907 lines
37 KiB
Python
907 lines
37 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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import math
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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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ORANGE = (255, 165, 0)
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LIGHT_BLUE = (100, 149, 237)
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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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GAME_MODE = "PVP"
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# ============================================================
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# --- HIGH SCORE FUNKCIJAS ---
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# ============================================================
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HIGHSCORE_FILE = "highscores.txt"
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def save_highscore(winner_name):
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try:
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with open(HIGHSCORE_FILE, "a") as f:
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f.write(f"{winner_name}\n")
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except Exception as e:
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print(f"Neizdevās saglabāt rezultātu: {e}")
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def load_highscores():
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scores = []
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if os.path.exists(HIGHSCORE_FILE):
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try:
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with open(HIGHSCORE_FILE, "r") as f:
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lines = f.readlines()
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scores = [line.strip() for line in lines[-5:]]
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except:
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pass
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return scores
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# ============================================================
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# --- TĒLU UN FONA DATU BĀZES ---
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# ============================================================
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FALLBACK_COLORS = [
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(235, 64, 52), (52, 119, 235), (52, 235, 86), (255, 215, 0), (160, 32, 240), (255, 105, 180)
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]
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CHARACTER_FILES = [
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"characters/first_char.png", "characters/second_char.png", "characters/third_char.png",
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"characters/forth_char.png", "characters/fifth_char.png", "characters/sixth_char.png"
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]
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BOSS_FILES = ["boss/boss1.png", "boss/boss2.png", "boss/boss3.png"]
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P1_CHAR_INDEX = 0
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P2_CHAR_INDEX = 1
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BG_FILES = {
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"BEACH": "backgrounds/beach.jpg", "EVENINGSTREET": "backgrounds/evening_street.jpg",
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"MARKET": "backgrounds/market.jpg", "RESTAURANT": "backgrounds/restaurant.jpg",
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"SAKURASTREET": "backgrounds/sakura_street.jpg", "SHIP": "backgrounds/ship.jpg",
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"STREETMARKETS": "backgrounds/street_markets.jpg"
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}
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def create_placeholder_image(color, size=(80, 160), text="", is_boss=False):
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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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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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eye_y = head_rect.y + head_h // 3
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eye_size = 6 if is_boss else 4
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pygame.draw.circle(surf, BLACK, (int(head_rect.centerx - head_w//5), int(eye_y)), eye_size)
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pygame.draw.circle(surf, BLACK, (int(head_rect.centerx + head_w//5), int(eye_y)), eye_size)
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if is_boss:
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horn_scale = size[0] // 10
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pygame.draw.polygon(surf, RED, [
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(head_rect.left, head_rect.top),
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(head_rect.left - horn_scale, head_rect.top - horn_scale*2),
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(head_rect.left + horn_scale, head_rect.top)
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])
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pygame.draw.polygon(surf, RED, [
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(head_rect.right, head_rect.top),
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(head_rect.right + horn_scale, head_rect.top - horn_scale*2),
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(head_rect.right - horn_scale, head_rect.top)
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])
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if text:
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font_size = 24 if is_boss else 18
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font = pygame.font.SysFont('arial', font_size)
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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] - 40))
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return surf
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def load_character_images():
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chars_data = []
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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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game_img = create_placeholder_image(color, SPRITE_SIZE, f"T{i+1}")
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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({'game_img': game_img, 'icon': icon_img, 'color': color})
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return chars_data
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def load_boss_images():
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bosses = []
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BOSS_SIZE = (160, 300)
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boss_colors = [(100, 0, 0), (0, 100, 0), (0, 0, 100)]
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for i, filename in enumerate(BOSS_FILES):
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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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img = pygame.transform.scale(img, BOSS_SIZE)
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bosses.append(img)
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else:
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raise FileNotFoundError
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except:
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img = create_placeholder_image(boss_colors[i % len(boss_colors)], BOSS_SIZE, f"BOSS", is_boss=True)
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bosses.append(img)
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return bosses
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def load_image_safe(filename, fallback_color, size=None):
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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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if size:
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img = pygame.transform.scale(img, size)
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else:
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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(size if size else (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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BOSS_IMAGES = load_boss_images()
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# Menu bildes
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MENU_PIC_WIDTH = 250
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menupic1 = load_image_safe("menupic1.png", FALLBACK_COLORS[1], (MENU_PIC_WIDTH, HEIGHT))
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menupic2 = load_image_safe("menupic2.png", FALLBACK_COLORS[0], (MENU_PIC_WIDTH, HEIGHT))
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bg_images = {}
