diff --git a/game/code/data.py b/game/code/data.py deleted file mode 100644 index fe1efb0..0000000 --- a/game/code/data.py +++ /dev/null @@ -1,36 +0,0 @@ -from csv import reader -from os import walk -import pygame - -# ОСНОВНЫЕ НАСТРОЙКИ -WIDTH = 1080 -HEIGTH = 720 -FPS = 60 -TILESIZE = 64 -HITBOX = {'player': -26, 'stone': -10, 'invisible': 0} - -weapon_data = {'sword': {'cooldown': 10, 'damage': 1}} # набор оружия -mobs_data = {'ninja': {'health': 100, 'exp': 250, 'damage': 6, # тип и характеристики моба - 'attack_type': 'leaf_attack', 'attack_sound': '../data/audio/hit.wav', - 'speed': 3, 'resistance': 3, 'attack_radius': 50, 'notice_radius': 10000}} - - -def import_csv_layout(path): # ЗАГРУЗКА ФАЙЛОВ CSV КАРТЫ - terrain_map = [] - with open(path) as level_map: - layout = reader(level_map, delimiter=',') - for row in layout: - terrain_map.append(list(row)) - return terrain_map - - -def import_folder(path): # ОБРАБОТКА КАРТИНОК - surface_list = [] - - for i, j, img_files in walk(path): - for image in img_files: - full_path = path + '/' + image - image_surf = pygame.image.load(full_path).convert_alpha() - surface_list.append(image_surf) - - return surface_list diff --git a/game/code/enemy.py b/game/code/enemy.py deleted file mode 100644 index 7772598..0000000 --- a/game/code/enemy.py +++ /dev/null @@ -1,124 +0,0 @@ -from data import * -from entity import Entity - - -class Enemy(Entity): - def __init__(self, monster_name, pos, groups, obstacle_sprites, damage_player, add_exp): - super().__init__(groups) - self.sprite_type = 'enemy' - - # стартовый спрайт - self.import_graphics(monster_name) - self.status = 'idle' - self.image = self.animations[self.status][self.frame_index] - - # положение - self.rect = self.image.get_rect(topleft=pos) - self.hitbox = self.rect.inflate(0, -10) - self.obstacle_sprites = obstacle_sprites - - # характеристики - self.monster_name = monster_name - monster_info = mobs_data[self.monster_name] - self.health = monster_info['health'] - self.exp = monster_info['exp'] - self.speed = monster_info['speed'] - self.attack_damage = monster_info['damage'] - self.resistance = monster_info['resistance'] - self.attack_radius = monster_info['attack_radius'] - self.notice_radius = monster_info['notice_radius'] - - # параметры - self.can_attack = True - self.attack_time = None - self.attack_cooldown = 400 - self.damage_player = damage_player - self.add_exp = add_exp - - # звуки - self.death_sound = pygame.mixer.Sound('../data/audio/death.wav') - self.hit_sound = pygame.mixer.Sound('../data/audio/hit.wav') - self.attack_sound = pygame.mixer.Sound(monster_info['attack_sound']) - self.death_sound.set_volume(0.6) - self.hit_sound.set_volume(0.6) - self.attack_sound.set_volume(0.6) - - def import_graphics(self, name): - self.animations = {'idle': [], 'move': [], 'attack': []} - main_path = f'../data/textures/mobs/{name}/' - for animation in self.animations.keys(): - self.animations[animation] = import_folder(main_path + animation) - - def get_player_distance_direction(self, player): - enemy_vec = pygame.math.Vector2(self.rect.center) - player_vec = pygame.math.Vector2(player.rect.center) - distance = (player_vec - enemy_vec).magnitude() - - if distance > 0: - direction = (player_vec - enemy_vec).normalize() - else: - direction = pygame.math.Vector2() - - return (distance, direction) - - def get_status(self, player): - distance = self.get_player_distance_direction(player)[0] - - if distance <= self.attack_radius and self.can_attack: - if self.status != 'attack': - self.frame_index = 0 - self.status = 'attack' - elif distance <= self.notice_radius: - self.status = 'move' - else: - self.status = 'idle' - - def actions(self, player): - if self.status == 'attack': - self.attack_time = pygame.time.get_ticks() - self.damage_player(self.attack_damage) - self.attack_sound.play() - elif self.status == 'move': - self.direction = self.get_player_distance_direction(player)[1] - else: - self.direction = pygame.math.Vector2() - - def animate(self): - animation = self.animations[self.status] - - self.frame_index += self.animation_speed - if self.frame_index >= len(animation): - if self.status == 'attack': - self.can_attack = False - self.frame_index = 0 - - self.image = animation[int(self.frame_index)] - self.rect = self.image.get_rect(center=self.hitbox.center) - - def cooldowns(self): - current_time = pygame.time.get_ticks() - if not self.can_attack: - if current_time - self.attack_time >= self.attack_cooldown: - self.can_attack = True - - def get_damage(self, player): - self.hit_sound.play() - self.direction = self.get_player_distance_direction(player)[1] - self.health -= player.get_full_weapon_damage() - self.hit_time = pygame.time.get_ticks() - - def check_death(self): - if self.health <= 0: - self.kill() - self.add_exp(self.exp) - self.death_sound.play() - - def update(self): - self.move(self.speed) - self.animate() - self.cooldowns() - self.check_death() - - def enemy_update(self, player): - self.get_status(player) - self.actions(player) diff --git a/game/code/entity.py b/game/code/entity.py deleted file mode 100644 index fa2cb86..0000000 --- a/game/code/entity.py +++ /dev/null @@ -1,44 +0,0 @@ -import pygame -from math import sin - - -class Entity(pygame.sprite.Sprite): - def __init__(self, groups): - super().__init__(groups) - self.frame_index = 0 - self.animation_speed = 0.15 - self.direction = pygame.math.Vector2() - - def move(self, speed): - if self.direction.magnitude() != 0: - self.direction = self.direction.normalize() - - self.hitbox.x += self.direction.x * speed - self.collision('horizontal') - self.hitbox.y += self.direction.y * speed - self.collision('vertical') - self.rect.center = self.hitbox.center - - def collision(self, direction): - if direction == 'horizontal': - for sprite in self.obstacle_sprites: - if sprite.hitbox.colliderect(self.hitbox): - if self.direction.x > 0: # moving right - self.hitbox.right = sprite.hitbox.left - if self.direction.x < 0: # moving left - self.hitbox.left = sprite.hitbox.right - - if direction == 'vertical': - for sprite in self.obstacle_sprites: - if sprite.hitbox.colliderect(self.hitbox): - if self.direction.y > 0: # moving down - self.hitbox.bottom = sprite.hitbox.top - if self.direction.y < 0: # moving up - self.hitbox.top = sprite.hitbox.bottom - - def wave_value(self): - value = sin(pygame.time.get_ticks()) - if value >= 0: - return 255 - else: - return 0 diff --git a/game/code/level.py b/game/code/level.py deleted file mode 100644 index b0adbbc..0000000 --- a/game/code/level.py +++ /dev/null @@ -1,187 +0,0 @@ -from random import choice - -from data import * -from player import Player -from enemy import Enemy - - -class Level: - def __init__(self): - self.display_surface = pygame.display.get_surface() - self.ui = UI() - - # группы основных спрайтов видимых и нет - self.visible_sprites = Camera() - self.obstacle_sprites = pygame.sprite.Group() - - # группа спрайтов способных разрушиться - self.current_attack = None - self.attack_sprites = pygame.sprite.Group() - self.attackable_sprites = pygame.sprite.Group() - - # генерация карты - self.create_map() - - def create_map(self): - layouts = { - 'barryer': import_csv_layout('../data/map/барьеры.csv'), - 'stone': import_csv_layout('../data/map/камни.csv'), - 'entities': import_csv_layout('../data/map/мобы.csv') - } - graphics = {'stone': import_folder('../data/textures/stone')} - - for style, layout in layouts.items(): - for row_index, row in enumerate(layout): - for col_index, col in enumerate(row): - if col != '-1': - x = col_index * TILESIZE - y = row_index * TILESIZE - if style == 'barryer': - Tile((x, y), [self.obstacle_sprites], 'invisible') - if style == 'stone': - random_grass_image = choice(graphics['stone']) - Tile((x, y), [self.visible_sprites, self.obstacle_sprites, self.attackable_sprites], - 