This commit is contained in:
NohamR 2023-06-07 14:23:18 +02:00
parent aa234159ca
commit 0d42cb17d3
103 changed files with 29 additions and 1635 deletions

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score;moy;best;nbparties
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2 0 10 50 3

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score;moy;best;nbparties
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1 score moy best nbparties
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# player_image = pygame.image.load("V5/joueur.png")
# player_image = pygame.transform.scale(pygame.image.load("V5/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
# for i in range (1,11):
# print('sprite_image_', i, ' = pygame.transform.scale(pygame.image.load("V5.5/', i, '.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))', sep='')
SPRITE_WIDTH = 100 # Largeur d'un sprite
SPRITE_HEIGHT = 100 # Hauteur d'un sprite
SPACING_X = 20 # Espacement horizontal entre les sprites
SPACING_Y = 20 # Espacement vertical entre les lignes de sprites
SCREEN_WIDTH = 800 # Largeur de l'écran
SCREEN_HEIGHT = 600 # Hauteur de l'écran
# Calculer les coordonnées de position des sprites
start_x = (SCREEN_WIDTH - (SPRITE_WIDTH * 5 + SPACING_X * 4)) // 2
start_y = (SCREEN_HEIGHT - (SPRITE_HEIGHT * 2 + SPACING_Y)) // 2
listex = []
listey = []
for row in range(2):
for col in range(5):
x = start_x + col * (SPRITE_WIDTH + SPACING_X)
y = start_y + row * (SPRITE_HEIGHT + SPACING_Y)
listex.append(x)
listey.append(y)
print('listex = ', listex, sep='')
print('listey = ' , listey, sep='')

104
jeu V1.py
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import pygame
import random
import sys
import time
pygame.init()
game_over = False
game_over_time = None
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V1")
# Couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Paramètres de la balle
BALL_RADIUS = 30
ball_pos = [WIDTH // 2, BALL_RADIUS] # Position initiale de la balle
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 20
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60] # Position initiale du joueur
player_speed = 10 # Vitesse de déplacement du joueur
# Variables du jeu
clock = pygame.time.Clock()
running = True
ball_velocity_y = 0 # Vélocité verticale initiale
ball_velocity_x = 1 # Vélocité horizontale initiale
gravity = 0.1 # Accélération due à la gravité
score = 0 # Le score au début de la partie
font = pygame.font.Font(None, 36) # Crée une police pour le texte (taille 36)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2 # Met à jour la position du joueur en fonction de la position de la souris
# Mise à jour de la logique du jeu
#gravity
ball_velocity_y += gravity # Applique l'accélération due à la gravité à la vélocité
ball_pos[1] += ball_velocity_y # Met à jour la position verticale de la balle en fonction de la vélocité
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH: # Si y'a collision avec le joueur
ball_pos[1] = player_pos[1] - BALL_RADIUS # Rétablit la position de la balle au-dessus du joueur
ball_velocity_y = -ball_velocity_y # Inverse la vélocité verticale pour simuler le rebond
score += 1 # Incrémente le score
ball_velocity_x += random.uniform(-2, 2) # Change la vélocité horizontale de la balle
print("Score :", score) # Affiche le score à la console (remplace par ton propre code d'affichage)
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
game_over = True # Active l'état "game_over"
ball_pos[1] = HEIGHT + BALL_RADIUS # Déplace la balle hors de l'écran pour la cacher
player_pos[1] = HEIGHT + PLAYER_HEIGHT # Déplace le joueur hors de l'écran pour le cacher
print('game over')
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS # Rétablit la position de la balle à l'intérieur de l'écran
ball_velocity_y = -ball_velocity_y # Inverse la vélocité pour simuler le rebond
# Partie pour faire en sorte que la balle se déplace de gauche à droite
# Mise à jour de la logique du jeu
ball_pos[0] += ball_velocity_x # Met à jour la position horizontale de la balle en fonction de la vélocité horizontale
# Vérifie la collision avec les bords gauche et droit de l'écran
if ball_pos[0] <= BALL_RADIUS or ball_pos[0] >= WIDTH - BALL_RADIUS:
ball_velocity_x = -ball_velocity_x # Inverse la vélocité horizontale pour changer la direction de la balle
# Dessiner les éléments
screen.fill(BLACK)
pygame.draw.circle(screen, WHITE, ball_pos, BALL_RADIUS)
pygame.draw.rect(screen, WHITE, (player_pos[0], player_pos[1], PLAYER_WIDTH, PLAYER_HEIGHT))
