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PyGame_Project.py
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827 lines (712 loc) · 35.9 KB
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# from settings import *
import random
import pygame as pg
from math import cos, sin, atan2
import sys
import os
SIZE = WIDTH, HEIGHT = 1200, 700
ENTITY_SIZE = ENTITY_WIDTH, ENTITY_HEIGHT = 70, 70
HP_ENTITY_SIZE = HP_ENTITY_WIDTH, HP_ENTITY_HEIGHT = 50, 50
HP_DISPLAY_POS = 5, 3
HP_DISPLAY_SIZE = HP_DISPLAY_WIDTH, HP_DISPLAY_HEIGHT = 30, 30
ALIEN_BULLET_SIZE = 40, 30
HP_PARTICLE_SIZE = 30, 30
BOOM_SIZE = 280, 140
FOG_SIZE = 1000, 1000
EFFECT_UPDATE_SPEED = 5
PLAYER_SPEED = 5
FPS = 60
HP = 3
ENEMY_HP = 3
PLAYER_STEP = 10
LEVEL = 1
pg.init()
screen = pg.display.set_mode(SIZE)
screen.fill(pg.Color('black'))
clock = pg.time.Clock()
# ============================================ звуки и музыка ==========================================================
pg.mixer.music.load(os.path.join('DATA', 'music.mp3'))
pg.mixer.music.play(-1)
pg.mixer.music.set_volume(0.3)
blaster_sound = pg.mixer.Sound(os.path.join('DATA', 'blaster_sound.mp3'))
take_damage_sound = pg.mixer.Sound(os.path.join('DATA', 'take_damage_sound.mp3'))
healing_sound = pg.mixer.Sound(os.path.join('DATA', 'healing_sound.mp3'))
boom_sounds = [pg.mixer.Sound(os.path.join('DATA', 'boom_sound1.mp3')),
pg.mixer.Sound(os.path.join('DATA', 'boom_sound2.mp3')),
pg.mixer.Sound(os.path.join('DATA', 'boom_sound3.mp3'))]
for sound in boom_sounds:
sound.set_volume(0.8)
blaster_sound.set_volume(0.05)
take_damage_sound.set_volume(0.5)
healing_sound.set_volume(0.5)
def load_image(name, colorkey=None):
path = os.path.join('DATA', name)
if not os.path.isfile(path):
terminate()
image = pg.image.load(path)
if colorkey is not None:
image = image.convert()
if colorkey == -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey)
else:
image = image.convert_alpha()
return image
# =========================================== здесь меняю музыку, когда надо ===========================================
def change_music(status, loops):
pg.mixer.music.stop()
if status == 2:
pg.mixer.music.load(os.path.join('DATA', 'game_end.mp3'))
elif status == 1:
pg.mixer.music.load(os.path.join('DATA', 'music.mp3'))
pg.mixer.music.set_volume(0.3)
else:
pg.mixer.music.load(os.path.join('DATA', 'intro_music.mp3'))
pg.mixer.music.set_volume(1.5)
pg.mixer.music.play(loops)
# ======================================= здесь фон двигается ==========================================================
def moving_fon():
global fon_x, fon_x1, score, cur_level, reached_fones, fon_left, fon_right
if fon_left == -WIDTH or fon_left - cur_level < -WIDTH:
fon_left = 0
if fon_left % 12 == 0 and player.hp > 0:
update_score(1)
fon_left -= cur_level
screen.blit(fon, (fon_left, 0))
screen.blit(fon, (fon_left + WIDTH, 0))
# ======================================================= интро ========================================================
def show_intro():
change_music(0, -1)
run = True
colors = {'Space Race': 'white', 'Нажмите любую клавишу для продолжения': 'grey'}
lines = ['Space Race', 'Нажмите любую клавишу для продолжения']
font = pg.font.Font(None, 50)
y = HEIGHT // 2 - 50
for line in lines:
string = font.render(line, 1, pg.Color(colors[line]))
rect = string.get_rect()
y += 10
rect.top = y
rect.x = WIDTH // 2 - rect.w // 2
y += rect.h
screen.blit(string, rect)
font = pg.font.Font(None, 25)
while run:
for event in pg.event.get():
if event.type == pg.QUIT:
terminate()
if event.type == pg.KEYDOWN or event.type == pg.MOUSEBUTTONDOWN:
run = False
pg.display.flip()
clock.tick(FPS)
menu()
# ============================================= проиграть какой-то звук ================================================
def play_sound(sound):
sound.play()
# =============================================== обновить счетчик очков и увеличить сложность =========================
def update_score(step):
global score, next_level, min_chance_of_enemy_birth
if score <= next_level < score + step:
next_level += 1000
min_chance_of_enemy_birth += 0.01
score += step
