Update main.py
parent
aa1e623876
commit
bfb2404349
124
main.py
124
main.py
|
|
@ -16,7 +16,6 @@ def load_s(path, size, alpha=True):
|
||||||
img = pygame.image.load(path).convert_alpha() if alpha else pygame.image.load(path).convert()
|
img = pygame.image.load(path).convert_alpha() if alpha else pygame.image.load(path).convert()
|
||||||
return pygame.transform.scale(img, size)
|
return pygame.transform.scale(img, size)
|
||||||
except:
|
except:
|
||||||
# Если файл не найден, создаем заглушку
|
|
||||||
s = pygame.Surface(size); s.fill((100, 100, 100)); return s
|
s = pygame.Surface(size); s.fill((100, 100, 100)); return s
|
||||||
|
|
||||||
# --- Загрузка ресурсов ---
|
# --- Загрузка ресурсов ---
|
||||||
|
|
@ -35,7 +34,6 @@ lane_height = 100
|
||||||
line_thickness = 4
|
line_thickness = 4
|
||||||
total_height = 4 * line_thickness + 3 * lane_height
|
total_height = 4 * line_thickness + 3 * lane_height
|
||||||
start_y = (SCREEN_HEIGHT - total_height) // 2
|
start_y = (SCREEN_HEIGHT - total_height) // 2
|
||||||
# lane_centers — это Y-координаты центров трёх дорожек
|
|
||||||
lane_centers = [start_y + line_thickness + i * (lane_height + line_thickness) + lane_height // 2 for i in range(3)]
|
lane_centers = [start_y + line_thickness + i * (lane_height + line_thickness) + lane_height // 2 for i in range(3)]
|
||||||
|
|
||||||
class Player(pygame.sprite.Sprite):
|
class Player(pygame.sprite.Sprite):
|
||||||
|
|
@ -108,45 +106,63 @@ class Boss(pygame.sprite.Sprite):
|
||||||
self.dir = 1
|
self.dir = 1
|
||||||
self.move_timer = pygame.time.get_ticks()
|
self.move_timer = pygame.time.get_ticks()
|
||||||
self.state = "NORMAL"
|
self.state = "NORMAL"
|
||||||
self.move_delay = 2000 # Начальная задержка движения
|
self.move_delay = 2000
|
||||||
self.fire_rate_mod = 1.0
|
self.fire_rate_mod = 1.0
|
||||||
self.grow_start = 0
|
self.grow_start = 0
|
||||||
|
|
||||||
|
# Параметры анимации смерти
|
||||||
|
self.death_size = 100
|
||||||
|
self.death_center_x = 0
|
||||||
|
self.death_center_y = 0
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
now = pygame.time.get_ticks()
|
now = pygame.time.get_ticks()
|
||||||
|
|
||||||
if self.state == "NORMAL":
|
if self.state == "NORMAL":
|
||||||
# Проверка таймера перемещения
|
|
||||||
if now - self.move_timer > self.move_delay:
|
if now - self.move_timer > self.move_delay:
|
||||||
self.lane += self.dir
|
self.lane += self.dir
|
||||||
if self.lane < 0 or self.lane > 2:
|
if self.lane < 0 or self.lane > 2:
|
||||||
self.dir *= -1
|
self.dir *= -1
|
||||||
self.lane += self.dir * 2
|
self.lane += self.dir * 2
|
||||||
self.move_timer = now
|
self.move_timer = now
|
||||||
|
|
||||||
# Строгое центрирование маленького босса
|
|
||||||
self.image = self.base_image
|
self.image = self.base_image
|
||||||
self.rect = self.image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
self.rect = self.image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
||||||
|
|
||||||
elif self.state == "GROWING":
|
elif self.state == "GROWING":
|
||||||
# Состояние увеличения
|
|
||||||
self.image = pygame.transform.scale(self.base_image, (250, 250))
|
self.image = pygame.transform.scale(self.base_image, (250, 250))
|
||||||
self.rect = self.image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
self.rect = self.image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
||||||
if now - self.grow_start > 2000:
|
if now - self.grow_start > 2000:
|
||||||
self.state = "NORMAL"
|
self.state = "NORMAL"
|
||||||
# Ускоряем движение в зависимости от HP при выходе из фазы роста
|
|
||||||
if self.lives <= 5:
|
if self.lives <= 5:
|
||||||
