diff --git a/Game_1/Main.py b/Game_1/Main.py deleted file mode 100644 index 76d1138..0000000 --- a/Game_1/Main.py +++ /dev/null @@ -1,197 +0,0 @@ -import pygame -from time import sleep - -from pygame.sprite import Sprite - -pygame.init() - -class Camera: - def __init__(self, player, size=(400, 300)): - self.player = player - self.center = pygame.display.get_surface().get_rect().center - self.size = size - self.player_size = self.player.rect.size - self.speed_x = 0 - self.speed_y = 0 - - def update(self, dt, sprites): - x_move = abs(self.player.rect.centerx - self.center[0]) > self.size[0] // 2 - y_move = abs(self.player.rect.centery - self.center[1]) > self.size[1] // 2 - if x_move or y_move: - for sprite in sprites: - if x_move: - self.speed_x = (self.player.rect.centerx - self.center[0]) * 2 * dt - sprite.rect.x -= self.speed_x - if y_move: - self.speed_y = (self.player.rect.centery - self.center[1]) * 2 * dt - sprite.rect.y -= self.speed_y - - - -class Wall(pygame.sprite.Sprite): - def __init__(self, size, pos) -> None: - super().__init__() - self.image = pygame.surface.Surface(size) - self.image.fill("red") - self.rect = self.image.get_rect(center=pos) - -class Floor(pygame.sprite.Sprite): - def __init__(self, size, pos) -> None: - super().__init__() - - -def create_floor(file_name): - floor = [] - with open (file_name) as f: - lines = f.readlines() - for i, line in enumerate(lines[::2]): - if floor == "#": - floor.append(Floor((30,30), (30 + 30*i))) - return floor - - -def create_walls(file_name): - walls = [] - with open(file_name) as f: - lines = f.readlines() - for i, line in enumerate(lines[::2]): - for j, floor in enumerate(line[1::2]): - if floor == "|": - walls.append(Wall((5, 30), (15 + 30*j, 30*i))) - for i, line in enumerate(lines[1::2]): - for j, floor in enumerate(line[::2]): - if floor == "-": - walls.append(Wall((30, 5), (30*j, 15 + 30*i))) - - return walls - -class Player(pygame.sprite.Sprite): - def __init__(self): - super().__init__() - self.right = True - self.move = True - self.player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2) - self.dt = 0 - self.keys = pygame.key.get_pressed() - self.player_right = pygame.transform.scale(pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha(), (35, 40)), - self.player_run_right_1 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_1.png").convert_alpha(), (35, 40)), - self.player_run_right_2 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_2.png").convert_alpha(), (35, 40)), - self.player_run_right_3 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_3.png").convert_alpha(), (35, 40)), - self.player_run_right_4 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_4.png").convert_alpha(), (35, 40)), - self.player_run_right_5 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_5.png").convert_alpha(), (35, 40)), - self.player_run_right_6 = pygame.transform.scale(pygame.image.load("Sprites/Running/Player_run_right_6.png").convert_alpha(), (35, 40)) - - self.player_left = pygame.transform.scale(pygame.image.load("Sprites/Idle/Player_left.png").convert_alpha(), (35, 40)) - - - - - def movement(self): - if self.keys[pygame.K_w]: - self.player_pos.y -= 200 * dt - if self.keys[pygame.K_s]: - self.player_pos.y += 200 * dt - if self.keys[pygame.K_a]: - self.player_pos.x -= 200 * dt - screen.blit(self.player_left, (self.player_pos.x, self.player_pos.y)) - right = False - - if self.keys[pygame.K_d]: - self.player_pos.x += 200 * dt - screen.blit(self.player_right, (self.player_pos.x, self.player_pos.y)) - self.right = True - self.move = True - else: - move = False - - - def sprites(self): - if self.right == True: - screen.blit(self.player_right, (self.player_pos.x, self.player_pos.y)) - else: - screen.blit(self.player_left, (self.player_pos.x, self.player_pos.y)) - - while self.move == True: - screen.blit(self.player_run_right_1, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - screen.blit(self.player_run_right_2, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - screen.blit(self.player_run_right_3, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - screen.blit(self.player_run_right_4, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - screen.blit(self.player_run_right_5, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - screen.blit(self.player_run_right_6, (self.player_pos.x, self.player_pos.y)) - sleep(0.05) - - - - - - - - -screen = pygame.display.set_mode((1920, 1015)) -pygame.display.set_caption("Game_name") - -clock = pygame.time.Clock() - - - - -floor_image = pygame.transform.scale(pygame.image.load("Floor.png").convert_alpha(), (30, 30)) - - - - - -running = True - -wall_list = create_walls("lvl.txt") -for wall in wall_list: - print(f'{wall.rect.size})x = {wall.rect.x}; y = {wall.rect.y}') -walls = pygame.sprite.Group(*wall_list) - -floor_list = create_floor("lvl.txt") -for floor in floor_list: - print(f'{floor.rect.size})x = {floor.rect.x}; y = {floor.rect.y}') -floor = pygame.sprite.Group(*floor_list) - - -player = Player() -all_sprites = pygame.sprite.Group() -all_sprites.add(player) - -while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - - screen.fill("cyan") - for y in range(10,20): - for x in range(26,38): - screen.blit(floor_image, (30*x, 30*y)) - - all_sprites.draw(screen) - - - walls.draw(screen) - pygame.display.flip() - - dt = clock.tick(60)/1000 - - floor.draw(screen) - - - - - - - - - - - - -pygame.quit()