# ============================================== меню ==================================================================
def menu():
global player_pos
screen.blit(fon, (0, 0))
buttons = []
start_button_w = 350
start_button_h = 100
# ==================================== создарние кнопки start ======================================================
start_button = Button(WIDTH // 2 - start_button_w // 2, HEIGHT // 2 - start_button_h // 2, start_button_w,
start_button_h, 'white', buttons, fon, all_spites)
start_button.set_title('Start', 'white', 100)
# ============================================= центр для логотипа =================================================
logo_center = logo_image.get_rect(center=(WIDTH // 2, HEIGHT // 4))
while start_button in all_spites:
for event in pg.event.get():
if event.type == pg.QUIT:
terminate()
if event.type == pg.MOUSEBUTTONDOWN:
for button in buttons:
if button.get_pos(*event.pos):
player_pos = event.pos
button.kill()
change_music(1, -1)
if event.type == pg.MOUSEMOTION:
for button in buttons:
if button.get_pos(*event.pos):
button.change_color(True)
else:
button.change_color(False)
screen.blit(fon, (0, 0))
# ===================================== рисуем сам логотип =====================================================
screen.blit(logo_image, logo_center)
all_spites.draw(screen)
pg.display.flip()
clock.tick(FPS)
game_cycle()
# ============================================= создать противника =====================================================
def create_entity():
# ========================================= выбираем противника из списка возможных ================================
chance_of_enemy_birth = random.random()
# ============================================= если шанс на создание противника подходит, то создаем ==============
if 0.002 < chance_of_enemy_birth < min_chance_of_enemy_birth:
entity = random.choice(entities)
if entity == 0:
x = WIDTH + 100
y = random.randint(0, HEIGHT - ENTITY_HEIGHT)
Asteroid(x, y, all_spites, enemy_sprites)
elif entity == 1:
x = WIDTH + 30
y = random.randint(0, HEIGHT - ENTITY_HEIGHT)
# ================================= специальный спрайт для проверки ========================================
check = SpriteWithoutImage(0, y, WIDTH, ENTITY_HEIGHT)
# проверка, есть ли на линии создание инопланетного корабля астероиды, чтобы не стрелять в них
if check.check_collision(enemy_sprites):
if check.check_collision(other_sprites):
AlienShip(x, y, all_spites, enemy_sprites)
check.kill()
elif chance_of_enemy_birth < 0.002:
x = WIDTH + 100
y = random.randint(0, HEIGHT - HP_ENTITY_HEIGHT)
check = SpriteWithoutImage(0, y, WIDTH, HP_ENTITY_HEIGHT)
if check.check_collision(enemy_sprites):
HpEntity(x, y, all_spites, other_sprites)
check.kill()
# =========================================== закрытие программы =======================================================
def terminate():
pg.quit()
sys.exit()
# ================================================ класс кнопки ========================================================
class Button(pg.sprite.Sprite):
def __init__(self, x, y, w, h, color, buttons, fon, *group):
super().__init__(*group)
self.color = color
self.image = pg.Surface([w, h])
self.image.blit(fon.subsurface(pg.Rect((x, y), (w, h))), (0, 0))
self.rect = pg.Rect(x, y, w, h)
pg.draw.rect(self.image, pg.Color(self.color), (0, 0, w, h), border_radius=20, width=5)
# ======================= добавить новоиспеченную кнопку в группу кнопок =======================================
buttons.append(self)
def get_pos(self, x, y):
# ======================================== отслеживаем, не находится ли курсор в пределах кнопки ===============
if self.rect.x <= x <= self.rect.x + self.rect.w:
if self.rect.y <= y <= self.rect.y + self.rect.h:
return True
return False
return False
def change_color(self, change):
# ================================ если курсор в пределах кнопки, меняем ее цвет ===============================
if change:
pg.draw.rect(self.image, pg.Color('green'), (0, 0, self.rect.w, self.rect.h), border_radius=20, width=5)
else:
pg.draw.rect(self.image, pg.Color(self.color), (0, 0, self.rect.w, self.rect.h),
border_radius=20, width=5)
