import pygame
import random
import pygame.font
pygame.init()
win_width = 500
win_height = 500
bg = pygame.image.load("image.png")
bg = pygame.transform.scale(bg, (win_width, win_height))
clock = pygame.time.Clock()
window = pygame.display.set_mode((win_width, win_height))
window_rect = window.get_rect()
pygame.display.set_caption("Arcanoid")
class GameSprite(pygame.sprite.Sprite):
def __init__(self, new_image, x, y, width, height) -> None:
super().__init__()
self.image = pygame.transform.scale(pygame.image.load(new_image), (width, height))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def show(self):
window.blit(self.image, (self.rect.x, self.rect.y))
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, speed) -> None:
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill('black')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = speed
self.width = width
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and self.rect.x > 0:
self.rect.x -= self.speed
if keys[pygame.K_d] and self.rect.x < win_width - self.width:
self.rect.x += self.speed
def show(self):
window.blit(self.image, (self.rect.x, self.rect.y))
class Enemy(GameSprite):
def __init__(self, new_image, x, y, width, height) -> None:
super().__init__(new_image, x, y, width, height)
class Ball(GameSprite):
def __init__(self, new_image, x, y, width, height, speed) -> None:
super().__init__(new_image, x, y, width, height)
self.velocity = [speed, -speed]
def update(self):
# Проверяем столкновение мяча с платформой
if self.rect.colliderect(platform.rect):
# Определяем, где произошло столкновение
relative_hit_position = self.rect.centerx - platform.rect.left
# Нормализуем позицию относительно ширины платформы
normalized_hit_position = relative_hit_position / platform.rect.width
# Преобразуем в диапазон от 0 до 1
normalized_hit_position = max(0, min(1, normalized_hit_position))
# Вычисляем коэффициент, на который нужно изменить скорость мяча в зависимости от места удара
inertia_factor = normalized_hit_position * 0.5 + 0.5 # от 0.5 до 1.0
# Применяем инерцию к вертикальной скорости мяча
self.velocity[1] = -self.velocity[1] * inertia_factor
if pygame.sprite.spritecollideany(self, enemies, True):
self.velocity[1] = not self.velocity[1]
if self.rect.colliderect(window_rect.left) or self.rect.colliderect(window_rect.right):
self.velocity[0] = not self.velocity[0]
# Двигаем мяч
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
enemies = pygame.sprite.Group()
def spawn_enemy():
for _ in range(5):
enemies.add(Enemy(random.choice([10, win_width - 10]), random.randint(int(win_height/2), win_height - 200), 80, 80, 2))
platform = Platform(win_width/2, win_height * 0.8, 100, 20, 8)
score = 0
finish = False
paused = True
game_over_text = ''
font = pygame.font.SysFont(None, 36)
exit = False
while not exit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE and not finish:
paused = not paused # Toggle the paused state
if event.key == pygame.K_r and finish:
platform.rect.x = win_width/2
platform.rect.y = win_height/2 + 30
score = 0
enemies_passed = 0
enemies.empty()
finish = False
window.blit(bg, (0, 0))
if not finish and not paused:
platform.update()
enemies.update()
platform.show()
enemies.draw(window)
if finish:
canavs_rect = window.get_rect()
window.blit(game_over_text, (canavs_rect.centerx - 200, canavs_rect.centery))
if paused:
canavs_rect = window.get_rect()
window.blit(font.render('Гру зупинено!', True, (255,255,255)), (canavs_rect.centerx - 100, canavs_rect.centery))
window.blit(font.render('Натисніть ESC для продовження.', True, (255,255,255)), (canavs_rect.centerx - 200, canavs_rect.centery + 40))
pygame.display.update()
clock.tick(60)