Complete version

main
Rolands Belomoins 2025-12-15 01:34:40 +03:00
parent 8cb8997f6a
commit 1b403c0391
37 changed files with 197 additions and 214 deletions

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from settings import SCREEN_HEIGHT, SCREEN_WIDTH
import random
import pygame
from pygame.locals import (
RLEACCEL,)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf= pygame.image.load("sprites/Enemy_Sprite.png").convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
#self.surf = pygame.Surface((24, 10))
#self.surf.fill((255, 0, 0))
self.rect = self.surf.get_rect(
center=(
random.uniform(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.uniform(0, SCREEN_HEIGHT),
)
)
self.speed = random.uniform(4,10)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()

342
main.py
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import pygame import pygame
from player import Player import random
from enemy import Enemy import math
from settings import SCREEN_HEIGHT, SCREEN_WIDTH
from pygame.locals import ( # -----------------------------
RLEACCEL, # Settings
K_UP, # -----------------------------
K_DOWN, SCREEN_WIDTH = 1280
K_LEFT, SCREEN_HEIGHT = 720
K_RIGHT, FPS = 80
K_ESCAPE, NUM_ENEMIES = 14
KEYDOWN,
QUIT,
K_SPACE,
K_f,
K_RETURN,
)
pygame.mixer.init() # -----------------------------
# Initialize Pygame
# -----------------------------
pygame.init() pygame.init()
pygame.mixer.init() # Initialize mixer for music
pygame.font.init()
my_font = pygame.font.SysFont('Comic Sans MS', 30)
pygame.mixer.music.load("sounds/aura.mp3")
collision_sound = pygame.mixer.Sound("sounds/dead.ogg")
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Polarity Field")
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 1000)
running = True
game_started = False
# Initialize player, enemy, and sprite groups
player = Player()
enemy = Enemy()
enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(enemy)
enemies.add(enemy)
bg1 = pygame.transform.scale(pygame.image.load("sprites/Day.city.png").convert(), (SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock() clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 36)
# Start screen loop # -----------------------------
while not game_started: # Load background music
for event in pygame.event.get(): # -----------------------------
if event.type == KEYDOWN: pygame.mixer.music.load("sprites/music.ogg")
if event.key == K_SPACE: pygame.mixer.music.set_volume(0.5)
game_started = True # Start the game when Space is pressed pygame.mixer.music.play(-1) # Loop indefinitely
if event.key == K_f:
game_started = True # Start the game when F is pressed (optional)
elif event.type == QUIT:
running = False
game_started = True # Exit the loop if quit event occurs
screen.fill((0, 0, 0)) # -----------------------------
text = my_font.render("Start", True, (255, 255, 255)) # Load sprites AFTER display is ready
screen.blit(text, ( # -----------------------------
(SCREEN_WIDTH - text.get_width()) / 2, player_surf = pygame.image.load("sprites/orb_purple.png").convert_alpha()
(SCREEN_HEIGHT - text.get_height()) / 2, player_surf = pygame.transform.scale(player_surf, (60, 60))
)) player_rect = player_surf.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2))
text = my_font.render("Press Space to Start", True, (255, 255, 255)) player_polarity = 1
screen.blit(text, ( player_lives = 3
(SCREEN_WIDTH - text.get_width()) / 2,
(SCREEN_HEIGHT - text.get_height() - 200)
))
pygame.display.flip()
clock.tick(30) # Limit FPS to 30
pygame.mixer.music.play(loops=-1, fade_ms=1000) enemies = []
for _ in range(NUM_ENEMIES):
polarity = random.choice([1, -1])
if polarity == 1:
surf = pygame.image.load("sprites/orb_red.png").convert_alpha()
else:
surf = pygame.image.load("sprites/orb_blue.png").convert_alpha()
surf = pygame.transform.scale(surf, (50, 50))
# Spawn 500 pixels away from player
while True:
x = random.randint(0, SCREEN_WIDTH)
y = random.randint(0, SCREEN_HEIGHT)