# Le score
text = font.render("Score: " + str(score), True, WHITE) # Convertit le score en chaîne de caractères et crée un objet de texte
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20) # Positionne le texte au centre en haut de l'écran
screen.blit(text, text_rect) # Affiche le texte sur l'écran
# Rafraîchissement de l'écran
pygame.display.flip()
clock.tick(60) # Limite le taux de rafraîchissement à 60 FPS
pygame.quit()

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jeu V2.py
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import pygame
import random
import sys
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Paramètres de la balle
BALL_RADIUS = 30
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 20
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V2")
def game():
global score
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-2, 2)
print("Score :", score)
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
return False
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
ball_pos[0] += ball_velocity_x
if ball_pos[0] <= BALL_RADIUS or ball_pos[0] >= WIDTH - BALL_RADIUS:
ball_velocity_x = -ball_velocity_x
screen.fill(BLACK)
pygame.draw.circle(screen, WHITE, ball_pos, BALL_RADIUS)
pygame.draw.rect(screen, WHITE, (player_pos[0], player_pos[1], PLAYER_WIDTH, PLAYER_HEIGHT))
text = font.render("Score: " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect)
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 2
screen.blit(perdu_text, perdu_text_rect)
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
score = 0
game_over = game()
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

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jeu V3.py
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import pygame
import random
import sys
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Images choisies
player_image = pygame.image.load("V3/joueur.png")
player_image = pygame.transform.scale(player_image, (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.image.load("V3/balle.png")
ball_image = pygame.transform.scale(ball_image, (BALL_WIDTH, BALL_HEIGHT)) # Au cas où l'image fait pas la bonne taille
background_image = pygame.image.load("V3/terrain.png")
background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT)) # Au cas où l'image fait pas la bonne taille
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V3")
def game():
global score
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
return False
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
screen.blit(ball_image, (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
text = font.render("Score: " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le text
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 2
screen.blit(perdu_text, perdu_text_rect)
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
score = 0
game_over = game()
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

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jeu V4.py
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import pygame
import random
import sys
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Paramètres de couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Paramètres du coeur
COEUR_WIDTH = 75
COEUR_HEIGHT = COEUR_WIDTH*(440/512)
nbcoeur = 1
# Images choisies
player_image = pygame.image.load("V4/joueur.png")
player_image = pygame.transform.scale(player_image, (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.image.load("V4/balle.png")
ball_image = pygame.transform.scale(ball_image, (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.image.load("V4/coeur.png")
coeur_image = pygame.transform.scale(coeur_image, (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.image.load("V4/coeurfaded.png")
coeurfaded_image = pygame.transform.scale(coeurfaded_image, (COEUR_WIDTH, COEUR_HEIGHT))
background_image = pygame.image.load("V4/terrain.png")
background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))
# Définir les dimensions et la position du rectangle
largeur_rectangle = 150
hauteur_rectangle = 40
x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
y_rectangle = 0 # En haut de l'écran
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
dercolsol = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V4")
def game():
global score, nbcoeur
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
nbcoeur = 1
clock = pygame.time.Clock()
running = True
dercolsol = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
current_time = pygame.time.get_ticks()
