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") 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))) enemy_img.set_colorkey((0, 0, 0)) #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_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] def reset(self): self.current_lane = 1 self.rect.centery = self.lane_centers[self.current_lane] # Vētras klase class Enemy(pygame.sprite.Sprite): def __init__(self, image, lane_centers, speed=5): super().__init__() self.image = image self.lane_centers = lane_centers self.current_lane = random.randint(0, len(lane_centers) - 1) 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): # Puscaurspīdīgais tumšais fons 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) # "GAME OVER" uzraksts title = font_big.render("Spēle Beigusies", True, (220, 50, 50)) screen.blit(title, title.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 160))) # Beigu punktu skaits 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))) # Labākais punktu skaits 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))) # Instrukcijas lietotājam 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 + 90))) screen.blit(quit_text, quit_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 140))) def reset_game(player, enemies): 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 # 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 pygame.time.set_timer(SPAWN_FIRST, 1500) running = True while running: 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 = 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 game_over: enemy = Enemy(enemy_img, lane_centers, speed=enemies_speed) enemies.add(enemy) 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) pygame.time.set_timer(SPAWN_SECOND, SECOND_DELAY, loops=1) if not game_over: # Atjaunojam vētras enemies.update() # 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) # 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 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 un ātrumu count_text = count_label.render(f"Score: {count}", True, (0, 0, 0)) screen.blit(count_text, (10, 10)) speed_text = count_label.render(f"Speed: {enemies_speed}", True, (0, 0, 0)) screen.blit(speed_text, (600, 10)) # 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()