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()