if current_time - dercolsol >= 1000 :
if nbcoeur >= 1:
nbcoeur -= 1 # Décrémenter le nombre de vies
dercolsol = current_time
ball_velocity_y = -ball_velocity_y
else:
print(nbcoeur)
return False
pass
if current_time - dercolsol <= 1000:
print(nbcoeur)
else:
nbcoeur = nbcoeur
print(nbcoeur)
# Si la balle touche le plafond
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
screen.blit(ball_image, (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
# Afficher le nombre de coeur(s)
if nbcoeur == 1 :
screen.blit(coeur_image, (25, 25)) # Le coeur
if nbcoeur == 0:
screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
# Afficher le score
pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
text = font.render("Score: " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le score
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 2
screen.blit(perdu_text, perdu_text_rect)
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
score = 0
nbcoeur = 1
dercolsol = 0
game_over = game()
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

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import pygame
import random
import sys
from pygame.locals import *
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Paramètres de couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRIS = (111, 111, 111) # pas sûr de la valeur mdrr
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Paramètres des sprites
SPRITE_WIDTH = 80
SPRITE_HEIGHT = 80
# Paramètres du coeur
COEUR_WIDTH = 75
COEUR_HEIGHT = COEUR_WIDTH*(440/512)
nbcoeur = 1
# Images choisies
player_image = pygame.transform.scale(pygame.image.load("V5/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.transform.scale(pygame.image.load("V5/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.transform.scale(pygame.image.load("V5/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.transform.scale(pygame.image.load("V5/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
background_image = pygame.transform.scale(pygame.image.load("V5/terrain.png"), (WIDTH, HEIGHT))
listex = [110, 230, 350, 470, 590, 110, 230, 350, 470, 590]
listey = [190, 190, 190, 190, 190, 310, 310, 310, 310, 310]
sprites = [] # Liste pour stocker les sprites
sprite_rects = [] # Liste pour stocker les rectangles englobants des sprites
selected_sprite = None # Le sprite choisi
# Charger les 10 sprites
for i in range(10):
sprite_image = pygame.transform.scale(pygame.image.load(f"V5.5/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
sprites.append(sprite_image)
sprite_rect = sprite_image.get_rect()
sprite_rect.topleft = (listex[i], listey[i]) # Définir les coordonnées du sprite
sprite_rects.append(sprite_rect)
# Définir les dimensions et la position du rectangle pour le score
largeur_rectangle = 150
hauteur_rectangle = 40
x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
y_rectangle = 0 # En haut de l'écran
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
dercolsol = 0
nbrotation = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V5.5")
def start_screen():
selected_sprite = None
screen.fill(BLACK)
start_text = font.render("Appuyez sur une touche pour commencer", True, WHITE)
start_text_rect = start_text.get_rect()
start_text_rect.centerx = WIDTH // 2
start_text_rect.centery = HEIGHT // 5
screen.blit(start_text, start_text_rect)
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN:
return selected_sprite
elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Clic gauche de la souris
print("L'utilisateur a cliqué")
mouse_pos = pygame.mouse.get_pos()
if start_text_rect.collidepoint(mouse_pos):
print("L'utilisateur a cliqué sur le texte de départ.")
for i, sprite_rect in enumerate(sprite_rects):
if sprite_rect.collidepoint(mouse_pos):
print(f"L'utilisateur a cliqué sur le sprite {i+1}.")
selected_sprite = i
screen.fill(BLACK) # Effacer l'écran
screen.blit(start_text, start_text_rect)
# Dessiner les sprites à l'écran
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
# Dessiner le rectangle autour du sprite sélectionné
if selected_sprite is not None and selected_sprite == i:
pygame.draw.rect(screen, GRIS, sprite_rects[i], 2)
pygame.display.flip()
def game(i):
global score, nbcoeur
if i != 0:
player_image = pygame.transform.scale(pygame.image.load(f"V5.5/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
else:
i = 0
player_image = pygame.transform.scale(pygame.image.load(f"V5.5/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
nbcoeur = 1
clock = pygame.time.Clock()
running = True
dercolsol = 0
