mirror of
https://github.com/NohamR/Projet-foot.git
synced 2025-05-24 14:22:00 +00:00
changes index
This commit is contained in:
parent
164339c405
commit
ae59539f5d
BIN
V5.6/smiley.png
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BIN
V5.6/smiley.png
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After Width: | Height: | Size: 48 KiB |
@ -19,7 +19,9 @@
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<td><img src = 'src/neymar.jpg'></td>
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</tr>
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</table>
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<button name = 'bouton' type="submit">Commencer !</button>
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<audio src="src/musique.mp3" loop autoplay></audio>
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</body>
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<a href="code.zip" style="text-decoration: none; color: white;"><button name = 'bouton' type="submit">Commencer !</button></a>
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<audio controls autoplay style="display: none;">
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<source src="src/musique.mp3" type="audio/mp3">
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Votre navigateur ne prend pas en charge l'élément audio.
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</audio></body>
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</html>
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17
jeu V5.6.py
17
jeu V5.6.py
@ -32,6 +32,10 @@ COEUR_WIDTH = 75
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COEUR_HEIGHT = COEUR_WIDTH*(440/512)
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nbcoeur = 1
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# Paramètre du smiley
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SMILEY_WIDTH = 300
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SMILEY_HEIGHT = SMILEY_WIDTH
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# Images choisies
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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
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@ -40,8 +44,11 @@ ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_W
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coeur_image = pygame.transform.scale(pygame.image.load("V5.6/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
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coeurfaded_image = pygame.transform.scale(pygame.image.load("V5.6/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
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smiley_image = pygame.transform.scale(pygame.image.load("V5.6/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
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background_image = pygame.transform.scale(pygame.image.load("V5.6/terrain.png"), (WIDTH, HEIGHT))
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pygame.display.set_icon(ball_image)
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listex = [110, 230, 350, 470, 590, 110, 230, 350, 470, 590]
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listey = [190, 190, 190, 190, 190, 310, 310, 310, 310, 310]
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@ -59,7 +66,7 @@ for i in range(10):
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sprite_rects.append(sprite_rect)
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# Charger une musique parmis la super compilation
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i = random.randint(0, 17)
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i = random.randint(0, 16)
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path = 'V5.6/output_folder/mp3/'
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musique = path + str(i) + '.mp3'
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pygame.mixer.music.load(musique)
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@ -128,7 +135,7 @@ def start_screen():
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def game(i):
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global score, nbcoeur
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if i != 0:
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if i != None:
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player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
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else:
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i = 0
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@ -239,11 +246,15 @@ def game_over_screen():
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perdu_text = font.render("Perdu", True, WHITE)
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perdu_text_rect = perdu_text.get_rect()
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perdu_text_rect.centerx = WIDTH // 2
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perdu_text_rect.centery = HEIGHT // 2
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perdu_text_rect.centery = HEIGHT // 5
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screen.blit(perdu_text, perdu_text_rect)
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screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley
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pygame.display.flip()
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pygame.time.wait(3000)
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# Boucle principale
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running = True
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while running:
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321
jeu V6.py
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321
jeu V6.py
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@ -0,0 +1,321 @@
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import pygame
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import random
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import sys
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from pygame.locals import *
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pygame.init()
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# Paramètres de l'écran
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WIDTH = 800
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HEIGHT = 600
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# Paramètres de couleurs
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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GRIS = (111, 111, 111) # pas sûr de la valeur mdrr
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# Paramètres de la balle
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BALL_WIDTH = 50
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BALL_HEIGHT = 50
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BALL_RADIUS = 50//2
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# Paramètres du joueur
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PLAYER_WIDTH = 80
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PLAYER_HEIGHT = 80
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# Paramètres des sprites
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SPRITE_WIDTH = 80
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SPRITE_HEIGHT = 80
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# Paramètres du coeur
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COEUR_WIDTH = 75
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COEUR_HEIGHT = COEUR_WIDTH*(440/512)
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nbcoeur = 1
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# Paramètre du smiley
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SMILEY_WIDTH = 300
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SMILEY_HEIGHT = SMILEY_WIDTH
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# Images choisies
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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
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ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_WIDTH, BALL_HEIGHT))
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coeur_image = pygame.transform.scale(pygame.image.load("V5.6/coeur.png"), (COEUR_WIDTH, COEUR_HEIGHT))
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coeurfaded_image = pygame.transform.scale(pygame.image.load("V5.6/coeurfaded.png"), (COEUR_WIDTH, COEUR_HEIGHT))
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smiley_image = pygame.transform.scale(pygame.image.load("V5.6/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT))
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background_image = pygame.transform.scale(pygame.image.load("V5.6/terrain.png"), (WIDTH, HEIGHT))