dx = x - player_rect.centerx
dy = y - player_rect.centery
dist = math.hypot(dx, dy)
if dist >= 500:
break
# Main game loop rect = surf.get_rect(center=(x, y))
speed_x = 0 # stationary until game starts
speed_y = 0
enemies.append({
"surf": surf,
"rect": rect,
"polarity": polarity,
"speed_x": speed_x,
"speed_y": speed_y
})
# -----------------------------
# Score & cooldown
# -----------------------------
score = 0
hit_cooldown = 0
game_started = False # Game begins only after first movement
# -----------------------------
# Main loop
# -----------------------------
running = True
while running: while running:
screen.fill((0, 0, 0)) # Background color clock.tick(FPS)
screen.blit(bg1, (0, 0)) # Draw the background image screen.fill((20, 20, 20))
# -----------------------------
# Events
# -----------------------------
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == KEYDOWN: if event.type == pygame.QUIT:
if event.key == K_ESCAPE: running = False
running = False # Quit on Escape if event.type == pygame.KEYDOWN:
elif event.key == K_RETURN: # Press Enter to restart if event.key == pygame.K_ESCAPE:
# Reset the game state running = False
player.kill() # Remove player from all_sprites if event.key == pygame.K_SPACE and game_started:
enemy.kill() # Remove enemy from all_sprites player_polarity *= -1
enemies.empty() # Empty enemies group
all_sprites.empty() # Empty all_sprites group
# Reinitialize player, enemies, and all sprites # -----------------------------
player = Player() # Player movement
enemy = Enemy() # -----------------------------
enemies.add(enemy) keys = pygame.key.get_pressed()
all_sprites.add(player) dx = dy = 0
all_sprites.add(enemy) if keys[pygame.K_w] or keys[pygame.K_UP]:
dy -= 6
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
dy += 6
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
dx -= 6
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
dx += 6
# Reset background and re-enter game loop # Start game on first movement
continue # Restart game loop from the beginning if not game_started and (dx != 0 or dy != 0):
game_started = True
# Activate enemy movement now
for enemy in enemies:
enemy["speed_x"] = random.uniform(-3, 3)
enemy["speed_y"] = random.uniform(-3, 3)
elif event.type == QUIT: player_rect.move_ip(dx, dy)
running = False # Quit on window close player_rect.clamp_ip(pygame.Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
moved = dx != 0 or dy != 0
elif event.type == ADDENEMY: # -----------------------------
# Add a new enemy each second # Enemy updates & scoring (only if game started)
new_enemy = Enemy() # -----------------------------
enemies.add(new_enemy) if game_started:
all_sprites.add(new_enemy) for enemy in enemies:
# Polarity effect
if enemy["polarity"] == player_polarity: # repel
if enemy["rect"].centerx < player_rect.centerx:
enemy["rect"].x -= 4
else:
enemy["rect"].x += 4
if enemy["rect"].centery < player_rect.centery:
enemy["rect"].y -= 4
else:
enemy["rect"].y += 4
else: # attract
if enemy["rect"].centerx < player_rect.centerx:
enemy["rect"].x += 4
else:
enemy["rect"].x -= 4
if enemy["rect"].centery < player_rect.centery:
enemy["rect"].y += 4
else:
enemy["rect"].y -= 4
pressed_keys = pygame.key.get_pressed() # Random drift
enemy["rect"].x += enemy["speed_x"] * 0.3
enemy["rect"].y += enemy["speed_y"] * 0.3
player.update(pressed_keys) # Bounce on screen edges
enemies.update() if enemy["rect"].left < 0 or enemy["rect"].right > SCREEN_WIDTH:
enemy["speed_x"] *= -1
if enemy["rect"].top < 0 or enemy["rect"].bottom > SCREEN_HEIGHT:
enemy["speed_y"] *= -1
# Render all sprites # Prevent stacking
for entity in all_sprites: for other in enemies:
screen.blit(entity.surf, entity.rect) if other != enemy:
dx_sep = enemy["rect"].centerx - other["rect"].centerx
dy_sep = enemy["rect"].centery - other["rect"].centery
dist_sep = math.hypot(dx_sep, dy_sep)
min_dist = 30
if dist_sep < min_dist and dist_sep != 0:
