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toads.py
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toads.py
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import pygame
from pygame import transform as tr
import os
import sys
import random
WIDTH, HEIGHT = 800, 600 # размеры экрана
GRAVITY = 1000 # гравитация
PLAYERONEKEY = pygame.K_a # клавиши игроков
PLAYERTWOKEY = pygame.K_l
SPEED = 100 # скорость
JUMP_POWER = 300 # сила прыжка
LEVEL_WIDTH = 5000 # длина уровня
PLAYER_SIZE = 96 # размер игрока
GRAVITY_DIRECTION = 1 # направление гравитации
K = 0.5 # коэффициент движения фона
def reset():
global all_sprites, platforms, death, char, background, inversions, inversions, running
all_sprites = pygame.sprite.Group()
platforms = pygame.sprite.Group()
death = pygame.sprite.Group()
char = pygame.sprite.Group()
background = pygame.sprite.Group()
inversions = pygame.sprite.Group()
running = True
reset()
def load_image(name, colorkey=None): # загрузка изображения
fullname = os.path.join('data', name)
if not os.path.isfile(fullname):
print(f"Файл с изображением '{fullname}' не найден")
sys.exit()
image = pygame.image.load(fullname)
if colorkey is not None:
image = image.convert(image)
if colorkey == -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey)
return image
def load_map(filename): # загрузка уровня из файла
filename = 'data/maps/' + filename
with open(filename, 'r') as mapFile:
mapSettings, mapFile = tuple([line.strip() for line in mapFile])
level_map = [line.strip().split('.') for line in mapFile.split(';')]
for i in level_map[:-1]:
if len(i): # создание объектов
if i[0] == 'p':
Platform(int(i[1]), int(i[2]), int(i[3]), int(i[4]))
elif i[0] == 'd':
Death(int(i[1]), int(i[2]), int(i[3]), int(i[4]))
else:
print('unknohwn')
global LEVEL_WIDTH, SPEED, GRAVITY, PLAYER_SIZE
LEVEL_WIDTH, SPEED, GRAVITY, PLAYER_SIZE = tuple(
map(lambda x: int(x), mapSettings.split(', '))) # изменение настроек
def generate_map(): # создание уровня случайного
invers_dir = 0
for i in range(400, LEVEL_WIDTH, 250):
j = random.randrange(int(HEIGHT // 2.5), int(HEIGHT - HEIGHT / 2.5))
if random.randint(0, 1):
Inversion(i, j - 32, 64, 64, invers_dir)
invers_dir = (invers_dir + 1) % 2
Death(i, 0, 64, j - PLAYER_SIZE // 2 * (5 - i // 750), True)
Death(i, j + PLAYER_SIZE // 2 * (5 - i // 750), 64, HEIGHT - j - PLAYER_SIZE // 2 * (5 - i // 750))
def win(screen_out, player):
font = pygame.font.SysFont('arial', 50)
text = font.render(f'player {player.get_number()} won', True, player.get_color())
text_x = WIDTH // 2 - text.get_width() // 2
text_y = HEIGHT // 2 - text.get_height() // 2
screen_out.blit(text, (text_x, text_y))
pygame.display.flip()
ending()
def tie(screen_out):
font = pygame.font.SysFont('arial', 50)
text = font.render(f'tie', True, pygame.Color('white'))
text_x = WIDTH // 2 - text.get_width() // 2
text_y = HEIGHT // 2 - text.get_height() // 2
screen_out.blit(text, (text_x, text_y))
pygame.display.flip()
ending()
def ending():
global running
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = False
def check_collision(first, second): # проверка на столкновение у платформ и игрока
y = (first.pos_y + first.rect.h) - second.rect.y
y2 = first.pos_y - (second.rect.y + second.rect.h)
if abs(y) > abs(y2):