nbrotation = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
nbrotation+=5
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
current_time = pygame.time.get_ticks()
if current_time - dercolsol >= 1000 :
if nbcoeur >= 1:
nbcoeur -= 1 # Décrémenter le nombre de vies
dercolsol = current_time
ball_velocity_y = -ball_velocity_y
nbrotation+=5
else:
print(nbcoeur)
return False
pass
if current_time - dercolsol <= 1000:
print(nbcoeur)
else:
nbcoeur = nbcoeur
print(nbcoeur)
# Si la balle touche le plafond
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
nbrotation+=5
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
nbrotation+=5
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
nbrotation+=1
screen.blit(pygame.transform.rotate(ball_image, nbrotation), (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
# Afficher le nombre de coeur(s)
if nbcoeur == 1 :
screen.blit(coeur_image, (25, 25)) # Le coeur
if nbcoeur == 0:
screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
# Afficher le score
pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
text = font.render("Score : " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le score
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 2
screen.blit(perdu_text, perdu_text_rect)
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
selected_sprite = None
selected_skin = start_screen()
print('le skin choisi est :', selected_skin)
score = 0
nbcoeur = 1
dercolsol = 0
nbrotation = 0
game_over = game(selected_skin)
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

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@ -1,275 +0,0 @@
import pygame
import random
import sys
from pygame.locals import *
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Paramètres de couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRIS = (111, 111, 111) # pas sûr de la valeur mdrr
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Paramètres des sprites
SPRITE_WIDTH = 80
SPRITE_HEIGHT = 80
# Paramètres du coeur
COEUR_WIDTH = 75
COEUR_HEIGHT = COEUR_WIDTH*(440/512)
nbcoeur = 1
# Paramètre du smiley
SMILEY_WIDTH = 300
SMILEY_HEIGHT = SMILEY_WIDTH
# Images choisies
player_image = pygame.transform.scale(pygame.image.load("V5.6/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.transform.scale(pygame.image.load("V5.6/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.transform.scale(pygame.image.load("V5.6/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
smiley_image = pygame.transform.scale(pygame.image.load("V5.6/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
background_image = pygame.transform.scale(pygame.image.load("V5.6/terrain.png"), (WIDTH, HEIGHT))
pygame.display.set_icon(ball_image)
listex = [110, 230, 350, 470, 590, 110, 230, 350, 470, 590]
listey = [190, 190, 190, 190, 190, 310, 310, 310, 310, 310]
sprites = [] # Liste pour stocker les sprites
sprite_rects = [] # Liste pour stocker les rectangles englobants des sprites
selected_sprite = None # Le sprite choisi
# Charger les 10 sprites
for i in range(10):
sprite_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
sprites.append(sprite_image)
sprite_rect = sprite_image.get_rect()
sprite_rect.topleft = (listex[i], listey[i]) # Définir les coordonnées du sprite
sprite_rects.append(sprite_rect)
# Charger une musique parmis la super compilation
i = random.randint(0, 16)
path = 'V5.6/output_folder/mp3/'
musique = path + str(i) + '.mp3'
pygame.mixer.music.load(musique)
# Définir les dimensions et la position du rectangle pour le score
largeur_rectangle = 150
hauteur_rectangle = 40
x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
y_rectangle = 0 # En haut de l'écran
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
dercolsol = 0
nbrotation = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V5.6")
def start_screen():
selected_sprite = None
screen.fill(BLACK)
start_text = font.render("Appuyez sur une touche pour commencer", True, WHITE)
start_text_rect = start_text.get_rect()
start_text_rect.centerx = WIDTH // 2
start_text_rect.centery = HEIGHT // 5
screen.blit(start_text, start_text_rect)
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN:
return selected_sprite
elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Clic gauche de la souris
# print("L'utilisateur a cliqué")
mouse_pos = pygame.mouse.get_pos()
if start_text_rect.collidepoint(mouse_pos):
print("L'utilisateur a cliqué sur le texte de départ.")
for i, sprite_rect in enumerate(sprite_rects):
if sprite_rect.collidepoint(mouse_pos):
print(f"L'utilisateur a cliqué sur le sprite {i+1}.")
