Update main.py

52
Artjoms Marians Ņečajevs 2024-02-19 10:21:27 +00:00
parent 34de3f4b55
commit da7c0f7257
1 changed files with 94 additions and 61 deletions

155
main.py
View File

@ -1,62 +1,113 @@
import pygame
import random
import math
# Определение констант
SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1080
PLAYER_SIZE = 150
BULLET_SIZE = 30
FPS = 60
BULLET_SPEED = 6
TANK_SPEED = 2
FIRE_DELAY = 500 # Задержка между выстрелами в миллисекундах
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
# Инициализация Pygame
pygame.init()
screen = pygame.display.set_mode((1920, 1080), flags=pygame.FULLSCREEN)
pygame.display.set_caption("Tanchiki")
color = (0, 255, 0)
screen.fill(color)
pygame.display.flip()
normal_image = pygame.transform.scale(pygame.image.load("travka_pol.jpeg").convert(), (960, 540))
# Создание игрового окна
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags=pygame.FULLSCREEN)
pygame.display.set_caption("Танчики")
# Загрузка изображений
background_image = pygame.transform.scale(pygame.image.load("travka_pol.jpeg"), (960, 540))
stena = pygame.transform.scale(pygame.image.load("stena.jpeg").convert(), (100, 100))
stenki = pygame.transform.scale(pygame.image.load("stena.jpeg").convert(), (200, 200))
tank = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png").convert_alpha(), (150, 150))
tank2 = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png").convert_alpha(), (150, 150))
tank_image = pygame.transform.scale(pygame.image.load("ntank-removebg-preview.png"), (PLAYER_SIZE, PLAYER_SIZE))
bullet_image = pygame.transform.scale(pygame.image.load("bullet.png"), (BULLET_SIZE, BULLET_SIZE))
player_pos1 = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
player_pos2 = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
dt = 0
# Определение класса танка
class Tank(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.original_image = tank_image
self.image = self.original_image
self.rect = self.image.get_rect(center=(x, y))
self.angle = -90 # Поворот на 90 градусов против часовой стрелки
self.last_fire_time = pygame.time.get_ticks() # Время последнего выстрела
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.move_forward()
mouse_pos = pygame.mouse.get_pos()
self.angle = math.degrees(math.atan2(mouse_pos[1] - self.rect.centery, mouse_pos[0] - self.rect.centerx)) + 90
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move_forward(self):
angle_rad = math.radians(self.angle + 270)
self.rect.x += TANK_SPEED * math.cos(angle_rad)
self.rect.y += TANK_SPEED * math.sin(angle_rad)
def shoot(self):
current_time = pygame.time.get_ticks()
if current_time - self.last_fire_time > FIRE_DELAY: # Проверка задержки между выстрелами
bullet = Bullet(self.rect.centerx, self.rect.centery, self.angle + 270) # Изменено на 90 градусов влево
all_sprites.add(bullet)
bullets.add(bullet)
self.last_fire_time = current_time # Обновление времени последнего выстрела
# Определение класса снаряда
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle):
super().__init__()
self.original_image = bullet_image
self.image = self.original_image
self.rect = self.image.get_rect(center=(x, y))
self.angle = angle
def update(self):
self.rect.x += BULLET_SPEED * math.cos(math.radians(self.angle))
self.rect.y += BULLET_SPEED * math.sin(math.radians(self.angle))
if not screen.get_rect().colliderect(self.rect):
self.kill()
# Создание групп спрайтов
all_sprites = pygame.sprite.Group()
tanks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# Создание игрока
player = Tank(SCREEN_WIDTH // 4, SCREEN_HEIGHT // 2)
all_sprites.add(player)
tanks.add(player)
# Основной игровой цикл
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # Обработка левой кнопки мыши
player.shoot()
screen.fill("purple")
screen.blit(normal_image, (0, 0))
screen.blit(normal_image, (960, 0))
screen.blit(normal_image, (0, 540))
screen.blit(normal_image, (960, 540))
# Обновление всех спрайтов
all_sprites.update()
screen.blit(stena, (360, 40))
screen.blit(tank, player_pos1)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player_pos1.y -= 300 * dt
if keys[pygame.K_s]:
player_pos1.y += 300 * dt
if keys[pygame.K_a]:
player_pos1.x -= 300 * dt
if keys[pygame.K_d]:
player_pos1.x += 300 * dt
screen.blit(tank2, player_pos2)
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
player_pos2.y -= 300 * dt
if keys[pygame.K_DOWN]:
player_pos2.y += 300 * dt
if keys[pygame.K_LEFT]:
player_pos2.x -= 300 * dt
if keys[pygame.K_RIGHT]:
player_pos2.x += 300 * dt
# Отрисовка фона
for i in range(2):
for j in range(2):
screen.blit(background_image, (i * 960, j * 540))
all_sprites.draw(screen)
screen.blit(stena, (360, 40))
screen.blit(stena, (460, 730))
@ -135,26 +186,8 @@ while running:
screen.blit(stenki, (1600, 1030))
screen.blit(stenki, (1800, 1030))
if player_pos1.x < 0:
player_pos1.x = 0
if player_pos1.x > screen.get_width() - tank.get_width():
player_pos1.x = screen.get_width() - tank.get_width()
if player_pos1.y < 0:
player_pos1.y = 0
if player_pos1.y > screen.get_height() - tank.get_height():
player_pos1.y = screen.get_height() - tank.get_height()
if player_pos2.x < 0:
player_pos2.x = 0
if player_pos2.x > screen.get_width() - tank2.get_width():
player_pos2.x = screen.get_width() - tank2.get_width()
if player_pos2.y < 0:
player_pos2.y = 0
if player_pos2.y > screen.get_height() - tank2.get_height():
player_pos2.y = screen.get_height() - tank2.get_height()
pygame.display.flip()
clock.tick(FPS)
dt = clock.tick(60) / 1000
pygame.quit()
# Завершение работы Pygame
pygame.quit()