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main.py
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import pygame as pg
import random
import time as Time
from datetime import datetime
import sqlite3
db_name = "data/DB/mario.db"
level_num = 1
tile_size = 50
FPS = 30 # frames per second
time_per_level = 150 # время, отведенное на прохождение уровня
saved_to_db = False # флаг для однократного сохранения
user_text = ''
blink_counter = 6 # счетчик "миганий" сообщения о событии (т.ч. срабатывания события BLINK_EVENT)
text_to_blink = "" # тест сообщения о событии в игре
# заставка
def start_screen(w, h, scrn, msc, clk):
global user_text
msc.load("data/sounds/start_track.mp3")
msc.set_volume(0.5)
msc.play(0)
active = False
text_w = 260 # ширина поля ввода по умолчанию. если длины не хватит, расширяем
# поле ввода имени - зеленый прямоугольник
input_rect = pg.Rect(230, 3 * h / 4 - 230, text_w, 50)
color_user_label = (255, 255, 255)
fon = pg.transform.scale(pg.image.load('data/img/start.png'), (w, h))
scrn.blit(fon, (0, 0))
mouse = pg.mouse.get_pos()
while True:
for event in pg.event.get():
if event.type == pg.QUIT: # закрыли игру во время заставки
exit()
if event.type == pg.MOUSEBUTTONDOWN:
# кликнули над кнопкой QUIT (по координатам)
if 80 <= mouse[0] <= 80 + 200 and 3 * h / 4 - 85 + 5 <= mouse[1] <= 3 * h / 4 - 85 + 5 + 50:
exit()
# кликнули над кнопкой START
elif 80 <= mouse[0] <= 80 + 200 and 3 * h / 4 - 165 + 5 <= mouse[1] <= 3 * h / 4 - 165 + 5 + 50:
if user_text == '': # пyстое имя нельзя
color_user_label = (255, 0, 0)
break
return # начинаем игру
else:
# кликнули над полем ввода имени
if 230 <= mouse[0] <= 230 + text_w and 3 * h / 4 - 230 <= mouse[1] <= 3 * h / 4 - 230 + 50:
active = True
else:
active = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_BACKSPACE:
user_text = user_text[:-1] # убрать последний символ
elif event.key == pg.K_RETURN: # enter = кнопка START
if user_text == '': # пyстое имя нельзя
color_user_label = (255, 0, 0)
break
return # начинаем игру
else:
# длина имени - не больше 18 символов, используем Unicode
if len(user_text) <= 18:
user_text += event.unicode
btn_font = pg.font.SysFont('Super Mario 128', 50)
color_font = (255, 255, 255)
color_btn = (0, 177, 32)
color_btn1 = (127, 127, 127)
# отрисуем две кнопки quit и start ("двойной" прямойгольник с тенью)
text_quit = btn_font.render('Q U I T', True, color_font)
text_start = btn_font.render('S T A R T', True, color_font)
pg.draw.rect(scrn, color_btn1, [85, 3 * h / 4 - 165 + 5, 200, 50])
pg.draw.rect(scrn, color_btn, [80, 3 * h / 4 - 165, 200, 50])
pg.draw.rect(scrn, color_btn1, [85, 3 * h / 4 - 85, 200, 50])
pg.draw.rect(scrn, color_btn, [80, 3 * h / 4 - 85, 200, 50])
scrn.blit(text_start, (100, 3 * h / 4 - 155))
scrn.blit(text_quit, (120, 3 * h / 4 - 75))
# для поля ввода имени
color_active = pg.Color(190, 255, 190)
color_passive = pg.Color(0, 177, 32)
enter_name = btn_font.render('Your name:', True, color_user_label)
scrn.blit(enter_name, (30, 3 * h / 4 - 225))
if active:
color = color_active
else:
color = color_passive
pg.draw.rect(scrn, color, input_rect)
text_surface = btn_font.render(user_text, True, (0, 0, 0))
scrn.blit(text_surface, (input_rect.x + 5, input_rect.y + 5))
input_rect.w = max(260, text_surface.get_width() + 10)
text_w = input_rect.w
mouse = pg.mouse.get_pos()
pg.display.flip()
clk.tick(FPS)
def is_negative(num):
if num < 0:
return -1
elif num > 0:
return 1
else:
return 0
def end_world(world_name=''): # завершение уровня и подготовка к началу следующего
global level, level_num, ftime, timer
level_num += 1
if level_num > 3:
end_game()
else:
level.__del__()
if Player.deaths <= 3:
