Ca a encore changé

This commit is contained in:
NohamR 2023-06-07 00:34:04 +02:00
parent c462ca0a6b
commit 6cf4398ef7
70 changed files with 588 additions and 0 deletions

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# import os
# from moviepy.video.io.ffmpeg_tools import ffmpeg_extract_subclip
# video_file = "playlist for silly goofsters.webm"
# timestamps = [
# ("0:00", "4:15", "pineapple_rag_techno_remake"),
# ("4:15", "5:40", "scheming_weasel"),
# ("5:40", "7:12", "kk_parade"),
# ("7:12", "7:34", "spooktune"),
# ("7:34", "9:15", "dokeshi_no_koshin"),
# ("9:15", "15:12", "jades_theme"),
# ("15:12", "16:47", "spazzmatica_polka"),
# ("16:47", "19:22", "14_crush"),
# ("19:22", "20:03", "tem_shop"),
# ("20:03", "22:13", "drinky_bird"),
# ("22:13", "23:26", "aquatic_race"),
# ("23:26", "26:45", "pixel_peeker_polka"),
# ("26:45", "27:26", "vs_lancer"),
# ("27:26", "30:00", "pppp_papipupepo")
# ]
# output_folder = "output_folder"
# os.makedirs(output_folder, exist_ok=True)
# for i, (start_time, end_time, name) in enumerate(timestamps):
# start_seconds = sum(x * int(t) for x, t in zip([60, 1], start_time.split(":")))
# end_seconds = sum(x * int(t) for x, t in zip([60, 1], end_time.split(":")))
# output_file = f"{output_folder}/{i}.webm"
# ffmpeg_extract_subclip(video_file, start_seconds, end_seconds, targetname=output_file)
# ffmpeg -i 6.webm -vn 6.mp3
for i in range (7, 14):
print('ffmpeg -i ', i,'.webm -vn ',i,'.mp3', sep='')

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cd C:\Users\Noham\Documents\GitHub\Projet-foot\V5.6\output_folder
ffmpeg -i 14.opus -vn 14.mp3
ffmpeg -i 15.m4A -vn 15.mp3
ffmpeg -i 16.opus -vn 16.mp3

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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='')

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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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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)
# Charger une musique parmis la super compilation
i = random.randint(0, 17)
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 V5.5")
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:
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()