selected_sprite = i
screen.fill(BLACK) # Effacer l'écran
screen.blit(start_text, start_text_rect)
# Dessiner les sprites à l'écran
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
# Dessiner le rectangle autour du sprite sélectionné
if selected_sprite is not None and selected_sprite == i:
pygame.draw.rect(screen, GRIS, sprite_rects[i], 2)
pygame.display.flip()
def game(i):
global score, nbcoeur
if i != None:
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
else:
i = 0
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
nbcoeur = 1
clock = pygame.time.Clock()
running = True
dercolsol = 0
nbrotation = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
nbrotation+=5
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
current_time = pygame.time.get_ticks()
if current_time - dercolsol >= 1000 :
if nbcoeur >= 1:
nbcoeur -= 1 # Décrémenter le nombre de vies
dercolsol = current_time
ball_velocity_y = -ball_velocity_y
nbrotation+=5
else:
print(nbcoeur)
return False
pass
if current_time - dercolsol <= 1000:
print(nbcoeur)
else:
nbcoeur = nbcoeur
print(nbcoeur)
# Si la balle touche le plafond
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
nbrotation+=5
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
nbrotation+=5
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
nbrotation+=1
screen.blit(pygame.transform.rotate(ball_image, nbrotation), (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
# Afficher le nombre de coeur(s)
if nbcoeur == 1 :
screen.blit(coeur_image, (25, 25)) # Le coeur
if nbcoeur == 0:
screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
# Afficher le score
pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
text = font.render("Score : " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le score
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 5
screen.blit(perdu_text, perdu_text_rect)
screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
pygame.mixer.music.play()
selected_sprite = None
selected_skin = start_screen()
print('le skin choisi est :', selected_skin)
score = 0
nbcoeur = 1
dercolsol = 0
nbrotation = 0
game_over = game(selected_skin)
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

188
jeu V5.py
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@ -1,188 +0,0 @@
import pygame
import random
import sys
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Paramètres de couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Paramètres du coeur
COEUR_WIDTH = 75
COEUR_HEIGHT = COEUR_WIDTH*(440/512)
nbcoeur = 1
# Images choisies
player_image = pygame.image.load("V5/joueur.png")
player_image = pygame.transform.scale(player_image, (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.image.load("V5/balle.png")
ball_image = pygame.transform.scale(ball_image, (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.image.load("V5/coeur.png")
coeur_image = pygame.transform.scale(coeur_image, (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.image.load("V5/coeurfaded.png")
coeurfaded_image = pygame.transform.scale(coeurfaded_image, (COEUR_WIDTH, COEUR_HEIGHT))
background_image = pygame.image.load("V5/terrain.png")
background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))
# Définir les dimensions et la position du rectangle
largeur_rectangle = 150
hauteur_rectangle = 40
x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
y_rectangle = 0 # En haut de l'écran
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
dercolsol = 0
nbrotation = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V5")
def game():
global score, nbcoeur
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
nbcoeur = 1
clock = pygame.time.Clock()
running = True
dercolsol = 0
nbrotation = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
nbrotation+=5
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
current_time = pygame.time.get_ticks()
if current_time - dercolsol >= 1000 :
if nbcoeur >= 1:
nbcoeur -= 1 # Décrémenter le nombre de vies
dercolsol = current_time
ball_velocity_y = -ball_velocity_y
nbrotation+=5
else:
print(nbcoeur)
return False
pass
if current_time - dercolsol <= 1000:
print(nbcoeur)
else:
nbcoeur = nbcoeur
print(nbcoeur)
# Si la balle touche le plafond
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
nbrotation+=5
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
nbrotation+=5
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
nbrotation+=1
screen.blit(pygame.transform.rotate(ball_image, nbrotation), (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
# Afficher le nombre de coeur(s)
if nbcoeur == 1 :