Player.levels_score += Player.score + Player.all_score + (Player.hp - Player.deaths) * 100 + \
((time_per_level - timer) * 2)
else:
Player.levels_score += Player.score + Player.all_score + ((time_per_level - timer) * 2)
Player.score = 0
Player.hp += 1
Player.all_score = 0
Player.all_time += time_per_level - timer
Player.deaths = 0
music.load("data/sounds/win_track.mp3")
music.set_volume(0.5)
music.play(1)
Time.sleep(6.5)
clock.tick()
ftime = pg.time.get_ticks()
timer = time_per_level
music.load("data/sounds/main_track.mp3")
music.set_volume(0.5)
music.play(-1)
if world_name != '':
level = Level(world_name)
else:
level = Level(f'data/levels/{level_num}_lvl.txt')
def end_game():
global running, is_end
is_end = True
now = pg.time.get_ticks()
if (pg.time.get_ticks() - now) / 1000 >= 30:
running = False
print('end')
class Tile(pg.sprite.Sprite): # класс стен и препятствий
images = {
'wall': pg.image.load('data/img/box.png'),
'brick': pg.image.load('data/img/brick.png'),
'spike': pg.image.load('data/img/spike_grass.png'),
'empty': pg.image.load('data/img/grass.png'),
'end': pg.image.load('data/img/door.png'),
'open_door': pg.image.load('data/img/open_door.png'),
'question': pg.image.load('data/img/question.png')
}
size = tile_size
def __init__(self, tile_type, tile_pos, *groups, in_pixels=0):
super().__init__(*groups)
self.image = Tile.images[tile_type]
if in_pixels:
self.rect = self.image.get_rect().move(tile_pos[0], tile_pos[1])
else:
self.rect = self.image.get_rect().move(tile_pos[0] * Tile.size, tile_pos[1] * Tile.size)
self.type = tile_type
def step_camera(self, dx, dy): # метод перемещения для работы перемещения камеры
self.rect = self.rect.move(-1 * dx, -1 * dy)
self.rect = self.image.get_rect().move(self.rect.x,
self.rect.y)
def get_pos(self): # номер плитки по горизонтали и вертикали
return self.rect.x // tile_size, self.rect.y // tile_size
class Level: # класс уровня
def __init__(self, level_path):
self.tile_group = pg.sprite.Group()
self.player_group = pg.sprite.Group()
self.enemy_group = pg.sprite.Group()
try:
with open(level_path, mode='r', encoding='UTF-8') as level_file: # загрузка уровня
for x, line in enumerate(level_file):
line = line.strip()
for y, sym in enumerate(line[::-1]):
if sym == '*':
Tile('empty', (x, y), self.tile_group)
elif sym == '#':
Tile('wall', (x, y), self.tile_group)
elif sym == 'b':
Tile('empty', (x, y), self.tile_group)
Tile('brick', (x, y), self.tile_group)
elif sym == '>':
Tile('spike', (x, y), self.tile_group)
elif sym == 'w':
Tile('empty', (x, y), self.tile_group)
Tile('end', (x, y), self.tile_group)
elif sym == 'q':
Tile('empty', (x, y), self.tile_group)
Tile('question', (x, y), self.tile_group)
elif sym == 'u':
Tile('empty', (x, y), self.tile_group)
Player((x * Tile.size, y * Tile.size), self.player_group)
elif sym == 'e':
Tile('empty', (x, y), self.tile_group)
Enemy((x * Tile.size, y * Tile.size), self.enemy_group,
speed=random.randint(100, 300) // 100, diff_level=1)
elif sym == 'E':
Tile('empty', (x, y), self.tile_group)
Enemy((x * Tile.size, y * Tile.size), self.enemy_group,
speed=random.randint(300, 500) // 100, diff_level=2)
except BaseException:
end_game()
def get_tiles(self):
return self.tile_group
def get_tile(self, pos):
for tile in self.tile_group:
if pos == tile.get_pos():
return tile
def get_enemys(self):
return self.enemy_group
def get_player(self):
return next(iter(self.player_group))
def draw(self, surface):
self.tile_group.draw(surface)
self.player_group.draw(surface)
self.enemy_group.draw(surface)
def __del__(self):
for tile in self.tile_group:
tile.kill()
for player in self.player_group:
player.kill()
for enemy in self.enemy_group:
enemy.kill()
def add_tile(self, x, y, tile_type): # добавить тайл на указанную позицию
