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main.py
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main.py
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import pygame
import os
import sys
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font
pygame.init()
size = width, height = 1200, 595
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
FPS = 50
background_position = [0, 0]
class Values():
def __init__(self):
self.number_balls = 3
self.drop_speed = 10
self.slingshots_left = 2
self.speedup = 1.1
self.score_boost = 1.5
self.speeds()
def speeds(self):
self.ball_speed = 10
self.bird_speed = 2
self.slingshot_speed = 5
self.bird_direction = 1
self.points = 30
def speeding(self):
self.ball_speed *= self.speedup
self.bird_speed *= self.speedup
self.slingshot_speed *= self.speedup
self.points = int(self.points * self.score_boost)
class Stats():
def __init__(self, values):
self.values = values
self.reset_stats()
self.action_active = False
self.pause = False
def reset_stats(self):
self.slingshots_left = self.values.slingshots_left
self.score = 0
self.level = 1
class Result():
def __init__(self, values, screen, stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.values = values
self.stats = stats
self.text_color = (40, 40, 40)
self.font = pygame.font.SysFont('serif', 45)
self.showing()
self.show_level()
self.show_lifes()
def showing(self):
round_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(round_score)
self.score_image = (self.font.render(score_str, True, self.text_color,
(155, 45, 48)))
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def show_score(self):
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.level_image, self.level_rect)
self.hearts.draw(self.screen)
def show_level(self):
self.level_image = (self.font.render(str(self.stats.level), True,
self.text_color, (155, 45, 48)))
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10
def show_lifes(self):
self.hearts = Group()
for number in range(self.stats.slingshots_left + 1):
heart = Heart(self.values, self.screen)
heart.rect.x = 10 + number * heart.rect.width
heart.rect.y = 10
self.hearts.add(heart)
class Heart(Sprite):
def __init__(self, values, screen):
super(Heart, self).__init__()
self.values = values
self.screen = screen
self.image = load_image("heart.png", -1)
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
class Play():
def __init__(self, values, screen, msg):
self.screen = screen
self.screen_rect = screen.get_rect()
self.width, self.height = 200, 60
self.button_color = (155, 45, 48)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont('serif', 45)
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
self.creation_msg(msg)
def creation_msg(self, msg):
self.msg_image = (self.font.render(msg, True, self.text_color,
self.button_color))
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw(self):
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
def terminate():
pygame.quit()
sys.exit()
def load_image(name, colorkey=None):
fullname = os.path.join('data', name)
image = pygame.image.load(fullname).convert()
if colorkey is not None:
if colorkey == -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey)
else:
image = image.convert_alpha()
return image
all_sprites = pygame.sprite.Group()
def start_screen():
intro_text = ["Проект выполнили: Зайцева Екатерина, Барабанова Анастасия", "",
"Правила игры:",
"В этой игре Вам необходимо попасть в птиц из рогатки с помощью мячей",
"Для выстрела используйте пробел, а для перемещения рогатки клавиши вправо и влево",
"При нажатии на клавишу 'P' игра останавливается, при повторном нажатии возобновляется",
"При попадании в птиц Вы получаете баллы, которые выводятся в правом верхнем углу",
"Под результатом расположен уровень, который увеличивается при уничтожении всех птиц",
"С каждым разом птицы, рогатка и мячи ускоряются, усложняя игру",
"В левом верхнем углу находятся жизни",
"Их количество сокращается при столкновении птиц с землёй или рогаткой",
"Когда последняя жизнь исчезла, игра заканчивается"]
fon = pygame.transform.scale(load_image('fon.jpg'), (width, height))
screen.blit(fon, (0, 0))
pygame.mixer.music.load('data/fon.mp3')
pygame.mixer.music.play(loops=-1)
pygame.display.set_caption('Bad birds')
font = pygame.font.SysFont('serif', 25)
text_coord = 20
for line in intro_text:
string_rendered = font.render(line, 1, (0, 33, 55))
intro_rect = string_rendered.get_rect()
text_coord += 10
intro_rect.top = text_coord
intro_rect.x = 10
text_coord += intro_rect.height
screen.blit(string_rendered, intro_rect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
elif (event.type == pygame.KEYDOWN or
event.type == pygame.MOUSEBUTTONDOWN):
return
pygame.display.flip()
clock.tick(FPS)
class Slingshot(Sprite):
def __init__(self, values, screen):
super(Slingshot, self).__init__()
self.values = values
self.screen = screen
self.image = load_image("slingshot_1.png", -1)
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.center = float(self.rect.centerx)
self.going_right = False
self.going_left = False
def center_slingshot(self):
self.center = self.screen_rect.centerx
def update(self):
if self.going_right and self.rect.right < self.screen_rect.right:
self.center += self.values.slingshot_speed
if self.going_left and self.rect.left > 0:
self.center -= self.values.slingshot_speed
self.rect.centerx = self.center
def showing(self):
self.screen.blit(self.image, self.rect)
class Ball(Sprite):
def __init__(self, values, screen, slingshot):
super(Ball, self).__init__()
self.screen = screen
self.image = load_image('ball2.png', -1)
self.rect = pygame.Rect(0, 0, 3, 15)
self.rect.centerx = slingshot.rect.centerx
self.rect.top = slingshot.rect.top
self.y = float(self.rect.y)
self.speed = values.ball_speed
def update(self):
self.y -= self.speed
self.rect.y = self.y
def showing(self):
self.screen.blit(self.image, self.rect)
