- 10, self.width * (self.health / 100),
pip install pygame
import pygame
import sys
from player import Player
from enemy import Enemy
# Initialisation de Pygame
pygame.init()
# Paramètres de la fenêtre
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini Brawl Stars")
# Couleurs
WHITE = (255, 255, 255)
# FPS
FPS = 60
# Fonction principale du jeu
def main():
clock = pygame.time.Clock()
player = Player(WIDTH//2, HEIGHT//2)
enemy = Enemy(WIDTH//4, HEIGHT//4)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
player.move(keys)
WIN.fill(WHITE)
player.draw(WIN)
enemy.draw(WIN)
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
import pygame
# Classe Player
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 50
self.height = 50
self.color = (0, 0, 255)
self.vel = 5
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def move(self, keys):
if keys[pygame.K_LEFT] and self.x - self.vel > 0: # LEFT
self.x -= self.vel
if keys[pygame.K_RIGHT] and self.x + self.vel + self.width < 800: # RIGHT
self.x += self.vel
if keys[pygame.K_UP] and self.y - self.vel > 0: # UP
self.y -= self.vel
if keys[pygame.K_DOWN] and self.y + self.vel + self.height < 600: # DOWN
self.y += self.vel
import pygame
# Classe Enemy
class Enemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 50
self.height = 50
self.color = (255, 0, 0)
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
# Fichier pour stocker les paramètres du jeu
# Taille de la fenêtre
WIDTH, HEIGHT = 800, 600
# Couleurs
WHITE = (255, 255, 255)
import pygame
import sys
from player import Player
from enemy import Enemy
from projectile import Projectile
# Initialisation de Pygame
pygame.init()
# Paramètres de la fenêtre
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini Brawl Stars")
# Couleurs
WHITE = (255, 255, 255)
# FPS
FPS = 60
# Fonction principale du jeu
def main():
clock = pygame.time.Clock()
player = Player(WIDTH // 2, HEIGHT // 2)
enemies = [Enemy(WIDTH // 4, HEIGHT // 4)]
projectiles = []
score = 0
font = pygame.font.Font(None, 36)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
projectile = Projectile(player.x + player.width // 2, player.y)
projectiles.append(projectile)
keys = pygame.key.get_pressed()
player.move(keys)
for projectile in projectiles:
projectile.move()
if projectile.off_screen():
projectiles.remove(projectile)
for enemy in enemies:
enemy.move()
for projectile in projectiles:
if enemy.collide(projectile):
enemies.remove(enemy)
projectiles.remove(projectile)
score += 1
break
WIN.fill(WHITE)
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
for projectile in projectiles:
projectile.draw(WIN)
score_text = font.render(f"Score: {score}", True, (0, 0, 0))
WIN.blit(score_text, (10, 10))
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
import pygame
# Classe Player
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 50
self.height = 50
self.color = (0, 0, 255)
self.vel = 5
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def move(self, keys):
if keys[pygame.K_LEFT] and self.x - self.vel > 0: # LEFT
self.x -= self.vel
if keys[pygame.K_RIGHT] and self.x + self.vel + self.width < 800: # RIGHT
self.x += self.vel
if keys[pygame.K_UP] and self.y - self.vel > 0: # UP
self.y -= self.vel
if keys[pygame.K_DOWN] and self.y + self.vel + self.height < 600: # DOWN
self.y += self.vel
import pygame
import random
# Classe Enemy
class Enemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 50
self.height = 50
self.color = (255, 0, 0)
self.vel = 2
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def move(self):
directions = [(1, 0), (-1, 0), (0, 1), (0, -1)]
dir_x, dir_y = random.choice(directions)
self.x += dir_x * self.vel
self.y += dir_y * self.vel
# Garder l'ennemi dans les limites de la fenêtre
if self.x < 0:
self.x = 0
elif self.x + self.width > 800:
self.x = 800 - self.width
if self.y < 0:
self.y = 0
elif self.y + self.height > 600:
self.y = 600 - self.height
def collide(self, projectile):
return (self.x < projectile.x < self.x + self.width and
self.y < projectile.y < self.y + self.height)
import pygame
# Classe Projectile
class Projectile:
def __init__(self, x, y):
self.x = x
self.y = y
self.radius = 5
self.color = (0, 0, 0)
self.vel = 10
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