Tile(tile_type, (x, y), self.tile_group, in_pixels=1)
class Entity(pg.sprite.Sprite): # базовый класс движущихся сущностей
def __init__(self, pos, image, *groups):
super().__init__(*groups)
self.image = image
self.rect = self.image.get_rect().move(pos)
self.time = 0
def step(self, dx, dy, level): # метод перемещения сущности
global blink_counter, BLINK_EVENT, text_to_blink
self.rect = self.rect.move(dx, dy)
for tile in pg.sprite.spritecollide(self, level.get_tiles(), False):
if tile.type == 'wall' or tile.type == 'brick' or tile.type == 'question':
# в случае если перемещение происходит на препятствие,
# сущность перемещается на последний пиксель перед ним
if dy:
if dy < 0:
self.rect = self.image.get_rect().move(self.rect.x, tile.rect.y + Tile.size)
if tile.rect.x < self.rect.x + self.rect.width and self.time * 50 < self.jump_speed * dt:
if tile.type == 'brick':
tile.kill()
level.get_player().jump_speed = 0
level.get_player().time = 0
elif tile.type == 'question':
tile.kill()
level.get_player().jump_speed = 0
level.get_player().time = 0
rnd_val = random.randint(0, 9)
if rnd_val == 0: # добавить жизнь
plus_hp()
text_to_blink = "hp+1"
blink_counter = 6 # счетчик миганий начать сначала
BLINK_EVENT = pg.USEREVENT + 0 # "включить" событие о событии для мигания
elif rnd_val in (1, 2): # убрать жизнь
minus_hp(False, 3)
text_to_blink = "hp-1"
blink_counter = 6 # счетчик миганий начать сначала
BLINK_EVENT = pg.USEREVENT + 0 # "включить" событие о событии для мигания
elif rnd_val in (0, 1, 2): # превратить в кирпич
level.add_tile(tile.rect.x, tile.rect.y, 'brick')
tile.kill()
print(1)
elif rnd_val in (6, 7): # превратить в стену
level.add_tile(tile.rect.x, tile.rect.y, 'wall')
elif rnd_val == 6: # добавить очки
plus_xp()
text_to_blink = "points+50"
blink_counter = 6
BLINK_EVENT = pg.USEREVENT + 0
elif rnd_val == 7: # добавить время
plus_time()
text_to_blink = "time+5"
blink_counter = 6
BLINK_EVENT = pg.USEREVENT + 0
else:
text_to_blink = "empty box"
blink_counter = 6
BLINK_EVENT = pg.USEREVENT + 0
return -1
else:
return
else:
self.rect = self.image.get_rect().move(self.rect.x,
tile.rect.y - Tile.size + (Tile.size - self.rect.height))
return - 1
else:
if dx < 0:
self.rect = self.image.get_rect().move(tile.rect.x + Tile.size, self.rect.y)
else:
self.rect = self.image.get_rect().move(tile.rect.x - Tile.size + (Tile.size - self.rect.width),
self.rect.y)
return - 1
def physic(self, dt): # метод отвечающий за физику падения
if self.step(0, self.time * 50, level) == -1:
self.time = 0
else:
self.time += dt
def get_pos(self):
return self.rect.x, self.rect.y
now = 100
def plus_hp(): # увеличить количество жизней на 1
Player.hp += 1
def plus_xp(): # добавляет 50 очков к сумме
Player.score += 50
if Player.score >= 100:
Player.score -= 100
Player.hp += 1
def plus_time(): # увеличить время на уровень на 5 секунд
global timer, is_other_music
timer += 5
if timer > 60 and is_other_music:
music.load("data/sounds/main_track.mp3")
music.play(-1)
is_other_music = False
def minus_hp(hit=False, enemy_type=1): # уменьшить количество жизней на 1
global now
if enemy_type == 1: # из-за гриба
print(-1)
Player.hp -= 1
elif enemy_type == 2 and not hit: # из-за дракона
Player.hp -= 1
print(-1.2)
now = pg.time.get_ticks()
elif enemy_type == 3: # из-за коробки с вопросом
Player.hp -= 1
# Player.image = pg.image.load('data/img/hit_mar.png')
# Enemy.is_hit = True
# Enemy.start = pg.time.get_ticks()
# смерть - жизни кончились
if Player.hp == 0:
print('no more lives')
Player.is_died = True
Player.deaths += 1
music.load("data/sounds/death_sound.mp3")
music.set_volume(0.5)
music.play(1)
class Player(Entity): # класс игрока
image = pg.image.load('data/img/mar.png')
hp = 3
score = 0