screen.blit(coeur_image, (25, 25)) # Le coeur
if nbcoeur == 0:
screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
# Afficher le score
pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
text = font.render("Score : " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le score
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 2
screen.blit(perdu_text, perdu_text_rect)
pygame.display.flip()
pygame.time.wait(3000)
# Boucle principale
running = True
while running:
score = 0
nbcoeur = 1
dercolsol = 0
nbrotation = 0
game_over = game()
print(game_over)
if game_over == False:
game_over_screen()
running = False
pygame.quit()

345
jeu V6.py
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@ -1,345 +0,0 @@
import pygame
import random
import sys
from pygame.locals import *
pygame.init()
# Paramètres de l'écran
WIDTH = 800
HEIGHT = 600
# Paramètres de couleurs
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GRIS = (111, 111, 111) # pas sûr de la valeur mdrr
# Paramètres de la balle
BALL_WIDTH = 50
BALL_HEIGHT = 50
BALL_RADIUS = 50//2
# Paramètres du joueur
PLAYER_WIDTH = 80
PLAYER_HEIGHT = 80
# Paramètres des sprites
SPRITE_WIDTH = 80
SPRITE_HEIGHT = 80
# Paramètres du coeur
COEUR_WIDTH = 75
COEUR_HEIGHT = COEUR_WIDTH*(440/512)
nbcoeur = 1
# Paramètre du smiley
SMILEY_WIDTH = 300
SMILEY_HEIGHT = SMILEY_WIDTH
# Images choisies
player_image = pygame.transform.scale(pygame.image.load("V5.6/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.transform.scale(pygame.image.load("V5.6/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.transform.scale(pygame.image.load("V5.6/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
smiley_image = pygame.transform.scale(pygame.image.load("V5.6/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
background_image = pygame.transform.scale(pygame.image.load("V5.6/terrain.png"), (WIDTH, HEIGHT))
pygame.display.set_icon(ball_image)
listex = [110, 230, 350, 470, 590, 110, 230, 350, 470, 590]
listey = [190, 190, 190, 190, 190, 310, 310, 310, 310, 310]
sprites = [] # Liste pour stocker les sprites
sprite_rects = [] # Liste pour stocker les rectangles englobants des sprites
selected_sprite = None # Le sprite choisi
# Charger les 10 sprites
for i in range(10):
sprite_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
sprites.append(sprite_image)
sprite_rect = sprite_image.get_rect()
sprite_rect.topleft = (listex[i], listey[i]) # Définir les coordonnées du sprite
sprite_rects.append(sprite_rect)
# Charger une musique parmis la super compilation
i = random.randint(0, 16)
path = 'V5.6/output_folder/mp3/'
musique = path + str(i) + '.mp3'
pygame.mixer.music.load(musique)
# Définir les dimensions et la position du rectangle pour le score
largeur_rectangle = 150
hauteur_rectangle = 40
x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
y_rectangle = 0 # En haut de l'écran
# Variables du jeu
score = 0
font = pygame.font.Font(None, 36)
dercolsol = 0
nbrotation = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V5.6")
def start_screen():
selected_sprite = None
screen.fill(BLACK)
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == KEYDOWN:
return selected_sprite
elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Clic gauche de la souris
# print("L'utilisateur a cliqué")
mouse_pos = pygame.mouse.get_pos()
for i, sprite_rect in enumerate(sprite_rects):
if sprite_rect.collidepoint(mouse_pos):
print(f"L'utilisateur a cliqué sur le sprite {i+1}.")
selected_sprite = i
screen.fill(BLACK) # Effacer l'écran
# Dessiner les sprites à l'écran
for i, sprite in enumerate(sprites):
screen.blit(sprite, sprite_rects[i])
# Dessiner le rectangle autour du sprite sélectionné
if selected_sprite is not None and selected_sprite == i:
pygame.draw.rect(screen, GRIS, sprite_rects[i], 2)
police = pygame.font.Font(None, 24)
texte = "Choisissez le skin de votre choix avec la souris\nAppuyer sur n'importe quelle touche pour commencer la partie\nBonne chance !"
lignes = texte.split("\n") # Diviser le texte en lignes
y = 50 # Position y initiale du texte
for ligne in lignes:
y += 30 # Augmenter la position y pour la prochaine ligne
text = font.render(ligne, True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, y)
screen.blit(text, text_rect) # Le score
pygame.display.flip()
def game(i):
global score, nbcoeur
if i != None:
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
else:
i = 0
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
ball_velocity_y = 0
ball_velocity_x = 1
gravity = 0.1
# Position initiale du joueur
player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