def move(self):
self.y -= self.vel
def off_screen(self):
return self.y < 0
import pygame
# Classe Character de base
class Character:
def __init__(self, x, y, width, height, color, vel):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.vel = vel
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def move(self, keys, left, right, up, down):
if keys[left] and self.x - self.vel > 0: # LEFT
self.x -= self.vel
if keys[right] and self.x + self.vel + self.width < 800: # RIGHT
self.x += self.vel
if keys[up] and self.y - self.vel > 0: # UP
self.y -= self.vel
if keys[down] and self.y + self.vel + self.height < 600: # DOWN
self.y += self.vel
# Classe Player héritée de Character
class Player(Character):
def __init__(self, x, y):
super().__init__(x, y, 50, 50, (0, 0, 255), 5)
# Classe Enemy héritée de Character
class Enemy(Character):
def __init__(self, x, y):
super().__init__(x, y, 50, 50, (255, 0, 0), 2)
def move(self):
directions = [(1, 0), (-1, 0), (0, 1), (0, -1)]
dir_x, dir_y = random.choice(directions)
self.x += dir_x * self.vel
self.y += dir_y * self.vel
# Garder l'ennemi dans les limites de la fenêtre
if self.x < 0:
self.x = 0
elif self.x + self.width > 800:
self.x = 800 - self.width
if self.y < 0:
self.y = 0
elif self.y + self.height > 600:
self.y = 600 - self.height
def collide(self, projectile):
return (self.x < projectile.x < self.x + self.width and
self.y < projectile.y < self.y + self.height)
import pygame
# Classe Projectile
class Projectile:
def __init__(self, x, y):
self.x = x
self.y = y
self.radius = 5
self.color = (0, 0, 0)
self.vel = 10
def draw(self, win):
pygame.draw.circle(win, self.color, (self.x, self.y), self.radius)
def move(self):
self.y -= self.vel
def off_screen(self):
return self.y < 0
import pygame
import sys
import random
from character import Player, Enemy
from projectile import Projectile
# Initialisation de Pygame
pygame.init()
# Paramètres de la fenêtre
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini Brawl Stars")
# Couleurs
WHITE = (255, 255, 255)
# FPS
FPS = 60
# Fonction principale du jeu
def main():
clock = pygame.time.Clock()
player = Player(WIDTH // 2, HEIGHT // 2)
enemies = [Enemy(WIDTH // 4, HEIGHT // 4)]
projectiles = []
score = 0
font = pygame.font.Font(None, 36)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
projectile = Projectile(player.x + player.width // 2, player.y)
projectiles.append(projectile)
keys = pygame.key.get_pressed()
player.move(keys, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN)
for projectile in projectiles:
projectile.move()
if projectile.off_screen():
projectiles.remove(projectile)
for enemy in enemies:
enemy.move()
for projectile in projectiles:
if enemy.collide(projectile):
enemies.remove(enemy)
projectiles.remove(projectile)
score += 1
break
WIN.fill(WHITE)
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
for projectile in projectiles:
projectile.draw(WIN)
score_text = font.render(f"Score: {score}", True, (0, 0, 0))
WIN.blit(score_text, (10, 10))
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
import pygame
import sys
import random
from character import Player, Enemy
from projectile import Projectile
# Initialisation de Pygame
pygame.init()
# Initialisation de Pygame mixer
pygame.mixer.init()
# Charger et jouer la musique
pygame.mixer.music.load('brawl_star_music.mp3')
pygame.mixer.music.play(-1) # -1 pour jouer en boucle
# Paramètres de la fenêtre
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini Brawl Stars")
# Couleurs
WHITE = (255, 255, 255)
# FPS
FPS = 60
# Fonction principale du jeu
def main():
clock = pygame.time.Clock()
player = Player(WIDTH // 2, HEIGHT // 2)
enemies = [Enemy(WIDTH // 4, HEIGHT // 4)]
projectiles = []
score = 0
font = pygame.font.Font(None, 36)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
projectile = Projectile(player.x + player.width // 2, player.y)
projectiles.append(projectile)
keys = pygame.key.get_pressed()
player.move(keys, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN)
for projectile in projectiles:
projectile.move()
if projectile.off_screen():
projectiles.remove(projectile)
for enemy in enemies:
enemy.move()
for projectile in projectiles:
if enemy.collide(projectile):
