Added end screen

End screen was added. Restart and quit options was added at the end of the game (by pressing R (restart) or Q (quit)). Best score tracking method was added, at the end of the game it will be shown to the user.
main
Romans Zubenko 2026-02-23 07:40:23 +00:00
parent 40b7ceba8e
commit b78b29f22b
1 changed files with 110 additions and 63 deletions

173
main.py
View File

@ -1,5 +1,5 @@
import pygame
from pygame.locals import K_UP, K_DOWN, QUIT, KEYDOWN
from pygame.locals import K_UP, K_DOWN, QUIT, KEYDOWN, K_r, K_q
import random
pygame.init()
@ -15,8 +15,7 @@ background_img = pygame.transform.scale(background_img, (SCREEN_WIDTH, SCREEN_HE
clock = pygame.time.Clock()
#enemy
# enemy
enemy_img = pygame.image.load('Sprite-0001.png').convert()
enemy_img = pygame.transform.scale(
enemy_img,
@ -28,10 +27,7 @@ end_img = pygame.image.load('Sprite-0002.png').convert()
# end_img,
# (int(end_img.get_width() * 1), int(end_img.get_height() * 1)))
# Skaitītājs
count = 0
count_label = pygame.font.Font(None, 40)
count_fix = 5
@ -55,6 +51,7 @@ for i in range(3):
y = start_y + line_thickness + i * (lane_height + line_thickness) + lane_height // 2
lane_centers.append(y)
# Spēlētāja klase
class Player(pygame.sprite.Sprite):
def __init__(self, image, lane_centers):
@ -74,16 +71,19 @@ class Player(pygame.sprite.Sprite):
self.current_lane += 1
self.rect.centery = self.lane_centers[self.current_lane]
def reset(self):
self.current_lane = 1
self.rect.centery = self.lane_centers[self.current_lane]
# Vētras klase (sarkanās blokas)
class Enemy(pygame.sprite.Sprite):
def __init__(self, image, lane_centers, speed=5):
super().__init__()
self.image = image
self.lane_centers = lane_centers
# Выбираем случайную полосу из трех доступных
self.current_lane = random.randint(0, len(lane_centers) - 1)
self.speed = speed
# Появляем врага за ПРАВЫМ краем экрана
self.rect = self.image.get_rect(center=(SCREEN_WIDTH + 100, self.lane_centers[self.current_lane]))
self.passed = False
@ -92,57 +92,127 @@ class Enemy(pygame.sprite.Sprite):
if self.rect.right < 0:
self.kill()
# Izveidojam spēlētāju
player = Player(player_img, lane_centers)
# Vētru grupa
enemies = pygame.sprite.Group()
def draw_end_screen(screen, final_score, high_score):
"""Draw the game over overlay with final score and options."""
# Semi-transparent dark overlay
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 180))
screen.blit(overlay, (0, 0))
# Taimeri
enemies_speed = 10
font_big = pygame.font.Font(None, 120)
font_med = pygame.font.Font(None, 60)
font_small = pygame.font.Font(None, 40)
# "GAME OVER" title
title = font_big.render("GAME OVER", True, (220, 50, 50))
screen.blit(title, title.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 160)))
# Final score
score_text = font_med.render(f"Score: {final_score}", True, (255, 255, 255))
screen.blit(score_text, score_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 60)))
# High score
hs_color = (255, 215, 0) if final_score >= high_score else (180, 180, 180)
hs_label = "NEW BEST!" if final_score >= high_score else f"Best: {high_score}"
hs_text = font_med.render(hs_label, True, hs_color)
screen.blit(hs_text, hs_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 10)))
# Instructions
restart_text = font_small.render("Press R to Restart", True, (100, 255, 100))
quit_text = font_small.render("Press Q to Quit", True, (255, 100, 100))
screen.blit(restart_text, restart_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 90)))
screen.blit(quit_text, quit_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 140)))
def reset_game(player, enemies):
"""Reset all game state for a new run."""
player.reset()
enemies.empty()
pygame.time.set_timer(SPAWN_FIRST, 1500)
pygame.time.set_timer(SPAWN_SECOND, 0)