y = y2
else:
y = y
x = first.pos_x + first.rect.w - second.rect.x
if abs(y) > abs(x):
first.pos_x -= x
first.vx = 0
else:
first.pos_y -= y
first.vy = 0
first.gravity = 0
class Player(pygame.sprite.Sprite): # класс игрока
def __init__(self, color, player_number):
super().__init__(char)
self.frames = {}
self.cut_sheet(load_image('toad_states.png'), 4)
self.cur_frame = 0
self.image = self.frames['still']
self.rect = self.image.get_rect()
self.rect.x = self.pos_x = 0
self.rect.y = self.pos_y = HEIGHT // 3 - self.rect.h // 2
self.vx, self.vy = SPEED, 0
self.gravity_direction = GRAVITY_DIRECTION
self.gravity = GRAVITY * self.gravity_direction
self.is_alive = True
self.is_flipped = False
self.color = pygame.Color(color)
self.number = player_number
self.does_collide = 0
def update(self, ticks=0):
if ticks:
self.vy += self.gravity * ticks / 1000
self.pos_x += self.vx * ticks / 1000
self.pos_y += self.vy * ticks / 1000
self.rect.x = self.pos_x
self.rect.y = self.pos_y
self.check_cur_frame()
if pygame.sprite.spritecollideany(self, platforms):
for shprite in pygame.sprite.spritecollide(self, platforms, False):
check_collision(self, shprite)
else:
self.gravity = GRAVITY * self.gravity_direction
self.vx = SPEED
if pygame.sprite.spritecollideany(self, inversions):
if self.does_collide:
pass
else:
self.gravity_direction *= -1
self.does_collide = 1
if self.is_flipped:
self.is_flipped = False
else:
self.is_flipped = True
else:
self.does_collide = 0
self.gravity = GRAVITY * self.gravity_direction
self.vx = SPEED
if self.rect.x + self.rect.w >= WIDTH:
self.vx = 0
if self.rect.x + self.rect.w < 0 or \
pygame.sprite.spritecollideany(self,
death) or self.rect.y >= HEIGHT or self.rect.y + self.rect.h < 0:
# проверка на смерть
self.is_alive = False
self.image = pygame.transform.flip(self.frames['dead'], False, self.is_flipped)
def check_cur_frame(self):
if int(abs(self.vy)) <= 10:
self.image = pygame.transform.flip(self.frames['still'], False, self.is_flipped)
elif int(self.vy * self.gravity_direction) > 0:
self.image = pygame.transform.flip(self.frames['down'], False, self.is_flipped)
elif int(self.vy * self.gravity_direction) < 0:
self.image = pygame.transform.flip(self.frames['up'], False, self.is_flipped)
def cut_sheet(self, sheet, columns):
sheet = tr.scale(sheet, (PLAYER_SIZE * columns, PLAYER_SIZE))
states = ['dead', 'down', 'up', 'still']
self.rect = pygame.Rect(0, 0, sheet.get_width() // columns,
sheet.get_height())
for i in range(columns):
frame_location = (self.rect.w * i, 0)
self.frames[states[i]] = sheet.subsurface(pygame.Rect(
frame_location, self.rect.size))
def jump(self): # прыжок
self.vy = JUMP_POWER * -self.gravity_direction
def get_number(self):
return self.number
def get_color(self):
return self.color
class Platform(pygame.sprite.Sprite): # класс платформы
def __init__(self, x, y, w, h):
super().__init__(platforms, all_sprites)
self.image = pygame.Surface((w, h), pygame.SRCALPHA, 32)
pygame.draw.rect(self.image, pygame.Color("grey"), (0, 0, w, h), 0)
self.pos_x, self.pos_y = x, y
self.rect = pygame.Rect(self.pos_x, self.pos_y, w, h)
def update(self):
self.rect.x, self.rect.y = self.pos_x, self.pos_y
class Death(pygame.sprite.Sprite): # класс платформы, которая убивает
