def __init__(self,
                 screen,
                 text,
                 Group,
                 x,
                 y,
                 size=(256, 64),
                 setting=False):
        super().__init__(Group)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)
        self.Setting_button = setting
        self.screen = screen
        self.text = text
        self.size = size
        self.x = x + 10
        self.y = y + 10

        self.image = pygame.Surface(self.size)
        self.Button1 = pygame.transform.scale(
            load_image('Main_menu/Buttons/Button1.png'), self.size)
        self.Button2 = pygame.transform.scale(
            load_image('Main_menu/Buttons/Button1.1.png'), self.size)
        self.Button3 = pygame.transform.scale(
            load_image('Main_menu/Buttons/Button1.2.png'), self.size)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.font = pygame.font.Font('static/fonts/19888.ttf', 40)
        self.text = self.font.render(f'{text}', True, (255, 255, 255))
        self.screen.blit(self.text, (self.x, self.y))
Esempio n. 2
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    def __init__(self, pos, goal, LastPose, group):
        super().__init__(group)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.transform.scale(
            load_image('For Fire/Red_bullet1.png'), (16, 16))

        self.rect = self.image.get_rect()

        self.LastPose = LastPose
        if self.LastPose == 'R':
            self.rect.centerx = pos[0] + 50
            self.rect.centery = pos[1] - 50
        else:
            self.rect.centerx = pos[0] - 50
            self.rect.centery = pos[1] - 50

        self.pistol_pos = pos
        self.goal = goal

        self.speed = 15
        if self.LastPose == 'L' and self.speed > 0 or \
                self.LastPose == 'R' and self.speed < 0:
            self.speed = -1 * self.speed
Esempio n. 3
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    def __init__(self, GunType, x, y):
        super().__init__(Guns)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.GunType = GunType

        if self.GunType == 'AR':
            self.image = load_image('details/AR.png')
        elif self.GunType == 'shootgun':
            self.image = load_image('details/Shootgun.png')

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        Guns.add(self)
    def LogoInit(self):
        Logo = pygame.sprite.Sprite()

        Logo.image = pygame.transform.scale(
            load_image('Logo/logo_for_menu.png'), (850, 450))
        Logo.rect = Logo.image.get_rect()
        Logo.rect.x = 300
        Logo.rect.y = 100

        self.all_sprites.add(Logo)
Esempio n. 5
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 def __init__(self, ArrowType, ArrowType2, screen):
     pygame.sprite.Sprite.__init__(self)
     self.screen = screen
     self.mouse_sprite1 = pygame.sprite.Group()
     self.mouse_sprite2 = pygame.sprite.Group()
     self.sprite = pygame.sprite.Sprite()
     self.sprite2 = pygame.sprite.Sprite()
     self.sprite2.image = pygame.transform.scale(load_image(ArrowType2),
                                                 (64, 64))
     self.sprite.image = pygame.transform.scale(load_image(ArrowType),
                                                (64, 64))
     self.sprite.rect = self.sprite.image.get_rect()
     self.sprite2.rect = self.sprite2.image.get_rect()
     self.mouse_sprite1.add(self.sprite)
     self.mouse_sprite2.add(self.sprite2)
     pygame.mouse.set_visible(False)
     self.sprite.rect.centerx = screen.get_size()[0] // 2
     self.sprite.rect.centery = screen.get_size()[1] // 2
     self.sprite2.rect.centerx = screen.get_size()[0] // 2
     self.sprite2.rect.centery = screen.get_size()[1] // 2
    def __init__(self, screen, clock):
        self.screen = screen
        self.clock = clock
        self.mouse = Mouse('Arrows/Arrow1.png', 'Arrows/Arrow1.1.png', screen)
        spaces = [i for i in os.listdir('sprites/Main_menu/spaces')]
        space = '/'.join(['Main_menu/spaces', choice(spaces)])
        self.BG = pygame.transform.scale(load_image(space), st.ResolutionInt)
        self.all_sprites = pygame.sprite.Group()

