main
parent
09338bc01b
commit
58fbf688dd
143
main.py
143
main.py
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@ -1,4 +1,3 @@
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# code
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import pygame
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def load_movement_sprites(prefix, num_sprites):
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@ -9,7 +8,7 @@ def load_movement_sprites(prefix, num_sprites):
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sprite_list.append(sprite)
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return sprite_list
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# Load player and movement sprites
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# Спрайты
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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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@ -38,33 +37,26 @@ class Player:
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self.current_movement = direction
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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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# Create a Player instance
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# Игрок
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player = Player(20 // 2, 80 // 2)
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class Camera:
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def __init__(self, player, size=(400, 300)):
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self.player = player
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self.center = pygame.display.get_surface().get_rect().center
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self.size = size
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self.player_size = self.player.rect.size
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self.speed_x = 0
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self.speed_y = 0
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.x = 0
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self.y = 0
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self.follow_player = True
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def update(self, dt, sprites):
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x_move = abs(self.player.rect.centerx - self.center[0]) > self.size[0] // 2
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y_move = abs(self.player.rect.centery - self.center[1]) > self.size[1] // 2
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if x_move or y_move:
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for sprite in sprites:
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if x_move:
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self.speed_x = (self.player.rect.centerx - self.center[0]) * 2 * dt
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sprite.rect.x -= self.speed_x
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if y_move:
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self.speed_y = (self.player.rect.centery - self.center[1]) * 2 * dt
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sprite.rect.y -= self.speed_y
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def apply(self, target_rect):
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return target_rect.move(self.x, self.y)
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def update(self, target):
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if self.follow_player:
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self.x = -target.x + self.width // 2
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self.y = -target.y + self.height // 2
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class Wall(pygame.sprite.Sprite):
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def __init__(self, color, size, pos):
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@ -108,39 +100,45 @@ clock = pygame.time.Clock()
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deltatime = 0
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running = True
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# Buttons
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play_button = Button("close_up.png", "close_over.png", (125, 3))
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continue_button = Button("shuffle_up.png", "shuffle_over.png", (110, 3))
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menu_button = Button("hint_up.png", "hint_over.png", (95, 3))
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# Кнопки
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play_button = Button("play1.png", "play2.png", (125, 3))
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continue_button = Button("continue1.png", "continue2.png", (110, 3))
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menu_button = Button("menu1.png", "menu2.png", (95, 3))
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walls = pygame.sprite.Group(Wall("white", (1280, 20), (640, 0)), Wall("white", (1280, 20), (640, 720)),
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Wall("white", (20, 720), (0, 360)), Wall("white", (1280, 20), (1280, 720)),
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Wall("white", (200, 20), (640, 360)), Wall("white", (20, 200), (640, 360)),
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Wall("white", (1280, 20), (1280, 320)))
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player_group = pygame.sprite.GroupSingle(Player("red", (100, 100), (200, 600), walls))
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camera = Camera(player_group.sprite, (300, 200))
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class Character(pygame.sprite.Sprite):
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def __init__(self, x, y, width, height, color, name):
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super().__init__()
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self.image = pygame.Surface((width, height))
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self.image.fill(color)
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self.rect = self.image.get_rect(topleft=(x, y))
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self.name = name
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all_sprites = pygame.sprite.Group()
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all_sprites.add(player_group, walls)
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class Player(pygame.sprite.Sprite):
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def __init__(self, x, y, width, height, color):
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super().__init__()
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self.image = pygame.Surface((width, height))
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self.image.fill(color)
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self.rect = self.image.get_rect(topleft=(x, y))
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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camera = Camera(1920, 1080)
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player = Player(200, 200, 50, 50, (255, 0, 0))
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character1 = Character(200, 200, 50, 50, "red", "Character 1")
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character2 = Character(400, 300, 50, 50, "blue", "Character 2")
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screen.fill("black")
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character_sprites = pygame.sprite.Group(character1, character2)
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player_sprite = pygame.sprite.Group(player)
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camera.update(deltatime, all_sprites)
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player_group.update(deltatime)
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# Define game states
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class GameState:
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MENU = 0
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GAMEPLAY = 1
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all_sprites.draw(screen)
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pygame.display.flip()
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deltatime = clock.tick(FPS) / 1000
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pygame.quit()
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current_state = GameState.MENU
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while running:
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for event in pygame.event.get():
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@ -149,16 +147,65 @@ while running:
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if current_state == GameState.MENU:
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# Handle mouse clicks in the menu state
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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if play_button.is_hovered((mouse_x, mouse_y)):
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# Transition to the gameplay state
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current_state = GameState.GAMEPLAY
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elif current_state == GameState.GAMEPLAY:
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# Handle events in the gameplay state
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e:
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nearest_character = min(character_sprites, key=lambda c: pygame.math.Vector2(c.rect.center).distance_to(player.rect.center))
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distance = pygame.math.Vector2(nearest_character.rect.center).distance_to(player.rect.center)
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if distance < 100:
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print(f"Interacted with {nearest_character.name}")
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keys = pygame.key.get_pressed()
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if keys[pygame.K_e]:
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camera.follow_player = not camera.follow_player
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if camera.follow_player:
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camera.update(player.rect)
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background_img_image = pygame.image.load(BACKGROUND_IMAGE).convert_alpha()
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screen.blit(background_img_image, (0, 0))
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# Меню
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if current_state == GameState.MENU:
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screen.blit(play_button.image, play_button.rect)
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screen.blit(continue_button.image, continue_button.rect)
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screen.blit(menu_button.image, menu_button.rect)
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elif current_state == GameState.GAMEPLAY:
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# Обновить игрока
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player.update_position(5, 0)
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player.change_movement('right')
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player.draw()
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for sprite in character_sprites:
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screen.blit(sprite.image, camera.apply(sprite.rect))
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for sprite in player_sprite:
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screen.blit(sprite.image, camera.apply(sprite.rect))
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# Генерация кнопок
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mouse_pos = pygame.mouse.get_pos()
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play_button.update(mouse_pos)
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continue_button.update(mouse_pos)
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menu_button.update(mouse_pos)
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screen.blit(play_button.image, play_button.rect)
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screen.blit(continue_button.image, continue_button.rect)
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screen.blit(menu_button.image, menu_button.rect)
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pygame.display.flip()
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deltatime = clock.tick(FPS) / 1000
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screen.fill("black")
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pygame.quit()
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