Загрузка данных


import random

import pygame as pg
import pygame_menu

GESTURE_MODE = False
if GESTURE_MODE:
    from gesture import Gesture
pg.init()

SCREEN_WIDTH = 900
SCREEN_HEIGHT = 550

CHARACTER_WIDTH = 300
CHARACTER_HEIGHT = 375
FPS = 60

font = pg.font.Font(None, 40)


def load_image(file, width, height):
    image = pg.image.load(file).convert_alpha()
    image = pg.transform.scale(image, (width, height))
    return image


def text_render(text):
    return font.render(str(text), True, "black")


class Enemy(pg.sprite.Sprite):
    def __init__(self, folder):
        super().__init__()

        self.folder = folder
        self.load_animations()

        self.hp = 200

        self.image = self.idle_animation_left[0]
        self.current_image = 0
        self.current_animation = self.idle_animation_left

        self.rect = self.image.get_rect()
        self.rect.center = (SCREEN_WIDTH - 100, SCREEN_HEIGHT // 2)

        self.timer = pg.time.get_ticks()
        self.interval = 300
        self.side = "left"
        self.animation_mode = True

        self.magic_balls = pg.sprite.Group()

        self.attack_mode = False
        self.attack_interval = 500

        self.move_interval = 800
        self.move_duration = 100
        self.direction = 0
        self.move_timer = pg.time.get_ticks()

        self.charge_power = 0

    def load_animations(self):
        self.idle_animation_right = [load_image(f"images/{self.folder}/idle{i}.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)
                                     for i in range(1, 4)]

        self.idle_animation_left = [pg.transform.flip(image, True, False) for image in self.idle_animation_right]

        self.move_animation_right = [load_image(f"images/{self.folder}/move{i}.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)
                                     for i in range(1, 5)]

        self.move_animation_left = [pg.transform.flip(image, True, False) for image in self.move_animation_right]

        self.attack = [load_image(f"images/{self.folder}/attack.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)]
        self.attack.append(pg.transform.flip(self.attack[0], True, False))

    def update(self, player):
        self.handle_attack_mode(player)
        self.handle_movement()
        self.handle_animation()

    def handle_attack_mode(self, player):
        if not self.attack_mode:
            attack_probability = 1
            if player.charge_mode:
                attack_probability += 2

            if random.randint(1, 250) <= attack_probability:
                self.attack_mode = True
                self.charge_power = random.randint(1, 100)

                if player.rect.centerx < self.rect.centerx:
                    self.side = "left"
                else:
                    self.side = "right"

                self.animation_mode = False
                self.image = self.attack[self.side != "right"]

        if self.attack_mode:
            if pg.time.get_ticks() - self.timer > self.attack_interval:
                self.attack_mode = False
                self.timer = pg.time.get_ticks()

    def handle_movement(self):
        if self.attack_mode:
            return

        now = pg.time.get_ticks()

        if now - self.move_timer < self.move_duration:
            if random.randint(1, 100) == 1 and now - self.move_timer > self.move_interval:
                self.move_timer = pg.time.get_ticks()
                self.move_duration = (400, 1500)
                self.direction = random.choice([-1, 1])
            else:
                self.animation_mode = True
                self.current_animation = self.idle_animation_left if self.side == "left" else self.idle_animation_right

    def handle_animation(self):
        if self.animation_mode and not self.attack_mode:
            if pg.time.get_ticks() - self.timer > self.interval:
                self.current_image += 1
                if self.current_image >= len(self.current_animation):
                    self.current_image = 0
                self.image = self.current_animation[self.current_image]
                self.timer = pg.time.get_ticks()

        if self.attack_mode and self.charge_power > 0:
            fireball_position = self.rect.topright if self.side == "right" else self.rect.topleft
            self.magic_balls.add(Magicball(fireball_position, self.side, self.charge_power, "earth monk"))
            self.charge_power = 0
            self.charge_mode = False
            self.image = self.attack[self.side != "right"]
            self.timer = pg.time.get_ticks()


class Player(pg.sprite.Sprite):
    def __init__(self, folder="fire wizard", first_player=True):
        super().__init__()
        self.folder = folder
        print(folder)
        self.load_animations()
        if first_player:
            self.coord = (100, SCREEN_HEIGHT // 2)
            self.current_animation = self.idle_animation_right
            self.side = "right"
            self.key_right = pg.K_d
            self.key_left = pg.K_a
            self.key_dowm = pg.K_s
            self.key_charge = pg.K_SPACE
        else:
            self.coord =  (SCREEN_WIDTH - 100, SCREEN_HEIGHT // 2)
            self.current_animation = self.idle_animation_left
            self.side = "left"
            self.key_right = pg.K_RIGHT
            self.key_left = pg.K_LEFT
            self.key_down = pg.K_DOWN
            self.key_charge = pg.K_RCTRL
        self.hp = 200
        self.image = self.current_animation[0]
        self.current_image = 0


