From d3da2b8c2bf13b89dc3167999d918b3a0ea7222e Mon Sep 17 00:00:00 2001 From: Gerhards Kristians Tillers Date: Sun, 3 Mar 2024 20:36:38 +0000 Subject: [PATCH] Delete Movement+shooting.py --- Movement+shooting.py | 205 ------------------------------------------- 1 file changed, 205 deletions(-) delete mode 100644 Movement+shooting.py diff --git a/Movement+shooting.py b/Movement+shooting.py deleted file mode 100644 index 0d25e98..0000000 --- a/Movement+shooting.py +++ /dev/null @@ -1,205 +0,0 @@ -import pygame -import math -import sys - -pygame.init() - -WIDTH, HEIGHT = 400, 400 -DISPLAY_X, DISPLAY_Y = 1920, 1015 - -bullet_img = pygame.transform.scale(pygame.image.load('bullet.png'), (50, 100)) -player_img = pygame.transform.scale(pygame.image.load('player.png'), (50, 30)) -enemy_img = pygame.transform.scale(pygame.image.load('enemy.png'), (50, 30)) -crosshair_img = pygame.transform.scale(pygame.image.load('crosshair.png'), (30, 30)) - -player_bullets = [] - -player_pos = [WIDTH // 2 - player_img.get_width() // 2, HEIGHT - player_img.get_height()] -enemy_pos = [WIDTH // 2 - enemy_img.get_width() // 2, 50] - -screen = pygame.display.set_mode((WIDTH, HEIGHT)) -pygame.display.set_caption("Game_name") - -clock = pygame.time.Clock() - -class Player(pygame.sprite.Sprite): - def __init__(self, pos_x, pos_y, x, y): - super().__init__() - #sprites right - self.sprites_right = [] - self.in_animation = False - self.side = True - self.sprites_right.append(pygame.image.load("Sprites/Idle/Player_right.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_1.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_2.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_3.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_4.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_5.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_6.png")) - self.current_sprite_right = 0 - self.image = self.sprites_right[self.current_sprite_right] - - self.rect = self.image.get_rect() - self.rect.topleft = [pos_x,pos_y] - - - #sprites left - self.sprites_left = [] - self.in_animation_2 = False - self.sprites_left.append(pygame.image.load("Sprites/Idle/Player_left.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_1.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_2.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_3.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_4.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_5.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_6.png")) - self.current_sprite_left = 0 - self.image = self.sprites_left[self.current_sprite_left] - - self.rect = self.image.get_rect() - self.rect.topleft = [pos_x,pos_y] - - self.rect = pygame.Rect(x, y, 32, 32) - self.x = int(x) - self.y = int(y) - self.velX = 0 - self.velY = 0 - self.speed = 3 - self.left_pressed = False - self.right_pressed = False - self.down_pressed = False - self.up_pressed = False - self.shoot_cooldown = 0 - self.shoot_cooldown_max = 10 # Задержка между выстрелами - - def animate_right(self, start): - self.in_animation = start - - def animate_left(self, start): - self.in_animation_2 = start - - def sides(self, start): - self.side = start - - - def update(self): - if self.in_animation: - self.current_sprite_right += 0.2 - - if self.current_sprite_right >= len(self.sprites_right): - self.current_sprite_right = 0 - self.image = self.sprites_right[int(self.current_sprite_right)] - - if not any([self.right_pressed, self.left_pressed, self.up_pressed, self.down_pressed]) and self.side: - self.image = self.sprites_right[0] - - if not any([self.right_pressed, self.left_pressed, self.up_pressed, self.down_pressed]) and not self.side: - self.image = self.sprites_left[0] - - #animation left - if self.in_animation_2: - self.current_sprite_left += 0.2 - - if self.current_sprite_left >= len(self.sprites_left): - self.current_sprite_left = 0 - self.image = self.sprites_left[int(self.current_sprite_left)] - - - - self.velX = 0 - self.velY = 0 - if self.left_pressed and not self.right_pressed: - self.velX = -self.speed - if self.right_pressed and not self.left_pressed: - self.velX = self.speed - if self.up_pressed and not self.down_pressed: - self.velY = -self.speed - if self.down_pressed and not self.up_pressed: - self.velY = self.speed - - self.x += self.velX - self.y += self.velY - self.rect = pygame.Rect(self.x, self.y, 32, 32) - - - keys = pygame.key.get_pressed() - if self.shoot_cooldown > 0: - self.shoot_cooldown -= 1 - - if keys[pygame.K_SPACE] and self.shoot_cooldown == 0: - self.shoot() - self.shoot_cooldown = self.shoot_cooldown_max - - def shoot(self): - mouse_x, mouse_y = pygame.mouse.get_pos() - angle = math.atan2(mouse_y - self.rect.centery, mouse_x - self.rect.centerx) - player_bullets.append({"position": [self.rect.centerx - bullet_img.get_width() // 2, - self.rect.centery - bullet_img.get_height() // 2], - "angle": angle}) - -screen = pygame.display.set_mode((DISPLAY_X, DISPLAY_Y)) -pygame.display.set_caption("Game_name") - -clock = pygame.time.Clock() - -moving_sprites = pygame.sprite.Group() -player = Player(100, 100, WIDTH/2, HEIGHT/2) -moving_sprites.add(player) - -def draw_elements(): - screen.blit(player_img, player_pos) - screen.blit(enemy_img, enemy_pos) - screen.blit(crosshair_img, pygame.mouse.get_pos()) - for bullet in player_bullets: - screen.blit(bullet_img, bullet["position"]) - -moving_sprites = pygame.sprite.Group() -player = Player(100, 100, WIDTH/2, HEIGHT/2) -moving_sprites.add(player) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_a: - player.left_pressed = True - player.animate_left(True) - player.sides(False) - if event.key == pygame.K_d: - player.right_pressed = True - player.animate_right(True) # Start animation when right key pressed - player.sides(True) - if event.key == pygame.K_w: - player.up_pressed = True - if event.key == pygame.K_s: - player.down_pressed = True - - # Key release events - if event.type == pygame.KEYUP: - if event.key == pygame.K_a: - player.left_pressed = False - player.animate_left(False) - if event.key == pygame.K_d: - player.right_pressed = False - player.animate_right(False) # Stop animation when right key released - if event.key == pygame.K_w: - player.up_pressed = False - if event.key == pygame.K_s: - player.down_pressed = False - - for bullet in player_bullets: - bullet["position"][0] += 5 * math.cos(bullet["angle"]) - bullet["position"][1] += 5 * math.sin(bullet["angle"]) - - if bullet["position"][0] < 0 or bullet["position"][0] > WIDTH or bullet["position"][1] < 0 or bullet["position"][1] > HEIGHT: - player_bullets.remove(bullet) - - screen.fill((0, 255, 255)) - moving_sprites.draw(screen) - dt = clock.tick(60)/1000 - draw_elements() - moving_sprites.update() - pygame.display.flip() -