        self.HerosInit()
        self.LogoInit()
        self.MusicInit()
    def __init__(self, screen, x, y, Group):
        super().__init__(Group)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.screen = screen
        self.image = pygame.transform.scale(load_image('Main_menu/Circle.png'),
                                            (40, 40))
        self.rect = self.image.get_rect()
        self.rectangle_pos = (x, y)
        self.rect.x = x
        self.rect.y = y + 7
        self.percent = 50
Esempio n. 8
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    def __init__(self, screen, start_pos=(500, 600)):
        self.left_sprites = pygame.sprite.Group()
        self.right_sprites = pygame.sprite.Group()
        self.stand_sprites_R = pygame.sprite.Group()
        self.stand_sprites_L = pygame.sprite.Group()
        self.bite_sprites_R = pygame.sprite.Group()
        self.bite_sprites_L = pygame.sprite.Group()

        self.screen = screen

        # Speed from 2 --> 5, HP from 20 --> 50, Visibility from 250 --> 500
        self.Difficulty = st.Difficulty
        if self.Difficulty == 1:
            self.Strench = choice(range(40, 60))
        elif self.Difficulty == 2:
            self.Strench = choice(range(60, 80))
        elif self.Difficulty == 3:
            self.Strench = choice(range(80, 101))

        self.Speed = int(0.05 * self.Strench)
        self.HeatPoints = int(0.5 * self.Strench)
        self.zS = 80 / self.HeatPoints
        self.Visibility = (6.25 * self.Strench)

        Man_start_pos = start_pos
        self.Man_stand_R = AnimatedSprite(
            load_image('Зомби/Зомби_stand_R_ALL.png'), 8, 1, *Man_start_pos,
            self.stand_sprites_R)
        self.Man_stand_L = AnimatedSprite(
            load_image('Зомби/Зомби_stand_L_ALL.png'), 8, 1, *Man_start_pos,
            self.stand_sprites_L, 1)
        self.Man_Go_R = AnimatedSprite(load_image('Зомби/Зомби_run_R_ALL.png'),
                                       8, 1, *Man_start_pos,
                                       self.right_sprites)
        self.Man_Go_L = AnimatedSprite(load_image('Зомби/Зомби_run_L_ALL.png'),
                                       8, 1, *Man_start_pos, self.left_sprites,
                                       1)
        self.Man_Bite_R = AnimatedSprite(
            load_image('Зомби/Зомби_bite_R_ALL.png'), 8, 1, *Man_start_pos,
            self.bite_sprites_R, 1)
        self.Man_Bite_L = AnimatedSprite(
            load_image('Зомби/Зомби_bite_L_ALL.png'), 8, 1, *Man_start_pos,
            self.bite_sprites_L, 1)

        self.All_sprites_DRAW = [
            self.left_sprites, self.right_sprites, self.stand_sprites_R,
            self.stand_sprites_L, self.bite_sprites_L, self.bite_sprites_R
        ]

        self.All_sprites = [
            self.Man_stand_R, self.Man_stand_L, self.Man_Go_R, self.Man_Go_L,
            self.Man_Bite_R, self.Man_Bite_L
        ]

        self.LastPose = 'R'
        self.IsAlive = True
        self.Last_Move = ''
        self.IsBiting = False
Esempio n. 9
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    def __init__(self, x, y):
        super().__init__(Bullets_group)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.pos = (x, y)

        self.image = load_image('details/bullets.png')
        self.rect = self.image.get_rect()
        self.rect.centerx, self.rect.centery = self.pos[0], self.pos[1]

        self.i = 0
        self.speedx, self.speedy = choice([-4, 4]), choice([-4, 4])
        Bullets_group.add(self)
Esempio n. 10
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    def __init__(self, x, y):
        super().__init__(Experience)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.pos = (x, y)

        self.image = load_image('details/XP.png')
        self.rect = self.image.get_rect()
        self.rect.centerx, self.rect.centery = self.pos[0], self.pos[1]

        self.xp = choice(range(10, 30))
        self.i = 0
        self.speedx, self.speedy = choice([-4, 4]), choice([-4, 4])
        Experience.add(self)
Esempio n. 11
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    def __init__(self, screen, mouse, typeofgun, ammo=10):
        self.mouse = mouse
        self.type = typeofgun
        self.Taken = False
        self.InHands = False
        self.Ammo = ammo
        if self.type == 'pistol':
            self.Damage = 3
            self.frames = [23]
            self.gunR = 'guns/pistol/Default_pistol_R.png'
            self.gunL = 'guns/pistol/Default_pistol_L.png'
        elif self.type == 'AR':
            self.Damage = 10
            self.frames = [11, 23]
            self.gunR = 'guns/assault_rifle/assault_rifle_R.png'
            self.gunL = 'guns/assault_rifle/assault_rifle_L.png'
        elif self.type == 'shootgun':
            self.Damage = 7
            self.frames = [23]
            self.gunR = 'guns/shootgun/shootguns_R.png'
            self.gunL = 'guns/shootgun/shootguns_L.png'

