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()