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Main.py
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Main.py
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import tkinter
from tkinter import messagebox
import pygame
from pygame.locals import *
import sys
from time import *
from Enemy import Enemy
from Image import LoadImage
from Sprite import SpritePlayer
from Sound import Sound
from Stage import Stage
from Player import Player
from Text import Text
pygame.init()
# ウィンドウの設定
WINDOW_WIDTH = 480
WINDOW_HEIGHT = 420
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("しょぼんのアクション")
pygame.display.set_icon(pygame.image.load(f"res/icon.ico"))
# FPS
clock = pygame.time.Clock()
FPS = 60
# ゲームの状態
# 0: タイトル画面
# 1: ステージ1-1
# 2: ステージ1-2
# 3: ステージ1-3
# 4: ステージ1-4
GAME_STATE = 0
# 残機数
REMAIN = 2
def main():
LoadImage()
Text()
Sound()
while 1:
# タイトル画面
if GAME_STATE == 0:
Title()
# ステージ 1-1
elif GAME_STATE == 1:
Stage_1()
# ステージ 1-2
elif GAME_STATE == 2:
Stage_2()
# ステージ 1-4
elif GAME_STATE == 3:
Stage_3()
# ステージ 1-4
elif GAME_STATE == 4:
Stage_4()
# 黒画面にして残機を表示
def remain_show():
screen.fill((0, 0, 0))
# プレイヤー画像の表示
img = LoadImage.image_list
player = img['player1']
player_rect = player.get_rect()
player_rect.center = (200, 210)
screen.blit(player, player_rect)
global REMAIN
sign = ""
tweak = 0
# 符号調整
if REMAIN < 0:
sign = "-"
# 残機数の表示
font = pygame.font.SysFont("msgothicmsuigothicmspgothic", 20)
for count, t in enumerate(f"× {sign}{abs(REMAIN)}"):
text_x = 235 + count * 11
text = font.render(t, True, (255, 255, 255))
if count == 1:
tweak += 10
elif count == 3:
tweak += 1
screen.blit(text, [text_x + tweak, 200])
screen.blit(text, [text_x + tweak + 1, 200])
REMAIN -= 1
# 一秒間待機
pygame.display.update()
for i in range(100):
# スペースキーで2倍速
if pygame.key.get_pressed()[K_SPACE]:
sleep(0.005)
else:
sleep(0.01)
# ゲームの状態を変更する
def state_change(state_number):
global GAME_STATE
GAME_STATE = state_number
SpritePlayer.initial_x = 55
SpritePlayer.initial_y = 320
SpritePlayer.initial_scroll_sum = 0
# タイトル画面
class Title:
def __init__(self):
global REMAIN
REMAIN = 2
self.goto_stage = 1
# 画像の読み込み
img = LoadImage.image_list
title = img['title']
player = img['player1']
block = [img['block5'], img['block6']]
grass = img['grass']
mountain = img['mountain']
screen.fill((160, 180, 250))
# タイトルロゴの描画
rect_title = title.get_rect()
rect_title.center = (239, 88)
screen.blit(title, rect_title)
# タイトル文字の描画
font = pygame.font.SysFont("msgothicmsuigothicmspgothic", 20)
for count, t in enumerate("Prece Enter Key"):
text_x = 160 + count * 11
text = font.render(t, True, (0, 0, 0))
screen.blit(text, [text_x, 249])
screen.blit(text, [text_x + 1, 249])
# 背景の描画
screen.blit(player, (60, 330))
screen.blit(grass, (180, 336))
screen.blit(mountain, (360, 278))
for i in range(17):
screen.blit(block[0], (29 * i, 365))
screen.blit(block[1], (29 * i, 394))
self.main()
def main(self):
while 1:
pygame.display.update()
clock.tick(FPS)
for event in pygame.event.get():
# 「×」ボタンが押されたら終了
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# ESCキーが押されたら終了
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
# ステージ選択
if event.key == K_1:
self.goto_stage = 1
if event.key == K_2:
self.goto_stage = 2
if event.key == K_3:
self.goto_stage = 3
if event.key == K_4:
self.goto_stage = 4
# ENTERキー or Zキーが押されたらスタート
if event.key == 13 or event.key == 122:
state_change(self.goto_stage)
return
# ステージ1-1
class Stage_1:
def __init__(self):
self.Stage = Stage(screen, 1, '1-1')
self.Player = Player(screen, self.Stage)
self.Enemy = Enemy(screen)
remain_show()
Sound.play_BGM('titerman')
self.main()
def main(self):
while 1:
screen.fill((160, 180, 250))
# 強制アニメーション
if self.Player.goal_animation():
global REMAIN
REMAIN += 1
state_change(2)
return
if self.Player.dokan_animation() or self.Player.death_animation():
return
self.Player.update()
self.Enemy.update()
self.Player.item_animation()
self.Stage.update()
Text.update()
# スペースキーで2倍速
variable_FPS = FPS * (2 if pygame.key.get_pressed()[K_SPACE] else 1)
clock.tick(variable_FPS)
pygame.display.update(Rect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT))
for event in pygame.event.get():
# 「×」ボタンが押されたら終了
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
# ESCキーが押されたら終了
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
# F1キーが押されたらタイトルに戻る
if event.key == K_F1:
state_change(0)
return
# oキーが押されたら自殺
if event.key == K_o:
Stage.player_object.isDeath = True
# ステージ1-2
class Stage_2:
def __init__(self):
root = tkinter.Tk()
root.withdraw()
messagebox.showinfo("", "1-2は未実装です")
# self.Stage = Stage(screen, 1, '1-2')
# self.Player = Player(screen, self.Stage)
# self.Enemy = Enemy(screen)
# remain_show()
# Sound.play_BGM('titerman')
self.main()
def main(self):
state_change(0)
return
# ステージ1-3
class Stage_3:
def __init__(self):
root = tkinter.Tk()
root.withdraw()
messagebox.showinfo("", "1-3は未実装です")
# self.Stage = Stage(screen, 1, '1-3')
# self.Player = Player(screen, self.Stage)
# self.Enemy = Enemy(screen)
# remain_show()
# Sound.play_BGM('titerman')
self.main()
def main(self):
state_change(0)
return
# ステージ1-4
class Stage_4:
def __init__(self):
root = tkinter.Tk()
root.withdraw()
messagebox.showinfo("", "1-4は未実装です")
# self.Stage = Stage(screen, 4, '1-4')
# self.Player = Player(screen, self.Stage)
# self.Enemy = Enemy(screen)
# remain_show()
# Sound.play_BGM('makaimura')
self.main()
def main(self):
state_change(0)
return
if __name__ == "__main__":
main()