'stone', random_grass_image) - if style == 'entities': - if col == '2': - self.player = Player((x, y), [self.visible_sprites], self.obstacle_sprites, - self.destroy_attack, self.create_attack) - else: - Enemy("ninja", (x, y), [self.visible_sprites, self.attackable_sprites], - self.obstacle_sprites, self.damage_player, self.add_exp) - - def create_attack(self): # создание атаки и спрайта оружия - self.current_attack = Weapon(self.player, [self.visible_sprites, self.attack_sprites]) - - def destroy_attack(self): # разрушение разрушаемых объектов - if self.current_attack: - self.current_attack.kill() - self.current_attack = None - - def player_attack(self): # удары по другим объектам - if self.attack_sprites: - for attack_sprite in self.attack_sprites: - collision_sprites = pygame.sprite.spritecollide(attack_sprite, self.attackable_sprites, False) - if collision_sprites: - for target_sprite in collision_sprites: - if target_sprite.sprite_type == 'stone': # камни разрушаются с одного удара - target_sprite.kill() - else: # мобы получают урон - target_sprite.get_damage(self.player) - - def damage_player(self, amount): - self.player.health -= amount - self.player.hurt_time = pygame.time.get_ticks() - - def add_exp(self, amount): - self.player.exp += amount - - def run(self): - self.visible_sprites.custom_draw(self.player) - self.ui.display(self.player) - - self.visible_sprites.update() - self.visible_sprites.enemy_update(self.player) - self.player_attack() - - -# КАМЕРА СЛЕДЯЩАЯ ЗА ПЕРСОНАЖЕМ -class Camera(pygame.sprite.Group): - def __init__(self): - super().__init__() - self.display_surface = pygame.display.get_surface() - self.half_width = self.display_surface.get_size()[0] // 2 - self.half_height = self.display_surface.get_size()[1] // 2 - self.offset = pygame.math.Vector2() - - # отрисовка основной карты - self.floor_surf = pygame.image.load('../data/map/map.png').convert() - self.floor_rect = self.floor_surf.get_rect(topleft=(0, 0)) - - def custom_draw(self, player): - self.offset.x = player.rect.centerx - self.half_width # ПОЛУЧЕНИЕ ПОЗИЦИИ ИГРОКА - self.offset.y = player.rect.centery - self.half_height - - floor_offset_pos = self.floor_rect.topleft - self.offset # ОТРИСОВКА ОСНОВНОЙ КАРТЫ ПОД ИГРОКОМ - self.display_surface.blit(self.floor_surf, floor_offset_pos) - - for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery): - offset_pos = sprite.rect.topleft - self.offset - self.display_surface.blit(sprite.image, offset_pos) - - def enemy_update(self, player): # ОТРИСОВКА МОБОВ - enemy_sprites = [] - for sprite in self.sprites(): - if hasattr(sprite, 'sprite_type') and sprite.sprite_type == 'enemy': - enemy_sprites.append(sprite) - - for enemy in enemy_sprites: - enemy.enemy_update(player) - - -# КЛАСС ОТРИСОВКИ ПЛИТОК -class Tile(pygame.sprite.Sprite): - def __init__(self, pos, groups, sprite_type, surface=pygame.Surface((TILESIZE, TILESIZE))): - super().__init__(groups) - self.sprite_type = sprite_type - y_offset = HITBOX[sprite_type] - self.image = surface - - if sprite_type == 'object': - self.rect = self.image.get_rect(topleft=(pos[0], pos[1] - TILESIZE)) - else: - self.rect = self.image.get_rect(topleft=pos) - - self.hitbox = self.rect.inflate(0, y_offset) - - -# КЛАСС ОРУЖИЯ -class Weapon(pygame.sprite.Sprite): - def __init__(self, player, groups): - super().