def __init__(self, x, y, w, h, flipped=False):
super().__init__(death, all_sprites)
self.image = pygame.Surface((w, h), pygame.SRCALPHA, 32)
self.rect = pygame.rect.Rect(x, y, w, h)
image = load_image('death_platform.png').subsurface(pygame.rect.Rect(0, 0, w, h))
self.image = tr.flip(image, False, flipped)
self.pos_x, self.pos_y = x, y
def update(self):
self.rect.x, self.rect.y = self.pos_x, self.pos_y
class Inversion(pygame.sprite.Sprite): # класс смена гравитации
def __init__(self, x, y, w, h, direction):
super().__init__(inversions, all_sprites)
self.variants = []
self.cut_sheet(load_image('inverses.png'), 2)
self.image = self.variants[direction]
self.pos_x, self.pos_y = x, y
self.rect = pygame.Rect(self.pos_x, self.pos_y, w, h)
def update(self):
self.rect.x, self.rect.y = self.pos_x, self.pos_y
def cut_sheet(self, sheet, columns):
self.rect = pygame.Rect(0, 0, sheet.get_width() // columns,
sheet.get_height())
for i in range(columns):
frame_location = (64 * i, 0)
self.variants.append(tr.scale(sheet.subsurface(pygame.Rect(
frame_location, self.rect.size)), (self.rect.w, self.rect.h)))
def get_cords(self):
return self.rect.x, self.rect.y
class Camera: # класс камеры
def __init__(self):
self.dx = 0
self.length_left = LEVEL_WIDTH - WIDTH // 2 # длина пути камеры
def update(self, ticks): # вычисление сдвига
if int(self.length_left) <= 0:
self.dx = 0
elif int(self.length_left) >= LEVEL_WIDTH - WIDTH:
self.dx = 0
self.length_left += -SPEED * ticks / 1000
else:
self.dx = -SPEED * ticks / 1000
self.length_left += self.dx
def apply(self, obj): # сдвиг объекта
obj.pos_x += self.dx
obj.update()
class Background(pygame.sprite.Sprite): # класс фона
def __init__(self):
super().__init__(background, all_sprites)
self.image_1 = load_image('sky.png')
j = LEVEL_WIDTH // self.image_1.get_rect().w + 1
self.width = self.image_1.get_rect().w * j
self.image = pygame.Surface((self.width, HEIGHT), pygame.SRCALPHA, 32)
for i in range(j):
self.image.blit(self.image_1, (self.image_1.get_rect().w * i, 0))
self.rect = self.image.get_rect()
self.pos_x, self.pos_y = 0, 0
def update(self): # движение фона
self.rect.x = int(self.pos_x * K)
self.rect.y = self.pos_y
def toads_run(key_one, key_two):
pygame.init()
pygame.font.init()
pygame.display.set_caption('Toads')
size = WIDTH, HEIGHT
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
global running
PLAYERONEKEY = key_one
PLAYERTWOKEY = key_two
Background()
# load_map('toadmap.txt')
generate_map()
player1 = Player('blue', 1)
player2 = Player('red', 2)
players = [player1, player2]
camera = Camera()
while running: # игровой цикл
screen.fill((pygame.Color('black')))
background.draw(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
running = False
if event.type == pygame.KEYDOWN:
if event.key == PLAYERONEKEY:
player1.jump()
if event.key == PLAYERTWOKEY:
player2.jump()
tick_passed = clock.tick(60)
char.update(tick_passed)
camera.update(tick_passed)
for sprite in all_sprites:
camera.apply(sprite)
for sprite in char:
camera.apply(sprite)
all_sprites.draw(screen)
char.draw(screen)
if len(list(filter(lambda g: g.is_alive, players))) == 1:
win(screen, list(filter(lambda g: g.is_alive, players))[0])
elif len(list(filter(lambda g: g.is_alive, players))) == 0:
tie(screen)
pygame.display.flip()
reset()