diff --git a/__pycache__/classes.cpython-311.pyc b/__pycache__/classes.cpython-311.pyc new file mode 100644 index 0000000..30ee14a Binary files /dev/null and b/__pycache__/classes.cpython-311.pyc differ diff --git a/__pycache__/main.cpython-311.pyc b/__pycache__/main.cpython-311.pyc new file mode 100644 index 0000000..97f41e9 Binary files /dev/null and b/__pycache__/main.cpython-311.pyc differ diff --git a/__pycache__/viecher.cpython-311.pyc b/__pycache__/viecher.cpython-311.pyc new file mode 100644 index 0000000..8b88d9e Binary files /dev/null and b/__pycache__/viecher.cpython-311.pyc differ diff --git a/art/image files/door.kra~ b/art/image files/door.kra~ new file mode 100644 index 0000000..12c1d83 Binary files /dev/null and b/art/image files/door.kra~ differ diff --git a/art/image files/field.kra~ b/art/image files/field.kra~ new file mode 100644 index 0000000..d08eb55 Binary files /dev/null and b/art/image files/field.kra~ differ diff --git a/art/image files/startscreen.kra~ b/art/image files/startscreen.kra~ new file mode 100644 index 0000000..d78c31c Binary files /dev/null and b/art/image files/startscreen.kra~ differ diff --git a/art/image files/textbox.png~ b/art/image files/textbox.png~ new file mode 100644 index 0000000..09a258c Binary files /dev/null and b/art/image files/textbox.png~ differ diff --git a/art/images/background/startscreen.png~ b/art/images/background/startscreen.png~ new file mode 100644 index 0000000..b3be1ca Binary files /dev/null and b/art/images/background/startscreen.png~ differ diff --git a/art/images/people/fairy.png b/art/images/people/fairy.png new file mode 100644 index 0000000..d2d6ee6 Binary files /dev/null and b/art/images/people/fairy.png differ diff --git a/classes.py b/classes.py index 247972b..30aa290 100644 --- a/classes.py +++ b/classes.py @@ -1,5 +1,6 @@ import pygame import random +# from viecher import Skeleton, Zombie pygame.font.init() fonts = { @@ -196,15 +197,15 @@ class Scene(GameObjects): self.current_level = 0 self.update() - def update(self, change:bool=False, objects=None): - if change: - self.current_level += 1 - self.level[self.current_level].update(objects) + def update(self, change:int=None, objects=None): + obj = self.level[self.current_level].update(change, objects) self.background = self.level[self.current_level].background """if isinstance(self.objects, list): for obj in self.objects[0] + self.objects[1] + self.objects[2]: obj.update()""" + return obj + def draw(self, screen): """if isinstance(self.objects, list): for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: @@ -218,21 +219,29 @@ class Scene(GameObjects): class Stage(GameObjects): def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) + self.WIDTH = WIDTH + self.HEIGHT = HEIGHT self.stage = stage self.rooms = rooms self.current = 0 self.sortRooms(WIDTH) + for room in self.rooms: + if room.id == self.current: + room.objectCreation(WIDTH, HEIGHT) - def update(self, objects): + def update(self, target, objects): + if target is not None: + self.current = int(target) + for room in self.rooms: + if room.id == self.current: + obj = room.objectCreation(self.WIDTH, self.HEIGHT) + self.background = room.background + return obj + for room in self.rooms: if room.id == self.current: room.update(objects) self.background = room.background - keys = pygame.key.get_pressed() - if keys[pygame.K_RIGHT]: - self.current += 1 - if self.current >= len(self.rooms): - return 1 def draw(self, screen): for room in self.rooms: @@ -269,7 +278,6 @@ class Stage(GameObjects): room.exits.append([rooms[i + 2].id, rooms[i + 2].type]) for room in self.rooms: - print(str(room.id) + str(room.exits)) room.createDoors(WIDTH) class Room(GameObjects): @@ -280,9 +288,9 @@ class Room(GameObjects): self.doors = [] if self.type == 'normal' or self.type == 'boss': self.locked = True + #self.objectCreation(WIDTH, HEIGHT) else: self.locked = False - [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] def genWalls(self, WIDTH, HEIGHT): walls = [] @@ -295,7 +303,7 @@ class Room(GameObjects): def createDoors(self, WIDTH): if not self.type == 'boss': if len(self.exits) == 1: - self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0])) + self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), self.exits[0][0])) elif len(self.exits) == 2: self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0])) self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0])) @@ -304,11 +312,32 @@ class Room(GameObjects): self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0])) self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0])) + self.objects.append(self.doors) + + def objectCreation(self, WIDTH, HEIGHT): + if self.type != 'boss': + self.objects[1] = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 2, 200) for i in range(0,random.randint(2, 5))] + [Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] + npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600), + NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)] + rand = random.randint(0, 30) + if rand <= 25 and rand >= 15: + self.objects[2] = [random.choice(npcs)] + else: + self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)] + self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)] + return self.objects + + def update(self, objects): if objects is not None: self.objects = objects if not self.objects[1]: + if self.type == 'boss': + print('yeahhh, you killed the boss') + self.objects[0][0].level.level = 100 self.locked = False + for door in self.doors: + door.update(False) return def draw(self, screen): @@ -339,13 +368,682 @@ class Obstacle(GameObjects): screen.blit(self.background, self.rect) class Door(GameObjects): - def __init__(self, name: str, _type: str, x: int, target:int, y: int=8, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None: + def __init__(self, name: str, _type: str, x: int, target:int, y: int=16, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None: super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT) self.rect = pygame.Rect((x, y), self.background.get_size()) self.locked = islocked + self.target = target def draw(self, screen): screen.blit(self.background, self.rect) def update(self, islocked=True): - self.locked = islocked \ No newline at end of file + self.locked = islocked + + + +#Viecher +vec = pygame.math.Vector2 +fps = 60 + +class Objects(): + def __init__(self, name, ms, sprite, x, y) -> None: + self.name = name + self.speed = ms + with open(f'art/images/{sprite}') as i: + self.sprite = pygame.transform.scale2x(pygame.image.load(i)) + self.x = x + self.y = y + self.hidden = False + self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + #pygame.draw.rect(screen, '#ef0120', self.rect, 2) + +class NPC(Objects): + def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: + super().__init__(name, ms, sprite, x, y) + self.talking = False + self.hidden = False + self.conversation = Convo(self, convo_scene) + self.lastUpdate = pygame.time.get_ticks() + + def talk(self, objects): + self.talking = True + objects[0][0].talking = True + + def draw(self, screen): + super().draw(screen) + if self.talking: + self.conversation.draw(screen) + + def update(self, keys, objects): + if self.name == 'oldlady': + if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]: + self.conversation.convo_scene = 1 + if self.lastUpdate + 200 < pygame.time.get_ticks(): + if self.talking: + self.conversation.update(keys, objects) + self.lastUpdate = pygame.time.get_ticks() + else: + touches = pygame.sprite.spritecollideany(self, objects[0]) + if touches is not None and keys[pygame.K_f] and isinstance(touches, MainCharacter): + self.talk(objects) + self.lastUpdate = pygame.time.get_ticks() + + +class Convo(Label): + def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: + super().__init__(x, y, width, height, text, font, font_size) + self.convo_act=0 + self.npc = npc + self.convo_scene = convo_scene + self.convos = [ + ['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']], + ['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']], + ['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], + ['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], + ['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']] + ] + + def draw(self, screen): + self.text = self.findConversation()[2][self.convo_act] + super().draw(screen) + + + def findConversation(self): + for convo in self.convos: + if convo[0] == self.npc.name and convo[1] == self.convo_scene: + return convo + return ['ERROR'] + + def update(self, keys, objects): + if keys[pygame.K_f]: + convo = self.findConversation() + if self.convo_act + 1 < len(convo[2]): + self.text = convo[2][self.convo_act] + self.convo_act += 1 + else: + if convo[0] == 'oldlady': + if convo[1] == 0: + for i in range(0,5): + objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) + elif convo[1] == 1: + objects[0][0].level.level = 50 + while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') + elif convo[0] == 'elder': + if convo[1] == 0: + objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300)) + self.convo_scene += 1 + elif convo[0] == 'vivi': + objects[0][0].health.health = 0 + self.convo_act = 0 + self.npc.talking = False + objects[0][0].talking = False + + +class Fighter(Objects): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: + super().__init__(name, ms, sprite, x, y) + self.health = health + self.damage = damage + self.level = level + self.attack_speed = asp + self.attack_range = atr + self.lastHurt = pygame.time.get_ticks() + self.lastAttack = pygame.time.get_ticks() + self.hurtCooldown = 0 + + +class MainCharacter(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) + self.book = Book(0, 0, [], None, None) + self.talking = False + self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20) + self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y=50, hurtCooldown=self.hurtCooldown) + self.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing') + self.freezing = True + self.killed = killed # amount of mobs that were killed + self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png') + self.current_frame = 0 + self.animation_speed = 0.1 + self.last_frame_update = pygame.time.get_ticks() + self.rect = pygame.