This commit is contained in:
Egor Deev 2025-05-05 16:34:02 +03:00 committed by GitHub
parent 6488abce2c
commit 91b931a194
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
6 changed files with 558 additions and 0 deletions

36
game/code/data.py Normal file
View file

@ -0,0 +1,36 @@
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

124
game/code/enemy.py Normal file
View file

@ -0,0 +1,124 @@
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)

44
game/code/entity.py Normal file
View file

@ -0,0 +1,44 @@
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

187
game/code/level.py Normal file
View file

@ -0,0 +1,187 @@
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)

39
game/code/main.py Normal file
View file

@ -0,0 +1,39 @@
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()

128
game/code/player.py Normal file
View file

@ -0,0 +1,128 @@
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'])