526 lines
20 KiB
Python
526 lines
20 KiB
Python
import pygame
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import random
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import sys
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import os
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# --- Inicializācija ---
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pygame.init()
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# Ekrāna iestatījumi
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WIDTH, HEIGHT = 1024, 576
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SCREEN = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Pixel Kombat: Ultimate")
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CLOCK = pygame.time.Clock()
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# --- KRĀSAS ---
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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BLUE = (0, 0, 255)
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GRAY = (50, 50, 50)
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DARK_GRAY = (20, 20, 20)
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YELLOW = (255, 215, 0)
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GREEN = (50, 200, 50)
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CYAN = (0, 255, 255)
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PURPLE = (160, 32, 240)
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# --- Fonti ---
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def get_font(name, size):
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if os.path.exists(name):
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try:
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return pygame.font.Font(name, size)
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except:
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return pygame.font.SysFont('arial', size)
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else:
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return pygame.font.SysFont('arial', size)
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FONT_BIG = get_font("Act_Of_Rejection.ttf", 80)
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FONT_MED = get_font("PressStart2P-Regular.ttf", 36)
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FONT_SMALL = get_font("PressStart2P-Regular.ttf", 20)
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FONT_TINY = get_font("PressStart2P-Regular.ttf", 14)
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# --- GLOBĀLIE MAINĪGIE ---
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STATE = "MENU"
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SELECTED_BG = "BEACH"
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# ============================================================
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# --- TĒLU UN FONA DATU BĀZES ---
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# ============================================================
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# Krāsu palešu fallback attēliem
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FALLBACK_COLORS = [
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(235, 64, 52), # Red
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(52, 119, 235), # Blue
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(52, 235, 86), # Green
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(255, 215, 0), # Gold
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(160, 32, 240), # Purple
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(255, 105, 180) # Pink
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]
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CHARACTER_FILES = [
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"characters/first_char.png",
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"characters/second_char.png",
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"characters/third_char.png",
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"characters/forth_char.png",
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"characters/fifth_char.png",
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"characters/sixth_char.png"
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]
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P1_CHAR_INDEX = 0
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P2_CHAR_INDEX = 1
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# Fona faili (failu nosaukumi)
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BG_FILES = {
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"BEACH": "backgrounds/beach.jpg",
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"EVENINGSTREET": "backgrounds/evening_street.jpg",
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"MARKET": "backgrounds/market.jpg",
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"RESTAURANT": "backgrounds/restaurant.jpg",
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"SAKURASTREET": "backgrounds/sakura_street.jpg",
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"SHIP": "backgrounds/ship.jpg",
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"STREETMARKETS": "backgrounds/street_markets.jpg"
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}
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# Failu ielādes funkcijas
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def create_placeholder_image(color, size=(80, 160), text=""):
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"""Izveido vienkāršu attēlu, ja fails nav atrasts."""
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surf = pygame.Surface(size)
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surf.fill(color)
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pygame.draw.rect(surf, BLACK, (0, 0, size[0], size[1]), 2)
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# Galva (piemērota lielākam izmēram)
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head_w = size[0] * 0.4
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head_h = size[1] * 0.3
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head_rect = pygame.Rect(size[0]//2 - head_w//2, 10, head_w, head_h)
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pygame.draw.rect(surf, (200, 200, 200), head_rect)
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pygame.draw.rect(surf, BLACK, head_rect, 2)
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# Acis
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eye_y = head_rect.y + head_h // 3
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pygame.draw.circle(surf, BLACK, (int(head_rect.centerx - head_w//5), int(eye_y)), 4)
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pygame.draw.circle(surf, BLACK, (int(head_rect.centerx + head_w//5), int(eye_y)), 4)
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if text:
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font = pygame.font.SysFont('arial', 18)
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txt = font.render(text, True, WHITE)
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surf.blit(txt, (size[0]//2 - txt.get_width()//2, size[1] - 30))
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return surf
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def load_character_images():
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chars_data = []
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# === IZMĒRU IESTATĪJUMI (ŠEIT MAINĪTS) ===
