diff --git a/V5.6/smiley.png b/V5.6/smiley.png new file mode 100644 index 0000000..a38545b Binary files /dev/null and b/V5.6/smiley.png differ diff --git a/code.zip b/code.zip new file mode 100644 index 0000000..cc43f9e Binary files /dev/null and b/code.zip differ diff --git a/index.html b/index.html index 26b4508..5f28797 100644 --- a/index.html +++ b/index.html @@ -19,7 +19,9 @@ - - - + + \ No newline at end of file diff --git a/jeu V5.6.py b/jeu V5.6.py index 26f4f3f..2c4e7c7 100644 --- a/jeu V5.6.py +++ b/jeu V5.6.py @@ -32,6 +32,10 @@ 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 @@ -40,8 +44,11 @@ ball_image = pygame.transform.scale(pygame.image.load("V5.6/balle.png"), (BALL_W 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] @@ -59,7 +66,7 @@ for i in range(10): sprite_rects.append(sprite_rect) # Charger une musique parmis la super compilation -i = random.randint(0, 17) +i = random.randint(0, 16) path = 'V5.6/output_folder/mp3/' musique = path + str(i) + '.mp3' pygame.mixer.music.load(musique) @@ -128,7 +135,7 @@ def start_screen(): def game(i): global score, nbcoeur - if i != 0: + if i != None: player_image = pygame.transform.scale(pygame.image.load(f"V5.6/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) else: i = 0 @@ -239,11 +246,15 @@ def game_over_screen(): 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 + 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: diff --git a/jeu V6.py b/jeu V6.py new file mode 100644 index 0000000..319a663 --- /dev/null +++ b/jeu V6.py @@ -0,0 +1,321 @@ +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) + 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() + elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + mouse_pos = pygame.mouse.get_pos() + if replay_button.collidepoint(mouse_pos): + return + +# Boucle principale +running = True +selected = False +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: + game_over_screen() + # running = False + +pygame.quit()