Update main.py
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34de3f4b55
commit
da7c0f7257
155
main.py
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main.py
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@ -1,62 +1,113 @@
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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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screen = pygame.display.set_mode((1920, 1080), flags=pygame.FULLSCREEN)
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pygame.display.set_caption("Tanchiki")
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color = (0, 255, 0)
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screen.fill(color)
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pygame.display.flip()
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normal_image = pygame.transform.scale(pygame.image.load("travka_pol.jpeg").convert(), (960, 540))
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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 = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png").convert_alpha(), (150, 150))
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tank2 = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png").convert_alpha(), (150, 150))
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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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player_pos1 = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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player_pos2 = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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dt = 0
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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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# Основной игровой цикл
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clock = pygame.time.Clock()
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running = True
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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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screen.fill("purple")
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screen.blit(normal_image, (0, 0))
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screen.blit(normal_image, (960, 0))
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screen.blit(normal_image, (0, 540))
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screen.blit(normal_image, (960, 540))
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# Обновление всех спрайтов
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all_sprites.update()
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screen.blit(stena, (360, 40))
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screen.blit(tank, player_pos1)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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player_pos1.y -= 300 * dt
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if keys[pygame.K_s]:
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player_pos1.y += 300 * dt
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if keys[pygame.K_a]:
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player_pos1.x -= 300 * dt
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if keys[pygame.K_d]:
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player_pos1.x += 300 * dt
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screen.blit(tank2, player_pos2)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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player_pos2.y -= 300 * dt
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if keys[pygame.K_DOWN]:
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player_pos2.y += 300 * dt
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if keys[pygame.K_LEFT]:
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player_pos2.x -= 300 * dt
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if keys[pygame.K_RIGHT]:
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player_pos2.x += 300 * dt
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# Отрисовка фона
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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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@ -135,26 +186,8 @@ while running:
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screen.blit(stenki, (1600, 1030))
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screen.blit(stenki, (1800, 1030))
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if player_pos1.x < 0:
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player_pos1.x = 0
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if player_pos1.x > screen.get_width() - tank.get_width():
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player_pos1.x = screen.get_width() - tank.get_width()
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if player_pos1.y < 0:
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player_pos1.y = 0
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if player_pos1.y > screen.get_height() - tank.get_height():
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player_pos1.y = screen.get_height() - tank.get_height()
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if player_pos2.x < 0:
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player_pos2.x = 0
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if player_pos2.x > screen.get_width() - tank2.get_width():
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player_pos2.x = screen.get_width() - tank2.get_width()
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if player_pos2.y < 0:
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player_pos2.y = 0
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if player_pos2.y > screen.get_height() - tank2.get_height():
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player_pos2.y = screen.get_height() - tank2.get_height()
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pygame.display.flip()
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clock.tick(FPS)
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dt = clock.tick(60) / 1000
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pygame.quit()
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# Завершение работы Pygame
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pygame.quit()
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