import pygame from pygame.locals import K_UP, K_DOWN, QUIT, KEYDOWN 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") background_img = pygame.image.load('background.jpg').convert() background_img = pygame.transform.scale(background_img, (SCREEN_WIDTH, SCREEN_HEIGHT)) clock = pygame.time.Clock() #enemy 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))) #end ekrāns end_img = pygame.image.load('Sprite-0002.png').convert() #end_img = pygame.transform.scale( # 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 # Spēlētājs 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)) # Līnijas un ceļi 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 # Trīs ceļu centri lane_centers = [] 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): 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] # 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 def update(self): self.rect.x -= self.speed if self.rect.right < 0: self.kill() # Izveidojam spēlētāju player = Player(player_img, lane_centers) # Vētru grupa enemies = pygame.sprite.Group() # Taimeri enemies_speed = 10 SPAWN_FIRST = pygame.USEREVENT + 1 SPAWN_SECOND = pygame.USEREVENT + 2 SECOND_DELAY = 700 # ms otrā bloka aizkave # 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() # Parastās vētras līdz 20 punktiem elif event.type == SPAWN_FIRST and not spawn_after_20: 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: 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() # Pārbauda sadursmes if pygame.sprite.spritecollideany(player, enemies): print("Sadursme! Spēle beigusies.") running = False # Zīmē fonu screen.blit(background_img, (0, 0)) # Zīmē 4 līnijas 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)) # Zīmē spēlētāju screen.blit(player.image, player.rect) # Zīmē vētras for enemy in enemies: screen.blit(enemy.image, enemy.rect) # Zīmē punktus 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) pygame.display.flip() clock.tick(60) pygame.quit()