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