import pygame import random import math # Определение констант SCREEN_WIDTH = 1920 SCREEN_HEIGHT = 1080 PLAYER_SIZE = 150 BULLET_SIZE = 20 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() # 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_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)) # 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() # Обновление всех спрайтов all_sprites.update() # 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)) screen.blit(stena, (460, 830)) screen.blit(stena, (460, 930)) screen.blit(stena, (960, 40)) screen.blit(stena, (960, 140)) screen.blit(stena, (960, 240)) screen.blit(stena, (660, 240)) screen.blit(stena, (960, 440)) screen.blit(stena, (960, 540)) screen.blit(stena, (960, 640)) screen.blit(stena, (960, 740)) screen.blit(stena, (1260, 740)) screen.blit(stena, (1360, 740)) screen.blit(stena, (1460, 740)) screen.blit(stena, (1560, 740)) screen.blit(stena, (1660, 740)) screen.blit(stena, (360, 240)) screen.blit(stena, (360, 340)) screen.blit(stena, (360, 440)) screen.blit(stena, (0, 540)) screen.blit(stena, (60, 540)) screen.blit(stena, (260, 540)) screen.blit(stena, (360, 540)) screen.blit(stena, (460, 540)) screen.blit(stena, (560, 540)) screen.blit(stena, (660, 540)) screen.blit(stena, (760, 540)) screen.blit(stena, (860, 540)) screen.blit(stena, (1160, 240)) screen.blit(stena, (1260, 240)) screen.blit(stena, (1360, 240)) screen.blit(stena, (1460, 240)) screen.blit(stena, (1460, 340)) screen.blit(stena, (1760, 340)) screen.blit(stena, (1860, 340)) screen.blit(stenki, (-150, 0)) screen.blit(stenki, (-150, 200)) screen.blit(stenki, (-150, 400)) screen.blit(stenki, (-150, 600)) screen.blit(stenki, (-150, 800)) screen.blit(stenki, (-150, 1000)) screen.blit(stenki, (0, -150)) screen.blit(stenki, (200, -150)) screen.blit(stenki, (400, -150)) screen.blit(stenki, (600, -150)) screen.blit(stenki, (800, -150)) screen.blit(stenki, (1000, -150)) screen.blit(stenki, (1200, -150)) screen.blit(stenki, (1400, -150)) screen.blit(stenki, (1600, -150)) screen.blit(stenki, (1800, -150)) screen.blit(stenki, (1870, 0)) screen.blit(stenki, (1870, 200)) screen.blit(stenki, (1870, 400)) screen.blit(stenki, (1870, 600)) screen.blit(stenki, (1870, 800)) screen.blit(stenki, (1870, 1000)) screen.blit(stenki, (0, 1030)) screen.blit(stenki, (200, 1030)) screen.blit(stenki, (400, 1030)) screen.blit(stenki, (600, 1030)) screen.blit(stenki, (800, 1030)) screen.blit(stenki, (1000, 1030)) screen.blit(stenki, (1200, 1030)) screen.blit(stenki, (1400, 1030)) screen.blit(stenki, (1600, 1030)) screen.blit(stenki, (1800, 1030)) pygame.display.flip() clock.tick(FPS) # Завершение работы Pygame pygame.quit()