__init__(groups) - self.sprite_type = 'weapon' - self.image = pygame.image.load(f'../data/textures/sword/{player.status.split("_")[0]}.png').convert_alpha() - - # отрисовка оружия по отношению к герою - if player.status == 'right': - self.rect = self.image.get_rect(midleft=player.rect.midright + pygame.math.Vector2(-3, 16)) - elif player.status == 'left': - self.rect = self.image.get_rect(midright=player.rect.midleft + pygame.math.Vector2(3, 16)) - elif player.status == 'down': - self.rect = self.image.get_rect(midtop=player.rect.midbottom + pygame.math.Vector2(-10, 0)) - else: - self.rect = self.image.get_rect(midbottom=player.rect.midtop + pygame.math.Vector2(-10, 20)) - - -# КЛАСС ИНТРЕФЕЙСА -class UI: - def __init__(self): - self.screen = pygame.display.get_surface() - self.font = pygame.font.SysFont("arial", 24) # размер и формат чисел опыта - - def health_bar(self, player): - pygame.draw.rect(self.screen, '#222222', pygame.Rect(10, 10, 120, 30)) - - # перевод кол-ва здоровья в полоску - ratio = player.health / player.stats['health'] - current_width = pygame.Rect(10, 10, 120, 30).width * ratio - current_rect = pygame.Rect(10, 10, 120, 30).copy() - current_rect.width = current_width - - pygame.draw.rect(self.screen, 'red', current_rect) - pygame.draw.rect(self.screen, 'black', pygame.Rect(10, 10, 120, 30), 3) - - def show_exp(self, exp): - text_surf = self.font.render(str(int(exp)), False, 'white') - x = self.screen.get_size()[0] - 20 # место ячейки опыта - y = self.screen.get_size()[1] - 1040 - text_rect = text_surf.get_rect(bottomright=(x, y)) - - pygame.draw.rect(self.screen, '#222222', text_rect.inflate(20, 20)) # отрисовка опыта и серого фона - self.screen.blit(text_surf, text_rect) - - pygame.draw.rect(self.screen, 'black', text_rect.inflate(20, 20), 3) # отрисовка чёрной рамки - - def display(self, player): - self.health_bar(player) - self.show_exp(player.exp) diff --git a/game/code/main.py b/game/code/main.py deleted file mode 100644 index a015e73..0000000 --- a/game/code/main.py +++ /dev/null @@ -1,39 +0,0 @@ -import sys - -from data import * -from level import Level - - -class Game: - def __init__(self): - pygame.init() - self.screen = pygame.display.set_mode((WIDTH, HEIGTH)) - pygame.display.set_caption('Dormitorium') - self.clock = pygame.time.Clock() - - self.level = Level() - - main_sound = pygame.mixer.Sound('../data/audio/main.wav') - main_sound.set_volume(0.3) - main_sound.play(loops=-1) - - def run(self): - while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_ESCAPE: - pygame.quit() - sys.exit() - - self.screen.fill('black') - self.level.run() - pygame.display.update() - self.clock.tick(FPS) - - -if __name__ == '__main__': - game = Game() - game.run() diff --git a/game/code/player.py b/game/code/player.py deleted file mode 100644 index 83e2385..0000000 --- a/game/code/player.py +++ /dev/null @@ -1,128 +0,0 @@ -from data import * -from entity import Entity - - -class Player(Entity): - def __init__(self, pos, groups, obstacle_sprites, destroy_attack, create_attack): - super().__init__(groups) - self.image = pygame.image.load('../data/textures/player/player.png').convert_alpha() - self.rect = self.image.get_rect(topleft=pos) - self.hitbox = self.rect.inflate(-6, HITBOX['player']) - - # стартовое положение спрайта - self.import_player_assets() - self.status = 'down' - - # параметры героя - self.attacking = False - self.attack_cooldown = 400 - self.attack_time = None - self.obstacle_sprites = obstacle_sprites - - # оружик героя - self.destroy_attack = destroy_attack - self.weapon_index = 0 - self.create_attack = create_attack - self.weapon = list(weapon_data.keys())[self.weapon_index] - self.can_switch_weapon = True - self.weapon_switch_time = None - self.switch_duration_cooldown = 200 - - # характеристики героя - self.stats = {'health': 300, 'attack': 10, 'speed': 5} - self.max_stats = {'health': 300, 'attack': 20, 'speed': 10} - self.health = self.stats['health'] - self.speed = self.stats['speed'] - self.exp = 0 - - # import a sound - self.weapon_attack_sound = pygame.mixer.Sound('../data/audio/sword.wav') - self.weapon_attack_sound.set_volume(0.4) - - def import_player_assets(self): # получение всех картинок героя - self.animations = {'up': [], 'down': [], 'left': [], 'right': [], - 'right_stand': [], 'left_stand': [], 'up_stand': [], 'down_stand': [], - 'right_attack': [], 'left_attack': [], 'up_attack': [], 'down_attack': []} - - for