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@ -1,6 +1,7 @@ |
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from __future__ import annotations |
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from __future__ import annotations |
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import math |
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import math |
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from copy import deepcopy |
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from copy import deepcopy |
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import time |
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from random import choice, uniform, randrange as rnd |
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from random import choice, uniform, randrange as rnd |
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from dataclasses import dataclass, field |
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from dataclasses import dataclass, field |
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@ -23,6 +24,9 @@ GAME_COLORS = [RED, BLUE, YELLOW, GREEN, MAGENTA, CYAN] |
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WIDTH = 800 |
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WIDTH = 800 |
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HEIGHT = 600 |
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HEIGHT = 600 |
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pygame.init() |
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font = pygame.font.Font('IntroRust.otf', 25) |
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font2 = pygame.font.Font('IntroRust.otf', 16) |
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@dataclass |
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@dataclass |
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@ -33,6 +37,7 @@ class Ball: |
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color: int = field(default_factory=lambda: choice(GAME_COLORS)) |
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color: int = field(default_factory=lambda: choice(GAME_COLORS)) |
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time_to_split: typing.Optional[int] = field(default_factory=lambda: choice([None, rnd(5, 25)])) |
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time_to_split: typing.Optional[int] = field(default_factory=lambda: choice([None, rnd(5, 25)])) |
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live: int = 30 |
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live: int = 30 |
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source: int = 0 |
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def move(self): |
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def move(self): |
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"""Переместить мяч по прошествии единицы времени. |
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"""Переместить мяч по прошествии единицы времени. |
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@ -92,6 +97,7 @@ class Ball: |
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@dataclass |
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@dataclass |
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class Gun: |
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class Gun: |
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gun_id: int = field(default_factory=lambda: rnd(1, 1000000)) |
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bullet: bool = 0 |
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bullet: bool = 0 |
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f2_power: int = 10 |
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f2_power: int = 10 |
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f2_on: bool = 0 |
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f2_on: bool = 0 |
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@ -118,14 +124,15 @@ class Gun: |
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new_ball.r += 5 |
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new_ball.r += 5 |
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new_ball.v[0] = self.f2_power * math.cos(self.an) |
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new_ball.v[0] = self.f2_power * math.cos(self.an) |
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new_ball.v[1] = - self.f2_power * math.sin(self.an) |
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new_ball.v[1] = - self.f2_power * math.sin(self.an) |
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new_ball.source = self.gun_id |
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game.balls.append(new_ball) |
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game.balls.append(new_ball) |
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self.f2_on = False |
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self.f2_on = False |
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self.f2_power = 10 |
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self.f2_power = 10 |
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def targetting(self, event): |
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def targetting(self, event): |
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"""Прицеливание. Зависит от положения мыши.""" |
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"""Прицеливание. Зависит от положения мыши.""" |
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if event and event.pos[0] != 20: |
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if event and event.pos[0] != self.x0: |
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self.an = math.atan((event.pos[1] - self.y0) / (event.pos[0] - self.x0)) |
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self.an = math.atan2((event.pos[1] - self.y0), (event.pos[0] - self.x0)) |
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if self.f2_on: |
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if self.f2_on: |
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self.color = RED |
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self.color = RED |
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else: |
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else: |
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@ -179,6 +186,13 @@ class Gun: |
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else: |
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else: |
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self.color = GREY |
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self.color = GREY |
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def hittest(self, obj): |
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if self.x0 - 50 - obj.r < obj.position[0] < self.x0 + 50 + obj.r \ |
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and self.y0 - obj.r < obj.position[1] < self.y0 + 35 + obj.r \ |
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and hasattr(obj, 'source') and obj.source != self.gun_id: |
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return True |
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return False |
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@dataclass |
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@dataclass |
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class Target: |
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class Target: |
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@ -188,7 +202,6 @@ class Target: |
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vx: float = field(default_factory=lambda: rnd(-4, 6)) |
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vx: float = field(default_factory=lambda: rnd(-4, 6)) |
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vy: float = field(default_factory=lambda: rnd(-4, 6)) |
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vy: float = field(default_factory=lambda: rnd(-4, 6)) |
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color: int = RED |
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color: int = RED |
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points: int = 0 |
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live: int = 1 |
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live: int = 1 |
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ax: float = 0 |
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ax: float = 0 |
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ay: float = 0 |
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ay: float = 0 |
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@ -197,9 +210,9 @@ class Target: |
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oscillation_ampl: float = field(default_factory=lambda: rnd(0, 6) * choice([0, 0, 1])) |
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oscillation_ampl: float = field(default_factory=lambda: rnd(0, 6) * choice([0, 0, 1])) |
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oscillation_phase: float = field(default_factory=lambda: uniform(0, 2 * np.pi)) |
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oscillation_phase: float = field(default_factory=lambda: uniform(0, 2 * np.pi)) |