def set_title(self, title, color, font_size):
# ========================================== надпись на кнопке =================================================
font = pg.font.Font(None, font_size)
title = font.render(title, True, pg.Color(color))
title_rect = title.get_rect(center=(self.rect.w // 2, self.rect.h // 2))
self.image.blit(title, title_rect)
'''def action(self):
self.kill()'''
# ==================================================== класс еффектов ==================================================
class Effect(pg.sprite.Sprite):
def __init__(self, x, y, sheet, rows, columns, speed, *group):
super().__init__(*group)
# ==================================== фреймы для анимации =====================================================
self.frames = []
# номер текущего фрейма
self.cur_frame = 0
# текущая итерация
self.iteration = 0
self.sheet = sheet
self.rows = rows
self.columns = columns
# на какой итерации обнавлять фрейм
self.speed = speed
self.count_of_frames = self.rows * self.columns - 1
self.rect = pg.Rect(x, y, self.sheet.get_width() // self.columns,
self.sheet.get_height() // self.rows)
self.rect.center = x, y
for i in range(self.rows):
for j in range(self.columns):
frame = (self.rect.w * j, self.rect.h * i)
self.frames.append(self.sheet.subsurface(pg.Rect(frame, self.rect.size)))
self.image = self.frames[self.cur_frame]
def update(self):
self.iteration += 1
if self.rect.right <= 0 or self.cur_frame == self.count_of_frames:
self.kill()
if self.iteration % self.speed == 0:
self.cur_frame = (self.cur_frame + 1) % len(self.frames)
self.image = self.frames[self.cur_frame]
self.rect = self.rect.move(-PLAYER_SPEED, 0)
# ============================================ спрайт для проверки на занятую полосу ===================================
class SpriteWithoutImage(pg.sprite.Sprite):
def __init__(self, x, y, w, h, *group):
super().__init__(*group)
self.rect = pg.Rect(x, y, w, h)
self.mask = self.rect
def check_collision(self, check_target):
# ======================================= проверка на столкновение с другими спрайтами =========================
if pg.sprite.spritecollide(self, check_target, False):
return False
return True
class Player(pg.sprite.Sprite):
def __init__(self, x, y, *sprite_group):
super().__init__(*sprite_group)
self.image = pg.transform.scale(load_image('ship.png'), (100, 100))
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = x, y
self.hp = HP
self.iteration = 0
self.mask = pg.mask.from_surface(self.image)
def update(self):
# ============================= проверка на столкновение с другими спрайтами ===================================
for sprite in enemy_sprites:
if pg.sprite.collide_mask(self, sprite):
self.take_damage(sprite.damage)
sprite.take_damage(100)
for sprite in enemy_bullet_sprites:
if pg.sprite.collide_mask(self, sprite):
self.take_damage(sprite.damage)
sprite.take_damage(100)
for sprite in other_sprites:
if pg.sprite.collide_mask(self, sprite):
if self.hp < 3:
self.take_damage(sprite.damage)
sprite.take_damage(100)
for sprite in bullet_sprites:
if sprite.iteration < 6:
sprite.rect.x = self.rect.right - 5
sprite.rect.centery = self.rect.centery
def move(self, x, y):
# ================================= движение ===================================================================
# ==================================== текущий угол направления ================================================
angle = atan2(y - self.rect.centery, x - self.rect.centerx)
# ==================================================== расстояние от текузей позиции игрока до курсора =========
dx = x - self.rect.centerx
dy = y - self.rect.centery
# ======================================= движение по прямой до позиции курсора ================================
if abs(dx) >= PLAYER_STEP:
self.rect.centerx += cos(angle) * PLAYER_STEP
else:
self.rect.centerx += cos(angle) * abs(dx)
if abs(dy) >= PLAYER_STEP:
self.rect.centery += sin(angle) * PLAYER_STEP
else:
self.rect.centery += sin(angle) * abs(dy)
def get_pos(self):
return self.rect
def get_width(self):
return self.rect.w
def get_height(self):
return self.rect.h
def take_damage(self, damage):