nbcoeur = 1
clock = pygame.time.Clock()
running = True
dercolsol = 0
nbrotation = 0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gestion des mouvements du joueur
mouse_pos = pygame.mouse.get_pos()
player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
# Mise à jour de la logique du jeu
ball_velocity_y += gravity
ball_pos[1] += ball_velocity_y
# Si la balle touche le joueur
if ball_pos[1] + BALL_RADIUS >= player_pos[1] and ball_pos[0] >= player_pos[0] and ball_pos[0] <= player_pos[0] + PLAYER_WIDTH:
ball_pos[1] = player_pos[1] - BALL_RADIUS
ball_velocity_y = -ball_velocity_y
score += 1
# gravity+=score//10
if score%5 == 0:
if score//5<=4:
print('add gravity + :' , (score//5)/10)
gravity += (score//5)/10
else:print('la gravité est déjà au max')
ball_velocity_x += random.uniform(-3, 3)
print("Score :", score)
nbrotation+=5
# Si la balle touche le sol
if ball_pos[1] + BALL_RADIUS >= HEIGHT:
current_time = pygame.time.get_ticks()
if current_time - dercolsol >= 1000 :
if nbcoeur >= 1:
nbcoeur -= 1 # Décrémenter le nombre de vies
dercolsol = current_time
ball_velocity_y = -ball_velocity_y
nbrotation+=5
else:
print(nbcoeur)
return False
pass
if current_time - dercolsol <= 1000:
print(nbcoeur)
else:
nbcoeur = nbcoeur
print(nbcoeur)
# Si la balle touche le plafond
elif ball_pos[1] <= BALL_RADIUS:
ball_pos[1] = BALL_RADIUS
ball_velocity_y = -ball_velocity_y
nbrotation+=5
ball_pos[0] += ball_velocity_x
# Si la balle touche les murs
if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
ball_velocity_x = -ball_velocity_x
nbrotation+=5
# Dessiner les éléments
screen.blit(background_image, (0, 0)) # Le terrain
nbrotation+=1
screen.blit(pygame.transform.rotate(ball_image, nbrotation), (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
# Afficher le nombre de coeur(s)
if nbcoeur == 1 :
screen.blit(coeur_image, (25, 25)) # Le coeur
if nbcoeur == 0:
screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
# Afficher le score
pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
text = font.render("Score : " + str(score), True, WHITE)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, 20)
screen.blit(text, text_rect) # Le score
#_____________ Ne rien mettre en dessous _____________
pygame.display.flip()
clock.tick(60)
def game_over_screen():
screen.fill(BLACK)
perdu_text = font.render("Perdu", True, WHITE)
perdu_text_rect = perdu_text.get_rect()
perdu_text_rect.centerx = WIDTH // 2
perdu_text_rect.centery = HEIGHT // 5
screen.blit(perdu_text, perdu_text_rect)
screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley
pygame.display.flip()
# pygame.time.wait(3000)
replay_screen()
def replay_screen():
screen.fill(BLACK)
game_over_text = font.render("Partie terminée", True, WHITE)
game_over_text_rect = game_over_text.get_rect()
game_over_text_rect.centerx = WIDTH // 2
game_over_text_rect.centery = HEIGHT // 5
screen.blit(game_over_text, game_over_text_rect)
replay_button = pygame.Rect(WIDTH // 2 - 100, 250, 200, 50)
pygame.draw.rect(screen, WHITE, replay_button)
replay_text = font.render("Rejouer", True, BLACK)
replay_text_rect = replay_text.get_rect()
replay_text_rect.center = replay_button.center
screen.blit(replay_text, replay_text_rect)
change_skin_button = pygame.Rect(WIDTH // 2 - 125, 350, 250, 50)
pygame.draw.rect(screen, WHITE, change_skin_button)
change_skin_text = font.render("Changer de skin", True, BLACK)
change_skin_text_rect = change_skin_text.get_rect()
change_skin_text_rect.center = change_skin_button.center
screen.blit(change_skin_text, change_skin_text_rect)
quit_button = pygame.Rect(WIDTH // 2 - 100, 450, 200, 50)
pygame.draw.rect(screen, WHITE, quit_button)
quit_text = font.render("Quitter", True, BLACK)
quit_text_rect = quit_text.get_rect()
quit_text_rect.center = quit_button.center
screen.blit(quit_text, quit_text_rect)
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if replay_button.collidepoint(mouse_pos):
return
if change_skin_button.collidepoint(mouse_pos):
return False
if quit_button.collidepoint(mouse_pos):
pygame.quit()
sys.exit()
# Boucle principale
running = True
selected = False
change = None
while running:
pygame.mixer.music.play()
selected_sprite = None
if not selected:
selected_skin = start_screen()
selected = True
print('le skin choisi est :', selected_skin)
score = 0
nbcoeur = 1
dercolsol = 0
nbrotation = 0
game_over = game(selected_skin)
print(game_over)
if game_over == False:
change = replay_screen()
print(change)
if change == False:
selected = False
else : pass
pygame.quit()

View File

@ -4,6 +4,7 @@ import sys
from pygame.locals import *
