code
parent
0bb1d5766e
commit
f762d491d5
128
main.py
128
main.py
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@ -1,6 +1,117 @@
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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 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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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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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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self.rect.x += self.speed_x * dt
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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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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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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 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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class Wall(pygame.sprite.Sprite):
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def __init__(self, color, size, pos):
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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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class Button:
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def __init__(self, up_image_path, over_image_path, position):
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self.up_image = pygame.image.load(up_image_path)
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else:
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self.image = self.up_image
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pygame.init()
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pygame.init()
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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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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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screen_info = pygame.display.Info()
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screen = pygame.display.set_mode((1920, 1080), pygame.FULLSCREEN)
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transparent = (255, 0, 128)
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clock = pygame.time.Clock()
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hwnd = pygame.display.get_wm_info()["window"]
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font = pygame.font.SysFont(FONT, SIZE)
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