code
parent
aaff17b276
commit
09338bc01b
122
main.py
122
main.py
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@ -1,87 +1,48 @@
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# code
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import pygame
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class Player(pygame.sprite.Sprite):
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def __init__(self, color, size, pos, walls):
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super().__init__()
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self.image = pygame.Surface(size)
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self.image.fill(color)
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self.rect = self.image.get_rect(center=pos)
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self.foot_size = 15
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self.dt = 0
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self.weight = 2500
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self.speed_x = 0
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self.max_speed_x = 700
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self.speed_y = 0
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self.max_speed_y = 1500
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self.is_jumping = False
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self.jumping_time = 0
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self.walls = walls
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def load_movement_sprites(prefix, num_sprites):
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sprite_list = []
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for i in range(1, num_sprites + 1):
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filename = f"{prefix}{i}.png"
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sprite = pygame.image.load(filename)
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sprite_list.append(sprite)
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return sprite_list
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def gravity(self, dt):
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self.speed_y += self.weight * dt
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if self.speed_y > self.max_speed_y:
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self.speed_y = self.max_speed_y
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self.rect.y += self.speed_y * dt
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# Load player and movement sprites
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player_image = pygame.image.load("player.png")
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forward_sprites = load_movement_sprites("forward", 5)
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backward_sprites = load_movement_sprites("backward", 5)
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left_sprites = load_movement_sprites("left", 5)
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right_sprites = load_movement_sprites("right", 5)
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def jump(self):
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if not self.is_jumping:
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self.is_jumping = True
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self.jumping_time = 0
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self.speed_y = -1500
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class Player:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.image = player_image
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self.movement_sprites = {
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'forward': forward_sprites,
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'backward': backward_sprites,
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'left': left_sprites,
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'right': right_sprites
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}
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self.current_sprite_index = 0
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self.current_movement = 'forward'
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def move_x(self, dt):
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if abs(self.speed_x) > self.max_speed_x:
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self.speed_x = self.max_speed_x * (self.speed_x / abs(self.speed_x))
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def update_position(self, dx, dy):
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self.x += dx
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self.y += dy
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self.rect.x += self.speed_x * dt
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def change_movement(self, direction):
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self.current_movement = direction
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def collision(self):
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collisions = pygame.sprite.spritecollide(self, self.walls, False)
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if collisions:
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for wall in collisions:
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if abs(self.rect.bottom - wall.rect.top) < self.foot_size:
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self.rect.bottom = wall.rect.top
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self.speed_y = 0
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self.jumping_time = 0
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self.is_jumping = False
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def draw(self):
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# Draw the current movement sprite at the player's position
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screen.blit(self.movement_sprites[self.current_movement][self.current_sprite_index], (self.x, self.y))
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elif abs(self.rect.top - wall.rect.bottom) < self.foot_size:
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self.rect.top = wall.rect.bottom
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self.speed_y = 0
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elif abs(self.rect.right - wall.rect.left) < self.foot_size:
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self.rect.right = wall.rect.left
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self.speed_x = 0
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elif abs(self.rect.left - wall.rect.right) < self.foot_size:
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self.rect.left = wall.rect.right
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self.speed_x = 0
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def player_input(self, dt):
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keys = pygame.key.get_pressed()
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move_direction = 0
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if keys[pygame.K_w]:
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self.jump()
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elif keys[pygame.K_SPACE]:
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self.jump()
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if keys[pygame.K_a]:
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self.speed_x -= self.max_speed_x * 3 * dt
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move_direction = -1
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if keys[pygame.K_d]:
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self.speed_x += self.max_speed_x * 3 * dt
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move_direction = 1 + move_direction
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if (move_direction == 0 or (self.speed_x * move_direction < 0)) and not self.is_jumping:
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self.speed_x -= self.speed_x * 5 * dt
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elif self.is_jumping:
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self.speed_x -= self.speed_x * dt
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if abs(self.speed_x) < 5:
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self.speed_x = 0
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def update(self, dt):
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self.player_input(dt)
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self.gravity(dt)
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self.move_x(dt)
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self.collision()
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# Create a Player instance
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player = Player(20 // 2, 80 // 2)
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class Camera:
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@ -130,18 +91,19 @@ class Button:
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self.image = self.up_image
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pygame.init()
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# Настройки
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FPS = 60
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BACKGROUND_IMAGE = "background.png"
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FONT, SIZE = 'comicsansms', 14
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screen_info = pygame.display.Info() # Пока-что пусть будет
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screen = pygame.display.set_mode((1920, 1080), pygame.FULLSCREEN)
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pygame.display.set_caption('Hell Circus')
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programIcon = pygame.image.load('icon.png')
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pygame.display.set_icon(programIcon)
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pygame.display.set_caption('Hell Circus')
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font = pygame.font.SysFont(FONT, SIZE)
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screen_info = pygame.display.Info()
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screen = pygame.display.set_mode((1920, 1080), vsync=1)
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pygame.display.set_caption("Simple platformer")
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clock = pygame.time.Clock()
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deltatime = 0
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running = True
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