all_score = 0
all_time = 0
levels_score = 0
deaths = 0
is_died = False
name = user_text
x = 0
def __init__(self, pos, *groups):
super().__init__(pos, Player.image, *groups)
self.can_jump = 0
self.jump_speed = 0
self.jump_time = 0
self.x = pos[0]
def camera_step(self, dx, dy, level): # метод перемещения камеры
self.rect = self.rect.move(dx, dy)
flag = 1
for tile in pg.sprite.spritecollide(self, level.get_tiles(), False):
if tile.type == 'wall' or tile.type == 'brick' or tile.type == 'question':
flag = 0
if tile.type == 'end':
tile.image = Tile.images['open_door']
level.draw(screen)
pg.display.flip()
music.load("data/sounds/win_track.mp3")
music.set_volume(0.5)
music.play(1)
end_world()
self.rect = self.rect.move(-1 * dx, -1 * dy)
if flag:
for tile in level.get_tiles():
tile.step_camera(dx, dy)
for tile in level.get_enemys():
tile.step_camera(dx, dy)
def get_info(self):
return 'player', (self.rect.x, self.rect.y)
def physic(self, delta_t):
if level.get_player().step(0, -self.jump_speed * delta_t, level) == -1:
self.jump_speed = 0
self.time = 0
if self.step(0, self.time * 50, level) == -1:
level.get_player().step(0, self.jump_speed * (delta_t + 0.001), level)
self.time = 0
self.jump_speed = 0
self.can_jump = 2
else:
self.time += delta_t
for tile in pg.sprite.spritecollide(self, level.get_tiles(), False):
if tile.type == 'end':
tile.image = Tile.images['open_door']
level.draw(screen)
pg.display.flip()
end_world()
if tile.type == 'spike' and level.get_player().rect.bottom >= tile.rect.center[1]:
minus_hp(True if (pg.time.get_ticks() - now) / 1000 <= 2 else False, 2)
def jump(self, h):
if self.can_jump > 0:
self.jump_speed = h ** 0.5 * Tile.size
level.get_player().step(0, -0.1, level)
self.can_jump -= 1
self.time = 0
class Enemy(Entity):
image = {
'right': pg.image.load('data/img/dragon_right.png'),
'left': pg.image.load('data/img/dragon_left.png'),
'mushroom': pg.image.load('data/img/mushroom.png')
}
# start = 0
# is_hit = False
count = 0
def __init__(self, pos, *groups, speed=-2, diff_level=1):
self.speed = speed
self.diff_level = diff_level
if diff_level == 1:
super().__init__(pos, Enemy.image['mushroom'], *groups)
self.can_die = True
elif diff_level == 2:
super().__init__(pos, Enemy.image['right'], *groups)
self.can_die = False
def ai(self, level):
cant_step = self.step(self.speed, 0, level)
if cant_step:
if not (level.get_tile((self.rect.x // tile_size - 1, self.rect.y // tile_size)).type == 'wall' and
level.get_tile((self.rect.x // tile_size + 1, self.rect.y // tile_size)).type == 'wall'):
self.speed *= cant_step
if self.diff_level == 2:
if self.speed < 0:
self.image = Enemy.image['left']
else:
self.image = Enemy.image['right']
if pg.sprite.spritecollideany(self, level.player_group): # обработка столкновение с игроком
if self.rect.y - self.rect.height // 2 > level.get_player().rect.y and self.can_die:
print('+1')
Player.score += 10
Player.all_score += 10
if Player.score == 100:
Player.score = 0
Player.hp += 1
self.kill()
elif self.can_die:
minus_hp()
self.kill()
else:
Enemy.count += 1
if Enemy.count == 1:
minus_hp(False, 2)
else:
# когда стоит неподвижно, то урон не наносится. Не баг, а фича
minus_hp(True if 0 < (pg.time.get_ticks() - now) / 1000 <= 1.5 else False, 2)
return
def step_camera(self, dx, dy): # метод перемещения для работы перемещения камеры
self.rect = self.rect.move(-1 * dx, -1 * dy)
def get_info(self):
return 'enemy', (self.rect.x, self.rect.y)
# сохранение результатов и получение top-5 лучших игроков
def SaveResult(scrn):
global save_to_db
res = []
res.append(['N', 'Имя игрока', 'Результат'])
con = sqlite3.connect(db_name)
cur = con.cursor()
query = '''
insert into players (NAME, PLAY_TIME, GAME_RESULT)
values (?,?,?)
