIGHT-200), (x, HEIGHT-300)])
pygame.draw.polygon(surface, (20, 100, 20), [(x-35, HEIGHT-240), (x+35, HEIGHT-240), (x, HEIGHT-340)])
pygame.draw.rect(surface, (30, 100, 30), (0, HEIGHT - 50, WIDTH, 50)) # Zāle
def draw_dojo(surface):
surface.fill((180, 100, 50)) # Koka sieni
# Girdīngs
pygame.draw.rect(surface, (100, 50, 0), (0, HEIGHT - 200, WIDTH, 50))
pygame.draw.rect(surface, (100, 50, 0), (0, 0, WIDTH, 50))
# Vairogzīmes
for i in range(1, 10):
x = i * (WIDTH // 10)
pygame.draw.line(surface, (50, 0, 0), (x, 50), (x, HEIGHT - 200), 2)
pygame.draw.rect(surface, (50, 0, 0), (0, HEIGHT - 50, WIDTH, 50)) # Sarkanā grīda
def get_bg_function(name):
if name == "CITY": return draw_city
if name == "FOREST": return draw_forest
return draw_dojo
# --- Dialogi ---
class DialogueManager:
def __init__(self):
self.lines = [
"PREPARE FOR BATTLE!",
"Who will win today?",
"Fight with honor!",
"Show me your moves!"
]
self.current_text = random.choice(self.lines)
self.active = False
self.timer = 0
def start(self):
self.active = True
self.timer = pygame.time.get_ticks()
self.current_text = random.choice(self.lines)
def draw(self, surface):
if not self.active: return
# Kaste
box_rect = pygame.Rect(WIDTH//2 - 300, HEIGHT//2 - 50, 600, 100)
pygame.draw.rect(surface, BLACK, box_rect)
pygame.draw.rect(surface, WHITE, box_rect, 4)
# Teksts
text_surf = FONT_MED.render(self.current_text, True, YELLOW)
surface.blit(text_surf, (box_rect.centerx - text_surf.get_width()//2, box_rect.centery - text_surf.get_height()//2))
# Instrukcija
sub_surf = FONT_SMALL.render("Nospiediet [SPACE] lai sāktu", True, WHITE)
surface.blit(sub_surf, (box_rect.centerx - sub_surf.get_width()//2, box_rect.bottom + 10))
# --- Galvenā Spēle ---
def main():
global STATE, P1_COLOR, P2_COLOR, SELECTED_BG, BG_ELEMENTS
# Kontroles
controls_p1 = {'left': pygame.K_a, 'right': pygame.K_d, 'jump': pygame.K_w, 'attack': pygame.K_SPACE}
controls_p2 = {'left': pygame.K_LEFT, 'right': pygame.K_RIGHT, 'jump': pygame.K_UP, 'attack': pygame.K_RETURN}
dialogue_mgr = DialogueManager()
# Izveidojam pogas (Bez taisnstūriem, teksta krāsas)
# Zila krāsa parasti, Sarkana izceļot (pelei virsū)
menu_buttons = [
Button(WIDTH//2 - 100, 250, 200, 50, "Sakt Cinu", BLUE, RED, "START"),
Button(WIDTH//2 - 100, 320, 200, 50, "Telu Izvele", BLUE, RED, "CHARS"),
Button(WIDTH//2 - 100, 390, 200, 50, "Fona Izvele", BLUE, RED, "BG"),
Button(WIDTH//2 - 100, 460, 200, 50, "Iziet", RED, YELLOW, "QUIT") # Iziet ir sarkans, kļūst dzeltens
]
# Šeit arī nomainām krāsas, lai būtu redzams uz fona (jo rect vairs nav)
bg_buttons = [
Button(200, 300, 150, 100, "CITY", WHITE, YELLOW, "CITY"),
Button(425, 300, 150, 100, "FOREST", WHITE, YELLOW, "FOREST"),
Button(650, 300, 150, 100, "DOJO", WHITE, YELLOW, "DOJO"),