        self.left_sprites = pygame.sprite.Group()
        self.right_sprites = pygame.sprite.Group()

        self.screen = screen
        self.pos = (248, 244)

        if self.type == 'AR':
            self.Pistol_R = AnimatedSprite(load_image(self.gunR), 8, 1,
                                           *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(load_image(self.gunL), 8, 1,
                                           *self.pos, self.left_sprites, 1)
        elif self.type == 'shootgun':
            self.Pistol_R = AnimatedSprite(load_image(self.gunR), 8, 1,
                                           *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(load_image(self.gunL), 8, 1,
                                           *self.pos, self.left_sprites, 1)
        elif self.type == 'pistol':
            self.Pistol_R = AnimatedSprite(
                pygame.transform.scale(load_image(self.gunR), (512, 64)), 8, 1,
                *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(
                pygame.transform.scale(load_image(self.gunL), (512, 64)), 8, 1,
                *self.pos, self.left_sprites, 1)

        self.FireSound = pygame.mixer.Sound(
            'static/audio/firing/laser_pistol.mp3')
Esempio n. 12
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    def __init__(self, group):
        super().__init__(group)
        super().__init__()
        pygame.sprite.Sprite.__init__(self)

        self.Group = group

        types = ['Hero_b', 'Hero_s', 'Zombie']
        path = f'Main_menu/Floating_heroes/{choice(types)}.png'

        self.original_image = load_image(path)
        self.image = self.original_image
        self.rect = self.image.get_rect()
        self.pos = (choice(range(200, 1720)), choice(range(200, 880)))
        self.rect.x = self.pos[0]
        self.rect.y = self.pos[1]
        self.speedx = choice([-1, 1])
        self.speedy = choice([-1, 1])
        self.position = pygame.math.Vector2(*self.pos)
        self.i = 0
        self.rotateleft = choice([True, False])
Esempio n. 13
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    def Change_gun(self, GunType):
        self.type = GunType
        if self.type == 'pistol':
            self.Damage = 5
            self.frames = [23]
            self.gunR = 'guns/pistol/Default_pistol_R.png'
            self.gunL = 'guns/pistol/Default_pistol_L.png'
        elif self.type == 'AR':
            self.Damage = 10
            self.frames = [11, 23]
            self.gunR = 'guns/assault_rifle/assault_rifle_R.png'
            self.gunL = 'guns/assault_rifle/assault_rifle_L.png'
        elif self.type == 'shootgun':
            self.Damage = 7
            self.frames = [23]
            self.gunR = 'guns/shootgun/shootguns_R.png'
            self.gunL = 'guns/shootgun/shootguns_L.png'

        self.Pistol_R.kill()
        self.Pistol_L.kill()

        if self.type == 'AR':
            self.Pistol_R = AnimatedSprite(load_image(self.gunR), 8, 1,
                                           *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(load_image(self.gunL), 8, 1,
                                           *self.pos, self.left_sprites, 1)
        elif self.type == 'shootgun':
            self.Pistol_R = AnimatedSprite(load_image(self.gunR), 8, 1,
                                           *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(load_image(self.gunL), 8, 1,
                                           *self.pos, self.left_sprites, 1)
        elif self.type == 'pistol':
            self.Pistol_R = AnimatedSprite(
                pygame.transform.scale(load_image(self.gunR), (512, 64)), 8, 1,
                *self.pos, self.right_sprites)
            self.Pistol_L = AnimatedSprite(
                pygame.transform.scale(load_image(self.gunL), (512, 64)), 8, 1,
                *self.pos, self.left_sprites, 1)
Esempio n. 14
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from Fuctions import load_image

pygame.init()
size = st.Change_Resolution()
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()

Game_menu = MMC.Main_menu(screen, clock)
# ----------------------Menu---------------------- #

Playing = Game_menu.Menu_cycle()
if not Playing:
    exit()

# ----------------------Game---------------------- #
FT = pygame.transform.scale(load_image('Main_menu\Fast_Tutorial.png'),
                            (1800, 980))
running = True
while running:
    screen.blit(FT, (-30, 0))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            quit()

    pressed_key = pygame.key.get_pressed()
    if pressed_key[pygame.K_SPACE]:
        running = False

    pygame.display.flip()

    clock.tick(st.FPS)
Esempio n. 15
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    def SpritesINIT(self, PlayersColor):
        Man_start_pos = (500, 500)

