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import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import numpy as np
import math
import random
import sys
# --- МАТЕМАТИЧЕСКИЕ УТИЛИТЫ ---
def vec3(x, y, z):
return np.array([float(x), float(y), float(z)], dtype=np.float32)
def normalize(v):
norm = np.linalg.norm(v)
return v / norm if norm > 1e-6 else v
def distance(v1, v2):
return np.linalg.norm(v1 - v2)
# --- ГЕНЕРАТОР ГЕОМЕТРИИ (3D-МЕШИ) ---
def draw_box(size, color, offset=vec3(0, 0, 0)):
sx, sy, sz = size[0] / 2.0, size[1] / 2.0, size[2] / 2.0
ox, oy, oz = offset[0], offset[1], offset[2]
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, [*color, 1.0])
glBegin(GL_QUADS)
# Передняя грань
glNormal3f(0.0, 0.0, 1.0)
glVertex3f(ox - sx, oy - sy, oz + sz)
glVertex3f(ox + sx, oy - sy, oz + sz)
glVertex3f(ox + sx, oy + sy, oz + sz)
glVertex3f(ox - sx, oy + sy, oz + sz)
# Задняя грань
glNormal3f(0.0, 0.0, -1.0)
glVertex3f(ox - sx, oy - sy, oz - sz)
glVertex3f(ox - sx, oy + sy, oz - sz)
glVertex3f(ox + sx, oy + sy, oz - sz)
glVertex3f(ox + sx, oy - sy, oz - sz)
# Верхняя грань
glNormal3f(0.0, 1.0, 0.0)
glVertex3f(ox - sx, oy + sy, oz - sz)
glVertex3f(ox - sx, oy + sy, oz + sz)
glVertex3f(ox + sx, oy + sy, oz + sz)
glVertex3f(ox + sx, oy + sy, oz - sz)
# Нижняя грань
glNormal3f(0.0, -1.0, 0.0)
glVertex3f(ox - sx, oy - sy, oz - sz)
glVertex3f(ox + sx, oy - sy, oz - sz)
glVertex3f(ox + sx, oy - sy, oz + sz)
glVertex3f(ox - sx, oy - sy, oz + sz)
# Правая грань
glNormal3f(1.0, 0.0, 0.0)
glVertex3f(ox + sx, oy - sy, oz - sz)
glVertex3f(ox + sx, oy + sy, oz - sz)
glVertex3f(ox + sx, oy + sy, oz + sz)
glVertex3f(ox + sx, oy - sy, oz + sz)
# Левая грань
glNormal3f(-1.0, 0.0, 0.0)
glVertex3f(ox - sx, oy - sy, oz - sz)
glVertex3f(ox - sx, oy - sy, oz + sz)
glVertex3f(ox - sx, oy + sy, oz + sz)
glVertex3f(ox - sx, oy + sy, oz - sz)
glEnd()
def draw_cylinder(radius, length, segments=12, color=(0.2, 0.2, 0.2)):
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, [*color, 1.0])
glBegin(GL_QUAD_STRIP)
for i in range(segments + 1):
angle = 2.0 * math.pi * i / segments
x = radius * math.cos(angle)
y = radius * math.sin(angle)
glNormal3f(math.cos(angle), math.sin(angle), 0.0)
glVertex3f(x, y, 0.0)
glVertex3f(x, y, length)
glEnd()
# --- СИСТЕМА ЧАСТИЦ (ВЗРЫВЫ, ДЫМ) ---
class ParticleSystem:
def __init__(self):
self.particles = []
def emit(self, pos, count=20, color=(1.0, 0.5, 0.0), speed=8.0, size=0.25):
for _ in range(count):
vel = vec3(
random.uniform(-1, 1),
random.uniform(0.5, 2.0),
random.uniform(-1, 1)
)
vel = normalize(vel) * random.uniform(speed * 0.4, speed)
self.particles.append({
'pos': np.copy(pos),
'vel': vel,
'life': 1.0,
'decay': random.uniform(1.2, 2.5),
'color': color,
'size': size
})
def update(self, dt):
for p in self.particles[:]:
p['pos'] += p['vel'] * dt
p['vel'][1] -= 9.8 * dt * 0.5 # гравитация
p['life'] -= p['decay'] * dt
if p['life'] <= 0:
self.particles.remove(p)
def draw(self):
glDisable(GL_LIGHTING)
for p in self.particles:
c = p['color']
alpha = max(0.0, p['life'])
glColor4f(c[0], c[1], c[2], alpha)
glPushMatrix()
glTranslatef(p['pos'][0], p['pos'][1], p['pos'][2])
s = p['size'] * p['life']