class Bird(Sprite):
def __init__(self, values, screen):
super(Bird, self).__init__()
self.values = values
self.screen = screen
self.frames = []
self.cut_sheet(load_image("bird.png", -1), 5, 3)
self.cur_frame = 0
self.image = load_image('bird1.png', -1)
self.rect = self.image.get_rect()
self.x = float(self.rect.x)
def edges(self):
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
def update(self):
self.x += self.values.bird_speed * self.values.bird_direction
self.rect.x = self.x
self.cur_frame = (self.cur_frame + 1) % len(self.frames)
self.image = self.frames[self.cur_frame]
if self.values.bird_direction == -1:
self.image = pygame.transform.flip(self.image, True, False)
def showing(self):
self.screen.blit(self.image, self.rect)
def cut_sheet(self, sheet, columns, rows):
rect = (pygame.Rect(0, 0, sheet.get_width() // columns,
sheet.get_height() // rows))
for j in range(rows):
for i in range(columns):
frame_location = (rect.width * i, rect.height * j)
self.frames.append((sheet.subsurface(pygame.Rect
(frame_location, rect.size))))
self.frames.pop(-1)
def create_birds(values, screen, slingshot, birds):
bird = Bird(values, screen)
bird_width = bird.rect.width
bird_height = bird.rect.height
free_area_x = width - 1.5 * bird_width
number_birds_x = int(free_area_x / (1.5 * bird_width))
slingshot_height = slingshot.rect.height
free_area_y = height - 3 * bird_height - slingshot_height
number_rows = int(free_area_y / (1.5 * bird_height))
for row_number in range(number_rows):
for number in range(number_birds_x):
bird = Bird(values, screen)
bird.x = bird_width + 1.5 * bird_width * number
bird.rect.y = (bird.rect.height + 1.5 * bird.rect.height *
row_number)
bird.rect.x = bird.x
birds.add(bird)
def new_birds(values, stats, screen, slingshot, birds, balls):
birds_edges(values, birds)
birds.update()
if pygame.sprite.spritecollideany(slingshot, birds):
slingshot_bump(values, stats, screen, result, slingshot, birds, balls)
bottom_bump(values, stats, screen, result, slingshot, birds, balls)
def birds_edges(values, birds):
for bird in birds.sprites():
if bird.edges():
change_birds(values, birds)
break
def change_birds(values, birds):
for bird in birds.sprites():
bird.rect.y += values.drop_speed
values.bird_direction *= -1
start_screen()
values = Values()
stats = Stats(values)
result = Result(values, screen, stats)
button = Play(values, screen, "Let's go!")
slingshot = Slingshot(values, screen)
bird = Bird(values, screen)
balls = Group()
birds = Group()
create_birds(values, screen, slingshot, birds)
running = True
def new_screen(values, screen, stats, result, slingshot, birds, balls, button):
screen.fill((0, 0, 0))
screen.blit(load_image('fon.jpg'), background_position)
for ball in balls.sprites():
ball.showing()
slingshot.showing()
birds.draw(screen)
result.show_score()
if not stats.action_active and not stats.pause:
button.draw()
pygame.display.flip()
def new_balls(values, screen, stats, result, slingshot, birds, balls):
balls.update()
for ball in balls.copy():
if ball.rect.bottom <= 0:
balls.remove(ball)
bumps = pygame.sprite.groupcollide(balls, birds, True, True)
if bumps:
for birds in bumps.values():
stats.score += values.points * len(birds)
result.showing()
if len(birds) == 0:
balls.empty()
values.speeding()
stats.level += 1
pygame.mixer.init()
sound = pygame.mixer.Sound('data/level.wav')
sound.set_volume(5)
sound.play()
result.show_level()
create_birds(values, screen, slingshot, birds)
def slingshot_bump(values, stats, screen, result, slingshot, birds, balls):
if stats.slingshots_left > 0:
stats.slingshots_left -= 1
result.show_lifes()
birds.empty()
balls.empty()
create_birds(values, screen, slingshot, birds)
slingshot.center_slingshot()
sleep(0.5)
else:
result.hearts.empty()
stats.action_active = False
pygame.mouse.set_visible(True)
def bottom_bump(values, stats, screen, result, slingshot, birds, balls):
screen_rect = screen.get_rect()
for bird in birds.sprites():
if bird.rect.bottom >= screen_rect.bottom:
slingshot_bump((values, stats, screen, result, slingshot,
birds, balls))
break
def moving(values, screen, stats, result, button, slingshot, birds, balls):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
slingshot.going_right = True
elif event.key == pygame.K_LEFT:
slingshot.going_left = True
elif event.key == pygame.K_SPACE:
if len(balls) < values.number_balls:
pygame.mixer.init()
shoot = pygame.mixer.Sound('data/shoot.wav')
shoot.play()
new_ball = Ball(values, screen, slingshot)
balls.add(new_ball)
elif event.key == pygame.K_p and stats.action_active:
stats.action_active = False
stats.pause = True
pygame.mixer.music.stop()
elif event.key == pygame.K_p and not stats.action_active:
stats.action_active = True
stats.pause = False
pygame.mixer.music.play(loops=-1)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
slingshot.going_right = False
elif event.key == pygame.K_LEFT:
slingshot.going_left = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
push_button(values, screen, stats, result, button, slingshot,
birds, balls, mouse_x, mouse_y)
def push_button(values, screen, stats, result, button, slingshot, birds,
balls, mouse_x, mouse_y):
button_clicked = button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.action_active:
values.speeds()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.action_active = True
result.showing()
result.show_level()
result.show_lifes()
birds.empty()
balls.empty()
create_birds(values, screen, slingshot, birds)
slingshot.center_slingshot()
while running:
moving(values, screen, stats, result, button, slingshot, birds, balls)
if stats.action_active:
slingshot.update()
new_balls(values, screen, stats, result, slingshot, birds, balls)
new_birds(values, stats, screen, slingshot, birds, balls)
new_screen(values, screen, stats, result, slingshot, birds, balls, button)
clock.tick(FPS)
pygame.quit()