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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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for key, path in BG_FILES.items():
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bg_images[key] = load_image_safe(path, cols.get(key, GRAY))
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# --- BOOM. PNG IELĀDE ---
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try:
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if os.path.exists("boom.png"):
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BOOM_IMG_ORIGINAL = pygame.image.load("boom.png").convert_alpha()
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BOOM_IMG = pygame.transform.scale(BOOM_IMG_ORIGINAL, (80, 80))
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BOOM_IMG_LARGE = pygame.transform.scale(BOOM_IMG_ORIGINAL, (160, 160))
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else:
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BOOM_IMG = pygame.Surface((80, 80)); BOOM_IMG.fill(YELLOW)
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BOOM_IMG_LARGE = pygame.Surface((160, 160)); BOOM_IMG_LARGE.fill(ORANGE)
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except:
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BOOM_IMG = pygame.Surface((80, 80)); BOOM_IMG.fill(YELLOW)
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BOOM_IMG_LARGE = pygame.Surface((160, 160)); BOOM_IMG_LARGE.fill(ORANGE)
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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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# --- Palīgfunkcija Instrukciju pogām ---
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def draw_key_visual(surface, x, y, w, h, key_text, action_text, color):
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# Zīmē pogas rāmi
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pygame.draw.rect(surface, color, (x, y, w, h), 2)
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pygame.draw.rect(surface, DARK_GRAY, (x+4, y+4, w-8, h-8))
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# Teksts uz pogas
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txt_surf = FONT_SMALL.render(key_text, True, WHITE)
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surface.blit(txt_surf, (x + w//2 - txt_surf.get_width()//2, y + 10))
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# Paskaidrojums zem pogas
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desc_surf = FONT_TINY.render(action_text, True, GRAY)
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surface.blit(desc_surf, (x + w//2 - desc_surf.get_width()//2, y + h + 5))
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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.start_x = x
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self.start_y = y
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self.facing_right_start = facing_right
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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
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self.vel_y = 0
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self.speed = 7
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self.jump_power = -20
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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 reset_round(self):
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self.health = 100
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self.vel_y = 0
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self.rect.center = (self.start_x, self.start_y)
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self.rect.bottom = HEIGHT - 50
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self.facing_right = self.facing_right_start
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self.attacking = False
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self.attack_cooldown = 0
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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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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: self.hit_timer -= 1
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def draw(self, surface):
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img_to_draw = pygame.transform.flip(self.image, not self.facing_right, False)
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surface.blit(img_to_draw, self.rect)
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if self.attacking:
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surface.blit(BOOM_IMG, self.attack_box)
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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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# --- Klase Bossam ---
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class Boss(pygame.sprite.Sprite):
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def __init__(self, image):
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super().__init__()
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self.image = image
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self.rect = self.image.get_rect()
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self.rect.center = (WIDTH // 2, HEIGHT // 2)
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self.rect.bottom = HEIGHT - 50
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self.health = 150
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self.max_health = 150
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self.speed = 3
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self.damage = 3
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self.vel_y = 0
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self.gravity = 0.8
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self.on_ground = False
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self.facing_right = True
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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.hit_timer = 0
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self.target = None
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def ai_move(self, targets):
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closest_dist = 99999
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target = None
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for t in targets:
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if t.health > 0:
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dist = abs(self.rect.centerx - t.rect.centerx)
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if dist < closest_dist:
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closest_dist = dist
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target = t
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if target:
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self.target = target
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if target.rect.centerx < self.rect.centerx:
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self.rect.x -= self.speed
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self.facing_right = False
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else:
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self.rect.x += self.speed
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self.facing_right = True
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if closest_dist < 180:
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self.attack()
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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 = 45
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if self.facing_right:
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self.attack_box = pygame.Rect(self.rect.right, self.rect.y + 80, 160, 160)
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else:
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self.attack_box = pygame.Rect(self.rect.left - 160, self.rect.y + 80, 160, 160)
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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: self.hit_timer -= 1
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def draw(self, surface):
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img_to_draw = pygame.transform.flip(self.image, not self.facing_right, False)
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surface.blit(img_to_draw, self.rect)
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if self.attacking:
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surface.blit(BOOM_IMG_LARGE, self.attack_box)
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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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if self.rect.centerx < WIDTH // 2: self.rect.x -= 5
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else: self.rect.x += 5
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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, is_boss=False):
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self.active = True
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self.timer = pygame.time.get_ticks()
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if is_boss:
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self.current_text = "BOSS APPROACHING!"