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SPRITE_SIZE = (80, 150)
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ICON_SIZE = (100, 100)
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for i, filename in enumerate(CHARACTER_FILES):
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color = FALLBACK_COLORS[i % len(FALLBACK_COLORS)]
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try:
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if os.path.exists(filename):
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img = pygame.image.load(filename).convert_alpha()
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game_img = pygame.transform.scale(img, SPRITE_SIZE)
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icon_img = pygame.transform.scale(img, ICON_SIZE)
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else:
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raise FileNotFoundError
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except:
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# Ja faila nav, veidojam lielu "placeholder"
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game_img = create_placeholder_image(color, SPRITE_SIZE, f"T{i+1}")
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# Ikonas placeholder
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icon_surf = pygame.Surface(ICON_SIZE)
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icon_surf.fill(color)
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pygame.draw.rect(icon_surf, WHITE, (0,0,ICON_SIZE[0], ICON_SIZE[1]), 2)
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font = pygame.font.SysFont('arial', 24)
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txt = font.render(f"Char {i+1}", True, WHITE)
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icon_surf.blit(txt, (ICON_SIZE[0]//2 - txt.get_width()//2, ICON_SIZE[1]//2 - txt.get_height()//2))
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icon_img = icon_surf
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chars_data.append({
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'game_img': game_img,
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'icon': icon_img,
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'color': color
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})
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return chars_data
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def load_image_safe(filename, fallback_color):
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try:
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if os.path.exists(filename):
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img = pygame.image.load(filename)
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img = pygame.transform.scale(img, (WIDTH, HEIGHT))
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return img
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else:
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raise FileNotFoundError
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except:
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surf = pygame.Surface((WIDTH, HEIGHT))
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surf.fill(fallback_color)
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return surf
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# --- RESURSU IELĀDE ---
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CHARACTERS = load_character_images()
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bg_images = {}
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for key, path in BG_FILES.items():
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# Vienkāršotas krāsas fallback
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cols = {"BEACH": (194, 178, 128), "EVENINGSTREET": (30, 30, 50), "MARKET": (100, 80, 60),
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"RESTAURANT": (150, 100, 50), "SAKURASTREET": (255, 183, 197), "SHIP": (0, 105, 148),
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"STREETMARKETS": (90, 90, 90)}
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bg_images[key] = load_image_safe(path, cols.get(key, GRAY))
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# --- UI Klases ---
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class Button:
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def __init__(self, x, y, w, h, text, color, hover_color, action_code):
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self.rect = pygame.Rect(x, y, w, h)
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self.text = text
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self.color = color
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self.hover_color = hover_color
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self.action_code = action_code
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def draw(self, surface):
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mouse_pos = pygame.mouse.get_pos()
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is_hovered = self.rect.collidepoint(mouse_pos)
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current_color = self.hover_color if is_hovered else self.color
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text_surf = FONT_SMALL.render(self.text, True, current_color)
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surface.blit(text_surf, (self.rect.centerx - text_surf.get_width()//2, self.rect.centery - text_surf.get_height()//2))
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def is_clicked(self, event):
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1 and self.rect.collidepoint(event.pos):
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return True
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return False
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# --- Klase Spēlētājam ---
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class Fighter(pygame.sprite.Sprite):
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def __init__(self, x, y, char_data, facing_right, controls):
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super().__init__()
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self.char_data = char_data
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self.image = char_data['game_img']
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self.color_accent = char_data['color']
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self.rect = self.image.get_rect()
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self.rect.center = (x, y)
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self.rect.bottom = HEIGHT - 50 # Grīdas līmenis
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self.vel_y = 0
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self.speed = 7
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self.jump_power = -20 # Nedaudz lielāks lecams augstums lielākam tēlam
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self.gravity = 0.8
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self.on_ground = False
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self.facing_right = facing_right
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self.controls = controls
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self.attacking = False
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self.attack_cooldown = 0
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self.attack_box = pygame.Rect(0, 0, 0, 0)