# ======================================= получение урона ======================================================
self.hp -= damage
if damage > 0:
play_sound(take_damage_sound)
if self.hp <= 0:
Effect(self.rect.centerx, self.rect.centery, boom_image, 2, 4, 5, all_spites)
self.kill()
def create_player_bullet(self):
# =================================== создание пули ============================================================
if self.iteration == 15:
Bullets(self.rect.right - 5, self.rect.centery, all_spites, bullet_sprites)
play_sound(blaster_sound)
self.iteration += 1
if self.iteration == 16:
self.iteration = 0
# ================================================= класс огня из двигателя игрока (да, звучит глупо) ==================
class Flame(pg.sprite.Sprite):
def __init__(self, x, y, *sprite_group):
super().__init__(*sprite_group)
# тут я поленился делать анимацию, как в классе Effect =========================================================
self.frames = ['flame1.png', 'flame2.png', 'flame3.png']
self.cur_frame = -1
self.image = pg.transform.scale(load_image(self.frames[self.cur_frame]), (40, 40))
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = x - self.rect.w, y + 30
self.iteration = 0
self.hp = 1
def update(self):
if self.iteration == 15:
self.cur_frame = (self.cur_frame + 1) % len(self.frames)
self.image = pg.transform.scale(load_image(self.frames[self.cur_frame]), (40, 40))
self.iteration += 1
if self.iteration == 16:
self.iteration = 0
def move(self):
self.rect.center = player.rect.centerx - self.rect.w * 1.62, player.rect.centery
def take_damage(self, damage):
self.hp -= damage
if self.hp <= 0:
self.kill()
# ================================================ пули игрока =========================================================
class Bullets(pg.sprite.Sprite):
def __init__(self, x, y, *group):
super().__init__(*group)
self.image = player_bullet_image
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.centery = y
self.mask = pg.mask.from_surface(self.image)
self.hp = 1
self.iteration = 0
def update(self):
if self.rect.left >= WIDTH:
self.kill()
for sprite in enemy_sprites:
if pg.sprite.collide_mask(self, sprite):
self.take_damage(100)
sprite.take_damage(1)
if self.iteration == 5:
# на пятой итерации пуля вылетает из пушки
self.image = load_image('player_bullet.png')
self.mask = pg.mask.from_surface(self.image)
self.move()
elif self.iteration > 5:
# после пятой итерации пуля летит вперед
self.move()
self.iteration += 1
def move(self):
self.rect = self.rect.move(PLAYER_SPEED * 3, 0)
def take_damage(self, damage):
self.hp -= damage
if self.hp <= 0:
self.kill()
# ========================================= пули инопланетных кораблей =================================================
class AlienBullets(Bullets):
def __init__(self, x, y, parent, *group):
super().__init__(x, y, *group)
self.rect.right = x
self.image = alien_bullet_image
self.parent = parent
self.damage = 1
def update(self):
global player
if self.rect.right <= 0:
self.kill()
if self.iteration == 5:
self.image = pg.transform.scale(load_image('b.png'), (40, 30))
self.mask = pg.mask.from_surface(self.image)
self.move()
elif self.iteration > 5:
self.move()
elif self.iteration < 5:
self.rect.right = self.parent.rect.x - 1
self.iteration += 1
def move(self):
self.rect = self.rect.move(-PLAYER_SPEED * 3, 0)
# ====================================== инопланетный корабль ==========================================================
class AlienShip(pg.sprite.Sprite):
def __init__(self, x, y, *group):
super().__init__(*group)
self.image = pg.transform.scale(load_image('alien_ship.png'), ENTITY_SIZE)
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = x, y
self.mask = pg.mask.from_surface(self.image)
self.hp = ENEMY_HP
self.iteration = 10
self.damage = 1
def update(self):
if len(pg.sprite.spritecollide(self, enemy_sprites, False)) > 1:
self.kill()
elif self.rect.right <= 0:
self.kill()
else:
self.move()
self.create_alien_bullet()
def move(self):
self.rect = self.rect.move(-PLAYER_SPEED, 0)
def create_alien_bullet(self):
