Delete main.py
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main.py
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main.py
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import pygame
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import random
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import math
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# Определение констант
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SCREEN_WIDTH = 1920
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SCREEN_HEIGHT = 1080
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PLAYER_SIZE = 150
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BULLET_SIZE = 30
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FPS = 60
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BULLET_SPEED = 6
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TANK_SPEED = 2
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FIRE_DELAY = 500 # Задержка между выстрелами в миллисекундах
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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# Инициализация Pygame
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pygame.init()
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# Создание игрового окна
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags=pygame.FULLSCREEN)
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pygame.display.set_caption("Танчики")
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# Загрузка изображений
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background_image = pygame.transform.scale(pygame.image.load("travka_pol.jpeg"), (960, 540))
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stena = pygame.transform.scale(pygame.image.load("stena.jpeg").convert(), (100, 100))
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stenki = pygame.transform.scale(pygame.image.load("stena.jpeg").convert(), (200, 200))
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tank_image = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png"), (PLAYER_SIZE, PLAYER_SIZE))
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bullet_image = pygame.transform.scale(pygame.image.load("bullet.png"), (BULLET_SIZE, BULLET_SIZE))
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menu_background = pygame.transform.scale(pygame.image.load("menu_background.jpg"), (SCREEN_WIDTH, SCREEN_HEIGHT))
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# Определение класса танка
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class Tank(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__()
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self.original_image = tank_image
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self.image = self.original_image
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self.rect = self.image.get_rect(center=(x, y))
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self.angle = -90 # Поворот на 90 градусов против часовой стрелки
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self.last_fire_time = pygame.time.get_ticks() # Время последнего выстрела
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def update(self):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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self.move_forward()
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mouse_pos = pygame.mouse.get_pos()
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self.angle = math.degrees(math.atan2(mouse_pos[1] - self.rect.centery, mouse_pos[0] - self.rect.centerx)) + 90
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self.image = pygame.transform.rotate(self.original_image, -self.angle)
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self.rect = self.image.get_rect(center=self.rect.center)
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def move_forward(self):
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angle_rad = math.radians(self.angle + 270)
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self.rect.x += TANK_SPEED * math.cos(angle_rad)
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self.rect.y += TANK_SPEED * math.sin(angle_rad)
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def shoot(self):
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current_time = pygame.time.get_ticks()
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if current_time - self.last_fire_time > FIRE_DELAY: # Проверка задержки между выстрелами
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bullet = Bullet(self.rect.centerx, self.rect.centery, self.angle + 270) # Изменено на 90 градусов влево
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all_sprites.add(bullet)
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bullets.add(bullet)
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self.last_fire_time = current_time # Обновление времени последнего выстрела
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# Определение класса снаряда
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, x, y, angle):
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super().__init__()
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self.original_image = bullet_image
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self.image = self.original_image
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self.rect = self.image.get_rect(center=(x, y))
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self.angle = angle
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def update(self):
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self.rect.x += BULLET_SPEED * math.cos(math.radians(self.angle))
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self.rect.y += BULLET_SPEED * math.sin(math.radians(self.angle))
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if not screen.get_rect().colliderect(self.rect):
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self.kill()
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# Создание групп спрайтов
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all_sprites = pygame.sprite.Group()
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tanks = pygame.sprite.Group()
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bullets = pygame.sprite.Group()
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# Создание игрока
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player = Tank(SCREEN_WIDTH // 4, SCREEN_HEIGHT // 2)
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all_sprites.add(player)
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tanks.add(player)
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# Функция для отображения меню
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def draw_menu():
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screen.blit(menu_background, (0, 0))
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# Рисуем текст меню
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font = pygame.font.Font(None, 50)
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text = font.render("Start", True, WHITE)
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text_rect = text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 50))
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screen.blit(text, text_rect)
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# Рисуем кнопку "Выйти"
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quit_text = font.render("Quit", True, WHITE)
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quit_rect = quit_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50))
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screen.blit(quit_text, quit_rect)
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pygame.display.flip()
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return quit_rect # Возвращаем прямоугольник для кнопки "Выйти"