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else:
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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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text_surf = FONT_SMALL.render(self.current_text, True, YELLOW)
|
|
text_width = text_surf.get_width()
|
|
text_height = text_surf.get_height()
|
|
padding_x = 40
|
|
padding_y = 25
|
|
box_w = text_width + padding_x * 2
|
|
box_h = text_height + padding_y * 2
|
|
box_rect = pygame.Rect(WIDTH//2 - box_w//2, HEIGHT//2 - box_h//2, box_w, box_h)
|
|
pygame.draw.rect(surface, BLACK, box_rect)
|
|
pygame.draw.rect(surface, WHITE, box_rect, 4)
|
|
surface.blit(text_surf, (box_rect.centerx - text_width//2, box_rect.centery - text_height//2))
|
|
sub_surf = FONT_TINY.render("Nospiediet [SPACE] lai saktu", True, WHITE)
|
|
surface.blit(sub_surf, (WIDTH//2 - sub_surf.get_width()//2, box_rect.bottom + 15))
|
|
|
|
# --- Galvenā Spēle ---
|
|
def main():
|
|
global STATE, P1_CHAR_INDEX, P2_CHAR_INDEX, SELECTED_BG, GAME_MODE
|
|
|
|
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()
|
|
|
|
# Pogas (novietotas centrā, ņemot vērā malu bildes)
|
|
btn_x = WIDTH//2 - 100
|
|
menu_buttons = [
|
|
Button(btn_x, 180, 200, 50, "PvP", BLUE, RED, "START_PVP"),
|
|
Button(btn_x, 240, 200, 50, "Cina ar Bossu", PURPLE, ORANGE, "START_BOSS"),
|
|
Button(btn_x, 300, 200, 50, "Telu Izvele", BLUE, RED, "CHARS"),
|
|
Button(btn_x, 360, 200, 50, "Fona Izvele", BLUE, RED, "BG"),
|
|
Button(btn_x, 420, 200, 50, "Kontroles", GREEN, YELLOW, "INSTRUCTIONS"),
|
|
]
|
|
|
|
bg_buttons = [
|
|
Button(150, 200, 200, 50, "Beach", WHITE, YELLOW, "BEACH"),
|
|
Button(412, 200, 200, 50, "Evening St.", WHITE, YELLOW, "EVENINGSTREET"),
|
|
Button(674, 200, 200, 50, "Market", WHITE, YELLOW, "MARKET"),
|
|
Button(150, 280, 200, 50, "Restaurant", WHITE, YELLOW, "RESTAURANT"),
|
|
Button(412, 280, 200, 50, "Sakura St.", WHITE, YELLOW, "SAKURASTREET"),
|
|
Button(674, 280, 200, 50, "Ship", WHITE, YELLOW, "SHIP"),
|
|
Button(WIDTH//2 - 100, 360, 200, 50, "Street Markets", WHITE, YELLOW, "STREETMARKETS"),
|
|
Button(WIDTH//2 - 100, 450, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
|
|
]
|
|
|
|
back_btn_chars = Button(WIDTH//2 - 100, HEIGHT - 80, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
|
|
back_btn_inst = Button(WIDTH//2 - 100, HEIGHT - 80, 200, 50, "Atpakal", GRAY, WHITE, "BACK")
|
|
|
|
fighter1 = None
|
|
fighter2 = None
|
|
boss = None
|
|
|
|
p1_score = 0
|
|
p2_score = 0
|
|
current_round = 1
|
|
round_winner_name = ""
|
|
match_winner_name = ""
|
|
|
|
state_timer = 0
|
|
|
|
run = True
|
|
while run:
|
|
CLOCK.tick(60)
|
|
|
|
