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) # 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()