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pygame.display.set_icon(ball_image)
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listex = [110, 230, 350, 470, 590, 110, 230, 350, 470, 590]
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listey = [190, 190, 190, 190, 190, 310, 310, 310, 310, 310]
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sprites = [] # Liste pour stocker les sprites
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sprite_rects = [] # Liste pour stocker les rectangles englobants des sprites
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selected_sprite = None # Le sprite choisi
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# Charger les 10 sprites
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for i in range(10):
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sprite_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (SPRITE_WIDTH, SPRITE_HEIGHT))
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sprites.append(sprite_image)
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sprite_rect = sprite_image.get_rect()
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sprite_rect.topleft = (listex[i], listey[i]) # Définir les coordonnées du sprite
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sprite_rects.append(sprite_rect)
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# Charger une musique parmis la super compilation
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i = random.randint(0, 16)
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path = 'V5.6/output_folder/mp3/'
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musique = path + str(i) + '.mp3'
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pygame.mixer.music.load(musique)
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# Définir les dimensions et la position du rectangle pour le score
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largeur_rectangle = 150
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hauteur_rectangle = 40
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x_rectangle = (WIDTH - largeur_rectangle) // 2 # Au milieu horizontalement
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y_rectangle = 0 # En haut de l'écran
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# Variables du jeu
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score = 0
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font = pygame.font.Font(None, 36)
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dercolsol = 0
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nbrotation = 0
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# Initialisation de l'écran de jeu
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Jeu V5.6")
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def start_screen():
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selected_sprite = None
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screen.fill(BLACK)
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start_text = font.render("Appuyez sur une touche pour commencer", True, WHITE)
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start_text_rect = start_text.get_rect()
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start_text_rect.centerx = WIDTH // 2
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start_text_rect.centery = HEIGHT // 5
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screen.blit(start_text, start_text_rect)
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for i, sprite in enumerate(sprites):
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screen.blit(sprite, sprite_rects[i])
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pygame.display.flip()
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while True:
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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return selected_sprite
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elif event.type == MOUSEBUTTONDOWN and event.button == 1: # Clic gauche de la souris
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# print("L'utilisateur a cliqué")
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mouse_pos = pygame.mouse.get_pos()
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if start_text_rect.collidepoint(mouse_pos):
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print("L'utilisateur a cliqué sur le texte de départ.")
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for i, sprite_rect in enumerate(sprite_rects):
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if sprite_rect.collidepoint(mouse_pos):
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print(f"L'utilisateur a cliqué sur le sprite {i+1}.")
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selected_sprite = i
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screen.fill(BLACK) # Effacer l'écran
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screen.blit(start_text, start_text_rect)
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# Dessiner les sprites à l'écran
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for i, sprite in enumerate(sprites):
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screen.blit(sprite, sprite_rects[i])
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# Dessiner le rectangle autour du sprite sélectionné
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if selected_sprite is not None and selected_sprite == i:
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pygame.draw.rect(screen, GRIS, sprite_rects[i], 2)
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pygame.display.flip()
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def game(i):
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global score, nbcoeur
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if i != None:
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player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
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else:
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i = 0
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player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT))
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# Position initiale de la balle
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ball_pos = [WIDTH // 2, BALL_RADIUS]
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ball_velocity_y = 0
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ball_velocity_x = 1
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gravity = 0.1
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# Position initiale du joueur
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player_pos = [WIDTH // 2 - PLAYER_WIDTH // 2, HEIGHT - PLAYER_HEIGHT - 60]
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nbcoeur = 1
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clock = pygame.time.Clock()
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running = True
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dercolsol = 0
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nbrotation = 0
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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# Gestion des mouvements du joueur
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mouse_pos = pygame.mouse.get_pos()
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player_pos[0] = mouse_pos[0] - PLAYER_WIDTH // 2
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# Mise à jour de la logique du jeu
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ball_velocity_y += gravity
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ball_pos[1] += ball_velocity_y
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# Si la balle touche le joueur
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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:
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ball_pos[1] = player_pos[1] - BALL_RADIUS
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ball_velocity_y = -ball_velocity_y
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score += 1
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ball_velocity_x += random.uniform(-3, 3)
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print("Score :", score)
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nbrotation+=5
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# Si la balle touche le sol
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if ball_pos[1] + BALL_RADIUS >= HEIGHT:
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current_time = pygame.time.get_ticks()
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if current_time - dercolsol >= 1000 :
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if nbcoeur >= 1:
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nbcoeur -= 1 # Décrémenter le nombre de vies