for event in pygame.event.get():
|
|
if event.type == pygame.QUIT:
|
|
run = False
|
|
|
|
if STATE == "MENU":
|
|
for btn in menu_buttons:
|
|
if btn.is_clicked(event):
|
|
if btn.action_code == "START_PVP":
|
|
GAME_MODE = "PVP"
|
|
p1_score = 0
|
|
p2_score = 0
|
|
current_round = 1
|
|
fighter1 = Fighter(200, 300, CHARACTERS[P1_CHAR_INDEX], True, controls_p1)
|
|
fighter2 = Fighter(800, 300, CHARACTERS[P2_CHAR_INDEX], False, controls_p2)
|
|
dialogue_mgr.start(is_boss=False)
|
|
STATE = "DIALOGUE"
|
|
|
|
elif btn.action_code == "START_BOSS":
|
|
GAME_MODE = "BOSS"
|
|
fighter1 = Fighter(150, 300, CHARACTERS[P1_CHAR_INDEX], True, controls_p1)
|
|
fighter2 = Fighter(300, 300, CHARACTERS[P2_CHAR_INDEX], True, controls_p2)
|
|
boss_img = random.choice(BOSS_IMAGES)
|
|
boss = Boss(boss_img)
|
|
dialogue_mgr.start(is_boss=True)
|
|
STATE = "DIALOGUE"
|
|
|
|
elif btn.action_code == "CHARS":
|
|
STATE = "CHAR_SELECT"
|
|
elif btn.action_code == "BG":
|
|
STATE = "BG_SELECT"
|
|
elif btn.action_code == "INSTRUCTIONS":
|
|
STATE = "INSTRUCTIONS"
|
|
|
|
elif STATE == "CHAR_SELECT":
|
|
icon_w = 100
|
|
gap = 10
|
|
total_w = len(CHARACTERS) * icon_w + (len(CHARACTERS)-1) * gap
|
|
start_x = (WIDTH - total_w) // 2
|
|
y_p1 = 150
|
|
for i, char in enumerate(CHARACTERS):
|
|
icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p1, icon_w, icon_w)
|
|
if event.type == pygame.MOUSEBUTTONDOWN and icon_rect.collidepoint(event.pos):
|
|
P1_CHAR_INDEX = i
|
|
|
|
y_p2 = 350
|
|
for i, char in enumerate(CHARACTERS):
|
|
icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p2, icon_w, icon_w)
|
|
if event.type == pygame.MOUSEBUTTONDOWN and icon_rect.collidepoint(event.pos):
|
|
P2_CHAR_INDEX = i
|
|
|
|
if back_btn_chars.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
|
|
|
|
elif STATE == "INSTRUCTIONS":
|
|
if back_btn_inst.is_clicked(event):
|
|
STATE = "MENU"
|
|
|
|
elif STATE == "DIALOGUE":
|
|
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
|
|
dialogue_mgr.active = False
|
|
state_timer = pygame.time.get_ticks()
|
|
STATE = "ROUND_START"
|
|
|
|
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"
|
|
|
|
# --- Zīmēšana un Loģika ---
|
|
|
|
if STATE == "MENU":
|
|
SCREEN.fill(BLACK)
|
|
|
|
# Zīmējam malu bildes (no augšas līdz lejai)
|
|
SCREEN.blit(menupic1, (0, 0)) # Kreisā puse
|
|
SCREEN.blit(menupic2, (WIDTH - MENU_PIC_WIDTH, 0)) # Labā puse
|
|
|
|
# Virsraksts centrā
|
|
title_text = "PIXEL KOMBAT"
|
|
shadow_text = FONT_BIG.render(title_text, True, (180, 0, 0))
|
|
SCREEN.blit(shadow_text, (WIDTH//2 - shadow_text.get_width()//2 + 3, 53))
|
|
main_text = FONT_BIG.render(title_text, True, YELLOW)
|
|
