elukjanovica 2024-01-29 11:16:53 +02:00
parent 09338bc01b
commit 58fbf688dd
1 changed files with 95 additions and 48 deletions

143
main.py
View File

@ -1,4 +1,3 @@
# code
import pygame import pygame
def load_movement_sprites(prefix, num_sprites): def load_movement_sprites(prefix, num_sprites):
@ -9,7 +8,7 @@ def load_movement_sprites(prefix, num_sprites):
sprite_list.append(sprite) sprite_list.append(sprite)
return sprite_list return sprite_list
# Load player and movement sprites # Спрайты
player_image = pygame.image.load("player.png") player_image = pygame.image.load("player.png")
forward_sprites = load_movement_sprites("forward", 5) forward_sprites = load_movement_sprites("forward", 5)
backward_sprites = load_movement_sprites("backward", 5) backward_sprites = load_movement_sprites("backward", 5)
@ -38,33 +37,26 @@ class Player:
self.current_movement = direction self.current_movement = direction
def draw(self): 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)) screen.blit(self.movement_sprites[self.current_movement][self.current_sprite_index], (self.x, self.y))
# Create a Player instance # Игрок
player = Player(20 // 2, 80 // 2) player = Player(20 // 2, 80 // 2)
class Camera: class Camera:
def __init__(self, player, size=(400, 300)): def __init__(self, width, height):
self.player = player self.width = width
self.center = pygame.display.get_surface().get_rect().center self.height = height
self.size = size self.x = 0
self.player_size = self.player.rect.size self.y = 0
self.speed_x = 0 self.follow_player = True
self.speed_y = 0
def update(self, dt, sprites): def apply(self, target_rect):
x_move = abs(self.player.rect.centerx - self.center[0]) > self.size[0] // 2 return target_rect.move(self.x, self.y)
y_move = abs(self.player.rect.centery - self.center[1]) > self.size[1] // 2
if x_move or y_move: def update(self, target):
for sprite in sprites: if self.follow_player:
if x_move: self.x = -target.x + self.width // 2
self.speed_x = (self.player.rect.centerx - self.center[0]) * 2 * dt self.y = -target.y + self.height // 2
sprite.rect.x -= self.speed_x
if y_move:
self.speed_y = (self.player.rect.centery - self.center[1]) * 2 * dt
sprite.rect.y -= self.speed_y
class Wall(pygame.sprite.Sprite): class Wall(pygame.sprite.Sprite):
def __init__(self, color, size, pos): def __init__(self, color, size, pos):
@ -108,39 +100,45 @@ clock = pygame.time.Clock()
deltatime = 0 deltatime = 0
running = True running = True
# Buttons # Кнопки
play_button = Button("close_up.png", "close_over.png", (125, 3)) play_button = Button("play1.png", "play2.png", (125, 3))
continue_button = Button("shuffle_up.png", "shuffle_over.png", (110, 3)) continue_button = Button("continue1.png", "continue2.png", (110, 3))
menu_button = Button("hint_up.png", "hint_over.png", (95, 3)) menu_button = Button("menu1.png", "menu2.png", (95, 3))
walls = pygame.sprite.Group(Wall("white", (1280, 20), (640, 0)), Wall("white", (1280, 20), (640, 720)), walls = pygame.sprite.Group(Wall("white", (1280, 20), (640, 0)), Wall("white", (1280, 20), (640, 720)),
Wall("white", (20, 720), (0, 360)), Wall("white", (1280, 20), (1280, 720)), Wall("white", (20, 720), (0, 360)), Wall("white", (1280, 20), (1280, 720)),
Wall("white", (200, 20), (640, 360)), Wall("white", (20, 200), (640, 360)), Wall("white", (200, 20), (640, 360)), Wall("white", (20, 200), (640, 360)),
Wall("white", (1280, 20), (1280, 320))) Wall("white", (1280, 20), (1280, 320)))
player_group = pygame.sprite.GroupSingle(Player("red", (100, 100), (200, 600), walls)) class Character(pygame.sprite.Sprite):
camera = Camera(player_group.sprite, (300, 200)) def __init__(self, x, y, width, height, color, name):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect(topleft=(x, y))
self.name = name
all_sprites = pygame.sprite.Group() class Player(pygame.sprite.Sprite):
all_sprites.add(player_group, walls) def __init__(self, x, y, width, height, color):
super().__init__()
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect(topleft=(x, y))
while running: camera = Camera(1920, 1080)
for event in pygame.event.get(): player = Player(200, 200, 50, 50, (255, 0, 0))
if event.type == pygame.QUIT: character1 = Character(200, 200, 50, 50, "red", "Character 1")
running = False character2 = Character(400, 300, 50, 50, "blue", "Character 2")
screen.fill("black") character_sprites = pygame.sprite.Group(character1, character2)
player_sprite = pygame.sprite.Group(player)
camera.update(deltatime, all_sprites) # Define game states
player_group.update(deltatime) class GameState:
MENU = 0
GAMEPLAY = 1
all_sprites.draw(screen) current_state = GameState.MENU
pygame.display.flip()
deltatime = clock.tick(FPS) / 1000
pygame.quit()
while running: while running:
for event in pygame.event.get(): for event in pygame.event.get():
@ -150,15 +148,64 @@ while running:
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_ESCAPE:
running = False running = False
if current_state == GameState.MENU:
# Handle mouse clicks in the menu state
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mouse_x, mouse_y = pygame.mouse.get_pos()
if play_button.is_hovered((mouse_x, mouse_y)):
# Transition to the gameplay state
current_state = GameState.GAMEPLAY
elif current_state == GameState.GAMEPLAY:
# Handle events in the gameplay state
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
nearest_character = min(character_sprites, key=lambda c: pygame.math.Vector2(c.rect.center).distance_to(player.rect.center))
distance = pygame.math.Vector2(nearest_character.rect.center).distance_to(player.rect.center)
if distance < 100:
print(f"Interacted with {nearest_character.name}")
keys = pygame.key.get_pressed()
if keys[pygame.K_e]:
camera.follow_player = not camera.follow_player
if camera.follow_player:
camera.update(player.rect)
background_img_image = pygame.image.load(BACKGROUND_IMAGE).convert_alpha() background_img_image = pygame.image.load(BACKGROUND_IMAGE).convert_alpha()
screen.blit(background_img_image, (0, 0)) screen.blit(background_img_image, (0, 0))
# Меню
if current_state == GameState.MENU:
screen.blit(play_button.image, play_button.rect)
screen.blit(continue_button.image, continue_button.rect)
screen.blit(menu_button.image, menu_button.rect)
elif current_state == GameState.GAMEPLAY:
# Обновить игрока
player.update_position(5, 0)
player.change_movement('right')
player.draw()
for sprite in character_sprites:
screen.blit(sprite.image, camera.apply(sprite.rect))
for sprite in player_sprite:
screen.blit(sprite.image, camera.apply(sprite.rect))
# Генерация кнопок
mouse_pos = pygame.mouse.get_pos() mouse_pos = pygame.mouse.get_pos()
play_button.update(mouse_pos) play_button.update(mouse_pos)
continue_button.update(mouse_pos) continue_button.update(mouse_pos)
menu_button.update(mouse_pos) menu_button.update(mouse_pos)
screen.blit(play_button.image, play_button.rect) pygame.display.flip()
screen.blit(continue_button.image, continue_button.rect) deltatime = clock.tick(FPS) / 1000
screen.blit(menu_button.image, menu_button.rect)
screen.fill("black")
pygame.quit()