releases
BIN
V3/coeur.png
Before Width: | Height: | Size: 19 KiB |
BIN
V4/balle.png
Before Width: | Height: | Size: 108 KiB |
BIN
V4/joueur.png
Before Width: | Height: | Size: 91 KiB |
BIN
V4/terrain.png
Before Width: | Height: | Size: 72 KiB |
BIN
V5.5/balle.png
Before Width: | Height: | Size: 108 KiB |
BIN
V5.5/coeur.png
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
BIN
V5.5/joueur.png
Before Width: | Height: | Size: 91 KiB |
BIN
V5.5/terrain.png
Before Width: | Height: | Size: 72 KiB |
@ -1,2 +0,0 @@
|
||||
score;moy;best;nbparties
|
||||
0;10;50;3
|
|
BIN
V5.6/1.png
Before Width: | Height: | Size: 266 KiB |
BIN
V5.6/10.png
Before Width: | Height: | Size: 91 KiB |
BIN
V5.6/2.png
Before Width: | Height: | Size: 202 KiB |
BIN
V5.6/3.png
Before Width: | Height: | Size: 360 KiB |
BIN
V5.6/4.png
Before Width: | Height: | Size: 115 KiB |
BIN
V5.6/5.png
Before Width: | Height: | Size: 280 KiB |
BIN
V5.6/6.png
Before Width: | Height: | Size: 216 KiB |
BIN
V5.6/7.png
Before Width: | Height: | Size: 119 KiB |
BIN
V5.6/8.png
Before Width: | Height: | Size: 120 KiB |
BIN
V5.6/9.png
Before Width: | Height: | Size: 11 KiB |
BIN
V5.6/balle.png
Before Width: | Height: | Size: 108 KiB |
BIN
V5.6/coeur.png
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
BIN
V5.6/joueur.png
Before Width: | Height: | Size: 91 KiB |
BIN
V5.6/terrain.png
Before Width: | Height: | Size: 72 KiB |
BIN
V5/balle.png
Before Width: | Height: | Size: 108 KiB |
BIN
V5/coeur.png
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB |
BIN
V5/joueur.png
Before Width: | Height: | Size: 91 KiB |
BIN
V5/terrain.png
Before Width: | Height: | Size: 72 KiB |
@ -1,2 +1,2 @@
|
||||
score;moy;best;nbparties
|
||||
0;7.5;50;4
|
||||
0;0.0;50;7
|
|
Before Width: | Height: | Size: 266 KiB After Width: | Height: | Size: 266 KiB |
Before Width: | Height: | Size: 91 KiB After Width: | Height: | Size: 91 KiB |
Before Width: | Height: | Size: 202 KiB After Width: | Height: | Size: 202 KiB |
Before Width: | Height: | Size: 360 KiB After Width: | Height: | Size: 360 KiB |
Before Width: | Height: | Size: 115 KiB After Width: | Height: | Size: 115 KiB |
Before Width: | Height: | Size: 280 KiB After Width: | Height: | Size: 280 KiB |
Before Width: | Height: | Size: 216 KiB After Width: | Height: | Size: 216 KiB |
Before Width: | Height: | Size: 119 KiB After Width: | Height: | Size: 119 KiB |
Before Width: | Height: | Size: 120 KiB After Width: | Height: | Size: 120 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 108 KiB |
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 91 KiB After Width: | Height: | Size: 91 KiB |
Before Width: | Height: | Size: 48 KiB After Width: | Height: | Size: 48 KiB |
Before Width: | Height: | Size: 72 KiB After Width: | Height: | Size: 72 KiB |
@ -1,28 +0,0 @@
|
||||
# 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
@ -1,104 +0,0 @@
|
||||
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()
|
112
jeu V2.py
@ -1,112 +0,0 @@
|
||||
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()
|
128
jeu V3.py
@ -1,128 +0,0 @@
|
||||
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()
|
180
jeu V4.py
@ -1,180 +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("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()
|
255
jeu V5.5.py
@ -1,255 +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
|
||||
|
||||
# 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()
|
275
jeu V5.6.py
@ -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
@ -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
@ -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()
|
45
jeu V7.py
@ -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:
|
||||
|