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height()) + self.is_attacking = False + + def load_frames(self, walk_sprite_sheet, attack_sprite_sheet): + self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=66) + self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed + + def load_animation_frames(self, sprite_sheet, frame_width, frame_height): + sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet)) + animation_frames = [] + if frame_width == 40: + frames_coordinates = [ + (frame_width, 0), + (frame_width*2, 0), + (frame_width*3, 0), + (frame_width*4, 0), + (frame_width*5, 0), + (frame_width*6, 0), + (frame_width*7, 0), + (frame_width*8, 0), + ] + else: + frames_coordinates = [ + (frame_width, 0), + (frame_width*2, 0), + (frame_width*3, 0), + (frame_width*4, 0), + (frame_width*5, 0), + (frame_width*6, 0) + ] + for x, y in frames_coordinates: + frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA) + frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) + animation_frames.append(frame) + return animation_frames + + + def draw(self, screen): + if self.hidden: + return + current_time = pygame.time.get_ticks() + if self.is_attacking: + animation_frames = self.attack_frames + else: + animation_frames = self.walk_frames + + if current_time - self.last_frame_update > self.animation_speed * 1000: + self.current_frame = (self.current_frame + 1) % len(animation_frames) + self.last_frame_update = current_time + current_frame_image = animation_frames[self.current_frame] + screen.blit(current_frame_image, (self.x, self.y)) + + self.rect.x, self.rect.y = self.x, self.y + self.health.draw(screen) + self.level.draw(screen) + self.book.draw(screen) + #pygame.draw.rect(screen, '#e900fa', self.rect, 2) + if self.thinks.hidden == False: + self.thinks.draw(screen, self.x + 20, self.y - 100) + + def hurt(self, damage, objects): + if not self.talking: + self.health.hurt(damage) + + def obstacle_interaction(self, objects): + if len(objects) <= 5: + objects.append([]) + touches = pygame.sprite.spritecollideany(self, objects[4] + objects[5]) + if touches is not None: + if touches.name == 'fireplace': + self.freezing = False + elif touches.name == 'portal' and self.level.level != 1: + return 'play' + elif touches.name == 'house' and self.level.level != 1: + self.x = 500 + self.y = 400 + return 'house' + elif 'wall' in touches.name: + return 'wall' + elif isinstance(touches, Door): + if not touches.locked: + return f'door-{touches.target}' + else: + return True + + def walk(self, keys, objects): + moveto = vec(0, 0) + if keys[pygame.K_w] or keys[pygame.K_UP]: + moveto += vec(0, -1) + if keys[pygame.K_a] or keys[pygame.K_LEFT]: + moveto += vec(-1, 0) + if keys[pygame.K_s] or keys[pygame.K_DOWN]: + moveto += vec(0, 1) + if keys[pygame.K_d] or keys[pygame.K_RIGHT]: + moveto += vec(1, 0) + if not moveto == vec(0, 0): + moveto.scale_to_length(self.speed) + + self.x += moveto[0] / fps + self.y += moveto[1] / fps + touches = pygame.sprite.spritecollideany(self, objects[4]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + # print(touches.name) + return + if touches.type == 'wall': + if touches.name == 'wall_l': + self.x += (2 + (self.x - touches.rect.x)) + elif touches.name == 'wall_r': + self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) + if touches.name == 'wall_t': + self.y += (2 + (self.y - touches.rect.y)) + elif touches.name == 'wall_b': + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) + return + + + if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) + elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.7)) + #if self.y <= touches.y: pass + #elif self.y > touches.y: pass + #self.x -= moveto[0] * 2 / fps + #self.y -= moveto[1] * 2 / fps + + """ + if self.x <= 32: + self.x = 33 + elif self.x >= objects[3][0].width - 32: + self.x = objects[3][0].width - 32 - self.rect.width + 1 + if self.y <= 32: + self.y = 33 + elif self.y >= objects[3][0].height - 32: + self.y = objects[3][0].height - 32 - self.rect.height + 1 + """ + + def attack(self, obj, mouse): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + moveto = mouse - vec(self.x, self.y) + if self.book.current_sp == 'fireball': + weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) + elif self.book.current_sp == 'windslash': + weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10) + else: + weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) + obj[3].append(weapon) + self.lastAttack = pygame.time.get_ticks() + if not self.is_attacking: + self.current_frame = 0 + self.is_attacking = True + + def update(self, keys, mouse, objects): + if not self.talking: + is_moving = False + if keys[pygame.K_w] or keys[pygame.K_UP] or keys[pygame.K_a] or keys[pygame.K_LEFT] or keys[pygame.K_s] or keys[pygame.K_DOWN] or keys[pygame.K_d] or keys[pygame.K_RIGHT]: + is_moving = True + if is_moving: + self.walk(keys, objects) + self.is_attacking = False + else: + current_time = pygame.time.get_ticks() + if current_time - self.last_frame_update > self.animation_speed * 1000: + self.current_frame = (self.current_frame + 1) % len(self.walk_frames) + self.last_frame_update = current_time + if not self.is_attacking: + self.current_frame = 0 + if pygame.mouse.get_pressed()[0]: + self.attack(objects, vec(mouse)) + if self.is_attacking: + if self.current_frame == len(self.attack_frames) - 1: + self.is_attacking = False + self.current_frame = 0 + self.thinks.update(objects, self) + if self.health.health <= 0: + return 'village' + else: + return self.obstacle_interaction(objects) + +class