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dercolsol = current_time
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ball_velocity_y = -ball_velocity_y
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nbrotation+=5
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else:
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print(nbcoeur)
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return False
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pass
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if current_time - dercolsol <= 1000:
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print(nbcoeur)
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else:
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nbcoeur = nbcoeur
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print(nbcoeur)
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# Si la balle touche le plafond
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elif ball_pos[1] <= BALL_RADIUS:
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ball_pos[1] = BALL_RADIUS
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ball_velocity_y = -ball_velocity_y
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nbrotation+=5
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ball_pos[0] += ball_velocity_x
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# Si la balle touche les murs
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if ball_pos[0] <= BALL_RADIUS or ball_pos[0]+BALL_RADIUS//2 >= WIDTH:
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ball_velocity_x = -ball_velocity_x
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nbrotation+=5
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# Dessiner les éléments
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screen.blit(background_image, (0, 0)) # Le terrain
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nbrotation+=1
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screen.blit(pygame.transform.rotate(ball_image, nbrotation), (ball_pos[0] - BALL_RADIUS, ball_pos[1] - BALL_RADIUS)) # La balle
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screen.blit(player_image, (player_pos[0], player_pos[1])) # Le joueur
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# Afficher le nombre de coeur(s)
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if nbcoeur == 1 :
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screen.blit(coeur_image, (25, 25)) # Le coeur
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if nbcoeur == 0:
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screen.blit(coeurfaded_image, (25,25)) # Le coeur plus transparent
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# Afficher le score
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pygame.draw.rect(screen, BLACK, (x_rectangle, y_rectangle, largeur_rectangle, hauteur_rectangle))
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text = font.render("Score : " + str(score), True, WHITE)
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text_rect = text.get_rect()
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text_rect.center = (WIDTH // 2, 20)
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screen.blit(text, text_rect) # Le score
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#_____________ Ne rien mettre en dessous _____________
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pygame.display.flip()
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clock.tick(60)
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def game_over_screen():
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screen.fill(BLACK)
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perdu_text = font.render("Perdu", True, WHITE)
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perdu_text_rect = perdu_text.get_rect()
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perdu_text_rect.centerx = WIDTH // 2
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perdu_text_rect.centery = HEIGHT // 5
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screen.blit(perdu_text, perdu_text_rect)
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screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley
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pygame.display.flip()
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pygame.time.wait(3000)
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replay_screen()
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def replay_screen():
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screen.fill(BLACK)
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game_over_text = font.render("Partie terminée", True, WHITE)
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game_over_text_rect = game_over_text.get_rect()
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game_over_text_rect.centerx = WIDTH // 2
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game_over_text_rect.centery = HEIGHT // 5
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screen.blit(game_over_text, game_over_text_rect)
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replay_button = pygame.Rect(WIDTH // 2 - 100, 250, 200, 50)
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pygame.draw.rect(screen, WHITE, replay_button)
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replay_text = font.render("Rejouer", True, BLACK)
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replay_text_rect = replay_text.get_rect()
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replay_text_rect.center = replay_button.center
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screen.blit(replay_text, replay_text_rect)
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change_skin_button = pygame.Rect(WIDTH // 2 - 125, 350, 250, 50)
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pygame.draw.rect(screen, WHITE, change_skin_button)
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change_skin_text = font.render("Changer de skin", True, BLACK)
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change_skin_text_rect = change_skin_text.get_rect()
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change_skin_text_rect.center = change_skin_button.center
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screen.blit(change_skin_text, change_skin_text_rect)
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quit_button = pygame.Rect(WIDTH // 2 - 100, 450, 200, 50)
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pygame.draw.rect(screen, WHITE, quit_button)
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quit_text = font.render("Quitter", True, BLACK)
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quit_text_rect = quit_text.get_rect()
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quit_text_rect.center = quit_button.center
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screen.blit(quit_text, quit_text_rect)
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pygame.display.flip()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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mouse_pos = pygame.mouse.get_pos()
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if replay_button.collidepoint(mouse_pos):
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return
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# Boucle principale
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running = True
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selected = False
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while running:
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pygame.mixer.music.play()
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selected_sprite = None
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if not selected:
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selected_skin = start_screen()
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selected = True
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print('le skin choisi est :', selected_skin)
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score = 0
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nbcoeur = 1
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dercolsol = 0
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nbrotation = 0
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game_over = game(selected_skin)
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print(game_over)
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if game_over == False:
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game_over_screen()
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# running = False
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pygame.quit()
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