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from pygame import *
from random import randint
font.init()
font1 = font.Font(None, 80)
win = font1.render('YOU WIN!', True, (255, 255, 255))
lose = font1.render('YOU LOSE!', True, (180, 0, 0))
font2 = font.Font(None, 36)
img_back = "galaxy.jpg"
img_bullet = "bull1.png"
img_hero = "shatl3.png"
img_enemy = "ufo2.png"
img_boss = "ufo2.png"
img_bullet2 = "bul2.png"
score = 0
goal = 5
lost = 0
max_lost = 3
counter = 0
class GameSprite(sprite.Sprite):
def __init__(self, player_image, player_x, player_y, size_x, size_y, player_speed):
sprite.Sprite.__init__(self)
self.image = transform.scale(image.load(player_image), (size_x, size_y))
self.speed = player_speed
self.rect = self.image.get_rect()
self.rect.x = player_x
self.rect.y = player_y
def reset(self):
window.blit(self.image, (self.rect.x, self.rect.y))
class State():
def Enter(self):
pass
# Показать игрока, заспавнить мобов
def Update(self):
pass
# Обработать столкновения, посчитать очки, передвинуть спрайты
def Exit(self):
pass
# Удалить все спрайты, пули мобов, боссов и так далее
class StateMachine():
def __init__(self):
self.current_state = Null
def ChangeState(self, new_state):
self.current_state.Exit()
new_state.Enter()
class Player(GameSprite):
def __init__(self, player_image, player_x, player_y, size_x, size_y, player_speed):
super().__init__( player_image, player_x, player_y, size_x, size_y, player_speed)
self.reload_time = 0
self.cooldown = 10
def update(self):
self.reload_time -= 1
keys = key.get_pressed()
if keys[K_a] and self.rect.x > 5:
self.rect.x -= self.speed
if keys[K_d] and self.rect.x < win_width - 80:
self.rect.x += self.speed
def fire(self):
if self.reload_time <= 0:
self.reload_time = self.cooldown
bullet = Bullet(img_bullet, self.rect.centerx, self.rect.top, 15, 20, -15)
bullets.add(bullet)
class Enemy(GameSprite):
def update(self):
self.rect.y += self.speed
global lost
if self.rect.y > win_height:
self.rect.x = randint(80, win_width - 80)
self.rect.y = 0
lost = lost + 1
class Boss(GameSprite):
def __init__(self, player_image, player_x, player_y, size_x, size_y, player_speed):
super().__init__( player_image, player_x, player_y, size_x, size_y, player_speed)
self.reload_time = 0
self.cooldown = 6
def update(self):
self.reload_time -= 1
if self.reload_time <= 0:
self.reload_time = self.cooldown
self.fir()
self.rect.x += self.speed
if self.rect.x > win_width - 80:
self.speed *= -1
self.speed -= 1
elif self.rect.x < -80:
self.speed *= -1
self.speed += 1
def fir(self):
bullet2 = Bullet(img_bullet2, self.rect.centerx, self.rect.top, 15, 20, 15)
bullet2.x_speed = randint(-2,2) * 5 + self.speed
bullets2.add(bullet2)
class Bullet(GameSprite):
def __init__(self, player_image, player_x, player_y, size_x, size_y, player_speed):
super().__init__(player_image, player_x, player_y, size_x, size_y, player_speed)
self.x_speed = 0
def update(self):
self.rect.y += self.speed
self.rect.x += self.x_speed
if self.rect.y < 0 or self.rect.y > win_height:
self.kill()
win_width = 700
win_height = 500
display.set_caption("Shooter")
window = display.set_mode((win_width, win_height))
background = transform.scale(image.load(img_back), (win_width, win_height))
ship = Player(img_hero, 5, win_height - 150, 80, 100 , 10)
ship.hp = 15
monsters = sprite.Group()
for i in range(1, 6):
monster = Enemy(img_enemy, randint(80, win_width - 80), -40, 80, 50, randint(1, 5))
monsters.add(monster)
bullets = sprite.Group()
bullets2 = sprite.Group()
players = sprite.Group()
players.add(ship)
finish = False
run = True
boss_fight = False
while run:
for e in event.get():
if e.type == QUIT:
run = False
elif e.type == MOUSEBUTTONDOWN:
if e.button == 1:
ship.fire()
if not finish:
window.blit(background, (0, 0))
text = font2.render("Счет: " + str(score), 1, (255, 255, 255))
window.blit(text, (10, 20))
text_lose = font2.render("Пропущено: " + str(lost), 1, (255, 255, 255))
window.blit(text_lose, (10, 50))
ship.update()
monsters.update()
bullets.update()
ship.reset()
monsters.draw(window)
bullets.draw(window)
bullets2.update()
bullets2.draw(window)
if not boss_fight:
collides = sprite.groupcollide(monsters, bullets, True, True)
for c in collides:
score = score + 1
monster = Enemy(img_enemy, randint(80, win_width - 80), -40, 80, 50, randint(1, 5))
monsters.add(monster)
else:
collides = sprite.groupcollide(monsters, bullets, False, True)
for c in collides:
score = score + 1
collides = sprite.groupcollide(players, bullets2, False, True)
for c in collides:
score = score - 1
if sprite.spritecollide(ship, monsters, False) or lost >= max_lost or score <= -1:
finish = True
window.blit(lose, (200, 200))
if score >= goal:
if not boss_fight:
boss_fight = True
goal += 20
monsters.empty()
boss = Boss(img_boss, randint(80, win_width - 80) ,0, 160, 100,5)
monsters.add(boss)
boss.fir()
else:
finish = True
window.blit(win, (200, 200))
display.update()
time.delay(50)Editor is loading...
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