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self.health = 100
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self.hit_timer = 0
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def move(self, keys):
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dx = 0
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if keys[self.controls['left']]:
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dx = -self.speed
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self.facing_right = False
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if keys[self.controls['right']]:
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dx = self.speed
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self.facing_right = True
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self.rect.x += dx
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if self.rect.left < 0: self.rect.left = 0
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if self.rect.right > WIDTH: self.rect.right = WIDTH
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if keys[self.controls['jump']] and self.on_ground:
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self.vel_y = self.jump_power
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self.on_ground = False
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self.vel_y += self.gravity
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self.rect.y += self.vel_y
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if self.rect.bottom >= HEIGHT - 50:
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self.rect.bottom = HEIGHT - 50
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self.vel_y = 0
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self.on_ground = True
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def attack(self):
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if self.attack_cooldown == 0:
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self.attacking = True
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self.attack_cooldown = 20
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# Uzbrukuma kaste pieregulēta lielākam tēlam
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if self.facing_right:
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self.attack_box = pygame.Rect(self.rect.right, self.rect.y + 40, 80, 80)
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else:
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self.attack_box = pygame.Rect(self.rect.left - 80, self.rect.y + 40, 80, 80)
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def update(self):
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if self.attack_cooldown > 0: self.attack_cooldown -= 1
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else: self.attacking = False
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if self.hit_timer > 0:
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self.hit_timer -= 1
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def draw(self, surface):
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if self.facing_right:
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img_to_draw = self.image
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else:
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img_to_draw = pygame.transform.flip(self.image, True, False)
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surface.blit(img_to_draw, self.rect)
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if self.attacking:
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pygame.draw.rect(surface, YELLOW, self.attack_box)
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pygame.draw.rect(surface, WHITE, self.attack_box, 2)
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def take_damage(self, amount):
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self.health -= amount
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self.hit_timer = 10
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self.vel_y = -5
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if self.rect.centerx < WIDTH // 2: self.rect.x -= 20
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else: self.rect.x += 20
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# --- Fona Zīmēšana ---
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def draw_background(surface, bg_name):
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img = bg_images.get(bg_name, list(bg_images.values())[0])
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surface.blit(img, (0, 0))
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# --- Dialogi ---
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class DialogueManager:
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def __init__(self):
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self.lines = ["PREPARE FOR BATTLE!", "Who will win today?", "Fight with honor!", "Show me your moves!"]
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self.current_text = random.choice(self.lines)
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self.active = False
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self.timer = 0
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def start(self):
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self.active = True
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self.timer = pygame.time.get_ticks()
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self.current_text = random.choice(self.lines)
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def draw(self, surface):
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if not self.active: return
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box_rect = pygame.Rect(WIDTH//2 - 300, HEIGHT//2 - 50, 600, 100)
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pygame.draw.rect(surface, BLACK, box_rect)
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pygame.draw.rect(surface, WHITE, box_rect, 4)
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text_surf = FONT_MED.render(self.current_text, True, YELLOW)
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surface.blit(text_surf, (box_rect.centerx - text_surf.get_width()//2, box_rect.centery - text_surf.get_height()//2))
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sub_surf = FONT_SMALL.render("Nospiediet [SPACE] lai saktu", True, WHITE)
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surface.blit(sub_surf, (box_rect.centerx - sub_surf.get_width()//2, box_rect.bottom + 10))
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# --- Galvenā Spēle ---
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def main():
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global STATE, P1_CHAR_INDEX, P2_CHAR_INDEX, SELECTED_BG
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controls_p1 = {'left': pygame.K_a, 'right': pygame.K_d, 'jump': pygame.K_w, 'attack': pygame.K_SPACE}
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controls_p2 = {'left': pygame.K_LEFT, 'right': pygame.K_RIGHT, 'jump': pygame.K_UP, 'attack': pygame.K_RETURN}
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dialogue_mgr = DialogueManager()
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menu_buttons = [
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Button(WIDTH//2 - 100, 250, 200, 50, "Sakt Cinu", BLUE, RED, "START"),
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Button(WIDTH//2 - 100, 320, 200, 50, "Telu Izvele", BLUE, RED, "CHARS"),
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Button(WIDTH//2 - 100, 390, 200, 50, "Fona Izvele", BLUE, RED, "BG"),