draw_box((s, s, s), c)
glPopMatrix()
glEnable(GL_LIGHTING)
# --- СНАРЯД ---
class Shell:
def __init__(self, pos, direction, is_player=True):
self.pos = np.copy(pos)
self.dir = normalize(direction)
self.speed = 70.0
self.is_player = is_player
self.active = True
self.life = 2.5
def update(self, dt):
self.pos += self.dir * self.speed * dt
self.life -= dt
if self.life <= 0:
self.active = False
def draw(self):
glPushMatrix()
glTranslatef(self.pos[0], self.pos[1], self.pos[2])
col = (1.0, 0.9, 0.2) if self.is_player else (1.0, 0.2, 0.2)
draw_box((0.25, 0.25, 0.6), col)
glPopMatrix()
# --- СЛОЖНАЯ МОДЕЛЬ ТАНКА ---
class Tank:
def __init__(self, x, z, base_color, is_player=False):
self.pos = vec3(x, 0.0, z)
self.rotation_y = 0.0 # угол корпуса
self.turret_angle = 0.0 # локальный поворот башни
self.recoil = 0.0 # откат ствола при выстреле
self.color = base_color
self.is_player = is_player
self.max_hp = 5 if is_player else 3
self.hp = self.max_hp
self.speed = 12.0 if is_player else 7.0
self.turn_speed = 90.0
self.shoot_cd = 0.0
self.alive = True
def get_forward_vector(self):
rad = math.radians(self.rotation_y)
return vec3(math.sin(rad), 0.0, math.cos(rad))
def get_turret_forward(self):
rad = math.radians(self.rotation_y + self.turret_angle)
return vec3(math.sin(rad), 0.0, math.cos(rad))
def update(self, dt):
if self.shoot_cd > 0:
self.shoot_cd -= dt
if self.recoil > 0:
self.recoil = max(0.0, self.recoil - dt * 3.5)
def draw(self):
if not self.alive:
return
glPushMatrix()
glTranslatef(self.pos[0], self.pos[1], self.pos[2])
glRotatef(self.rotation_y, 0, 1, 0)
# 1. Траки (левая и правая гусеницы)
track_color = (0.15, 0.15, 0.15)
draw_box((0.7, 0.6, 4.4), track_color, offset=vec3(-1.3, 0.3, 0.0))
draw_box((0.7, 0.6, 4.4), track_color, offset=vec3(1.3, 0.3, 0.0))
# Катки
wheel_color = (0.28, 0.28, 0.3)
for side in (-1.3, 1.3):
for z_off in (-1.6, -0.8, 0.0, 0.8, 1.6):
draw_box((0.72, 0.45, 0.45), wheel_color, offset=vec3(side, 0.25, z_off))
# 2. Нижняя и верхняя броня корпуса
draw_box((2.2, 0.6, 4.0), self.color, offset=vec3(0.0, 0.5, 0.0))
draw_box((2.0, 0.3, 3.6), [c * 0.85 for c in self.color], offset=vec3(0.0, 0.8, -0.1))
# 3. Башня
glPushMatrix()
glTranslatef(0.0, 1.05, 0.0)
glRotatef(self.turret_angle, 0, 1, 0)
# Купол башни
draw_box((1.8, 0.65, 2.2), self.color, offset=vec3(0.0, 0.0, -0.2))
# Маска орудия
draw_box((0.8, 0.4, 0.6), (0.1, 0.1, 0.1), offset=vec3(0.0, 0.0, 0.9))
# Командирская башенка
draw_box((0.5, 0.25, 0.5), (0.2, 0.2, 0.2), offset=vec3(0.45, 0.4, -0.4))
# Ствол с откатом
glPushMatrix()
glTranslatef(0.0, 0.0, 1.1 - self.recoil)
draw_cylinder(0.12, 2.6, segments=12, color=(0.15, 0.15, 0.15))
# Дульный тормоз
draw_box((0.32, 0.32, 0.5), (0.1, 0.1, 0.1), offset=vec3(0.0, 0.0, 2.6))
glPopMatrix()
glPopMatrix() # Конец башни
glPopMatrix() # Конец танка
# Отрисовка полосы HP над танком
self.draw_hp_bar()
def draw_hp_bar(self):
glDisable(GL_LIGHTING)
glPushMatrix()
glTranslatef(self.pos[0], self.pos[1] + 2.6, self.pos[2])
# Разворот лицом к камере (билбординг)
mat = glGetFloatv(GL_MODELVIEW_MATRIX)
# Очищаем вращение для UI
for i in range(3):
for j in range(3):
mat[i][j] = 1.0 if i == j else 0.0
glLoadMatrixf(mat)
# Фон HP
glColor3f(0.1, 0.1, 0.1)