Button(WIDTH//2 - 100, 450, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
]
back_btn = Button(20, 20, 100, 40, "Atpakal", GRAY, WHITE, "BACK")
# Spēlētāji
fighter1 = None
fighter2 = None
winner = "PLAYER 1" # Noklusējuma vērtība
run = True
while run:
CLOCK.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# Pogu apstrāde atkarībā no stāvokļa
if STATE == "MENU":
for btn in menu_buttons:
if btn.is_clicked(event):
if btn.action_code == "START":
dialogue_mgr.start()
STATE = "DIALOGUE"
elif btn.action_code == "CHARS":
STATE = "CHAR_SELECT"
elif btn.action_code == "BG":
STATE = "BG_SELECT"
elif btn.action_code == "QUIT":
run = False
elif STATE == "CHAR_SELECT":
# P1 izvēle
for i, color in enumerate(COLORS):
rect = pygame.Rect(150 + i*60, 200, 50, 50)
if event.type == pygame.MOUSEBUTTONDOWN and rect.collidepoint(event.pos):
P1_COLOR = color
# P2 izvēle
for i, color in enumerate(COLORS):
rect = pygame.Rect(WIDTH - 450 + i*60, 200, 50, 50)
if event.type == pygame.MOUSEBUTTONDOWN and rect.collidepoint(event.pos):
P2_COLOR = color
if back_btn.is_clicked(event):
STATE = "MENU"
elif STATE == "BG_SELECT":
for btn in bg_buttons:
if btn.is_clicked(event):
if btn.action_code == "BACK":
STATE = "MENU"
else:
SELECTED_BG = btn.action_code
generate_bg_elements(SELECTED_BG) # Ģenerējam jaunu fonu
elif STATE == "DIALOGUE":
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
dialogue_mgr.active = False
# Inicializējam spēli
fighter1 = Fighter(200, 300, P1_COLOR, True, controls_p1)
fighter2 = Fighter(800, 300, P2_COLOR, False, controls_p2)
STATE = "GAME"
elif STATE == "GAME":
if event.type == pygame.KEYDOWN:
if event.key == fighter1.controls['attack']: fighter1.attack()
if event.key == fighter2.controls['attack']: fighter2.attack()
elif STATE == "GAMEOVER":
if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
STATE = "MENU"
# --- Zīmēšanas Loģika un Update ---
if STATE == "MENU":
SCREEN.fill(BLACK)
# --- LOGOTIPS (Street Fighter stils) ---
title_text = "PIXEL KOMBAT"
# Ēna (Sarkana)
shadow_text = FONT_BIG.render(title_text, True, (180, 0, 0))
SCREEN.blit(shadow_text, (WIDTH//2 - shadow_text.get_width()//2 + 3, 53))
# Galvenais teksts (Dzeltena)
main_text = FONT_BIG.render(title_text, True, YELLOW)
SCREEN.blit(main_text, (WIDTH//2 - main_text.get_width()//2, 50))
# Apakšvirsraksts
sub_text = "- ULTIMATE EDITION -"
sub_surf = FONT_SMALL.render(sub_text, True, WHITE)
SCREEN.blit(sub_surf, (WIDTH//2 - sub_surf.get_width()//2, 130))
# --- POGAS (Tikai teksts) ---
for btn in menu_buttons:
btn.draw(SCREEN)
# --- APAKŠĒJĀ INFORMĀCIJA ---
# Copyright
cp_text = "© PIXEL KOMBAT 2024"
cp_surf = FONT_TINY.render(cp_text, True, WHITE)
SCREEN.blit(cp_surf, (WIDTH//2 - cp_surf.get_width()//2, HEIGHT - 30))