        self.rect = self.image.get_rect()
        self.rect.center = (100, SCREEN_HEIGHT // 2)

        self.timer = pg.time.get_ticks()
        self.interval = 300
        self.animation_mode = True

        self.charge_power = 0
        self.charge_indicator = pg.Surface((self.charge_power, 10))
        self.charge_indicator.fill("orange")
        self.charge_mode = False

        self.attack_mode = False
        self.attack_interval = 500
        self.fireballs = pg.sprite.Group()

        folder = "fire wizard"

    def load_animations(self):

        self.idle_animation_right = []
        for i in range(1, 4):
            self.idle_animation_right.append(
                load_image(f"images/{self.folder}/idle{i}.png", CHARACTER_WIDTH, CHARACTER_HEIGHT))
        self.idle_animation_left = []
        for image in self.idle_animation_right:
            self.idle_animation_left.append(pg.transform.flip(image, True, False))
        self.move_animation_right = []
        for i in range(1, 5):
            self.move_animation_right.append(
                load_image(f"images/{self.folder}/move{i}.png", CHARACTER_WIDTH, CHARACTER_HEIGHT))
        self.move_animation_left = []
        for image in self.move_animation_right:
            self.move_animation_left.append(pg.transform.flip(image, True, False))

        self.charge = [load_image(f"images/{self.folder}/charge.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)]
        self.charge.append(pg.transform.flip(self.charge[0], True, False))
        self.attack = [load_image(f"images/{self.folder}/attack.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)]
        self.attack.append(pg.transform.flip(self.attack[0], True, False))
        self.down = [load_image(f"images/{self.folder}/down.png", CHARACTER_WIDTH, CHARACTER_HEIGHT)]
        self.down.append(pg.transform.flip(self.down[0], True, False))

    def handle_movement(self, direction, keys, gesture):
        if self.attack_mode:
            return
        if direction != 0:
            self.animation_mode = True
            self.charge_mode = False
            self.rect.x += direction
            self.current_animation = self.move_animation_left if direction == -1 else self.move_animation_right
        elif (GESTURE_MODE and gesture == "live long") or (not GESTURE_MODE and keys[self.key_charge]):
            self.animation_mode = False
            self.image = self.charge[self.side != "right"]
            self.charge_mode = True
        else:
            self.animation_mode = True
            self.charge_mode = False
            self.current_animation = self.idle_animation_left if self.side == "left" else self.idle_animation_right

    def update(self, gesture):
        keys = pg.key.get_pressed()
        direction = 0
        if keys[self.key_left]:
            direction = -1
            self.side = "left"
        elif keys[self.key_right]:
            direction = 1
            self.side = "right"
        self.handle_animation()
        self.handle_movement(direction, keys, gesture)
        self.handle_attack_mode()

    def handle_attack_mode(self):
        if self.attack_mode:
            if pg.time.get_ticks() - self.timer > self.attack_interval:
                self.attack_mode = False
                self.timer = pg.time.get_ticks()

    def handle_animation(self):
        if not self.charge_mode and self.charge_power > 0:
            self.attack_mode = True
        if self.animation_mode and not self.attack_mode:
            if pg.time.get_ticks() - self.timer > self.interval:
                self.current_image += 1
                if self.current_image >= len(self.current_animation):
                    self.current_image = 0
                self.image = self.current_animation[self.current_image]
                self.timer = pg.time.get_ticks()

        if self.charge_mode:
            self.charge_power += 1
            self.charge_indicator = pg.Surface((self.charge_power, 10))
            self.charge_indicator.fill("orange")
            if self.charge_power >= 100:
                self.attack_mode = True

        if self.attack_mode and self.charge_power > 0:
            fireball_position = self.rect.topright if self.side == "right" else self.rect.topleft
            self.fireballs.add(Magicball(fireball_position, self.side, self.charge_power, self.folder))
            self.charge_power = 0
            self.charge_mode = False
            self.image = self.attack[self.side != "right"]
            self.timer = pg.time.get_ticks()