draw_box((1.6, 0.16, 0.02), (0.1, 0.1, 0.1))
# Текущее HP
pct = max(0.0, self.hp / self.max_hp)
fill_col = (0.2, 0.9, 0.2) if pct > 0.5 else ((0.9, 0.6, 0.1) if pct > 0.25 else (0.9, 0.1, 0.1))
glColor3f(*fill_col)
draw_box((1.56 * pct, 0.12, 0.04), fill_col, offset=vec3(-0.78 * (1.0 - pct), 0.0, 0.01))
glPopMatrix()
glEnable(GL_LIGHTING)
# --- РАЗРУШАЕМЫЕ ЗДАНИЯ И ПРЕПЯТСТВИЯ ---
class Building:
def __init__(self, x, z, sx, sy, sz):
self.pos = vec3(x, sy / 2.0, z)
self.size = vec3(sx, sy, sz)
self.hp = 3
self.alive = True
self.color = (0.45, 0.42, 0.4)
def draw(self):
if not self.alive:
return
draw_box(self.size, self.color, offset=self.pos)
def get_aabb(self):
hs = self.size / 2.0
return self.pos - hs, self.pos + hs
# --- ОСНОВНОЙ КЛАСС ИГРЫ ---
class TankWarGame:
def __init__(self):
pygame.init()
self.res = (1280, 720)
pygame.display.set_mode(self.res, DOUBLEBUF | OPENGL)
pygame.display.set_caption("3D Panzer Force")
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
self.clock = pygame.time.Clock()
self.particles = ParticleSystem()
self.map_size = 140.0
self.score = 0
self.game_over = False
self.init_gl()
self.init_world()
def init_gl(self):
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
# Освещение
glLightfv(GL_LIGHT0, GL_POSITION, [40.0, 60.0, 40.0, 1.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.9, 0.88, 0.85, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.35, 0.35, 0.38, 1.0])
glLightfv(GL_LIGHT0, GL_SPECULAR, [0.4, 0.4, 0.4, 1.0])
glClearColor(0.53, 0.75, 0.92, 1.0) # Цвет неба
# Проекция
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(65, (self.res[0] / self.res[1]), 0.5, 300.0)
glMatrixMode(GL_MODELVIEW)
def init_world(self):
self.player = Tank(0, -30, (0.2, 0.55, 0.25), is_player=True)
self.enemies = []
self.bullets = []
self.buildings = []
# Генерация укрытий (городские руины)
random.seed(42)
for _ in range(30):
bx = random.uniform(-self.map_size / 2 + 15, self.map_size / 2 - 15)
bz = random.uniform(-self.map_size / 2 + 15, self.map_size / 2 - 15)
if abs(bx) > 10 or abs(bz) > 10:
self.buildings.append(Building(bx, bz, random.choice([5, 8]), random.choice([4, 6]), random.choice([5, 8])))
# Враги
spawn_coords = [(-35, 25), (0, 40), (35, 25), (-40, -10), (40, -10)]
for ex, ez in spawn_coords:
self.enemies.append(Tank(ex, ez, (0.7, 0.25, 0.2)))
self.cam_yaw = 0.0
self.cam_pitch = 18.0
self.cam_dist = 14.0
def handle_input(self, dt):
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_r and self.game_over:
self.__init__()
return
# Вращение башни и камеры мышью
if event.type == MOUSEMOTION:
dx, dy = event.rel
self.cam_yaw -= dx * 0.2
self.cam_pitch = max(8.0, min(45.0, self.cam_pitch + dy * 0.15))
# Выстрел
if event.type == MOUSEBUTTONDOWN and event.button == 1:
if self.player.alive and self.player.shoot_cd <= 0:
self.fire_tank(self.player)
if not self.player.alive:
return
keys = pygame.key.get_pressed()
# Поворот корпуса танка
if keys[K_a]:
self.player.rotation_y += self.player.turn_speed * dt
if keys[K_d]:
self.player.rotation_y -= self.player.turn_speed * dt
# Движение вперед / назад с проверкой коллизий
move_dir = 0.0
if keys[K_w]:
move_dir += 1.0
if keys[K_s]:
move_dir -= 0.6
if move_dir != 0:
forward = self.player.get_forward_vector()
new_pos = self.player.pos + forward * (move_dir * self.player.speed * dt)
# Проверка границ карты
limit = self.map_size / 2.0 - 3.0
if abs(new_pos[0]) < limit and abs(new_pos[2]) < limit:
# Проверка столкновений со зданиями
blocked = False
for b in self.buildings:
if b.alive and distance(new_pos, b.pos) < 4.5:
blocked = True
break
if not blocked:
self.player.pos = new_pos
# Башня стремится к направлению обзора камеры
target_turret = (self.cam_yaw - self.player.rotation_y) % 360
if target_turret > 180:
target_turret -= 360
self.player.turret_angle = target_turret
def fire_tank(self, tank):
tank.shoot_cd = 0.6 if tank.is_player else 2.5
tank.recoil = 0.4
fwd = tank.get_turret_forward()
spawn_pos = tank.pos + vec3(0, 1.05, 0) + fwd * 3.6
self.bullets.append(Shell(spawn_pos, fwd, is_player=tank.is_player))
self.particles.emit(spawn_pos, count=12, color=(1.0, 0.7, 0.2), speed=6.0, size=0.2)
def update_ai(self, dt):
for e in self.enemies:
if not e.alive:
continue
dist_to_p = distance(e.pos, self.player.pos)
to_player = normalize(self.player.pos - e.pos)
# Наведение башни на игрока
target_yaw = math.degrees(math.atan2(to_player[0], to_player[2]))
rel_yaw = (target_yaw - e.rotation_y) % 360
if rel_yaw > 180:
rel_yaw -= 360
e.turret_angle = rel_yaw
# Поворот корпуса к игроку и маневрирование
e.rotation_y += np.sign(rel_yaw) * e.turn_speed * 0.4 * dt
# Сближение при большой дистанции
if dist_to_p > 16.0:
fwd = e.get_forward_vector()
e.pos += fwd * e.speed * dt
# Огонь с таймером
if dist_to_p < 55.0 and e.shoot_cd <= 0 and self.player.alive:
self.fire_tank(e)
e.update(dt)
def update_physics(self, dt):
self.player.update(dt)
self.update_ai(dt)
self.particles.update(dt)
# Обновление снарядов
for b in self.bullets[:]:
b.update(dt)
if not b.active:
self.bullets.remove(b)
continue
# Коллизии со зданиями
hit_building = False
for bld in self.buildings:
if bld.alive and distance(b.pos, bld.pos) < 3.8:
bld.hp -= 1
if bld.hp <= 0:
bld.alive = False
self.particles.emit(bld.pos, count=35, color=(0.4, 0.4, 0.4), speed=10.0, size=0.5)
self.particles.emit(b.pos, count=10, color=(0.6, 0.5, 0.3), speed=5.0)
b.active = False
hit_building = True
break
if hit_building:
self.bullets.remove(b)
continue
# Попадание по танкам
if b.is_player:
for e in self.enemies:
if e.alive and distance(b.pos, e.pos + vec3(0, 0.8, 0)) < 2.2:
e.hp -= 1
self.particles.emit(b.pos, count=25, color=(1.0, 0.3, 0.1), speed=12.0)
if e.hp <= 0:
e.alive = False
self.score += 100
self.particles.emit(e.pos + vec3(0, 1, 0), count=60, color=(0.9, 0.4, 0.1), speed=15.0, size=0.6)
b.active = False
break
else:
if self.player.alive and distance(b.pos, self.player.pos + vec3(0, 0.8, 0)) < 2.2:
self.player.hp -= 1
self.particles.emit(b.pos, count=30, color=(1.0, 0.2, 0.1), speed=14.0)
if self.player.hp <= 0:
self.player.alive = False
self.game_over = True
self.particles.emit(self.player.pos + vec3(0, 1, 0), count=80, color=(0.9, 0.3, 0.1), speed=16.0, size=0.8)
b.active = False
if not b.active and b in self.bullets:
self.bullets.remove(b)
# Проверка победы
if all(not e.alive for e in self.enemies):
self.game_over = True