        # ----------------ASSAULT RIFLE------------------ #
        self.left_sprites = pygame.sprite.Group()
        self.right_sprites = pygame.sprite.Group()
        self.left_back_sprites = pygame.sprite.Group()
        self.right_back_sprites = pygame.sprite.Group()
        self.stand_sprites_R = pygame.sprite.Group()
        self.stand_sprites_L = pygame.sprite.Group()

        self.Man_stand_R = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_stand_R_ALL.png'),
            8, 1, *Man_start_pos, self.stand_sprites_R)
        self.Man_stand_L = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_stand_L_ALL.png'),
            8, 1, *Man_start_pos, self.stand_sprites_L, 1)
        self.Man_Go_R = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_run_R_ALL.png'), 8,
            1, *Man_start_pos, self.right_sprites)
        self.Man_Go_L = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_run_L_ALL.png'), 8,
            1, *Man_start_pos, self.left_sprites, 1)
        self.Man_Go_L_Back = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_run_L_ALL.png'), 8,
            1, *Man_start_pos, self.left_back_sprites)
        self.Man_Go_R_Back = AnimatedSprite(
            load_image(f'Космонавт/{PlayersColor}/Космонавт_run_R_ALL.png'), 8,
            1, *Man_start_pos, self.right_back_sprites, 1)

        self.default_sprites_DRAW = [
            self.stand_sprites_R, self.stand_sprites_L, self.right_sprites,
            self.left_sprites, self.right_back_sprites, self.left_back_sprites
        ]

        # ----------------С ПИСТОЛЕТОМ------------------ #

        self.left_sprites_P = pygame.sprite.Group()
        self.right_sprites_P = pygame.sprite.Group()
        self.left_back_sprites_P = pygame.sprite.Group()
        self.right_back_sprites_P = pygame.sprite.Group()
        self.stand_sprites_R_P = pygame.sprite.Group()
        self.stand_sprites_L_P = pygame.sprite.Group()

        path = f'Космонавт/{PlayersColor}/С_пистолетом/'
        self.Man_stand_R_P = AnimatedSprite(
            load_image(path + 'Космонавт_stand_R_ALL_P.png'), 8, 1,
            *Man_start_pos, self.stand_sprites_R_P)
        self.Man_stand_L_P = AnimatedSprite(
            load_image(path + 'Космонавт_stand_L_ALL_P.png'), 8, 1,
            *Man_start_pos, self.stand_sprites_L_P, 1)
        self.Man_Go_R_P = AnimatedSprite(
            load_image(path + 'Космонавт_run_R_ALL_P.png'), 8, 1,
            *Man_start_pos, self.right_sprites_P)
        self.Man_Go_L_P = AnimatedSprite(
            load_image(path + 'Космонавт_run_L_ALL_P.png'), 8, 1,
            *Man_start_pos, self.left_sprites_P, 1)
        self.Man_Go_L_Back_P = AnimatedSprite(
            load_image(path + 'Космонавт_run_L_ALL_P.png'), 8, 1,
            *Man_start_pos, self.left_back_sprites_P)
        self.Man_Go_R_Back_P = AnimatedSprite(
            load_image(path + 'Космонавт_run_R_ALL_P.png'), 8, 1,
            *Man_start_pos, self.right_back_sprites_P, 1)

        self.pistol_sprites_DRAW = [
            self.stand_sprites_R_P, self.stand_sprites_L_P,
            self.right_sprites_P, self.left_sprites_P,
            self.right_back_sprites_P, self.left_back_sprites_P
        ]

        # ------------------ВСЕ СПРАЙТЫ В СПИСКАХ---------------- #

        self.ALL_sprites_RECT = [
            self.Man_stand_R_P, self.Man_stand_L_P, self.Man_Go_R_P,
            self.Man_Go_L_P, self.Man_Go_L_Back_P, self.Man_Go_R_Back_P,
            self.Man_stand_R, self.Man_stand_L, self.Man_Go_R, self.Man_Go_L,
            self.Man_Go_L_Back, self.Man_Go_R_Back
        ]

        self.ALL_sprites_DRAW = [
            self.default_sprites_DRAW, self.pistol_sprites_DRAW
        ]