SCREEN.blit(main_text, (WIDTH//2 - main_text.get_width()//2, 50))
|
|
|
|
for btn in menu_buttons: btn.draw(SCREEN)
|
|
|
|
cp_text = "© PIXEL KOMBAT 2026"
|
|
cp_surf = FONT_TINY.render(cp_text, True, WHITE)
|
|
SCREEN.blit(cp_surf, (WIDTH//2 - cp_surf.get_width()//2, HEIGHT - 30))
|
|
|
|
elif STATE == "INSTRUCTIONS":
|
|
SCREEN.fill(BLACK)
|
|
|
|
# Virsraksts "KONTROLES" pašā augšā
|
|
title = FONT_BIG.render("KONTROLES", True, YELLOW)
|
|
SCREEN.blit(title, (WIDTH//2 - title.get_width()//2, 30))
|
|
|
|
# --- Izkārtojuma mainīgie ---
|
|
# Centri katrai kolonnai (simetriski attiecībā pret ekrāna centru)
|
|
p1_center_x = WIDTH // 2 - 200
|
|
p2_center_x = WIDTH // 2 + 200
|
|
|
|
# Y pozīcijas (palielinātas atstarpes)
|
|
title_y = 170 # Kur sākas "PLAYER X" teksts
|
|
key_row1_y = 240 # Augšējā poga (W / UP)
|
|
key_row2_y = 320 # Vidējās pogas (A,D / LEFT, RIGHT)
|
|
key_row3_y = 420 # Apakšējā poga (SPACE / ENTER)
|
|
|
|
# --- PLAYER 1 (Kreisā puse) ---
|
|
p1_title = FONT_MED.render("PLAYER 1", True, BLUE)
|
|
# Centrējam tekstu virs pogu kolonnas
|
|
SCREEN.blit(p1_title, (p1_center_x - p1_title.get_width()//2, title_y))
|
|
|
|
# W (Jump) - centrēta
|
|
draw_key_visual(SCREEN, p1_center_x - 35, key_row1_y, 70, 50, "W", "LEKT", BLUE)
|
|
# A (Left) - pa kreisi no centra
|
|
draw_key_visual(SCREEN, p1_center_x - 35 - 80, key_row2_y, 70, 50, "A", "KREISI", BLUE)
|
|
# D (Right) - pa labi no centra
|
|
draw_key_visual(SCREEN, p1_center_x - 35 + 80, key_row2_y, 70, 50, "D", "LABI", BLUE)
|
|
# SPACE (Hit) - plata poga apakšā, centrēta
|
|
space_w = 200
|
|
draw_key_visual(SCREEN, p1_center_x - space_w//2, key_row3_y, space_w, 50, "SPACE", "SIT", RED)
|
|
|
|
# --- PLAYER 2 (Labā puse) ---
|
|
p2_title = FONT_MED.render("PLAYER 2", True, RED)
|
|
# Centrējam tekstu virs pogu kolonnas
|
|
SCREEN.blit(p2_title, (p2_center_x - p2_title.get_width()//2, title_y))
|
|
|
|
# UP (Jump)
|
|
draw_key_visual(SCREEN, p2_center_x - 35, key_row1_y, 70, 50, "UP", "LEKT", RED)
|
|
# LEFT (Left)
|
|
draw_key_visual(SCREEN, p2_center_x - 35 - 80, key_row2_y, 70, 50, "LEFT", "KREISI", RED)
|
|
# RIGHT (Right)
|
|
draw_key_visual(SCREEN, p2_center_x - 35 + 80, key_row2_y, 70, 50, "RIGHT", "LABI", RED)
|
|
# ENTER (Hit)
|
|
enter_w = 150
|
|
draw_key_visual(SCREEN, p2_center_x - enter_w//2, key_row3_y, enter_w, 50, "ENTER", "SIT", BLUE)
|
|
|
|
back_btn_inst.draw(SCREEN)
|
|
|
|
elif STATE == "CHAR_SELECT":
|
|
SCREEN.fill(DARK_GRAY)
|
|
title1 = FONT_SMALL.render("IZVELIES TELU", True, WHITE)
|
|
SCREEN.blit(title1, (WIDTH//2 - title1.get_width()//2, 30))
|
|
|
|
icon_w = 100
|
|
gap = 10
|
|
total_w = len(CHARACTERS) * icon_w + (len(CHARACTERS)-1) * gap