class Magicball(pg.sprite.Sprite):
    def __init__(self, coord, side, power, folder):
        super().__init__()
        self.side = side
        self.power = power
        self.image = load_image(f"images/{folder}/magicball.png", 200, 150)
        if self.side == "right":
            self.image = pg.transform.flip(self.image, True, False)
        self.rect = self.image.get_rect()
        self.rect.x = coord[0]
        self.rect.y = coord[1] + 120

    def update(self):
        if self.side == "right":
            self.rect.x += 4
        else:
            self.rect.x -= 4
        if self.rect.left >= SCREEN_WIDTH or self.rect.right <= 0:
            self.kill()


class Menu:
    def __init__(self):
        title_bar_style = pygame_menu.widgets.MENUBAR_STYLE_NONE
        font = pygame_menu.font.FONT_COMIC_NEUE
        pygame_menu.themes.THEME_ORANGE.widget_font = font
        self.surface = pg.display.set_mode((900, 550))
        self.menu = pygame_menu.Menu(
            height=550,
            width=900,
            theme=pygame_menu.themes.THEME_ORANGE,
            title="magic battles"
        )
        self.menu.add.label("singleplayer mode")
        self.menu.add.selector("enemy:", [('lightning wizard', 1), ('earth monk', 2), ('random enemy', 3)],
                               onchange=self.set_enemy)
        self.menu.add.button("play", self.start_game)
        self.menu.add.label("two-player mode")
        self.menu.add.selector("left player:", [("lightning wizard", 1), ("earth monk", 2), ("fire wizard", 3)])
        self.menu.add.selector("right player:", [("lightning wizard", 1), ("earth monk", 2), ("fire wizard", 3)])
        self.menu.add.button("play", self.start_game)
        self.menu.add.button("exit", quit)
        self.enemies = ["lightning wizard", "earth monk"]
        self.enemy = None
        self.enemies = ["lightning wizard", "earth monk"]
        self.enemy = self.enemies[0]
# Эти три строки — новые. Они нужны для хранения информации, кто за кого играет
        self.players = ["lightning wizard", "earth monk", "fire wizard"]
        self.left_player = self.players[0]
        self.right_player = self.players[0]

        self.run()

    def set_enemy(self, selected, value):
        if value in (1, 2):
            self.enemy = self.enemies[value - 1]
        else:
            self.enemy = random.choice(self.enemies)


    def start_game(self):
        Game(self.enemy, self.left_player)


    def run(self):
        self.menu.mainloop(self.surface)


class Game:
    def __init__(self, enemy, player):

        # Создание окна
        self.screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pg.display.set_caption("Битва магов")

        self.background = load_image("images/background.png", SCREEN_WIDTH, SCREEN_HEIGHT)
        self.enemy = Enemy(enemy)
        self.player = Player(player)
        self.clock = pg.time.Clock()
        self.gesture = None
        if GESTURE_MODE:
            print("Загрузка модуля жестов...")
            self.g = Gesture()
            print("Загрузка завершена")
            self.GET_GESTURE = pg.USEREVENT + 1
            pg.time.set_timer(self.GET_GESTURE, 1000)
        self.is_running = True
        self.run()

    def run(self):
        while True:
            self.event()
            self.update()
            self.draw()
            self.clock.tick(FPS)

    def event(self):
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.is_running = False
            if GESTURE_MODE:
                if event.type == self.GET_GESTURE:
                    self.gesture = self.g.get_gesture()

    def update(self):
        self.player.update(self.gesture)
        self.enemy.update(self.player)
        self.player.fireballs.update()
        self.enemy.magic_balls.update()
        hits = pg.sprite.spritecollide(self.enemy, self.player.fireballs, True)
        for hit in hits:
            self.enemy.hp -= hit.power
        if self.player.image not in self.player.down:
            hits = pg.sprite.spritecollide(self.player, self.enemy.magic_balls, True)
        for hit in hits:
            self.player.hp -= hit.power

    def draw(self):
        self.screen.blit(self.enemy.image, self.enemy.rect)
        self.screen.blit(self.player.image, self.player.rect)
        if self.player.charge_mode:
            self.screen.blit(self.player.charge_indicator, (self.player.rect.left + 120, self.player.rect.top))
        self.player.fireballs.draw(self.screen)
        self.screen.blit(text_render(self.gesture), (0, 0))
        # Отрисовка интерфейса
        self.screen.blit(self.background, (0, 0))
        self.enemy.magic_balls.draw(self.screen)
        pg.draw.rect(self.screen, "black", (10, 10, 100, 10))
        pg.draw.rect(self.screen, "green", (11, 11, 98, 8))
        pg.display.flip()


if __name__ == "__main__":
    Menu()