diff --git a/main.py b/main.py index 0a478bb..4c156e9 100644 --- a/main.py +++ b/main.py @@ -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() \ No newline at end of file +# Завершение работы Pygame +pygame.quit()