|
|
start_x = (WIDTH - total_w) // 2
|
|
|
|
p1_text = FONT_SMALL.render("PLAYER 1", True, CHARACTERS[P1_CHAR_INDEX]['color'])
|
|
SCREEN.blit(p1_text, (WIDTH//2 - p1_text.get_width()//2, 110))
|
|
|
|
y_p1 = 150
|
|
for i, char in enumerate(CHARACTERS):
|
|
icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p1, icon_w, icon_w)
|
|
SCREEN.blit(char['icon'], icon_rect.topleft)
|
|
border_color = WHITE if i != P1_CHAR_INDEX else YELLOW
|
|
border_width = 2 if i != P1_CHAR_INDEX else 4
|
|
pygame.draw.rect(SCREEN, border_color, icon_rect, border_width)
|
|
|
|
p2_text = FONT_SMALL.render("PLAYER 2", True, CHARACTERS[P2_CHAR_INDEX]['color'])
|
|
SCREEN.blit(p2_text, (WIDTH//2 - p2_text.get_width()//2, 300))
|
|
|
|
y_p2 = 340
|
|
for i, char in enumerate(CHARACTERS):
|
|
icon_rect = pygame.Rect(start_x + i * (icon_w + gap), y_p2, icon_w, icon_w)
|
|
SCREEN.blit(char['icon'], icon_rect.topleft)
|
|
border_color = WHITE if i != P2_CHAR_INDEX else YELLOW
|
|
border_width = 2 if i != P2_CHAR_INDEX else 4
|
|
pygame.draw.rect(SCREEN, border_color, icon_rect, border_width)
|
|
|
|
back_btn_chars.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, 100))
|
|
for btn in bg_buttons:
|
|
btn.draw(SCREEN)
|
|
|
|
elif STATE == "DIALOGUE":
|
|
draw_background(SCREEN, SELECTED_BG)
|
|
dialogue_mgr.draw(SCREEN)
|
|
|
|
elif STATE == "ROUND_START":
|
|
draw_background(SCREEN, SELECTED_BG)
|
|
fighter1.draw(SCREEN)
|
|
fighter2.draw(SCREEN)
|
|
if GAME_MODE == "BOSS" and boss:
|
|
boss.draw(SCREEN)
|
|
|
|
if GAME_MODE == "BOSS" and boss:
|
|
pygame.draw.rect(SCREEN, BLACK, (WIDTH//2 - 302, 18, 604, 34))
|
|
pygame.draw.rect(SCREEN, RED, (WIDTH//2 - 300, 20, 600, 30))
|
|
w = (boss.health / boss.max_health) * 600
|
|
pygame.draw.rect(SCREEN, PURPLE, (WIDTH//2 - 300, 20, w, 30))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH//2 - 300, 20, 600, 30), 2)
|
|
else:
|
|
pygame.draw.rect(SCREEN, BLACK, (20, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, fighter1.color_accent, (20, 20, 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, fighter2.color_accent, (WIDTH-420, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH-420, 20, 400, 40), 2)
|
|
|
|
elapsed = pygame.time.get_ticks() - state_timer
|
|
|
|
if elapsed < 1500:
|
|
txt = FONT_MED.render(f"ROUND {current_round}" if GAME_MODE == "PVP" else "BOSS FIGHT", True, YELLOW)
|
|
SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2, HEIGHT//2 - 50))
|
|
elif elapsed < 3000:
|
|
txt = FONT_BIG.render("FIGHT!", True, WHITE)
|
|
offset_x = random.randint(-2, 2)
|
|
offset_y = random.randint(-2, 2)
|
|
SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2 + offset_x, HEIGHT//2 - 50 + offset_y))
