diff --git a/Projet_Football_NohamMaximeMatteo.docx b/Projet_Football_NohamMaximeMatteo.docx new file mode 100644 index 0000000..d5e964b Binary files /dev/null and b/Projet_Football_NohamMaximeMatteo.docx differ diff --git a/V7 Cheat.py b/V7 Cheat.py new file mode 100644 index 0000000..d309e5c --- /dev/null +++ b/V7 Cheat.py @@ -0,0 +1,386 @@ +import pygame +import random +import sys +from pygame.locals import * +import csv +from math import * +import os + +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 = 150 +SMILEY_HEIGHT = SMILEY_WIDTH + +# Images choisies +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("assets/balle.png"), (BALL_WIDTH, BALL_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("assets/smiley.png"), (SMILEY_WIDTH, SMILEY_HEIGHT)) + +background_image = pygame.transform.scale(pygame.image.load("assets/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"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 + sprite_rects.append(sprite_rect) + +# Charger une musique parmis la super compilation +i = random.randint(0, 16) +path = 'assets/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 + +# Charge les scores précédents +def openuseragents(file: str): + with open(file, newline='') as csvfile: + return [row for row in csv.DictReader(csvfile, delimiter=';')][0] + +# Variables du jeu +score = 0 +font = pygame.font.Font(None, 36) +dercolsol = 0 +nbrotation = 0 +rotate = 0 +# Initialisation de l'écran de jeu +screen = pygame.display.set_mode((WIDTH, HEIGHT)) +pygame.display.set_caption("Projet-foot CHEAT") + + +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) + + 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"assets/{i+1}.png"), (PLAYER_WIDTH, PLAYER_HEIGHT)) + else: + i = 0 + 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] + 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 + rotate = 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 + player_pos[0] = ball_pos[0]-3 + + + # 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, score) + 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(score): + # Charge le fichier qui contient les stats une fois la partie perdue + stats = openuseragents('assets/.logs.csv') + + + screen.fill(BLACK) + + screen.blit(smiley_image, ((WIDTH // 2)-SMILEY_WIDTH/2, (HEIGHT // 2)-SPRITE_HEIGHT/2)) # Le smiley + + moy = float(stats['moy']) + nbparties = float(stats['nbparties']) + + dec = (( moy * nbparties ) + score) / (nbparties + 1) + moy = floor(100 * dec ) / 100 + if score >= int(stats['best']): + best = score + else: + best = stats['best'] + + texte = "Perdu\n Votre score était de : " + str(score) + "\n Le score moyen est de : " + str(moy) + '\n Votre meilleur score est de : ' + str(best) + lignes = texte.split("\n") # Diviser le texte en lignes + y = 50 # Position y initiale du texte + print(stats) + 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 + + l1 = 'moy;best;nbparties' + l2 = str(str(moy) + ';' + str(best) + ';' + str(nbparties+1)) + + pygame.display.flip() + + 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.time.wait(3000) + + +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[0] == False: + game_over_screen(game_over[1]) + change = replay_screen() + print(change) + if change == False: + selected = False + else : pass + +pygame.quit() diff --git a/assets/.logs.csv b/assets/.logs.csv index 5a821a2..a312089 100644 --- a/assets/.logs.csv +++ b/assets/.logs.csv @@ -1,2 +1,2 @@ moy;best;nbparties -3.12;2;14.0 +5.34;21;21.0 diff --git a/pp.pptx b/pp.pptx new file mode 100644 index 0000000..bc51b9a Binary files /dev/null and b/pp.pptx differ diff --git a/vidéos/V1.mkv b/vidéos/V1.mkv new file mode 100644 index 0000000..9d349c6 Binary files /dev/null and b/vidéos/V1.mkv differ diff --git a/vidéos/V2.mkv b/vidéos/V2.mkv new file mode 100644 index 0000000..c0e8645 Binary files /dev/null and b/vidéos/V2.mkv differ diff --git a/vidéos/V3.mkv b/vidéos/V3.mkv new file mode 100644 index 0000000..8986870 Binary files /dev/null and b/vidéos/V3.mkv differ diff --git a/vidéos/V4.mkv b/vidéos/V4.mkv new file mode 100644 index 0000000..e003669 Binary files /dev/null and b/vidéos/V4.mkv differ diff --git a/vidéos/V5.1.mkv b/vidéos/V5.1.mkv new file mode 100644 index 0000000..cd8eec5 Binary files /dev/null and b/vidéos/V5.1.mkv differ diff --git a/vidéos/V5.2.mkv b/vidéos/V5.2.mkv new file mode 100644 index 0000000..59373a0 Binary files /dev/null and b/vidéos/V5.2.mkv differ diff --git a/vidéos/V5.mkv b/vidéos/V5.mkv new file mode 100644 index 0000000..69abede Binary files /dev/null and b/vidéos/V5.mkv differ diff --git a/vidéos/V6.mkv b/vidéos/V6.mkv new file mode 100644 index 0000000..74c96d3 Binary files /dev/null and b/vidéos/V6.mkv differ diff --git a/vidéos/V7 démo (cheat).mkv b/vidéos/V7 démo (cheat).mkv new file mode 100644 index 0000000..610edcd Binary files /dev/null and b/vidéos/V7 démo (cheat).mkv differ diff --git a/vidéos/V7 démo score (21).mkv b/vidéos/V7 démo score (21).mkv new file mode 100644 index 0000000..8252e6f Binary files /dev/null and b/vidéos/V7 démo score (21).mkv differ diff --git a/vidéos/V7.mkv b/vidéos/V7.mkv new file mode 100644 index 0000000..3d4e03b Binary files /dev/null and b/vidéos/V7.mkv differ