# ============================= создать пулю ===================================================================
if self.iteration == 17:
AlienBullets(self.rect.x - 1, self.rect.centery, self, all_spites, enemy_bullet_sprites)
self.iteration += 1
if self.iteration == 18:
self.iteration = 0
def take_damage(self, damage):
self.hp -= damage
if self.hp <= 0:
update_score(50)
Effect(self.rect.centerx, self.rect.centery, boom_image, 2, 4, 5, all_spites)
play_sound(random.choice(boom_sounds))
# создать осколки после смерти классом Particle
particle_step_x = range(-20, 20)
particle_step_y = range(-10, 10)
[Particle(self.rect.centerx, self.rect.centery, random.choice(particle_step_x),
random.choice(particle_step_y), random.choice(alien_ship_particle_image),
1, all_spites) for i in range(15)]
Particle(self.rect.centerx, self.rect.centery, -10, 1, score_particle_50, 0, all_spites)
self.kill()
# ============================================= астероид ===============================================================
class Asteroid(pg.sprite.Sprite):
def __init__(self, x, y, *group):
super().__init__(*group)
self.image = pg.transform.scale(load_image('asteroid.png'), ENTITY_SIZE)
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = x, y
self.mask = pg.mask.from_surface(self.image)
self.hp = ENEMY_HP
self.damage = 1
def update(self):
if len(pg.sprite.spritecollide(self, enemy_sprites, False)) > 1:
self.kill()
elif self.rect.right <= 0:
self.kill()
else:
self.rect = self.rect.move(-PLAYER_SPEED, 0)
def take_damage(self, damage):
self.hp -= damage
if self.hp <= 0:
update_score(20)
Effect(self.rect.centerx, self.rect.centery, boom_image, 2, 4, 5, all_spites)
play_sound(random.choice(boom_sounds))
particle_step_x = range(-20, 20)
particle_step_y = range(-10, 10)
[Particle(self.rect.centerx, self.rect.centery, random.choice(particle_step_x),
random.choice(particle_step_y), random.choice(asteroid_particle_image), 1, all_spites) for i in range(15)]
Particle(self.rect.centerx, self.rect.centery, -10, 1, score_particle_20, 0, all_spites)
self.kill()
# ================================================ аптечка-сердечко ====================================================
class HpEntity(pg.sprite.Sprite):
def __init__(self, x, y, *group):
super().__init__(*group)
self.image = hp_entity_image
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.hp = 1
self.damage = -1
def update(self):
if self.rect.right <= 0:
self.kill()
elif len(pg.sprite.spritecollide(self, enemy_sprites, False)) >= 1:
self.kill()
self.move()
def move(self):
self.rect = self.rect.move(-PLAYER_SPEED, 0)
def create_particles(self):
particle_step_x = range(-20, 20)
particle_step_y = range(-10, 10)
[Particle(self.rect.centerx, self.rect.centery, random.choice(particle_step_x),
random.choice(particle_step_y), hp_particle_image, 0, all_spites) for i in range(10)]
def take_damage(self, damage):
self.hp -= damage
if self.hp <= 0:
self.create_particles()
Effect(self.rect.centerx, self.rect.centery, fog_image, 6, 5, 5, all_spites)
play_sound(healing_sound)
self.kill()
# ============================================ отображение очков =======================================================
class Points:
def __init__(self, font_size, color):
self.font = pg.font.Font(None, font_size)
self.color = color
def update(self, title):
title = self.font.render(title, True, pg.Color(self.color))
title_rect = HP_DISPLAY_POS[0] * HP + HP_DISPLAY_WIDTH * HP, HP_DISPLAY_POS[1]
screen.blit(title, title_rect)
for i in range(player.hp):
screen.blit(hp_display_image, (HP_DISPLAY_POS[0] + i * HP_DISPLAY_WIDTH, HP_DISPLAY_POS[1]))
# ==================================================== частицы =========================================================
class Particle(pg.sprite.Sprite):
def __init__(self, x, y, dx, dy, image, rotation=0, *group):
super().__init__(*group)
self.rotation = rotation
# ====================== вращать, если rotation True ===========================================================
if self.rotation:
image = pg.transform.rotate(image, random.randint(0, 360))
# =================================== угол вращения ========================================================
self.angle = random.randint(-30, 30)