push_x = (dx_sep / dist_sep) * (min_dist - dist_sep) / 2
push_y = (dy_sep / dist_sep) * (min_dist - dist_sep) / 2
enemy["rect"].move_ip(push_x, push_y)
other["rect"].move_ip(-push_x, -push_y)
# Check for collisions between player and enemies # Collision
if pygame.sprite.spritecollideany(player, enemies): if hit_cooldown == 0 and player_rect.colliderect(enemy["rect"]):
player.kill() # Remove player when it collides with an enemy player_lives -= 1
pygame.time.delay(250) # Wait a bit before showing the game over screen hit_cooldown = FPS
for e in enemies:
dx_push = e["rect"].centerx - player_rect.centerx
dy_push = e["rect"].centery - player_rect.centery
e["rect"].move_ip(dx_push//2, dy_push//2)
pygame.mixer.stop # Draw enemy
screen.blit(enemy["surf"], enemy["rect"])
collision_sound.play() # Update score
# Game Over screen after collision if moved:
screen.fill((0, 0, 0)) # Clear the screen with a black background score += 1
text = my_font.render("Game Over", True, (255, 0, 0))
screen.blit(text, (
(SCREEN_WIDTH - text.get_width()) / 2,
(SCREEN_HEIGHT - text.get_height()) / 2
))
text = my_font.render("Press Enter to Restart", True, (255, 255, 255)) # Update cooldown
screen.blit(text, ( if hit_cooldown > 0:
(SCREEN_WIDTH - text.get_width()) / 2, hit_cooldown -= 1
(SCREEN_HEIGHT - text.get_height()) / 2 + 50,
))
text = my_font.render("Press Escape to Quit", True, (255, 255, 255)) # -----------------------------
screen.blit(text, ( # Draw player
(SCREEN_WIDTH - text.get_width()) / 2, # -----------------------------
(SCREEN_HEIGHT - text.get_height()) / 2 +100, screen.blit(player_surf, player_rect)
))
pygame.display.flip() # -----------------------------
# Draw HUD
# -----------------------------
hud = font.render(f"Lives: {player_lives} Score: {score}", True, (255, 255, 255))
screen.blit(hud, (20, 20))
# Wait for the player to press Enter to restart or Escape to quit # -----------------------------
waiting_for_input = True # Check for game over
while waiting_for_input: # -----------------------------
for event in pygame.event.get(): if player_lives <= 0:
if event.type == KEYDOWN: running = False
if event.key == K_RETURN:
waiting_for_input = False # Player pressed Enter to restart
if event.key == K_ESCAPE:
running = False # Player pressed Escape to quit
waiting_for_input = False
elif event.type == QUIT:
waiting_for_input = False
running = False
pygame.display.flip() # Update the screen pygame.display.flip()
clock.tick(60) # Limit FPS to 60 # -----------------------------
# Game Over screen
# -----------------------------
screen.fill((20, 20, 20))
game_over_text = font.render("GAME OVER", True, (255, 0, 0))
score_text = font.render(f"Final Score: {score}", True, (255, 255, 255))
# Center text
screen.blit(game_over_text, (SCREEN_WIDTH//2 - game_over_text.get_width()//2, SCREEN_HEIGHT//2 - 40))
screen.blit(score_text, (SCREEN_WIDTH//2 - score_text.get_width()//2, SCREEN_HEIGHT//2 + 10))
pygame.display.flip()
# Wait until the player closes the window
game_over = True
while game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = False
pygame.mixer.music.stop()
pygame.mixer.quit()
pygame.quit() pygame.quit()

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import pygame
from settings import SCREEN_HEIGHT, SCREEN_WIDTH
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.transform.scale(
pygame.image.load("sprites/Heart1.png").convert(),
(50, 66))
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect= self.surf.get_rect()
#self.surf = pygame.Surface((40, 40))
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -4)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 4)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-4, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(4, 0)
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT

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SCREEN_WIDTH = 1920
SCREEN_HEIGHT = 1080

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