Hearts(): + def __init__(self, health, sprite, x, y, hurtCooldown) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pygame.time.get_ticks() + self.hurtCooldown = hurtCooldown + self.hidden = False + self.sprite=[] + for parts in sprite: + with open(f'art/images/main_attributes/{parts}') as i: + self.sprite.append(pygame.image.load(i)) + self.rect = [] + for each in self.sprite: + self.rect.append(pygame.Rect(self.x, self.y, each.get_width(), each.get_height())) + + def hurt(self,damage): + if self.lastHurt + self.hurtCooldown < pygame.time.get_ticks(): + self.health -= damage + self.lastHurt = pygame.time.get_ticks() + self.update() + + def draw(self, screen): + if self.hidden: + return + for i in range(0, 5): + self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y + screen.blit(self.sprite[i], self.rect[i]) + + def update(self): + sprite = [] + for i in range(0, 5): + if round(self.health) >= 4 + 4 * i: + sprite.append('fullheart.png') + elif round(self.health) == 3 + 4 * i: + sprite.append('dreiviertelheart.png') + elif round(self.health) >= 2 + 4 * i: + sprite.append('halfheart.png') + elif round(self.health) >= 1 + 4 * i: + sprite.append('viertelheart.png') + elif round(self.health) <= 4 * i: + sprite.append('noheart.png') + self.sprite = [] + for parts in sprite: + with open(f'art/images/main_attributes/{parts}') as i: + self.sprite.append(pygame.image.load(i)) + + +class Level(Label): + def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: + super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) + self.level = level + def draw(self, screen): + self.text = f'will to live: {self.level}%' + super().draw(screen) + +class Thinks(Label): + def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None: + super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) + self.scene = 0 + + def draw(self, screen, x, y): + if self.hidden: + return + self.x = x + self.y = y + super().draw(screen) + + def update(self, objects, main): + if not self.hidden: + if self.scene == 0 and not main.freezing: + self.scene = 1 + self.hidden = True + elif self.scene == 1 and main.talking: + self.scene = 2 + self.hidden = True + if self.scene == 1: + touches = pygame.sprite.spritecollideany(main, objects[2]) + if touches is not None and isinstance(touches, NPC): + self.text = 'I should press \"f\"' + self.hidden = False + else: + self.hidden = False + self.text = 'the lady over there' + +class Book(): + def __init__(self, x, y, spells, current_spell, current_shield) -> None: + with open(f'art/images/main_attributes/book.png') as i: + self.sprite = pygame.image.load(i) + self.sprite = pygame.transform.scale(self.sprite, (1280, 720)) + self.x = x + self.y = y + self.hidden = False + self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) + self.sp_list = spells + self.current_sp = current_spell + self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:", + "You are a homeless person. One cold day","you went to the library to warm up yourself.", + "There you got bored and found and opened me.", "This lead to you being thrown into this world.", + "But you can find a way out of here again."] + self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.", + "Click on a picture to choose your spell.", + "Talk to fairies to unlock new spells!"] + self.buttons=[] + self.buttons_y = 400 + self.buttons_x = 800 + + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + text_left_y = 100 + text_right_y = 100 + for text in self.text_left: + label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png') + label.draw(screen) + text_left_y += 50 + for text in self.text_right: + label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png') + label.draw(screen) + text_right_y += 50 + for button in self.buttons: + button.update(screen) + + def addspell(self, spell): + if spell not in self.sp_list: + self.sp_list.append(spell) + self.current_sp = spell + self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) + self.buttons_y += 100 + + def update_spell(self, spell): + self.current_sp = spell + + def update(self): + pass + +class Mobs(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) + self.drops = drops * (self.level / 2) + + def chase(self, obj): + x = obj[0][0].x + y = obj[0][0].y + moveto = vec(x, y) - vec(self.x, self.y) + if not (moveto).length() <= self.attack_range: + moveto.scale_to_length(self.speed) + self.x += moveto[0] / fps + self.y += moveto[1] / fps + touches = pygame.sprite.spritecollideany(self, obj[4]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + return + if touches.type == 'wall': + if touches.name == 'wall_l': + self.x += (2 + (self.x - touches.rect.x)) + elif touches.name == 'wall_r': + self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) + if touches.name == 'wall_t': + self.y += (2 + (self.y - touches.rect.y)) + elif touches.name == 'wall_b': + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) + + if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) + elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66)) + else: + self.attack(moveto, obj) + + + def hurt(self, damage, objects): + self.health -= damage + if self.health <= 0: + objects[0][0].killed.append(self.name) + self.hidden = True + objects[1].remove(self) + + + def