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# Главный цикл программы
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menu_active = True
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while menu_active:
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quit_rect = draw_menu()
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for event in pygame.event.get():
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1: # Левая кнопка мыши
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if quit_rect.collidepoint(event.pos):
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pygame.quit()
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quit()
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else:
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menu_active = False # Нажата кнопка "Старт"
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# Игровой цикл
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running = True
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clock = pygame.time.Clock()
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # Обработка левой кнопки мыши
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player.shoot()
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# Обновление всех спрайтов
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all_sprites.update()
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# Отрисовка фона и спрайтов
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for i in range(2):
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for j in range(2):
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screen.blit(background_image, (i * 960, j * 540))
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all_sprites.draw(screen)
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screen.blit(stena, (360, 40))
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screen.blit(stena, (460, 730))
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screen.blit(stena, (460, 830))
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screen.blit(stena, (460, 930))
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screen.blit(stena, (960, 40))
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screen.blit(stena, (960, 140))
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screen.blit(stena, (960, 240))
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screen.blit(stena, (660, 240))
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screen.blit(stena, (960, 440))
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screen.blit(stena, (960, 540))
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screen.blit(stena, (960, 640))
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screen.blit(stena, (960, 740))
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screen.blit(stena, (1260, 740))
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screen.blit(stena, (1360, 740))
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screen.blit(stena, (1460, 740))
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screen.blit(stena, (1560, 740))
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screen.blit(stena, (1660, 740))
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screen.blit(stena, (360, 240))
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screen.blit(stena, (360, 340))
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screen.blit(stena, (360, 440))
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screen.blit(stena, (0, 540))
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screen.blit(stena, (60, 540))
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screen.blit(stena, (260, 540))
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screen.blit(stena, (360, 540))
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screen.blit(stena, (460, 540))
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screen.blit(stena, (560, 540))
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screen.blit(stena, (660, 540))
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screen.blit(stena, (760, 540))
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screen.blit(stena, (860, 540))
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screen.blit(stena, (1160, 240))
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screen.blit(stena, (1260, 240))
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screen.blit(stena, (1360, 240))
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screen.blit(stena, (1460, 240))
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screen.blit(stena, (1460, 340))
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screen.blit(stena, (1760, 340))
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screen.blit(stena, (1860, 340))
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screen.blit(stenki, (-150, 0))
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screen.blit(stenki, (-150, 200))
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screen.blit(stenki, (-150, 400))
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screen.blit(stenki, (-150, 600))
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screen.blit(stenki, (-150, 800))
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screen.blit(stenki, (-150, 1000))
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screen.blit(stenki, (0, -150))
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screen.blit(stenki, (200, -150))
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screen.blit(stenki, (400, -150))
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screen.blit(stenki, (600, -150))
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screen.blit(stenki, (800, -150))
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screen.blit(stenki, (1000, -150))
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screen.blit(stenki, (1200, -150))
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screen.blit(stenki, (1400, -150))
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screen.blit(stenki, (1600, -150))
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screen.blit(stenki, (1800, -150))
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screen.blit(stenki, (1870, 0))
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screen.blit(stenki, (1870, 200))
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screen.blit(stenki, (1870, 400))
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screen.blit(stenki, (1870, 600))
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screen.blit(stenki, (1870, 800))
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screen.blit(stenki, (1870, 1000))
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screen.blit(stenki, (0, 1030))
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screen.blit(stenki, (200, 1030))
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screen.blit(stenki, (400, 1030))
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screen.blit(stenki, (600, 1030))
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screen.blit(stenki, (800, 1030))
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screen.blit(stenki, (1000, 1030))
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screen.blit(stenki, (1200, 1030))
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screen.blit(stenki, (1400, 1030))
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screen.blit(stenki, (1600, 1030))
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screen.blit(stenki, (1800, 1030))
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pygame.display.flip()
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clock.tick(FPS)
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# Завершение работы Pygame
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pygame.quit()
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