'''
cur.execute(query, (Player.name, datetime.now(), Player.all_score))
con.commit()
cur.close()
cur = con.cursor()
query = '''
SELECT NAME, GAME_RESULT FROM players order by game_result desc limit 5
'''
tmp = cur.execute(query).fetchall()
for i, row in enumerate(tmp):
res.append([i + 1] + list(row))
cur.close()
save_to_db = False
return res
level_path = f'data/levels/{level_num}_lvl.txt'
level = Level(level_path)
top5 = []
BLINK_EVENT = pg.USEREVENT + 0
empty = (255, 255, 255, 0)
pg.init()
# ftime = pg.time.get_ticks()
timer = time_per_level
clock = pg.time.Clock()
music = pg.mixer.music
size = width, height = 1000, 700
screen = pg.display.set_mode(size)
start_screen(width, height, screen, music, clock)
Player.name = user_text
ftime = pg.time.get_ticks()
music.load("data/sounds/main_track.mp3")
music.play(-1)
music.set_volume(0.5)
is_other_music = False
tooMuch_time = False
is_end = False
blink_font = pg.font.SysFont('Super Mario 128', 30, italic=True)
blink_surface = blink_font.render(text_to_blink, True, (255, 242, 0), (0, 0, 0))
blink_rect = blink_surface.get_rect(center=(300, 670))
font = pg.font.SysFont('Super Mario 128', 50)
running = True
jump = 0
time = 0
pg.time.set_timer(BLINK_EVENT, 500)
while running:
screen.fill('black')
dt = clock.tick(FPS) / 1000
if is_end:
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
congrat_label = font.render(f"The End!", False, (255, 255, 255), (0, 0, 0))
score_label = font.render(f"Score: {Player.levels_score}", True, (255, 255, 255), (0, 0, 0))
alltime_label = font.render(f"Time: 0{Player.all_time // 60}:{Player.all_time % 60}",
False, (255, 255, 255),
(0, 0, 0))
# сохраняю в БД имя игрока, дату игры и результат
if not saved_to_db:
top5 = SaveResult(screen)
saved_to_db = True
screen.blit(congrat_label, (422, 80))
screen.blit(score_label, (415, 130))
screen.blit(alltime_label, (400, 175))
FontBig = pg.font.SysFont('Super Mario 128', 50)
FontSmall = pg.font.SysFont('Super Mario 128', 25)
pg.draw.rect(screen, (0, 80, 15), [20, 300, 950, 375])
pg.draw.rect(screen, (0, 0, 0), [25, 305, 940, 365])
TOP5_label = FontBig.render("TOP 5 BEST RESULTS", False, (0, 177, 32))
screen.blit(TOP5_label, (300, 320))
for i, row in enumerate(top5):
lab = FontSmall.render(str(row[0]), False, (255, 255, 255))
screen.blit(lab, (50, 320 + (i + 1) * 50))
lab = FontSmall.render(str(row[1]), False, (255, 255, 255))
screen.blit(lab, (150, 320 + (i + 1) * 50))
lab = FontSmall.render(str(row[2]), False, (255, 255, 255))
if i == 0:
screen.blit(lab, (520, 320 + (i + 1) * 50))
pg.draw.rect(screen, (255, 255, 255), [50, 320 + 70, 890, 3])
else:
screen.blit(lab, (550, 320 + (i + 1) * 50))
else:
if (pg.time.get_ticks() - ftime) // 1000 == 1 and not Player.is_died:
ftime = pg.time.get_ticks()
timer -= 1
if timer <= 60 and not is_other_music:
music.load("data/sounds/hurry_track.mp3")
music.play(-1)
is_other_music = True
elif timer <= 0:
Player.is_died = True
music.load("data/sounds/death_sound.mp3")
music.play(1)
tooMuch_time = True
if not Player.is_died:
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_w or event.key == pg.K_UP or event.key == pg.K_SPACE: # прыжок
level.get_player().jump(135)
if event.type == BLINK_EVENT:
if blink_counter % 2 == 0: # на четный счет создаем тест
blink_surface = blink_font.render(text_to_blink, True, (255, 242, 0), (0, 0, 0))
else: # на нечетный счет удаляем его
