import pygame from pygame.locals import K_UP, K_DOWN, QUIT, KEYDOWN, K_r, K_q import random pygame.init() # Ekrāns SCREEN_WIDTH = 1600 SCREEN_HEIGHT = 600 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Canteen Rush") # Ielādējam bildes background_img = pygame.image.load('background.jpg').convert() background_img = pygame.transform.scale(background_img, (SCREEN_WIDTH, SCREEN_HEIGHT)) enemy_img = pygame.image.load('Sprite-0001.png').convert() enemy_img = pygame.transform.scale( enemy_img, (int(enemy_img.get_width() * 0.3), int(enemy_img.get_height() * 0.3))) enemy_img.set_colorkey((0, 0, 0)) player_img = pygame.image.load('player1.jpg').convert() player_img = pygame.transform.scale( player_img, (int(player_img.get_width() * 0.3), int(player_img.get_height() * 0.3)) ) player_img.set_colorkey((255, 255, 255)) end_img = pygame.image.load('Sprite-0002.png').convert() end_img = pygame.transform.scale(end_img, (200, 200)) clock = pygame.time.Clock() count_label = pygame.font.Font(None, 40) # Līnijas line_thickness = 4 lane_height = player_img.get_height() + 10 total_height = 4 * line_thickness + 3 * lane_height start_y = (SCREEN_HEIGHT - total_height) // 2 lane_centers = [start_y + line_thickness + i * (lane_height + line_thickness) + lane_height // 2 for i in range(3)] class Player(pygame.sprite.Sprite): def __init__(self, image, lane_centers): super().__init__() self.image = image self.lane_centers = lane_centers self.current_lane = 1 self.rect = self.image.get_rect(center=(SCREEN_WIDTH // 6, self.lane_centers[self.current_lane])) def move_up(self): if self.current_lane > 0: self.current_lane -= 1 self.rect.centery = self.lane_centers[self.current_lane] def move_down(self): if self.current_lane < len(self.lane_centers) - 1: 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] class Enemy(pygame.sprite.Sprite): def __init__(self, image, lane_centers, speed, lane=None): super().__init__() self.image = image self.lane_centers = lane_centers self.current_lane = random.randint(0, 2) if lane is None else lane self.speed = speed self.rect = self.image.get_rect(center=(SCREEN_WIDTH + 100, self.lane_centers[self.current_lane])) self.passed = False def update(self): self.rect.x -= self.speed if self.rect.right < 0: self.kill() def draw_end_screen(screen, final_score, high_score): overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA) overlay.fill((0, 0, 0, 180)) screen.blit(overlay, (0, 0)) font_big = pygame.font.Font(None, 120) font_med = pygame.font.Font(None, 60) font_small = pygame.font.Font(None, 40) title = font_big.render("GAME OVER!", True, (220, 50, 50)) screen.blit(title, title.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 160))) screen.blit(end_img, (700, 190)) score_text = font_med.render(f"Score: {final_score}", True, (255, 255, 255)) screen.blit(score_text, score_text.get_rect(center=(1470, 30))) hs_text = font_med.render(f"Best: {high_score}", True, (255, 215, 0)) screen.blit(hs_text, hs_text.get_rect(center=(1470, 100))) restart_text = font_small.render("Uzspiediet R lai sāktu no jauna", True, (100, 255, 100)) quit_text = font_small.render("Uzspiediet Q lai izietu", True, (255, 100, 100)) screen.blit(restart_text, restart_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 130))) screen.blit(quit_text, quit_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 170))) def reset_game(player, enemies): player.reset() enemies.empty() pygame.time.set_timer(SPAWN_FIRST, 1500) return 0, 10, 5, False, False, [] # Таймеры SPAWN_FIRST = pygame.USEREVENT + 1 SPAWN_SECOND = pygame.USEREVENT + 2 SPAWN_THIRD = pygame.USEREVENT + 3 SECOND_DELAY = 700 THIRD_DELAY = 1800 SUB_SPAWN_DELAY = 400 player = Player(player_img, lane_centers) enemies = pygame.sprite.Group() count = 0 enemies_speed = 10 count_fix = 5 spawn_after_20 = False spawn_after_40 = False game_over = False high_score = 0 spawn_queue = [] last_sub_spawn_time = 0 pygame.time.set_timer(SPAWN_FIRST, 1500) running = True while running: current_time = pygame.time.get_ticks() for event in pygame.event.get(): if event.type == QUIT: running = False elif event.type == KEYDOWN: if game_over: if event.key == K_r: game_over = False count, enemies_speed, count_fix, spawn_after_20, spawn_after_40, spawn_queue = 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() elif event.type == SPAWN_FIRST and not spawn_after_20 and not spawn_after_40 and not game_over: enemies.add(Enemy(enemy_img, lane_centers, speed=enemies_speed)) elif event.type == SPAWN_SECOND and spawn_after_20 and not spawn_after_40 and not game_over: for l in random.sample(range(3), 2): enemies.add(Enemy(enemy_img, lane_centers, speed=enemies_speed, lane=l)) pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY) elif event.type == SPAWN_THIRD and spawn_after_40 and not game_over: lanes = [0, 1, 2] random.shuffle(lanes) spawn_queue = lanes current_delay = 1300 if enemies_speed >= 35 else THIRD_DELAY pygame.time.set_timer(SPAWN_THIRD, current_delay) # Логика очереди (после 40 очков) if not game_over and spawn_after_40 and spawn_queue: if current_time - last_sub_spawn_time > SUB_SPAWN_DELAY: lane_idx = spawn_queue.pop(0) spd = random.randint(30, 35) if enemies_speed >= 35 else enemies_speed enemies.add(Enemy(enemy_img, lane_centers, speed=spd, lane=lane_idx)) last_sub_spawn_time = current_time if not game_over: enemies.update() 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) pygame.time.set_timer(SPAWN_THIRD, 0) for enemy in enemies: if not enemy.passed and enemy.rect.right < player.rect.left: enemy.passed = True count += 1 if count % 5 == 0 and enemies_speed < 35: enemies_speed += 1 if count >= 20 and count < 40 and not spawn_after_20: spawn_after_20 = True pygame.time.set_timer(SPAWN_FIRST, 0) pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY) # ПЕРЕХОД НА 40 ОЧКОВ if count >= 40 and not spawn_after_40: spawn_after_40 = True spawn_after_20 = False pygame.time.set_timer(SPAWN_SECOND, 0) # Ждем 2000мс (2 секунды), пока пролетят старые двойные враги pygame.time.set_timer(SPAWN_THIRD, 2000) # Drawing screen.blit(background_img, (0, 0)) for i in range(4): y = start_y + i * (lane_height + line_thickness) pygame.draw.rect(screen, (0, 0, 0), pygame.Rect(0, y, SCREEN_WIDTH, line_thickness)) screen.blit(player.image, player.rect) enemies.draw(screen) screen.blit(count_label.render(f"Score: {count}", True, (0, 0, 0)), (10, 10)) spd_txt = f"{enemies_speed}" if enemies_speed < 35 else "30-35" screen.blit(count_label.render(f"Speed: {spd_txt}", True, (0, 0, 0)), (600, 10)) if game_over: draw_end_screen(screen, count, high_score) pygame.display.flip() clock.tick(60) pygame.quit()