205 lines
6.7 KiB
Python
205 lines
6.7 KiB
Python
import pygame
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def load_movement_sprites(prefix, num_sprites):
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sprite_list = []
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for i in range(1, num_sprites + 1):
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filename = f"{prefix}{i}.png"
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sprite = pygame.image.load(filename)
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sprite_list.append(sprite)
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return sprite_list
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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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left_sprites = load_movement_sprites("left", 5)
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right_sprites = load_movement_sprites("right", 5)
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class Player:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.image = player_image
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self.movement_sprites = {
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'forward': forward_sprites,
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'backward': backward_sprites,
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'left': left_sprites,
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'right': right_sprites
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}
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self.current_sprite_index = 0
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self.current_movement = 'forward'
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def update_position(self, dx, dy):
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self.x += dx
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self.y += dy
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def change_movement(self, direction):
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self.current_movement = direction
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def draw(self):
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screen.blit(self.movement_sprites[self.current_movement][self.current_sprite_index], (self.x, self.y))
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class Camera:
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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 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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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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self.over_image = pygame.image.load(over_image_path)
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self.image = self.up_image
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self.rect = self.image.get_rect(topleft=position)
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self.mask = pygame.mask.from_surface(self.image)
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def is_hovered(self, mouse_pos):
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return self.rect.collidepoint(mouse_pos) and self.mask.get_at((mouse_pos[0] - self.rect.x, mouse_pos[1] - self.rect.y))
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def update(self, mouse_pos):
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if self.is_hovered(mouse_pos):
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self.image = self.over_image
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else:
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self.image = self.up_image
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pygame.init()
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# Настройки
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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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screen_info = pygame.display.Info() # Пока-что пусть будет
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screen = pygame.display.set_mode((1920, 1080), pygame.FULLSCREEN)
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pygame.display.set_caption('Hell Circus')
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programIcon = pygame.image.load('icon.png')
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pygame.display.set_icon(programIcon)
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font = pygame.font.SysFont(FONT, SIZE)
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clock = pygame.time.Clock()
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deltatime = 0
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running = True
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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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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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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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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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character_sprites = pygame.sprite.Group(character1, character2)
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player_sprite = pygame.sprite.Group(player)
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# Менюм / Игровой режим
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class GameState:
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MENU = 0
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GAMEPLAY = 1
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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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if event.type == pygame.QUIT:
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running = False
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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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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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# Переход в игровой режим
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current_state = GameState.GAMEPLAY
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elif current_state == GameState.GAMEPLAY:
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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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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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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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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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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() |