# Credits (Labajā pusē)
credit_text = "CREDIT 01"
credit_surf = FONT_SMALL.render(credit_text, True, YELLOW)
SCREEN.blit(credit_surf, (WIDTH - 180, HEIGHT - 30))
elif STATE == "CHAR_SELECT":
SCREEN.fill(DARK_GRAY)
title = FONT_MED.render("IZVELIES TELU", True, WHITE)
SCREEN.blit(title, (WIDTH//2 - title.get_width()//2, 50))
p1_text = FONT_SMALL.render("PLAYER 1", True, P1_COLOR)
SCREEN.blit(p1_text, (200, 150))
for i, color in enumerate(COLORS):
r = pygame.Rect(150 + i*60, 200, 50, 50)
pygame.draw.rect(SCREEN, color, r)
pygame.draw.rect(SCREEN, WHITE, r, 2 if color != P1_COLOR else 5)
# Zīmējam P2 paneli
p2_text = FONT_SMALL.render("PLAYER 2", True, P2_COLOR)
SCREEN.blit(p2_text, (WIDTH - 350, 150))
for i, color in enumerate(COLORS):
r = pygame.Rect(WIDTH - 450 + i*60, 200, 50, 50)
pygame.draw.rect(SCREEN, color, r)
pygame.draw.rect(SCREEN, WHITE, r, 2 if color != P2_COLOR else 5)
back_btn.draw(SCREEN)
elif STATE == "BG_SELECT":
SCREEN.fill(BLACK)
title = FONT_MED.render("IZVELIES VIDI", True, WHITE)
SCREEN.blit(title, (WIDTH//2 - title.get_width()//2, 50))
for btn in bg_buttons:
btn.draw(SCREEN)
elif STATE == "DIALOGUE":
get_bg_function(SELECTED_BG)(SCREEN)
dialogue_mgr.draw(SCREEN)
elif STATE == "GAME":
keys = pygame.key.get_pressed()
# Spēles loģika
fighter1.move(keys)
fighter2.move(keys)
fighter1.update()
fighter2.update()
if fighter1.attacking and fighter1.attack_box.colliderect(fighter2.rect):
if fighter2.hit_timer == 0: fighter2.take_damage(5)
if fighter2.attacking and fighter2.attack_box.colliderect(fighter1.rect):
if fighter1.hit_timer == 0: fighter1.take_damage(5)
if fighter1.health <= 0 or fighter2.health <= 0:
STATE = "GAMEOVER"
winner = "PLAYER 1" if fighter2.health <= 0 else "PLAYER 2"
# Zīmēšana
bg_func = get_bg_function(SELECTED_BG)
bg_func(SCREEN)
fighter1.draw(SCREEN)
fighter2.draw(SCREEN)
# Health bars
pygame.draw.rect(SCREEN, BLACK, (20, 20, 400, 40))
pygame.draw.rect(SCREEN, RED, (20, 20, 400, 40))
pygame.draw.rect(SCREEN, P1_COLOR, (20, 20, (fighter1.health/100)*400, 40))
pygame.draw.rect(SCREEN, WHITE, (20, 20, 400, 40), 2)
pygame.draw.rect(SCREEN, BLACK, (WIDTH-420, 20, 400, 40))
pygame.draw.rect(SCREEN, RED, (WIDTH-420, 20, 400, 40))
pygame.draw.rect(SCREEN, P2_COLOR, (WIDTH-420, 20, (fighter2.health/100)*400, 40))
pygame.draw.rect(SCREEN, WHITE, (WIDTH-420, 20, 400, 40), 2)
elif STATE == "GAMEOVER":
SCREEN.fill(BLACK)
txt = FONT_BIG.render(f"{winner} WINS!", True, YELLOW)
restart = FONT_SMALL.render("Nospied [R] atgriezties uz izvelni", True, WHITE)
SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2, HEIGHT//2 - 50))
SCREEN.blit(restart, (WIDTH//2 - restart.get_width()//2, HEIGHT//2 + 50))
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()