return 0, 10, 5, False # count, enemies_speed, count_fix, spawn_after_20
# Taimeri events
SPAWN_FIRST = pygame.USEREVENT + 1
SPAWN_SECOND = pygame.USEREVENT + 2
SECOND_DELAY = 700 # ms otrā bloka aizkave
SECOND_DELAY = 700
# Izveidojam spēlētāju un vētru grupu
player = Player(player_img, lane_centers)
enemies = pygame.sprite.Group()
# Spēles stāvoklis
count = 0
enemies_speed = 10
count_fix = 5
spawn_after_20 = False
game_over = False
high_score = 0
# Ieslēdzam parasto taimeri līdz 20 punktiem
pygame.time.set_timer(SPAWN_FIRST, 1500)
running = True
spawn_after_20 = False # flags, ka sācies režīms pēc 20 punktiem
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_UP:
player.move_up()
elif event.key == K_DOWN:
player.move_down()
if game_over:
if event.key == K_r:
game_over = False
count, enemies_speed, count_fix, spawn_after_20 = reset_game(player, enemies)
elif event.key == K_q:
running = False
else:
if event.key == K_UP:
player.move_up()
elif event.key == K_DOWN:
player.move_down()
# Parastās vētras līdz 20 punktiem
elif event.type == SPAWN_FIRST and not spawn_after_20:
elif event.type == SPAWN_FIRST and not spawn_after_20 and not game_over:
enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
enemies.add(enemy)
# Otra vētra “paka” režīmā pēc 20 punktiem
elif event.type == SPAWN_SECOND and spawn_after_20:
elif event.type == SPAWN_SECOND and spawn_after_20 and not game_over:
enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
enemies.add(enemy)
# atkārtoti ieslēdzam taimeri otrajai vētrai
pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1)
# Atjaunojam vētras
enemies.update()
if not game_over:
# Atjaunojam vētras
enemies.update()
# Pārbauda sadursmes
if pygame.sprite.spritecollideany(player, enemies):
print("Sadursme! Spēle beigusies.")
running = False
# Pārbauda sadursmes
if pygame.sprite.spritecollideany(player, enemies):
game_over = True
high_score = max(high_score, count)
pygame.time.set_timer(SPAWN_FIRST, 0)
pygame.time.set_timer(SPAWN_SECOND, 0)
# Zīmē fonu
# Pārbauda katru kadru
for enemy in enemies:
if not enemy.passed and enemy.rect.right < player.rect.left:
enemy.passed = True
count += 1
# Palielina ātrumu
if count == count_fix:
count_fix += 5
enemies_speed += 1
# Sāk "paka" režīmu pēc 20 punktiem
if count >= 20 and not spawn_after_20:
spawn_after_20 = True
enemies.empty()
enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
enemies.add(enemy)
pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1)
pygame.time.set_timer(SPAWN_FIRST, 0)
# --- Zīmēšana ---
screen.blit(background_img, (0, 0))
# Zīmē 4 līnijas
@ -157,40 +227,17 @@ while running:
for enemy in enemies:
screen.blit(enemy.image, enemy.rect)
# Zīmē punktus
# Zīmē punktus un ātrumu
count_text = count_label.render(f"Score: {count}", True, (0, 0, 0))
screen.blit(count_text, (10, 10))
# Zīmē ātrumu
speed_text = count_label.render(f"Speed: {enemies_speed}", True, (0, 0, 0))
screen.blit(speed_text, (600, 10))
# Pārbauda katru kadru
for enemy in enemies:
if not enemy.passed and enemy.rect.right < player.rect.left:
enemy.passed = True
count += 1
# Palielina ātrumu
if count == count_fix:
# if enemies_speed >= 22:
# pass
# else:
count_fix += 5
enemies_speed += 1
# Sāk “paka” režīmu pēc 20 punktiem
if count >= 20 and not spawn_after_20:
spawn_after_20 = True
enemies.empty() # izdzēš vecās vētras
# Pirmā vētra uzreiz
enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed)
enemies.add(enemy)
# Taimeris otrajai vētrai pēc 0.7 sek
pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1)
# Izslēdz parasto taimeri
pygame.time.set_timer(SPAWN_FIRST, 0)
# Ja spēle beigusies, zīmē end screen virs visa
if game_over:
draw_end_screen(screen, count, high_score)
pygame.display.flip()
clock.tick(60)
pygame.quit()
pygame.quit()