Bcp de changements !

This commit is contained in:
NohamR 2023-06-06 22:56:10 +02:00
parent 34de651ac4
commit 5d5d866c3a
68 changed files with 712 additions and 0 deletions

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jeu V1.py Normal file
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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 Normal file
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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 Normal file
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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 Normal file
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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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jeu V5.py Normal file
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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("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()

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