enemies.remove(enemy)
projectiles.remove(projectile)
score += 1
break
WIN.fill(WHITE)
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
for projectile in projectiles:
projectile.draw(WIN)
score_text = font.render(f"Score: {score}", True, (0, 0, 0))
WIN.blit(score_text, (10, 10))
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
import pygame
class Character:
def __init__(self, x, y, width, height, color, vel):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.vel = vel
self.animations = {}
self.current_animation = None
self.frame_index = 0
self.animation_speed = 0.1
def draw(self, win):
if self.current_animation:
frames = self.animations[self.current_animation]
frame = frames[int(self.frame_index) % len(frames)]
win.blit(frame, (self.x, self.y))
self.frame_index += self.animation_speed
else:
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def move(self, keys, left, right, up, down):
if keys[left] and self.x - self.vel > 0:
self.x -= self.vel
if keys[right] and self.x + self.vel + self.width < 800:
self.x += self.vel
if keys[up] and self.y - self.vel > 0:
self.y -= self.vel
if keys[down] and self.y + self.vel + self.height < 600:
self.y += self.vel
class Player(Character):
def __init__(self, x, y):
super().__init__(x, y, 50, 50, (0, 0, 255), 5)
self.load_animations()
def load_animations(self):
self.animations['idle'] = [pygame.image.load(f'player_idle_{i}.png') for i in range(4)]
self.current_animation = 'idle'
class FastPlayer(Player):
def __init__(self, x, y):
super().__init__(x, y)
self.vel = 8
class StrongPlayer(Player):
def __init__(self, x, y):
super().__init__(x, y)
self.width = 60
self.height = 60
self.color = (0, 255, 0)
import pygame
class PowerUp:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 20
self.height = 20
self.color = (255, 255, 0)
self.type = random.choice(['speed', 'health'])
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
def apply(self, player):
if self.type == 'speed':
player.vel += 2
elif self.type == 'health':
player.health += 20
import pygame
import sys
import random
from character import Player, Enemy, FastPlayer, StrongPlayer
from projectile import Projectile
from powerup import PowerUp
# Initialisation de Pygame
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load('brawl_star_music.mp3')
pygame.mixer.music.play(-1)
WIDTH, HEIGHT = 800, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Mini Brawl Stars")
WHITE = (255, 255, 255)
FPS = 60
def main():
clock = pygame.time.Clock()
player = Player(WIDTH // 2, HEIGHT // 2)
enemies = [Enemy(WIDTH // 4, HEIGHT // 4)]
projectiles = []
powerups = [PowerUp(random.randint(0, WIDTH), random.randint(0, HEIGHT))]
score = 0
font = pygame.font.Font(None, 36)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
projectile = Projectile(player.x + player.width // 2, player.y)
projectiles.append(projectile)
keys = pygame.key.get_pressed()
player.move(keys, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN)
for projectile in projectiles:
projectile.move()
if projectile.off_screen():
projectiles.remove(projectile)
for enemy in enemies:
enemy.move()
for projectile in projectiles:
if enemy.collide(projectile):
enemies.remove(enemy)
projectiles.remove(projectile)
score += 1
break
for powerup in powerups:
if player.x < powerup.x < player.x + player.width and player.y < powerup.y < player.y + player.height:
powerup.apply(player)
powerups.remove(powerup)
WIN.fill(WHITE)
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
for projectile in projectiles:
projectile.draw(WIN)
for powerup in powerups:
powerup.draw(WIN)
score_text = font.render(f"Score: {score}", True, (0, 0, 0))
WIN.blit(score_text, (10, 10))
pygame.display.update()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
class Character:
def __init__(self, x, y, width, height, color, vel):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.vel = vel
self.health = 100
def draw(self, win):
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
self.draw_health_bar(win)
def draw_health_bar(self, win):
if self.health > 0:
pygame.draw.rect(win, (255, 0, 0), (self.x, self.y - 10, self.width, 5))
pygame.draw.rect(win, (0, 255, 0), (self.x, self.y
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