del blink_surface
blink_counter -= 1
if blink_counter == 0: # если счетчик миганий "кончится", выключить событие
BLINK_EVENT = 0
if pg.key.get_pressed()[pg.K_LEFT] or pg.key.get_pressed()[pg.K_a]: # хождение вперед, назад
level.get_player().camera_step(-7, 0, level)
if pg.key.get_pressed()[pg.K_RIGHT] or pg.key.get_pressed()[pg.K_d]:
level.get_player().camera_step(7, 0, level)
# if Enemy.is_hit:
# sec = (pg.time.get_ticks() - Enemy.start) / 1000
#
# if sec >= 1:
# print(1)
# Player.image = pg.image.load('data/img/mar.png')
# Enemy.is_hit = False
# физика падения
level.get_player().physic(dt)
for enemy in level.enemy_group: # физика и ии противника
enemy.ai(level)
enemy.physic(dt)
score_label = font.render(f"Score: {Player.score}", True, (255, 255, 255), (0, 0, 0))
hp_label = font.render(f"hp x {Player.hp}", True, (255, 255, 255), (0, 0, 0))
time_label = font.render(f"Time: {timer}", False, (255, 255, 255), (0, 0, 0))
level.draw(screen)
screen.blit(time_label, (440, 660))
screen.blit(score_label, (30, 660))
screen.blit(hp_label, (870, 660))
# если "мигания не кончились и счет четный, отобразить сообщение о событии
if blink_counter > 0 and blink_counter % 2 == 0:
blink_surface = blink_font.render(text_to_blink, True, (255, 242, 0), (0, 0, 0))
screen.blit(blink_surface, blink_rect)
else:
# сохраняю в БД имя игрока, дату игры и результат
if not saved_to_db:
top5 = SaveResult(screen)
saved_to_db = True # подняли флаг, чтобы избежать повторного сохранения
game_over = font.render(f"Game over!", False, (255, 255, 255), (0, 0, 0))
final_score = font.render(f"Your score: {Player.all_score}", True, (255, 255, 255), (0, 0, 0))
if not tooMuch_time:
time_table = font.render(f"Time: {time_per_level - timer}", True, (255, 255, 255), (0, 0, 0))
screen.blit(time_table, (440, 225))
else:
time_table = font.render(f"Time: Too Much!", True, (255, 150, 150), (0, 0, 0))
screen.blit(time_table, (370, 225))
advice = font.render(f"Press any button to continue", True, (255, 255, 255), (0, 0, 0))
screen.blit(game_over, (405, 80)) # (405, 250)
screen.blit(final_score, (385, 130)) # (385, 300)
screen.blit(advice, (267, 175)) # (267, 425)
FontBig = pg.font.SysFont('Super Mario 128', 50)
FontSmall = pg.font.SysFont('Super Mario 128', 25)
pg.draw.rect(screen, (0, 80, 15), [20, 300, 950, 375])
pg.draw.rect(screen, (0, 0, 0), [25, 305, 940, 365])
TOP5_label = FontBig.render("TOP 5 BEST RESULTS", False, (0, 177, 32))
screen.blit(TOP5_label, (300, 320))
for i, row in enumerate(top5):
lab = FontSmall.render(str(row[0]), False, (255, 255, 255))
screen.blit(lab, (50, 320 + (i + 1) * 50))
lab = FontSmall.render(str(row[1]), False, (255, 255, 255))
screen.blit(lab, (150, 320 + (i + 1) * 50))
lab = FontSmall.render(str(row[2]), False, (255, 255, 255))
if i == 0:
screen.blit(lab, (520, 320 + (i + 1) * 50))
pg.draw.rect(screen, (255, 255, 255), [50, 320 + 70, 890, 3])
else:
screen.blit(lab, (550, 320 + (i + 1) * 50))
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
if event.type == pg.KEYDOWN or event.type == pg.MOUSEBUTTONDOWN:
Player.is_died = False
tooMuch_time = False
Player.hp = 3
Player.score = 0
Player.all_score = 0
level_path = f'data/levels/{level_num}_lvl.txt'
level = Level(level_path)
timer = time_per_level
ftime = pg.time.get_ticks()
music.load("data/sounds/main_track.mp3")
music.play(-1)
pg.display.flip()
pg.quit()