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def hit(self, points=1): |
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def hit(self, game: Game, points=1): |
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"""Попадание шарика в цель.""" |
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"""Попадание шарика в цель.""" |
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self.points += points |
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game.points += points |
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def draw(self, screen): |
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def draw(self, screen): |
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pygame.draw.circle( |
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pygame.draw.circle( |
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@ -264,6 +277,8 @@ class Game: |
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finished: bool = False |
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finished: bool = False |
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clock: pygame.time.Clock = field(default_factory=pygame.time.Clock) |
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clock: pygame.time.Clock = field(default_factory=pygame.time.Clock) |
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fps: int = FPS |
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fps: int = FPS |
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points: int = 0 |
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screen: pygame.Surface = field(default_factory=lambda: pygame.display.set_mode((WIDTH, HEIGHT))) |
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def move(self): |
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def move(self): |
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for target in self.targets: |
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for target in self.targets: |
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@ -276,11 +291,14 @@ class Game: |
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ball1, ball2 = ball.get_split() |
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ball1, ball2 = ball.get_split() |
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self.balls.pop([i for i in range(len(self.balls)) if self.balls[i].position is ball.position][0]) |
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self.balls.pop([i for i in range(len(self.balls)) if self.balls[i].position is ball.position][0]) |
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self.balls.extend([ball1, ball2]) |
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self.balls.extend([ball1, ball2]) |
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for gun in self.guns: |
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if gun.hittest(ball): |
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self.guns.remove(gun) |
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for target in self.targets: |
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for target in self.targets: |
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if ball.hittest(target) and target.live: |
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if ball.hittest(target) and target.live: |
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target.live = 0 |
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target.live = 0 |
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ball.live = -1 |
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ball.live = -1 |
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target.hit() |
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target.hit(self) |
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self.targets.remove(target) |
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self.targets.remove(target) |
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self.targets.append(Target()) |
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self.targets.append(Target()) |
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for gun in self.guns: |
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for gun in self.guns: |
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@ -294,6 +312,8 @@ class Game: |
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target.draw(screen) |
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target.draw(screen) |
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for ball in self.balls: |
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for ball in self.balls: |
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ball.draw(screen) |
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ball.draw(screen) |
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score_text = font.render(str(self.points), 1, BLACK) |
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screen.blit(score_text, (10, 10)) |
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pygame.display.update() |
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pygame.display.update() |
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def process_event(self, event): |
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def process_event(self, event): |
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@ -307,9 +327,8 @@ class Game: |
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gun.handle_event(event, self) |
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gun.handle_event(event, self) |
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def main_loop(self): |
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def main_loop(self): |
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screen = pygame.display.set_mode((WIDTH, HEIGHT)) |
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while not self.finished: |
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while not self.finished: |
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self.draw(screen) |
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self.draw(self.screen) |
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self.clock.tick(self.fps) |
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self.clock.tick(self.fps) |
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for event in pygame.event.get(): |
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for event in pygame.event.get(): |
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self.process_event(event) |
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self.process_event(event) |
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@ -317,6 +336,28 @@ class Game: |
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pygame.quit() |
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pygame.quit() |
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pygame.init() |
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rules_text = ''' |
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Управление левой пушкой: |
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a - влево, d - вправо, qe - наведение, s - стрелять |
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Управление правой: |
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jl - движение, uo - наведение, k - стрелять |
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Некоторые снаряды разрывные - разбиваются на 2. |
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Цели бывают обычные (те, которые полностью красные) - они |
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движутся, просто отражаясь от стенок, - |
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а также те, которые движутся случайно, и те, которые вращаются |
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Кликните, чтобы начать |
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''' |
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game = Game() |
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game = Game() |
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y = 100 |
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game.screen.fill(0x2e2646) |
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for line in rules_text.split('\n'): |
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surface = font2.render(line, True, WHITE) |
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game.screen.blit(surface, (WIDTH / 2 - surface.get_width() / 2, y)) |
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y += 5 + surface.get_height() |
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rules_surface = font2.render(rules_text, True, WHITE) |
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pygame.display.update() |
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while not any(ev.type == pygame.MOUSEBUTTONUP or ev.type == pygame.QUIT for ev in pygame.event.get()): |
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pass |
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game.main_loop() |
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game.main_loop() |
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