|
|
else:
|
|
STATE = "GAME"
|
|
|
|
elif STATE == "GAME":
|
|
keys = pygame.key.get_pressed()
|
|
|
|
fighter1.move(keys)
|
|
fighter2.move(keys)
|
|
fighter1.update()
|
|
fighter2.update()
|
|
|
|
if GAME_MODE == "PVP":
|
|
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:
|
|
if fighter2.health <= 0:
|
|
p1_score += 1
|
|
round_winner_name = "PLAYER 1"
|
|
else:
|
|
p2_score += 1
|
|
round_winner_name = "PLAYER 2"
|
|
state_timer = pygame.time.get_ticks()
|
|
STATE = "ROUND_OVER"
|
|
|
|
elif GAME_MODE == "BOSS" and boss:
|
|
targets = [fighter1, fighter2]
|
|
boss.ai_move(targets)
|
|
boss.update()
|
|
|
|
if fighter1.attacking and fighter1.attack_box.colliderect(boss.rect):
|
|
if boss.hit_timer == 0: boss.take_damage(5)
|
|
if fighter2.attacking and fighter2.attack_box.colliderect(boss.rect):
|
|
if boss.hit_timer == 0: boss.take_damage(5)
|
|
|
|
if boss.attacking:
|
|
if boss.attack_box.colliderect(fighter1.rect):
|
|
if fighter1.hit_timer == 0: fighter1.take_damage(boss.damage)
|
|
if boss.attack_box.colliderect(fighter2.rect):
|
|
if fighter2.hit_timer == 0: fighter2.take_damage(boss.damage)
|
|
|
|
if boss.health <= 0:
|
|
match_winner_name = "PLAYERS"
|
|
save_highscore("Players (Team)")
|
|
STATE = "GAMEOVER"
|
|
|
|
if fighter1.health <= 0 and fighter2.health <= 0:
|
|
match_winner_name = "BOSS"
|
|
STATE = "GAMEOVER"
|
|
|
|
draw_background(SCREEN, SELECTED_BG)
|
|
|
|
fighter1.draw(SCREEN)
|
|
fighter2.draw(SCREEN)
|
|
if GAME_MODE == "BOSS" and boss:
|
|
boss.draw(SCREEN)
|
|
|
|
if GAME_MODE == "BOSS" and boss:
|
|
pygame.draw.rect(SCREEN, BLACK, (WIDTH//2 - 302, 18, 604, 34))
|
|
pygame.draw.rect(SCREEN, RED, (WIDTH//2 - 300, 20, 600, 30))
|
|
w = (boss.health / boss.max_health) * 600
|
|
pygame.draw.rect(SCREEN, PURPLE, (WIDTH//2 - 300, 20, w, 30))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH//2 - 300, 20, 600, 30), 2)
|
|
|
|
pygame.draw.rect(SCREEN, BLACK, (20, HEIGHT - 60, 200, 20))
|
|
pygame.draw.rect(SCREEN, fighter1.color_accent, (20, HEIGHT - 60, (fighter1.health/100)*200, 20))
|
|
pygame.draw.rect(SCREEN, WHITE, (20, HEIGHT - 60, 200, 20), 2)
|
|
|
|
pygame.draw.rect(SCREEN, BLACK, (WIDTH-220, HEIGHT - 60, 200, 20))
|
|
pygame.draw.rect(SCREEN, fighter2.color_accent, (WIDTH-220, HEIGHT - 60, (fighter2.health/100)*200, 20))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH-220, HEIGHT - 60, 200, 20), 2)
|
|
|
|
else:
|
|
pygame.draw.rect(SCREEN, BLACK, (20, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, RED, (20, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, fighter1.color_accent, (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, fighter2.color_accent, (WIDTH-420, 20, (fighter2.health/100)*400, 40))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH-420, 20, 400, 40), 2)
