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course_11.py
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import pygame
successes, fails = pygame.init()
print(successes, fails)
move_right = [pygame.image.load("hero/R1.png"), pygame.image.load("hero/R2.png"), pygame.image.load("hero/R3.png"), pygame.image.load("hero/R4.png"), pygame.image.load("hero/R5.png"), pygame.image.load("hero/R6.png"), pygame.image.load("hero/R7.png"), pygame.image.load("hero/R8.png"), pygame.image.load("hero/R9.png")]
move_left = [pygame.image.load("hero/L1.png"), pygame.image.load("hero/L2.png"), pygame.image.load("hero/L3.png"), pygame.image.load("hero/L4.png"), pygame.image.load("hero/L5.png"), pygame.image.load("hero/L6.png"), pygame.image.load("hero/L7.png"), pygame.image.load("hero/L8.png"), pygame.image.load("hero/L9.png")]
move_rightE = [pygame.image.load("enemy/R1E.png"), pygame.image.load("enemy/R2E.png"), pygame.image.load("enemy/R3E.png"), pygame.image.load("enemy/R4E.png"), pygame.image.load("enemy/R5E.png"), pygame.image.load("enemy/R6E.png"), pygame.image.load("enemy/R7E.png"), pygame.image.load("enemy/R8E.png"), pygame.image.load("enemy/R9E.png"), pygame.image.load("enemy/R10E.png"), pygame.image.load("enemy/R11E.png")]
move_leftE = [pygame.image.load("enemy/L1E.png"), pygame.image.load("enemy/L2E.png"), pygame.image.load("enemy/L3E.png"), pygame.image.load("enemy/L4E.png"), pygame.image.load("enemy/L5E.png"), pygame.image.load("enemy/L6E.png"), pygame.image.load("enemy/L7E.png"), pygame.image.load("enemy/L8E.png"), pygame.image.load("enemy/L9E.png"), pygame.image.load("enemy/L10E.png"), pygame.image.load("enemy/L10E.png")]
bg = pygame.image.load("bg.jpg")
hero = pygame.image.load("hero/standing.png")
screenWidth = 700
screenHeight = 500
clock = pygame.time.Clock()
screen = pygame.display.set_mode((screenWidth, screenHeight))
pygame.display.set_caption("cs younes game")
BLACK = (0, 0, 0) # RGB
WHITE = (255, 255, 255)
RED = (255, 0, 0)
class Player():
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.step = 5
self.left = False
self.right = False
self.moves = 0
self.speed = 10
self.isJumping = False
self.standing = True
def draw(self, screen):
if not self.standing:
if self.left:
screen.blit(move_left[self.moves // 2], (self.x, self.y))
self.moves += 1
if self.moves == 18:
self.moves = 0
elif self.right:
screen.blit(move_right[self.moves // 2], (self.x, self.y))
self.moves += 1
if self.moves == 18:
self.moves = 0
else:
if self.right:
screen.blit(move_right[0], (self.x, self.y))
else:
screen.blit(move_left[0], (self.x, self.y))
class Bullet:
def __init__(self, x, y, radius, color, direction, step):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.direction = direction
self.step = step * direction
def draw(self, screen):
pygame.draw.circle(screen, self.color,(self.x, self.y) ,self.radius)
class Enemy:
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.start = x
self.step = 3
self.moves = 0
def draw(self, screen):
self.move()
if self.step < 0:
screen.blit(move_leftE[self.moves // 2], (self.x, self.y))
self.moves += 1
if self.moves == 11 * 2:
self.moves = 0
else:
screen.blit(move_rightE[self.moves // 2], (self.x, self.y))
self.moves += 1
if self.moves == 11 * 2:
self.moves = 0
def move(self):
if self.step > 0:
if self.x + self.step > self.end:
self.step *= -1
else:
self.x += self.step
else:
if self.x - self.step < self.start:
self.step *= -1
else:
self.x += self.step
man = Player(600, 400, 64, 64)
enemy = Enemy(100, 400, 64, 64, 500)
def redrawGame():
global moves
screen.blit(bg, (0, 0))
man.draw(screen)
enemy.draw(screen)
for bullet in bullets:
bullet.draw(screen)
pygame.display.update()
bullets = []
while True:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
if len(bullets) < 5:
direction = 0
if man.right:
direction = 1
else:
direction = -1
bullets.append(
Bullet(round(man.x + man.width // 2), round(man.y + man.height // 2), 5, RED, direction, 10))
keys = pygame.key.get_pressed()
for bullet in bullets:
if bullet.x < screenWidth and bullet.x > 0:
bullet.x += bullet.step
else:
bullets.remove(bullet)
if keys[pygame.K_LEFT] and man.x - man.step >= 0:
man.x -= man.step
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x + man.width + man.step <= screenWidth:
man.x += man.step
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.moves = 0
if not man.isJumping:
if keys[pygame.K_SPACE]:
man.isJumping = True
else:
if man.speed >= -10 :
neg = 1
if man.speed < 0:
neg = -1
man.y -= (man.speed ** 2) * 0.25 * neg
man.speed -= 1
else:
man.speed = 10
man.isJumping = False
redrawGame()