def render_ground(self):
# Шахматное текстурирование арены
glDisable(GL_LIGHTING)
step = 10
half = int(self.map_size / 2)
glBegin(GL_QUADS)
for x in range(-half, half, step):
for z in range(-half, half, step):
if (x // step + z // step) % 2 == 0:
glColor3f(0.32, 0.45, 0.28)
else:
glColor3f(0.35, 0.48, 0.30)
glVertex3f(x, 0.0, z)
glVertex3f(x + step, 0.0, z)
glVertex3f(x + step, 0.0, z + step)
glVertex3f(x, 0.0, z + step)
glEnd()
glEnable(GL_LIGHTING)
def draw_hud(self):
# Отрисовка 2D-интерфейса поверх 3D
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, self.res[0], 0, self.res[1])
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glDisable(GL_LIGHTING)
glDisable(GL_DEPTH_TEST)
font = pygame.font.SysFont("impact", 26)
# Индикатор очков и живых врагов
alive_enemies = sum(1 for e in self.enemies if e.alive)
stats_surf = font.render(f"ОЧКИ: {self.score} | ЦЕЛИ: {alive_enemies}", True, (255, 230, 80))
stats_data = pygame.image.tostring(stats_surf, "RGBA", True)
glRasterPos2i(30, self.res[1] - 45)
glDrawPixels(stats_surf.get_width(), stats_surf.get_height(), GL_RGBA, GL_UNSIGNED_BYTE, stats_data)
# Прицел по центру экрана
cx, cy = self.res[0] // 2, self.res[1] // 2
glColor3f(1.0, 1.0, 1.0)
glBegin(GL_LINES)
glVertex2f(cx - 12, cy); glVertex2f(cx + 12, cy)
glVertex2f(cx, cy - 12); glVertex2f(cx, cy + 12)
glEnd()
if self.game_over:
msg = "МИССИЯ ВЫПОЛНЕНА!" if self.player.alive else "МАШИНА УНИЧТОЖЕНА!"
col = (50, 255, 50) if self.player.alive else (255, 50, 50)
end_font = pygame.font.SysFont("impact", 48)
end_surf = end_font.render(msg, True, col)
end_data = pygame.image.tostring(end_surf, "RGBA", True)
glRasterPos2i(self.res[0] // 2 - end_surf.get_width() // 2, self.res[1] // 2 + 20)
glDrawPixels(end_surf.get_width(), end_surf.get_height(), GL_RGBA, GL_UNSIGNED_BYTE, end_data)
sub_font = pygame.font.SysFont("consolas", 20, bold=True)
sub_surf = sub_font.render("Нажмите R для рестарта или ESC для выхода", True, (255, 255, 255))
sub_data = pygame.image.tostring(sub_surf, "RGBA", True)
glRasterPos2i(self.res[0] // 2 - sub_surf.get_width() // 2, self.res[1] // 2 - 30)
glDrawPixels(sub_surf.get_width(), sub_surf.get_height(), GL_RGBA, GL_UNSIGNED_BYTE, sub_data)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
def run(self):
while True:
dt = self.clock.tick(60) / 1000.0
self.handle_input(dt)
if not self.game_over:
self.update_physics(dt)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
# Вычисление камеры от 3-го лица
rad_yaw = math.radians(self.cam_yaw)
rad_pitch = math.radians(self.cam_pitch)
cam_x = self.player.pos[0] - self.cam_dist * math.sin(rad_yaw) * math.cos(rad_pitch)
cam_y = self.player.pos[1] + self.cam_dist * math.sin(rad_pitch) + 1.5
cam_z = self.player.pos[2] - self.cam_dist * math.cos(rad_yaw) * math.cos(rad_pitch)
target = self.player.pos + vec3(0, 1.2, 0)
gluLookAt(cam_x, cam_y, cam_z, target[0], target[1], target[2], 0, 1, 0)
# Отрисовка мира
self.render_ground()
for bld in self.buildings:
bld.draw()
self.player.draw()
for e in self.enemies:
e.draw()
for b in self.bullets:
b.draw()
self.particles.draw()
self.draw_hud()
pygame.display.flip()
if __name__ == "__main__":
game = TankWarGame()
game.run()