import csv
from math import *
import os
pygame.init()
@ -39,16 +40,16 @@ SMILEY_WIDTH = 150
SMILEY_HEIGHT = SMILEY_WIDTH
# Images choisies
player_image = pygame.transform.scale(pygame.image.load("V5.6/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
player_image = pygame.transform.scale(pygame.image.load("assets/joueur.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) # Au cas où l'image fait pas la bonne taille
ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
ball_image = pygame.transform.scale(pygame.image.load("assets/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
coeur_image = pygame.transform.scale(pygame.image.load("V5.6/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.transform.scale(pygame.image.load("V5.6/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeur_image = pygame.transform.scale(pygame.image.load("assets/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
coeurfaded_image = pygame.transform.scale(pygame.image.load("assets/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
smiley_image = pygame.transform.scale(pygame.image.load("V5.6/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
smiley_image = pygame.transform.scale(pygame.image.load("assets/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
background_image = pygame.transform.scale(pygame.image.load("V5.6/terrain.png"), (WIDTH, HEIGHT))
background_image = pygame.transform.scale(pygame.image.load("assets/terrain.png"), (WIDTH, HEIGHT))
pygame.display.set_icon(ball_image)
@ -61,7 +62,7 @@ selected_sprite = None # Le sprite choisi
# Charger les 10 sprites
for i in range(10):
sprite_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
sprite_image = pygame.transform.scale(pygame.image.load(f"assets/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
sprites.append(sprite_image)
sprite_rect = sprite_image.get_rect()
sprite_rect.topleft = (listex[i], listey[i]) # Définir les coordonnées du sprite
@ -69,7 +70,7 @@ for i in range(10):
# Charger une musique parmis la super compilation
i = random.randint(0, 16)
path = 'V5.6/output_folder/mp3/'
path = 'assets/mp3/'
musique = path + str(i) + '.mp3'
pygame.mixer.music.load(musique)
@ -85,7 +86,7 @@ y_rectangle = 0 # En haut de l'écran
def openuseragents(file: str):
with open(file, newline='') as csvfile:
return [row for row in csv.DictReader(csvfile, delimiter=';')][0]
stats = openuseragents('V5.6/.logs.csv')
stats = openuseragents('assets/.logs.csv')
# Variables du jeu
score = 0
@ -95,7 +96,7 @@ nbrotation = 0
rotate = 0
# Initialisation de l'écran de jeu
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Jeu V7")
pygame.display.set_caption("Projet-foot V7")
def start_screen():
@ -148,10 +149,10 @@ def game(i):
global score, nbcoeur
if i != None:
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
player_image = pygame.transform.scale(pygame.image.load(f"assets/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
else:
i = 0
player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
player_image = pygame.transform.scale(pygame.image.load(f"assets/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
# Position initiale de la balle
ball_pos = [WIDTH // 2, BALL_RADIUS]
@ -271,7 +272,13 @@ def game_over_screen(score):
# screen.blit(perdu_text, perdu_text_rect)
screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley
moy = floor(100*( (int(stats['moy'])*int(stats['nbparties'])) + (score) )/(int(stats['nbparties'])+1))/100
moy = float(stats['moy'])
nbparties = float()
dec = (( moy * nbparties ) + score) / (nbparties + 1)
moy = floor(100 * dec ) / 100
texte = "Perdu\n Votre score était de : " + str(score) + "\n Le score moyen est de : " + str(moy) + '\n Votre meilleur score était de : ' + str(stats['best'])
lignes = texte.split("\n") # Diviser le texte en lignes
y = 50 # Position y initiale du texte
@ -291,11 +298,15 @@ def game_over_screen(score):
l1 = 'score;moy;best;nbparties'
l2 = str(str(score) + ';' + str(moy) + ';' + str(best) + ';' + str((int(stats['nbparties'])+1)))
with open('.logs.csv', "a") as f:
f.write(l1 + '\n' + l2)
try:
os.remove('assets/.logs.csv')
with open('assets/.logs.csv', "a") as f:
f.write(l1 + '\n' + l2 + '\n')
except Exception as e:
print(e)
pygame.display.flip()
pygame.time.wait(5000)
pygame.time.wait(3000)
def replay_screen():
@ -364,7 +375,7 @@ while running:
game_over = game(selected_skin)
print(game_over)
if game_over[0] == False:
game_over_screen(score)
game_over_screen(game_over[1])
change = replay_screen()
print(change)
if change == False:

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