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Button(WIDTH//2 - 100, 460, 200, 50, "Iziet", RED, YELLOW, "QUIT")
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]
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bg_buttons = [
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Button(150, 200, 200, 50, "Beach", WHITE, YELLOW, "BEACH"),
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Button(412, 200, 200, 50, "Evening St.", WHITE, YELLOW, "EVENINGSTREET"),
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Button(674, 200, 200, 50, "Market", WHITE, YELLOW, "MARKET"),
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Button(150, 280, 200, 50, "Restaurant", WHITE, YELLOW, "RESTAURANT"),
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Button(412, 280, 200, 50, "Sakura St.", WHITE, YELLOW, "SAKURASTREET"),
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Button(674, 280, 200, 50, "Ship", WHITE, YELLOW, "SHIP"),
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Button(WIDTH//2 - 100, 360, 200, 50, "Street Markets", WHITE, YELLOW, "STREETMARKETS"),
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Button(WIDTH//2 - 100, 450, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
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]
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back_btn_chars = Button(WIDTH//2 - 100, HEIGHT - 80, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
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fighter1 = None
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fighter2 = None
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winner = "PLAYER 1"
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run = True
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while run:
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CLOCK.tick(60)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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if STATE == "MENU":
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for btn in menu_buttons:
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if btn.is_clicked(event):
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if btn.action_code == "START":
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dialogue_mgr.start()
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STATE = "DIALOGUE"
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elif btn.action_code == "CHARS":
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STATE = "CHAR_SELECT"
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elif btn.action_code == "BG":
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STATE = "BG_SELECT"
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elif btn.action_code == "QUIT":
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run = False
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elif STATE == "CHAR_SELECT":
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# P1 izvēle (Augšējā rinda)
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icon_w = 100
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gap = 10
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total_w = len(CHARACTERS) * icon_w + (len(CHARACTERS)-1) * gap
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start_x = (WIDTH - total_w) // 2
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y_p1 = 150
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for i, char in enumerate(CHARACTERS):
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icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p1, icon_w, icon_w)
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if event.type == pygame.MOUSEBUTTONDOWN and icon_rect.collidepoint(event.pos):
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P1_CHAR_INDEX = i
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# P2 izvēle (Apakšējā rinda)
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y_p2 = 350
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for i, char in enumerate(CHARACTERS):
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icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p2, icon_w, icon_w)
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if event.type == pygame.MOUSEBUTTONDOWN and icon_rect.collidepoint(event.pos):
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P2_CHAR_INDEX = i
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if back_btn_chars.is_clicked(event):
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STATE = "MENU"
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elif STATE == "BG_SELECT":
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for btn in bg_buttons:
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if btn.is_clicked(event):
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if btn.action_code == "BACK":
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STATE = "MENU"
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else:
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SELECTED_BG = btn.action_code
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elif STATE == "DIALOGUE":
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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dialogue_mgr.active = False
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fighter1 = Fighter(200, 300, CHARACTERS[P1_CHAR_INDEX], True, controls_p1)
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fighter2 = Fighter(800, 300, CHARACTERS[P2_CHAR_INDEX], False, controls_p2)
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STATE = "GAME"
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elif STATE == "GAME":
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if event.type == pygame.KEYDOWN:
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if event.key == fighter1.controls['attack']: fighter1.attack()
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if event.key == fighter2.controls['attack']: fighter2.attack()
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elif STATE == "GAMEOVER":
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if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
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STATE = "MENU"
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# --- Zīmēšana ---
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if STATE == "MENU":
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SCREEN.fill(BLACK)
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title_text = "PIXEL KOMBAT"
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shadow_text = FONT_BIG.render(title_text, True, (180, 0, 0))
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SCREEN.blit(shadow_text, (WIDTH//2 - shadow_text.get_width()//2 + 3, 53))
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main_text = FONT_BIG.render(title_text, True, YELLOW)
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SCREEN.blit(main_text, (WIDTH//2 - main_text.get_width()//2, 50))
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sub_text = "- ULTIMATE EDITION -"
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sub_surf = FONT_SMALL.render(sub_text, True, WHITE)
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SCREEN.blit(sub_surf, (WIDTH//2 - sub_surf.get_width()//2, 130))
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for btn in menu_buttons: btn.draw(SCREEN)
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cp_text = "© PIXEL KOMBAT 2026"
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cp_surf = FONT_TINY.render(cp_text, True, WHITE)