update(self, obj): + self.chase(obj) + + +class Skeleton(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) + self.lastAttack = pygame.time.get_ticks() + + +class Zombie(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: + super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) + self.load_frames(f'art/images/{sprite_sheet}') + self.current_frame = 0 + self.animation_speed = 250 + self.last_frame_update = pygame.time.get_ticks() + self.hidden = False + self.rect = pygame.Rect(x, y, 40, 64) + + def load_frames(self, sprite_sheet): + sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet).convert_alpha()) + frame_width = 40 + frame_height = 64 + frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] + self.animation_frames = [] + for x, y in frames_coordinates: + frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA) + frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) + self.animation_frames.append(frame) + + def draw(self, screen): + if self.hidden: + return + current_time = pygame.time.get_ticks() + if current_time - self.last_frame_update > self.animation_speed: + self.current_frame = (self.current_frame + 1) % len(self.animation_frames) + self.last_frame_update = current_time + + current_frame_image = self.animation_frames[self.current_frame] + screen.blit(current_frame_image, (self.x, self.y)) + + self.rect.topleft = (self.x, self.y) + #pygame.draw.rect(screen, '#ef0120', self.rect, 2) + + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) + self.lastAttack = pygame.time.get_ticks() + +class Rat(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) + self.lastAttack = pygame.time.get_ticks() + +class Boss(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/reddy.png', drops=0) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + obj[3].append(RedBlob("blob", 50, self.x, self.y, moveto, self.damage)) + self.lastAttack = pygame.time.get_ticks() + + def hurt(self, damage, objects, ticks): + if ticks > 1000: + damage /= 2 + self.health -= damage + if self.health <= 0: + objects[0][0].killed.append(self.name) + self.hidden = True + objects[1].remove(self) + + +class Weapons(Objects): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y) + self.moveto = moveto + self.damage = damage + self.life_ticks= life_ticks + self.spawn_tick = pygame.time.get_ticks() + pos = vec(1,0) + angle = pos.angle_to(moveto) + + self.sprite = pygame.transform.rotate(self.sprite, -angle) + + def die(self, objects, kills): + touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1]) + if kills == Mobs: + if touches is not None and isinstance(touches, Boss): + touches.hurt(self.damage, objects, self.life_ticks) + self.hidden = True + if self in objects[3]: + objects[3].remove(self) + return + + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + self.hidden = True + if self in objects[3]: + objects[3].remove(self) + + def move(self, objects): + self.moveto.scale_to_length(self.speed) + self.x += self.moveto[0] / fps + self.y += self.moveto[1] / fps + if pygame.time.get_ticks() - self.spawn_tick > self.life_ticks: + self.hidden = True + objects[3].remove(self) + +class Spells(Weapons): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + +class Fireball(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + +class Windslash(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + + def move(self, objects): + super().move(objects) + self.moveto = self.moveto.rotate(5) + +class RedBlob(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/redblob.png', life_ticks=50000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + + def die(self, objects, kills): + touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1]) + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + + def update(self, objects): + self.move(objects) + self.die(objects, MainCharacter) + + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, MainCharacter) + + +class Punch(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + self.kills = kills + + def update(self, objects): + self.move(objects) + self.die(objects, self.kills) diff --git a/main.py b/main.py index 41a7ab5..d89cf4e 100644 --- a/main.py +++ b/main.py @@ -1,414 +1,436 @@ -import pygame -import sys -import json -import time -import random -from classes import * -from viecher import * -from pygame import mixer -fps = 60 - -def setUp(config): - pygame.init() - mixer.music.load('audio/music/thebritons(1.1).mp3') - mixer.music.play(-1) - if config["fullscreen"]: - screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) - else: - screen = pygame.display.set_mode(config["res"]) - clock = pygame.time.Clock() - pygame.display.set_caption('Between The Pages') - with open('art/images/icon.png', 'r') as i: - pygame.display.set_icon(pygame.image.load(i)) - return screen, clock, True, True, "startscreen.png", [] - -def readConfig(): - with open('config.json', 'r') as c: - json_data = c.read() - return json.loads(json_data) - -def quitGame(): - #save progress somehow, if needed - pygame.quit() - quit() - -def genRooms(WIDTH, HEIGHT, type:str, objects:list): - room_objects = [] - #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] - room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) - room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] - rooms = [ - Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j) - for j in range(random.randint(5, 10)) - ] - rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)) - #rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j) - - return rooms - -def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): - main = [herbert] - mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] - weapons = [] - others = [] - npcs = [] - objects = [main, mobs, npcs, weapons, others] - level = [] - rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) - level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) - scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) - freeze = False #Gameplay is freezed in certain situations - - while running: - screen.fill('#000000') - events = pygame.event.get() - for event in events: - if event.type == pygame.QUIT: - quitGame() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_e: #when book is open gameplay is freezed - freeze = not freeze - # RENDER YOUR GAME HERE - """with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) -""" - if not freeze: - objects = scene.getObjects() - screen.blit(scene.background, (32, 32)) - - for thing in objects[4]: - thing.draw(screen) - - for weapon in objects[3]: - weapon.update(objects) - weapon.draw(screen) - - for thing in objects[0]: - thing.book.hidden = not freeze - result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) - if result == 'village': - village(screen, clock, running, background, isblack, WIDTH, HEIGHT) - elif result == 'play': - play(screen, clock, running, background, isblack, WIDTH, HEIGHT) - else: - thing.draw(screen) - - for mob in objects[1]: - mob.update(objects) - mob.draw(screen) - - for npc in objects[2]: - npc.update(pygame.key.get_pressed(), objects) - npc.draw(screen) - - objects[0][0].book.addspell('windslash') - scene.update(False, objects) - scene.draw(screen) - - else: - objects[0][0].book.hidden = not freeze - objects[0][0].book.draw(screen) - objects[0][0].book.update() - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(fps) # limits FPS to 60 - -def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): - main = [herbert] - mobs = [] - weapons = [] - others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), - Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] - npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] - objects = [main, mobs, npcs, weapons, others] - room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) - freeze = True #Gameplay is freezed in certain situations - main[0].health.health = 20 - - while running: - screen.fill('#000000') - events = pygame.event.get() - for event in events: - if event.type == pygame.QUIT: - quitGame() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_e: #when book is open gameplay is freezed - freeze = not freeze - # RENDER YOUR GAME HERE - """with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) -""" - if not freeze: - objects = room.getObjects() - screen.blit(room.background, (32, 32)) - - for thing in objects[4]: - thing.draw(screen) - - for weapon in objects[3]: - weapon.update(objects) - weapon.draw(screen) - - for thing in objects[0]: - thing.book.hidden = not freeze - result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) - if result == 'village': - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - elif result == 'play': - play(screen, clock, running, background, isblack, WIDTH, HEIGHT) - elif result == 'house': - house(screen, clock, running, background, isblack, WIDTH, HEIGHT) - else: - thing.draw(screen) - - for mob in objects[1]: - mob.update(objects) - mob.draw(screen) - - for npc in objects[2]: - npc.update(pygame.key.get_pressed(), objects) - npc.draw(screen) - - room.update(objects) - - else: - objects[0][0].book.hidden = not freeze - objects[0][0].book.draw(screen) - objects[0][0].book.update() - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(fps) # limits FPS to - -def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): - main = [herbert] - mobs = [] - weapons = [] - others = [] - npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)] - objects = [main, mobs, npcs, weapons, others] - room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) - freeze = False #Gameplay is freezed in certain situations - - while running: - screen.fill('#000000') - events = pygame.event.get() - for event in events: - if event.type == pygame.QUIT: - quitGame() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_e: #when book is open gameplay is freezed - freeze = not freeze - # RENDER YOUR GAME HERE - """with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) -""" - if not freeze: - objects = room.getObjects() - screen.blit(room.background, (32, 32)) - - for thing in objects[4]: - thing.draw(screen) - - # for weapon in objects[3]: - # weapon.update(objects) - # weapon.draw(screen) - - for thing in objects[0]: - thing.book.hidden = not freeze - result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) - if result == 'village': - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - elif result == 'play': - play(screen, clock, running, background, isblack, WIDTH, HEIGHT) - elif result == 'wall': - village(screen, clock, running, background, isblack, WIDTH, HEIGHT) - else: - thing.draw(screen) - - for npc in objects[2]: - npc.update(pygame.key.get_pressed(), objects) - npc.draw(screen) - - objects[0][0].book.addspell('windslash') - room.update(objects) - - else: - objects[0][0].book.hidden = not freeze - objects[0][0].book.draw(screen) - objects[0][0].book.update() - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(fps) # limits FPS to - - - -def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): - objects = [] - # List that is displayed while selecting the window resolution level - resolution = [("1920x1080", "1920x1080"), - ("1920x1200", "1920x1200"), - ("1280x720", "1280x720"), - ("2560x1440", "2560x1440"), - ("3840x2160", "3840x2160")] - - # This function displays the currently selected options - - def printSettings(): - print("\n\n") - # getting the data using "get_input_data" method of the Menu class - settingsData = settings.get_input_data() - - for key in settingsData.keys(): - print(f"{key}\t:\t{settingsData[key]}") - - while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - # RENDER YOUR GAME HERE - with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) - for obj in objects: - obj.process(screen) - - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60 - -def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): - objects = [] - objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) - #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) - objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) - while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - quitGame() - # RENDER YOUR GAME HERE - with open(f'art/images/background/{background}', 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) - for obj in objects: - obj.update(screen) - - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60 - -def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): - main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] - mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] - others = [] - npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] - objects = [main, mobs, npcs, others] - level = [] - rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) - level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) - freeze = False #Gameplay is freezed in certain situations - - #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ - # Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), - # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), - # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), - # ])) - - scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) - - # RENDER YOUR GAME HERE - while True: - screen.fill('#000000') - events = pygame.event.get() - for event in events: - if event.type == pygame.QUIT: - running = False - quitGame() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_e: #when book is open gameplay is freezed - freeze = not freeze - - if not freeze: - objects = scene.getObjects() - for thing in objects[0]: - thing.book.hidden = not freeze - if not thing.update(pygame.key.get_pressed(), objects): - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - thing.draw(screen) - - for mob in objects[1]: - mob.update(objects) - mob.draw(screen) - - for npc in objects[2]: - npc.update(pygame.key.get_pressed(), objects) - npc.draw(screen) - - for thing in objects[3]: - thing.update(objects) - thing.draw(screen) - - else: - objects[0][0].book.hidden = not freeze - objects[0][0].book.draw(screen) - objects[0][0].book.update() - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60 - -def main(): - config = readConfig() - screen, clock, running, isblack, background, objects = setUp(config["screen"]) - WIDTH, HEIGHT = screen.get_size() - #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) - #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) - #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - test(screen, clock, running, background, isblack, WIDTH, HEIGHT) - - """while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - if not isblack: - with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with a color to wipe away anything from last frame - screen.blit(bg, (0, 0)) - - # RENDER YOUR GAME HERE - - else: - for obj in objects: - obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60""" - - pygame.quit() - -if __name__ == '__main__': - herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) - main() +import pygame +import sys +import json +import time +import random +from classes import * +# from viecher import * +from pygame import mixer +fps = 60 + +def setUp(config): + pygame.init() + mixer.music.load('audio/music/thebritons(1.1).mp3') + mixer.music.play(-1) + if config["fullscreen"]: + screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) + else: + screen = pygame.display.set_mode(config["res"]) + clock = pygame.time.Clock() + pygame.display.set_caption('Between The Pages') + with open('art/images/icon.png', 'r') as i: + pygame.display.set_icon(pygame.image.load(i)) + return screen, clock, True, False, "startscreen.png", [] + +def readConfig(): + with open('config.json', 'r') as c: + json_data = c.read() + return json.loads(json_data) + +def quitGame(): + #save progress somehow, if needed + pygame.quit() + quit() + +def