# =========================================== на сколько градусов увеличивать угол вращения ================
self.step_angle = abs(self.angle)
self.image = self.image_original = image
self.rect = self.image.get_rect()
# ======================================= рандомное направление движения частицы ===============================
self.velocity_x, self.velocity_y = dx, dy
self.rect.x = x
self.rect.y = y
# ======================================== скорость движения ===================================================
self.step = PLAYER_SPEED // 5
def update(self):
self.rect.x += self.velocity_x
self.rect.y += self.velocity_y
if self.rect.right <= 0 or self.rect.bottom <= 0 or self.rect.top >= HEIGHT:
self.kill()
if self.velocity_x > -PLAYER_SPEED:
self.velocity_x -= 1
if self.rotation:
self.rotate()
def rotate(self):
self.image = pg.transform.rotate(self.image_original, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
if self.angle > 0:
self.angle += self.step_angle
else:
self.angle -= self.step_angle
# ==================================================== класс результатов игры ==========================================
class Scoreboard(pg.sprite.Sprite):
def __init__(self, x, y, w, h, *group):
super().__init__(*group)
self.image = pg.Surface([w, h])
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.center = x, y
pg.draw.rect(self.image, (255, 255, 255), (0, 0, w, h), width=2)
def draw_score(self, points):
font = pg.font.Font(None, 100)
score = font.render(str(points), True, (255, 255, 255))
score_rect = score.get_rect(center=(self.rect.w // 2, self.rect.h // 2 - 20))
title = font.render('Your score:', True, (0, 255, 0))
title_rect = title.get_rect(center=(self.rect.w // 2, 70))
self.image.blit(score, score_rect)
self.image.blit(title, title_rect)
# ================================ здесь у меня все картинки и некоторые константы =====================================
score = 0
entity_pos = []
next_level = 1000
min_chance_of_enemy_birth = 0.02
# ================================================= все группы спрайтов ================================================
all_spites = pg.sprite.Group()
player_sprites = pg.sprite.Group()
enemy_sprites = pg.sprite.Group()
bullet_sprites = pg.sprite.Group()
enemy_bullet_sprites = pg.sprite.Group()
other_sprites = pg.sprite.Group()
# =================================================== все картинки =====================================================
asteroid_image = pg.transform.scale(load_image('asteroid.png'), ENTITY_SIZE)
score_particle_20 = pg.Surface([100, 50])
score_particle_50 = pg.Surface([100, 50])
font = pg.font.Font(None, 40)
title_20 = font.render('+20', True, pg.Color('green'))
title_rect_20 = pg.Rect(0, 0, 100, 50)
title_50 = font.render('+50', True, pg.Color('red'))
title_rect_50 = pg.Rect(0, 0, 100, 50)
score_particle_20.blit(title_20, title_rect_20)
score_particle_20.set_colorkey(score_particle_20.get_at((0, 0)))
score_particle_50.blit(title_50, title_rect_50)
score_particle_50.set_colorkey(score_particle_50.get_at((0, 0)))
alien_ship_image = pg.transform.scale(load_image('alien_ship.png'), ENTITY_SIZE)
player_bullet_image = load_image('player_bullet_flame.png')
alien_bullet_image = pg.transform.scale(load_image('a.png'), ALIEN_BULLET_SIZE)
boom_image = pg.transform.scale(load_image('boom.png'), BOOM_SIZE)
fog_image = pg.transform.scale(load_image('fog.png'), FOG_SIZE)
hp_entity_image = pg.transform.scale(load_image('hp.png'), HP_ENTITY_SIZE)
hp_particle_image = pg.transform.scale(load_image('hp.png'), HP_PARTICLE_SIZE)
hp_display_image = pg.transform.scale(load_image('hp.png'), HP_DISPLAY_SIZE)
asteroid_particle_image = [load_image('asteroid_particle.png')]
alien_ship_particle_image = [load_image('alien_ship_particle1.png'), load_image('alien_ship_particle2.png')]
logo_image = load_image('logo.png')
# ==================================количество очков в процессе игры ===================================================
hp_and_score = Points(50, 'white')
cur_level = LEVEL
running = True
# ==================================== эти переменные нужны для движущиегося фона =====================================
fon_x = 0