self.move_delay = 600
|
self.move_delay = 600
|
||||||
elif self.lives <= 10:
|
elif self.lives <= 10:
|
||||||
self.move_delay = 1100
|
self.move_delay = 1100
|
||||||
|
|
||||||
self.fire_rate_mod = max(0.5, self.fire_rate_mod - 0.15)
|
self.fire_rate_mod = max(0.5, self.fire_rate_mod - 0.15)
|
||||||
self.rect = self.base_image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
self.rect = self.base_image.get_rect(center=(SCREEN_WIDTH - 200, lane_centers[self.lane]))
|
||||||
|
|
||||||
elif self.state == "DEAD":
|
elif self.state == "DEAD":
|
||||||
self.image = pygame.transform.scale(self.base_image, (450, 450))
|
# Увеличиваемся до 500px
|
||||||
self.rect.x += 12; self.rect.y -= 12
|
if self.death_size < 500:
|
||||||
if self.rect.bottom < 0: self.kill()
|
self.death_size = min(500, self.death_size + 8)
|
||||||
|
else:
|
||||||
|
# После достижения максимального размера — летим вправо
|
||||||
|
self.death_center_x += 18
|
||||||
|
|
||||||
|
# Перерисовываем с текущим размером
|
||||||
|
self.image = pygame.transform.scale(self.base_image, (int(self.death_size), int(self.death_size)))
|
||||||
|
self.rect = self.image.get_rect(center=(int(self.death_center_x), int(self.death_center_y)))
|
||||||
|
|
||||||
|
# Когда улетел за экран — уничтожаем спрайт
|
||||||
|
if self.rect.left > SCREEN_WIDTH + 50:
|
||||||
|
self.kill()
|
||||||
|
|
||||||
|
def start_death(self):
|
||||||
|
# Запускает анимацию смерти из текущей позиции босса.
|
||||||
|
self.state = "DEAD"
|
||||||
|
self.death_size = 100
|
||||||
|
self.death_center_x = float(self.rect.centerx)
|
||||||
|
self.death_center_y = float(self.rect.centery)
|
||||||
|
|
||||||
|
|
||||||
# --- Инициализация объектов ---
|
# --- Инициализация объектов ---
|
||||||
player = Player()
|
player = Player()
|
||||||
|
|
@ -157,14 +173,15 @@ boss_group = pygame.sprite.GroupSingle()
|
||||||
victory_pizza = pygame.sprite.GroupSingle()
|
victory_pizza = pygame.sprite.GroupSingle()
|
||||||
|
|
||||||
score, speed, game_over, win = 0, 10, False, False
|
score, speed, game_over, win = 0, 10, False, False
|
||||||
|
boss_dying = False # Флаг: босс сейчас проигрывает анимацию смерти
|
||||||
spawn_timer = pygame.time.get_ticks()
|
spawn_timer = pygame.time.get_ticks()
|
||||||
p_timer = 0
|
p_timer = 0
|
||||||
k_timer = 0
|
k_timer = 0
|
||||||
font = pygame.font.Font(None, 40)
|
font = pygame.font.Font(None, 40)
|
||||||
|
|
||||||
def reset():
|
def reset():
|
||||||
global score, speed, game_over, win, spawn_timer
|
global score, speed, game_over, win, spawn_timer, boss_dying
|
||||||
score, speed, game_over, win = 0, 10, False, False
|
score, speed, game_over, win, boss_dying = 0, 10, False, False, False
|
||||||
spawn_timer = pygame.time.get_ticks()
|
spawn_timer = pygame.time.get_ticks()
|
||||||
player.lives, player.lane = 1, 1
|
player.lives, player.lane = 1, 1
|
||||||
enemies.empty(); projectiles.empty(); kotleta_group.empty(); boss_group.empty(); victory_pizza.empty()
|
enemies.empty(); projectiles.empty(); kotleta_group.empty(); boss_group.empty(); victory_pizza.empty()
|
||||||
|
|
@ -196,7 +213,7 @@ while running:
|
||||||
|
|
||||||
if not game_over and not win:
|
if not game_over and not win:
|
||||||
# Спавн обычных врагов
|
# Спавн обычных врагов
|
||||||
if not boss_group and score < 50:
|
if not boss_group and not boss_dying and score < 50:
|
||||||
delay = random.randint(1100, 1700) if score > 15 else 1500
|
delay = random.randint(1100, 1700) if score > 15 else 1500
|
||||||
if now - spawn_timer > delay:
|
if now - spawn_timer > delay:
|
||||||
lanes = random.sample(range(3), 2) if score > 15 else [random.randint(0, 2)]
