Начало игры
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import arcade
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from random import randint
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SCREEN_WIDTH = 1920
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SCREEN_HEIGHT = 1024
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GRAVITY = 1
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class Player(arcade.SpriteList):
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def __init__(self,sp):
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super().__init__()
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self.sprite = sp[0]
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self.append(self.sprite)
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def draw(self):
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super().draw()
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def update(self):
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super().update()
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coin_texture = arcade.SpriteSheet('./tiles/gold.png').get_texture_grid((64,64),4,4)
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coin_texture_reverse = coin_texture[1:-1]
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coin_texture_reverse.reverse()
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coin_texture.extend(coin_texture_reverse)
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coin_texture_reverse = None
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class Coin(arcade.Sprite):
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sprite_list = arcade.SpriteList()
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texture_list = coin_texture
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def __init__(self,sprite):
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super().__init__(sprite.textures[0],scale=sprite.scale)
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self.center_x = sprite.center_x
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self.center_y = sprite.center_y
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self.cur_texture = randint(0,len(Coin.texture_list))
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self.texture_timer = 0
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for tex in Coin.texture_list:
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self.append_texture(tex)
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Coin.sprite_list.append(self)
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def update(self, delta_time):
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self.texture_timer += delta_time
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if self.texture_timer >= 0.2:
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self.texture_timer = 0
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self.cur_texture += 1
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if self.cur_texture > len(Coin.texture_list):
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self.cur_texture = 0
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self.set_texture(self.cur_texture)
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def collision(self):
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Coin.sprite_list.remove(self)
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@classmethod
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def draw(cls):
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cls.sprite_list.draw()
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@classmethod
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def update_list(cls):
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cls.sprite_list.update()
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class MainView(arcade.View):
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def __init__(self):
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super().__init__()
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self.background_color = (100,100,200)
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self.key_up = False
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self.key_down = False
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self.key_left = False
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self.key_right = False
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self.tile_map = arcade.load_tilemap('./level1.tmj',scaling=0.5)
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self.walls = self.tile_map.sprite_lists["map"]
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self.background = self.tile_map.sprite_lists["back"]
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for coin in self.tile_map.sprite_lists["coins"]:
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Coin(coin)
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self.player = Player(self.tile_map.sprite_lists["player"])
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self.engine = arcade.PhysicsEnginePlatformer(
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player_sprite=self.player.sprite,
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gravity_constant=GRAVITY,
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walls=self.walls
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)
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self.engine.allow_multi_jump = False
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self.camera = arcade.Camera2D()
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def on_update(self, delta_time):
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if self.key_up and self.engine.can_jump():
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self.engine.jump(20)
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if self.key_left:
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self.player.sprite.change_x = -10
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elif self.key_right:
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self.player.sprite.change_x = 10
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else:
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self.player.sprite.change_x = 0
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self.engine.update()
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screen_center_x, screen_center_y = self.player.sprite.position
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if screen_center_x < self.camera.viewport_width/2:
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screen_center_x = self.camera.viewport_width/2
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if screen_center_y < self.camera.viewport_height/2:
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screen_center_y = self.camera.viewport_height/2
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if screen_center_x > (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2:
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screen_center_x = (self.tile_map.width*self.tile_map.tile_width*self.tile_map.scaling) - self.camera.viewport_width/2
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self.camera.position = screen_center_x,screen_center_y
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Coin.update_list()
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colls = arcade.check_for_collision_with_list(self.player.sprite,Coin.sprite_list)
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for coin in colls:
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coin.collision()
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def on_draw(self):
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self.clear()
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self.camera.use()
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self.background.draw()
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Coin.draw()
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self.player.draw()
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self.walls.draw()
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def on_key_press(self,key,mod):
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if key == arcade.key.W:
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self.key_up = True
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if key == arcade.key.S:
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self.key_down = True
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if key == arcade.key.A:
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self.key_left = True
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if key == arcade.key.D:
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self.key_right = True
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def on_key_release(self,key,mod):
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if key == arcade.key.W:
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self.key_up = False
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if key == arcade.key.S:
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self.key_down = False
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if key == arcade.key.A:
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self.key_left = False
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if key == arcade.key.D:
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self.key_right = False
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if __name__ == '__main__':
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window = arcade.Window(SCREEN_WIDTH,SCREEN_HEIGHT,'Geometry dash!',fullscreen=True)
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view = MainView()
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window.show_view(view)
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arcade.run()
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