fon_x1 = 0
fon_left = 0
fon_right = 0
# ======================================================================================================================
# ========================================================== сам фон ===================================================
fon = pg.transform.scale(load_image('fon.jpg'), (WIDTH, HEIGHT))
screen.blit(fon, (0, 0))
# пламя от космического корабля игрока
flame = None
player_start = 100, HEIGHT // 2 - 50
player = Player(*player_start, all_spites, player_sprites)
# позиция игрока
player_pos = 0, 0
entities = [0, 1]
# ======================================================================================================================
# ================================ здесь все настраивается для игры ====================================================
def start_game():
global all_spites, player_sprites, enemy_sprites, bullet_sprites, other_sprites, score, next_level
global player_start, flame, player, running, fon_x, fon_x1, player_pos, min_chance_of_enemy_birth
all_spites = pg.sprite.Group()
player_sprites = pg.sprite.Group()
enemy_sprites = pg.sprite.Group()
bullet_sprites = pg.sprite.Group()
other_sprites = pg.sprite.Group()
player_pos = 0, 0
screen.blit(fon, (0, 0))
player_start = 100, HEIGHT // 2 - 50
flame = None
player = Player(*player_start, all_spites, player_sprites)
fon_x = 0
fon_x1 = 0
score = 0
min_chance_of_enemy_birth = 0.02
next_level = 1000
running = True
# ======================================== перехрд в меню =========================================================
menu()
def game_cycle():
global player_pos, flame, cur_level, running
flame = Flame(*player_start, all_spites, player_sprites)
pg.mouse.set_visible(False)
restart_buttons = []
while running:
for event in pg.event.get():
if event.type == pg.QUIT:
terminate()
if event.type == pg.MOUSEMOTION:
# ==================================== движение игрока =================================================
player_pos = event.pos
# ====================================== если курсор в пределах кнопки Menu, меняем ее цвет ============
if player.hp < 0:
for button in restart_buttons:
if button.get_pos(*event.pos):
button.change_color(True)
else:
button.change_color(False)
if event.type == pg.MOUSEBUTTONDOWN:
# ================================ если нажали на кнопку Menu, то перекидывает игрока в меню ===========
for button in restart_buttons:
if button.get_pos(*event.pos):
# ==================================== удаляем кнопку Menu и отображение результата игры =======
for sprite in restart_buttons:
sprite.kill()
score_board.kill()
change_music(0, -1)
running = False
screen.fill(pg.Color('black'))
# ======================================= двигаем фон ==========================================================
moving_fon()
# ========================================= обновляем счет очков ===============================================
hp_and_score.update(str(score))
# ======================================= пока игрок жив, то делаем игровые события ============================
if player.hp > 0:
player.move(*player_pos)
flame.move()
player.create_player_bullet()
pg.draw.circle(screen, pg.Color('red'), player_pos, 10, width=1)
create_entity()
# ======================================== иначе, отбражаем результаты игры и удаляем все спрайты ==============
elif player.hp == 0:
flame.kill()
change_music(2, 1)
for sprite in enemy_bullet_sprites:
sprite.kill()
for sprite in enemy_sprites:
sprite.kill()
for sprite in other_sprites:
sprite.kill()
pg.mouse.set_visible(True)
score_board = Scoreboard(WIDTH // 2, HEIGHT // 2, 500, 400, all_spites)
score_board.draw_score(score)
restart_button = Button(5, 250, 250, 100, 'white', restart_buttons, score_board.image, all_spites)
restart_button.rect.center = WIDTH // 2, HEIGHT // 2 + 100
restart_button.set_title('Menu', 'white', 75)
player.hp -= 1
all_spites.update()
all_spites.draw(screen)
pg.display.flip()
clock.tick(FPS)
start_game()
# ================================================== здесь игра начинается =============================================
show_intro()