|
lanes = random.sample(range(3), 2) if score > 15 else [random.randint(0, 2)]
|
||||||
|
|
@ -209,12 +226,14 @@ while running:
|
||||||
kotleta_group.add(Kotleta())
|
kotleta_group.add(Kotleta())
|
||||||
|
|
||||||
# Появление босса
|
# Появление босса
|
||||||
if score >= 50 and not boss_group and not win:
|
if score >= 50 and not boss_group and not boss_dying and not win:
|
||||||
boss_group.add(Boss())
|
boss_group.add(Boss())
|
||||||
enemies.empty(); kotleta_group.empty()
|
enemies.empty(); kotleta_group.empty()
|
||||||
|
|
||||||
if boss_group:
|
if boss_group:
|
||||||
b = boss_group.sprite
|
b = boss_group.sprite
|
||||||
|
|
||||||
|
# Стрельба босса только в состоянии NORMAL
|
||||||
if b.state == "NORMAL":
|
if b.state == "NORMAL":
|
||||||
if now - p_timer > 1400 * b.fire_rate_mod:
|
if now - p_timer > 1400 * b.fire_rate_mod:
|
||||||
projectiles.add(Projectile(pizza_img, random.randint(0, 2), 12))
|
projectiles.add(Projectile(pizza_img, random.randint(0, 2), 12))
|
||||||
|
|
@ -223,26 +242,21 @@ while running:
|
||||||
projectiles.add(Projectile(pizza_kick_img, random.randint(0, 2), 9, True))
|
projectiles.add(Projectile(pizza_kick_img, random.randint(0, 2), 9, True))
|
||||||
k_timer = now
|
k_timer = now
|
||||||
|
|
||||||
# Урон боссу
|
# Урон боссу от брошенных снарядов
|
||||||
for p in projectiles:
|
for p in list(projectiles):
|
||||||
if p.returned and b.rect.colliderect(p.rect):
|
if p.returned and b.rect.colliderect(p.rect):
|
||||||
b.lives -= 1; p.kill()
|
b.lives -= 1
|
||||||
|
p.kill()
|
||||||
if b.lives in [10, 5]:
|
if b.lives in [10, 5]:
|
||||||
b.state = "GROWING"
|
b.state = "GROWING"
|
||||||
b.grow_start = now
|
b.grow_start = now
|
||||||
projectiles.empty()
|
projectiles.empty()
|
||||||
if b.lives <= 0:
|
elif b.lives <= 0:
|
||||||
b.state = "DEAD"; projectiles.empty()
|
# Запускаем анимацию смерти
|
||||||
|
b.start_death()
|
||||||
# Проверка победы
|
boss_dying = True
|
||||||
if boss_group and boss_group.sprite.state == "DEAD":
|
projectiles.empty()
|
||||||
pass # Ждем пока улетит
|
break # Прекращаем проверку остальных снарядов
|
||||||
elif score >= 50 and not boss_group and not win:
|
|
||||||
win = True
|
|
||||||
vp = pygame.sprite.Sprite()
|
|
||||||
vp.image = load_s('pizza.png', (450, 450))
|
|
||||||
vp.rect = vp.image.get_rect(center=(SCREEN_WIDTH//2, SCREEN_HEIGHT//2))
|
|
||||||
victory_pizza.add(vp)
|
|
||||||
|
|
||||||
# Обновление всех объектов
|
# Обновление всех объектов
|
||||||
player.update()
|
player.update()
|
||||||
|
|
@ -250,20 +264,34 @@ while running:
|
||||||
projectiles.update()
|
projectiles.update()
|
||||||
kotleta_group.update()
|
kotleta_group.update()
|
||||||
boss_group.update()
|
boss_group.update()
|
||||||
victory_pizza.update()
|
|
||||||
|
|
||||||
# Коллизии
|
# Если босс умирал и спрайт уже уничтожен — победа
|
||||||
|
if boss_dying and not boss_group:
|
||||||
|
win = True
|
||||||
|
boss_dying = False
|
||||||
|
|
||||||
|
# Коллизии с игроком (только если босс НЕ в режиме смерти)
|
||||||
if pygame.sprite.spritecollide(player, enemies, True): player.lives -= 1
|
if pygame.sprite.spritecollide(player, enemies, True): player.lives -= 1
|
||||||
if pygame.sprite.spritecollide(player, kotleta_group, True): player.lives += 1
|
if pygame.sprite.spritecollide(player, kotleta_group, True): player.lives += 1
|
||||||
|
|
||||||
for p in projectiles:
|
if boss_group and boss_group.sprite.state != "DEAD":
|
||||||
if player.rect.colliderect(p.rect) and not p.returned:
|
for p in list(projectiles):
|
||||||
if p.kickable:
|
if player.rect.colliderect(p.rect) and not p.returned:
