poprawiony pierwszy program, funkcjonalnosc mniejsza niz w finalnym, ale dziala
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67
main.py
67
main.py
@ -1,4 +1,5 @@
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import pygame
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#11.45
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import pygame.freetype
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import random
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pygame.init()
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@ -34,7 +35,7 @@ class player(object):
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pygame.draw.rect(window, (255, 0, 0), self.hitbox, 2)
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pygame.draw.rect(window, (255, 0, 0), self.hitbox1, 2)
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class enemy(object):
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class Enemy(object):
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def __init__(self,x,y,width,height,health,design,vel):
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self.x = x
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self.y = y
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@ -68,8 +69,8 @@ class enemy(object):
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def redrawGameWindow():
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window.blit(bg,(0,0))
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spaceship.draw(window)
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for enemy in enemys:
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enemy.draw(window)
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for Enemy in enemies:
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Enemy.draw(window)
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for bullet in bullets:
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bullet.draw(window)
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#zawszeostatnie
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@ -80,14 +81,14 @@ clock = pygame.time.Clock()
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run=True
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spaceship=player((x-100)/2,y-105,100,100)
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bullets=[]
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enemys=[]
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enemys.append(enemy(random.randint(0,x-100),0,100,100,10,pygame.image.load('img/enemy2.png'),1)) #enemi[0]
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#enemys.append(enemy(random.randint(0,x-100),0,100,100,20,pygame.image.load('img/enemy1.png'),3)) #enemi[1]
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#enemys.append(enemy(random.randint(0,x-100),0,100,100,50,pygame.image.load('img/enemy3.png'),2)) #enemi[2]
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enemies=[]
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wave_lenght=0
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#enemies.append(Enemy(random.randint(0,x-100),0,100,100,10,pygame.image.load('img/enemy2.png'),1)) #enemi[0]
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#enemies.append(Enemy(random.randint(0,x-100),0,100,100,20,pygame.image.load('img/enemy1.png'),3)) #enemi[1]
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#enemies.append(Enemy(random.randint(0,x-100),0,100,100,50,pygame.image.load('img/enemy3.png'),2)) #enemi[2]
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on_window=[]
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score=1
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#mainloop
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i=0
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while run:
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clock.tick(27)
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# enemi self.hitbox = (self.x, self.y, self.width, self.height)
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@ -95,30 +96,35 @@ while run:
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# dol st self.hitbox1 = (self.x, self.y + 40, 100, 60)
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# if score%8==0:
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# i+=1
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# enemys.append(enemy(random.randint(0, x - 100), 0, 100, 100, 10, pygame.image.load('img/enemy2.png'), 1))
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# enemies.append(Enemy(random.randint(0, x - 100), 0, 100, 100, 10, pygame.image.load('img/enemy2.png'), 1))
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# break
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#najutrosprobujforem
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if spaceship.hitbox1[1]+spaceship.hitbox1[3] < enemys[0].hitbox[1]+enemys[0].hitbox[3]:
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print ('przelecial')
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if spaceship.hitbox[1]< enemys[i].hitbox[1]+enemys[i].hitbox[3]and spaceship.hitbox[0]<enemys[i].hitbox[0]+enemys[i].hitbox[2] and enemys[i].hitbox[0]<spaceship.hitbox[0]+spaceship.hitbox[2]:#nadlatuje od gory do dzioba/jego koniec mniejszy niz moj poczatek czyli po lewej/jego poczatek mniejszy niz moj koniec czyli po prawej
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print('zderzenie')
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if spaceship.hitbox1[1]< enemys[i].hitbox[1]+enemys[i].hitbox[3]and spaceship.hitbox1[0]<enemys[i].hitbox[0]+enemys[i].hitbox[2] and enemys[i].hitbox[0]<spaceship.hitbox1[0]+spaceship.hitbox1[2]:#nadlatuje od gory do dzioba/jego koniec mniejszy niz moj poczatek czyli po lewej/jego poczatek mniejszy niz moj koniec czyli po prawej
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print ('zderzenie')
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for event in pygame.event.get():
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if event.type== pygame.QUIT:
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run=False
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for bullet in bullets:
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if bullet.y-bullet.radius<enemys[i].hitbox[1]+enemys[i].hitbox[3] and bullet.y+bullet.radius>enemys[i].hitbox[1]:
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if bullet.x+bullet.radius>enemys[i].hitbox[0] and bullet.x-bullet.radius<enemys[i].hitbox[0]+enemys[0].hitbox[2]:
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enemys[i].health-=1
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if len(enemies)==0:
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wave_lenght+=3
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for i in range (wave_lenght):
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enemy=Enemy(random.randint(0, x - 100), 0, 100, 100, 10, pygame.image.load('img/enemy2.png'), 1) # enemi[0]
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enemies.append(enemy)
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for enemy in enemies[:]:
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if spaceship.hitbox1[1]+spaceship.hitbox1[3] < enemy.hitbox[1]+enemy.hitbox[3]:
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print ('przelecial')
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if spaceship.hitbox[1]< enemy.hitbox[1]+enemy.hitbox[3]and spaceship.hitbox[0]<enemy.hitbox[0]+enemy.hitbox[2] and enemy.hitbox[0]<spaceship.hitbox[0]+spaceship.hitbox[2]:#nadlatuje od gory do dzioba/jego koniec mniejszy niz moj poczatek czyli po lewej/jego poczatek mniejszy niz moj koniec czyli po prawej
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print('zderzenie')
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if spaceship.hitbox1[1]< enemy.hitbox[1]+enemy.hitbox[3]and spaceship.hitbox1[0]<enemy.hitbox[0]+enemy.hitbox[2] and enemy.hitbox[0]<spaceship.hitbox1[0]+spaceship.hitbox1[2]:#nadlatuje od gory do dzioba/jego koniec mniejszy niz moj poczatek czyli po lewej/jego poczatek mniejszy niz moj koniec czyli po prawej
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print ('zderzenie')
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for bullet in bullets:
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if bullet.y-bullet.radius<enemy.hitbox[1]+enemy.hitbox[3] and bullet.y+bullet.radius>enemy.hitbox[1]:
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if bullet.x+bullet.radius>enemy.hitbox[0] and bullet.x-bullet.radius<enemy.hitbox[0]+enemy.hitbox[2]:
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enemy.health-=1
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bullets.pop(bullets.index(bullet))
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score+=1
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if enemy.health==0:
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enemies.remove(enemy)
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if bullet.y> 0:
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bullet.y -=bullet.vel
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else:
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bullets.pop(bullets.index(bullet))
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score+=1
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if enemys[i-1].health==0:
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enemys.pop(enemys.index((enemy)))
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if bullet.y> 0:
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bullet.y -=bullet.vel
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else:
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bullets.pop(bullets.index(bullet))
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keys=pygame.key.get_pressed()
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if keys[pygame.K_LEFT] and spaceship.x>0:
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spaceship.x -= spaceship.vel
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@ -127,4 +133,7 @@ while run:
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if keys[pygame.K_SPACE]:
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if len(bullets) < 50:
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bullets.append(projectile(round(spaceship.x + spaceship.width // 2), round(spaceship.y), 6, (255, 0, 0), 1))
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for event in pygame.event.get():
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if event.type== pygame.QUIT:
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run=False
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redrawGameWindow()
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