Hell_Circus/main.py

205 lines
6.7 KiB
Python

import pygame
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
# Спрайты
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)
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 update_position(self, dx, dy):
self.x += dx
self.y += dy
def change_movement(self, direction):
self.current_movement = direction
def draw(self):
screen.blit(self.movement_sprites[self.current_movement][self.current_sprite_index], (self.x, self.y))
class Camera:
def __init__(self, width, height):
self.width = width
self.height = height
self.x = 0
self.y = 0
self.follow_player = True
def apply(self, target_rect):
return target_rect.move(self.x, self.y)
def update(self, target):
if self.follow_player:
self.x = -target.x + self.width // 2
self.y = -target.y + self.height // 2
class Wall(pygame.sprite.Sprite):
def __init__(self, color, size, pos):
super().__init__()
self.image = pygame.Surface(size)
self.image.fill(color)
self.rect = self.image.get_rect(center=pos)
class Button:
def __init__(self, up_image_path, over_image_path, position):
self.up_image = pygame.image.load(up_image_path)
self.over_image = pygame.image.load(over_image_path)
self.image = self.up_image
self.rect = self.image.get_rect(topleft=position)
self.mask = pygame.mask.from_surface(self.image)
def is_hovered(self, mouse_pos):
return self.rect.collidepoint(mouse_pos) and self.mask.get_at((mouse_pos[0] - self.rect.x, mouse_pos[1] - self.rect.y))
def update(self, mouse_pos):
if self.is_hovered(mouse_pos):
self.image = self.over_image
else:
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)
font = pygame.font.SysFont(FONT, SIZE)
clock = pygame.time.Clock()
deltatime = 0
running = True
# Кнопки
play_button = Button("play1.png", "play2.png", (125, 3))
continue_button = Button("continue1.png", "continue2.png", (110, 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)),
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", (1280, 20), (1280, 320)))
class Character(pygame.sprite.Sprite):
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
class Player(pygame.sprite.Sprite):
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))
camera = Camera(1920, 1080)
player = Player(200, 200, 50, 50, (255, 0, 0))
character1 = Character(200, 200, 50, 50, "red", "Character 1")
character2 = Character(400, 300, 50, 50, "blue", "Character 2")
character_sprites = pygame.sprite.Group(character1, character2)
player_sprite = pygame.sprite.Group(player)
# Менюм / Игровой режим
class GameState:
MENU = 0
GAMEPLAY = 1
current_state = GameState.MENU
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if current_state == GameState.MENU:
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)):
# Переход в игровой режим
current_state = GameState.GAMEPLAY
elif current_state == GameState.GAMEPLAY:
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()
screen.blit(background_img_image, (0, 0))
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)
mouse_pos = pygame.mouse.get_pos()
play_button.update(mouse_pos)
continue_button.update(mouse_pos)
menu_button.update(mouse_pos)
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))
pygame.display.flip()
deltatime = clock.tick(FPS) / 1000
screen.fill("black")
pygame.quit()