|
||||||
p.held = True; p.rect.center = player.rect.center
|
if p.kickable:
|
||||||
else:
|
p.held = True; p.rect.center = player.rect.center
|
||||||
player.lives -= 1; p.kill()
|
else:
|
||||||
elif p.held and not player.rect.colliderect(p.rect):
|
player.lives -= 1; p.kill()
|
||||||
p.kill() # Снаряд исчезает, если игрок ушел с линии не кинув его
|
elif p.held and not player.rect.colliderect(p.rect):
|
||||||
|
p.kill()
|
||||||
|
elif not boss_group:
|
||||||
|
for p in list(projectiles):
|
||||||
|
if player.rect.colliderect(p.rect) and not p.returned:
|
||||||
|
if p.kickable:
|
||||||
|
p.held = True; p.rect.center = player.rect.center
|
||||||
|
else:
|
||||||
|
player.lives -= 1; p.kill()
|
||||||
|
elif p.held and not player.rect.colliderect(p.rect):
|
||||||
|
p.kill()
|
||||||
|
|
||||||
# Начисление очков
|
# Начисление очков
|
||||||
for e in enemies:
|
for e in enemies:
|
||||||
|
|
@ -276,7 +304,6 @@ while running:
|
||||||
# --- Отрисовка ---
|
# --- Отрисовка ---
|
||||||
screen.blit(background_img, (0, 0))
|
screen.blit(background_img, (0, 0))
|
||||||
|
|
||||||
# Рисуем линии дорожек
|
|
||||||
for i in range(4):
|
for i in range(4):
|
||||||
pygame.draw.rect(screen, (0, 0, 0), (0, start_y + i*(lane_height+line_thickness), SCREEN_WIDTH, line_thickness))
|
pygame.draw.rect(screen, (0, 0, 0), (0, start_y + i*(lane_height+line_thickness), SCREEN_WIDTH, line_thickness))
|
||||||
|
|
||||||
|
|
@ -296,19 +323,24 @@ while running:
|
||||||
screen.blit(font.render(f"Lives: {player.lives}", True, (0,0,0)), (850, 20))
|
screen.blit(font.render(f"Lives: {player.lives}", True, (0,0,0)), (850, 20))
|
||||||
if boss_group:
|
if boss_group:
|
||||||
b = boss_group.sprite
|
b = boss_group.sprite
|
||||||
screen.blit(font.render(f"BOSS HP: {b.lives}", True, (0,0,0)), (SCREEN_WIDTH - 300, 20))
|
hp_text = f"BOSS HP: {max(0, b.lives)}"
|
||||||
|
screen.blit(font.render(hp_text, True, (0,0,0)), (SCREEN_WIDTH - 300, 20))
|
||||||
|
|
||||||
# Экраны окончания
|
# Экраны окончания
|
||||||
if game_over:
|
if game_over:
|
||||||
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
|
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
|
||||||
overlay.fill((0, 0, 0, 200)); screen.blit(overlay, (0,0))
|
overlay.fill((0, 0, 0, 200)); screen.blit(overlay, (0,0))
|
||||||
screen.blit(end_img, (SCREEN_WIDTH//2 - 150, 50))
|
screen.blit(end_img, (SCREEN_WIDTH//2 - 150, 50))
|
||||||
msg = pygame.font.Font(None, 100).render("ИГРА ОКОНЧЕНА", True, (255, 50, 50))
|
msg = pygame.font.Font(None, 100).render("SPĒLE BEIGUSIES", True, (255, 50, 50))
|
||||||
screen.blit(msg, msg.get_rect(center=(SCREEN_WIDTH//2, 400)))
|
screen.blit(msg, msg.get_rect(center=(SCREEN_WIDTH//2, 400)))
|
||||||
|
hint = font.render("R — vēlreiz | Q — padoties", True, (200, 200, 200))
|
||||||
|
screen.blit(hint, hint.get_rect(center=(SCREEN_WIDTH//2, 500)))
|
||||||
|
|
||||||
if win:
|
if win:
|
||||||
msg = pygame.font.Font(None, 100).render("ПОБЕДА! СУПЕР ПИЦЦА ТВОЯ!", True, (255, 200, 0))
|
msg = pygame.font.Font(None, 100).render("UZVARA! PICA IR TAVA!", True, (255, 200, 0))
|
||||||
screen.blit(msg, msg.get_rect(center=(SCREEN_WIDTH//2, 100)))
|
screen.blit(msg, msg.get_rect(center=(SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 40)))
|
||||||
|
hint = font.render("R — vēlreiz | Q — iziet", True, (200, 200, 200))
|
||||||
|
screen.blit(hint, hint.get_rect(center=(SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 60)))
|
||||||
|
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
clock.tick(60)
|
clock.tick(60)
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue