main
elukjanovica 2024-01-29 10:38:04 +02:00
parent aaff17b276
commit 09338bc01b
1 changed files with 42 additions and 80 deletions

122
main.py
View File

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