|
|
|
|
score_text = FONT_MED.render(f"{p1_score} - {p2_score}", True, WHITE)
|
|
SCREEN.blit(score_text, (WIDTH//2 - score_text.get_width()//2, 25))
|
|
|
|
elif STATE == "ROUND_OVER":
|
|
draw_background(SCREEN, SELECTED_BG)
|
|
fighter1.draw(SCREEN)
|
|
fighter2.draw(SCREEN)
|
|
|
|
pygame.draw.rect(SCREEN, BLACK, (20, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, fighter1.color_accent, (20, 20, 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, fighter2.color_accent, (WIDTH-420, 20, 400, 40))
|
|
pygame.draw.rect(SCREEN, WHITE, (WIDTH-420, 20, 400, 40), 2)
|
|
|
|
score_text = FONT_MED.render(f"{p1_score} - {p2_score}", True, WHITE)
|
|
SCREEN.blit(score_text, (WIDTH//2 - score_text.get_width()//2, 25))
|
|
|
|
txt1 = FONT_MED.render(f"{round_winner_name} WINS!", True, YELLOW)
|
|
SCREEN.blit(txt1, (WIDTH//2 - txt1.get_width()//2, HEIGHT//2 - 50))
|
|
|
|
elapsed = pygame.time.get_ticks() - state_timer
|
|
|
|
if elapsed > 2000:
|
|
if p1_score == 3 or p2_score == 3:
|
|
match_winner_name = "PLAYER 1" if p1_score == 3 else "PLAYER 2"
|
|
save_highscore(match_winner_name)
|
|
STATE = "GAMEOVER"
|
|
else:
|
|
current_round += 1
|
|
fighter1.reset_round()
|
|
fighter2.reset_round()
|
|
state_timer = pygame.time.get_ticks()
|
|
STATE = "ROUND_START"
|
|
|
|
elif STATE == "GAMEOVER":
|
|
SCREEN.fill(BLACK)
|
|
|
|
if GAME_MODE == "BOSS":
|
|
if match_winner_name == "PLAYERS":
|
|
txt = FONT_BIG.render("PLAYERS WIN!", True, GREEN)
|
|
else:
|
|
txt = FONT_BIG.render("PLAYERS LOSE!", True, RED)
|
|
SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2, 150))
|
|
else:
|
|
txt = FONT_BIG.render(f"{match_winner_name} WINS!", True, YELLOW)
|
|
SCREEN.blit(txt, (WIDTH//2 - txt.get_width()//2, 100))
|
|
|
|
hs_title = FONT_MED.render("HIGH SCORES", True, WHITE)
|
|
SCREEN.blit(hs_title, (WIDTH//2 - hs_title.get_width()//2, 200))
|
|
|
|
scores = load_highscores()
|
|
scores.reverse()
|
|
|
|
y_offset = 260
|
|
for i, score in enumerate(scores[:5]):
|
|
if score == match_winner_name:
|
|
color = YELLOW
|
|
else:
|
|
color = WHITE
|
|
|
|
s_text = FONT_SMALL.render(f"{i+1}. {score}", True, color)
|
|
SCREEN.blit(s_text, (WIDTH//2 - s_text.get_width()//2, y_offset))
|
|
y_offset += 35
|
|
|
|
restart = FONT_SMALL.render("Nospied [R] atgriezties uz izvelni", True, GRAY)
|
|
SCREEN.blit(restart, (WIDTH//2 - restart.get_width()//2, HEIGHT - 80))
|
|
|
|
pygame.display.update()
|
|
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
if __name__ == "__main__":
|
|
main() |