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SCREEN.blit(cp_surf, (WIDTH//2 - cp_surf.get_width()//2, HEIGHT - 30))
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elif STATE == "CHAR_SELECT":
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SCREEN.fill(DARK_GRAY)
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# Teksts
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title1 = FONT_SMALL.render("IZVELIES TELU", True, WHITE)
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SCREEN.blit(title1, (WIDTH//2 - title1.get_width()//2, 30))
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title2 = FONT_TINY.render("(Uzspied uz ikonas)", True, GRAY)
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SCREEN.blit(title2, (WIDTH//2 - title2.get_width()//2, 60))
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# Ikonu izmēri un novietojums
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icon_w = 100
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gap = 10
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total_w = len(CHARACTERS) * icon_w + (len(CHARACTERS)-1) * gap
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start_x = (WIDTH - total_w) // 2
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# P1 Zīmēšana
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p1_text = FONT_SMALL.render("PLAYER 1", True, CHARACTERS[P1_CHAR_INDEX]['color'])
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SCREEN.blit(p1_text, (WIDTH//2 - p1_text.get_width()//2, 110))
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y_p1 = 150
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for i, char in enumerate(CHARACTERS):
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icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p1, icon_w, icon_w)
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SCREEN.blit(char['icon'], icon_rect.topleft)
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border_color = WHITE if i != P1_CHAR_INDEX else YELLOW
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border_width = 2 if i != P1_CHAR_INDEX else 4
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pygame.draw.rect(SCREEN, border_color, icon_rect, border_width)
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# P2 Zīmēšana
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p2_text = FONT_SMALL.render("PLAYER 2", True, CHARACTERS[P2_CHAR_INDEX]['color'])
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SCREEN.blit(p2_text, (WIDTH//2 - p2_text.get_width()//2, 300))
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y_p2 = 340
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for i, char in enumerate(CHARACTERS):
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icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p2, icon_w, icon_w)
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SCREEN.blit(char['icon'], icon_rect.topleft)
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border_color = WHITE if i != P2_CHAR_INDEX else YELLOW
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border_width = 2 if i != P2_CHAR_INDEX else 4
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pygame.draw.rect(SCREEN, border_color, icon_rect, border_width)
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back_btn_chars.draw(SCREEN)
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elif STATE == "BG_SELECT":
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SCREEN.fill(BLACK)
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title = FONT_MED.render("IZVELIES VIDI", True, WHITE)
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SCREEN.blit(title, (WIDTH//2 - title.get_width()//2, 100))
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for btn in bg_buttons:
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btn.draw(SCREEN)
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elif STATE == "DIALOGUE":
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draw_background(SCREEN, SELECTED_BG)
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dialogue_mgr.draw(SCREEN)
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elif STATE == "GAME":
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keys = pygame.key.get_pressed()
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fighter1.move(keys)
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fighter2.move(keys)
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fighter1.update()
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fighter2.update()
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if fighter1.attacking and fighter1.attack_box.colliderect(fighter2.rect):
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if fighter2.hit_timer == 0: fighter2.take_damage(5)
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if fighter2.attacking and fighter2.attack_box.colliderect(fighter1.rect):
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if fighter1.hit_timer == 0: fighter1.take_damage(5)
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if fighter1.health <= 0 or fighter2.health <= 0:
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STATE = "GAMEOVER"
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winner = "PLAYER 1" if fighter2.health <= 0 else "PLAYER 2"
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draw_background(SCREEN, SELECTED_BG)
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fighter1.draw(SCREEN)
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fighter2.draw(SCREEN)
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# Health bars (saglabāts vecais stils)
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pygame.draw.rect(SCREEN, BLACK, (20, 20, 400, 40))
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pygame.draw.rect(SCREEN, RED, (20, 20, 400, 40))
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pygame.draw.rect(SCREEN, fighter1.color_accent, (20, 20, (fighter1.health/100)*400, 40))
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pygame.draw.rect(SCREEN, WHITE, (20, 20, 400, 40), 2)
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pygame.draw.rect(SCREEN, BLACK, (WIDTH-420, 20, 400, 40))
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pygame.draw.rect(SCREEN, RED, (WIDTH-420, 20, 400, 40))
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pygame.draw.rect(SCREEN, fighter2.color_accent, (WIDTH-420, 20, (fighter2.health/100)*400, 40))
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pygame.draw.rect(SCREEN, WHITE, (WIDTH-420, 20, 400, 40), 2)
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elif STATE == "GAMEOVER":
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SCREEN.fill(BLACK)
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txt = FONT_BIG.render(f"{winner} WINS!", True, YELLOW)
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restart = FONT_SMALL.render("Nospied [R] atgriezties uz izvelni", True, WHITE)
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SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2, HEIGHT//2 - 50))
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SCREEN.blit(restart, (WIDTH//2 - restart.get_width()//2, HEIGHT//2 + 50))
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pygame.display.update()
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pygame.quit()
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sys.exit()
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if __name__ == "__main__":
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main() |