animation in self.animations.keys(): - full_path = '../data/textures/player/' + animation - self.animations[animation] = import_folder(full_path) - - def input(self): # кнопки - if not self.attacking: - keys = pygame.key.get_pressed() - mouse = pygame.mouse.get_pressed() - - if keys[pygame.K_w]: - self.direction.y = -1 - self.status = 'up' - elif keys[pygame.K_s]: - self.direction.y = 1 - self.status = 'down' - else: - self.direction.y = 0 - - if keys[pygame.K_d]: - self.direction.x = 1 - self.status = 'right' - elif keys[pygame.K_a]: - self.direction.x = -1 - self.status = 'left' - else: - self.direction.x = 0 - - if mouse[0]: - self.attacking = True - self.attack_time = pygame.time.get_ticks() - self.create_attack() - self.weapon_attack_sound.play() - - def get_status(self): # положение героя на поле - if self.direction.x == 0 and self.direction.y == 0: - if not 'stand' in self.status and not 'attack' in self.status: - self.status = self.status + '_stand' - - if self.attacking: - self.direction.x = 0 - self.direction.y = 0 - if not 'attack' in self.status: - if 'stand' in self.status: - self.status = self.status.replace('_stand', '_attack') - else: - self.status = self.status + '_attack' - else: - if 'attack' in self.status: - self.status = self.status.replace('_attack', '') - - def cooldowns(self): # таймер востановления удара - current_time = pygame.time.get_ticks() - - if self.attacking: - if current_time - self.attack_time >= self.attack_cooldown + weapon_data[self.weapon]['cooldown']: - self.attacking = False - self.destroy_attack() - - if not self.can_switch_weapon: - if current_time - self.weapon_switch_time >= self.switch_duration_cooldown: - self.can_switch_weapon = True - - def animate(self): # анимирование героя - animation = self.animations[self.status] - self.frame_index += self.animation_speed - if self.frame_index >= len(animation): - self.frame_index = 0 - - self.image = animation[int(self.frame_index)] - self.rect = self.image.get_rect(center=self.hitbox.center) - - def get_full_weapon_damage(self): # нанесение врагу урона - base_damage = self.stats['attack'] - weapon_damage = weapon_data[self.weapon]['damage'] - return base_damage + weapon_damage - - def update(self): - self.input() - self.cooldowns() - self.get_status() - self.animate() - self.move(self.stats['speed']) diff --git a/game/data/audio/death.wav b/game/data/audio/death.wav deleted file mode 100644 index 08641f3..0000000 Binary files a/game/data/audio/death.wav and /dev/null differ diff --git a/game/data/audio/hit.wav b/game/data/audio/hit.wav deleted file mode 100644 index 765b97b..0000000 Binary files a/game/data/audio/hit.wav and /dev/null differ diff --git a/game/data/audio/main.wav b/game/data/audio/main.wav deleted file mode 100644 index c7c3474..0000000 Binary files a/game/data/audio/main.wav and /dev/null differ diff --git a/game/data/audio/sword.wav b/game/data/audio/sword.wav deleted file mode 100644 index 2e962d0..0000000 Binary files a/game/data/audio/sword.wav and /dev/null differ diff --git a/game/data/map/map.png b/game/data/map/map.png deleted file mode 100644 index 7fce7d2..0000000 Binary files a/game/data/map/map.png and /dev/null differ diff --git a/game/data/map/барьеры.csv b/game/data/map/барьеры.csv deleted file mode 100644 index de44b21..0000000 --- a/game/data/map/барьеры.csv +++ /dev/null @@ -1,17 +0,0 @@ --1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 --1,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,-1 --1,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,-1 --1,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,395,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,395,-1 --1,-1,-1,-1,-1,-1,-1,-1,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,395,-1 --1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 diff --git a/game/data/map/камни.csv 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