genRooms(WIDTH, HEIGHT, type:str, objects:list): + room_objects = [] + #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] + room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) + room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] + rooms = [ + Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j) + for j in range(random.randint(1, 1)) + ] + rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)) + #rooms = [Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)] + #rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j) + + return rooms + +def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [herbert] + mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] + weapons = [] + others = [] + npcs = [] + objects = [main, mobs, npcs, weapons, others] + level = [] + rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) + level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) + scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) + freeze = False #Gameplay is freezed in certain situations + tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') + tbc_tick = 0 + objects = scene.getObjects() + + while running: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + # RENDER YOUR GAME HERE + """with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) +""" + if isblack: + if tbc_tick == 0: + tbc_tick = pygame.time.get_ticks() + elif tbc_tick + 5000 <= pygame.time.get_ticks(): + quitGame() + tbc.draw(screen) + + elif not freeze: + screen.blit(scene.background, (32, 32)) + target = None + + for thing in objects[4]: + thing.draw(screen) + + for weapon in objects[3]: + weapon.update(objects) + weapon.draw(screen) + + for thing in objects[0]: + thing.book.hidden = not freeze + result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) + if objects[0][0].level.level >= 100: + isblack = True + if isinstance(result, str): + if result == 'village': + village(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif result == 'play': + play(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif 'door-' in result: + target = result.split('-')[1] + objects[0][0].level.level += 25 + objects = scene.update(target, objects) + #play(screen, clock, running, background, isblack, WIDTH, HEIGHT) + else: + thing.draw(screen) + else: + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + objects[0][0].book.addspell('windslash') + objects[0][0].book.addspell('fireball') + scene.update(target, objects) + scene.draw(screen) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(fps) # limits FPS to 60 + +def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [herbert] + mobs = [] + weapons = [] + others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), + Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] + npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] + objects = [main, mobs, npcs, weapons, others] + room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) + freeze = True #Gameplay is freezed in certain situations + main[0].health.health = 20 + + while running: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + # RENDER YOUR GAME HERE + """with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) +""" + if not freeze: + objects = room.getObjects() + screen.blit(room.background, (32, 32)) + + for thing in objects[4]: + thing.draw(screen) + + for weapon in objects[3]: + weapon.update(objects) + weapon.draw(screen) + + for thing in objects[0]: + thing.book.hidden = not freeze + result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) + if result == 'village': + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif result == 'play': + play(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif result == 'house': + house(screen, clock, running, background, isblack, WIDTH, HEIGHT) + else: + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + room.update(objects) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(fps) # limits FPS to + +def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [herbert] + mobs = [] + weapons = [] + others = [] + npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] + objects = [main, mobs, npcs, weapons, others] + room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) + freeze = False #Gameplay is freezed in certain situations + + while running: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + # RENDER YOUR GAME HERE + """with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) +""" + if not freeze: + objects = room.getObjects() + screen.blit(room.background, (32, 32)) + + for thing in objects[4]: + thing.draw(screen) + + # for weapon in objects[3]: + # weapon.update(objects) + # weapon.draw(screen) + + for thing in objects[0]: + thing.book.hidden = not freeze + result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) + if result == 'village': + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif result == 'play': + play(screen, clock, running, background, isblack, WIDTH, HEIGHT) + elif result == 'wall': + village(screen, clock, running, background, isblack, WIDTH, HEIGHT) + else: + thing.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + objects[0][0].book.addspell('windslash') + room.update(objects) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(fps) # limits FPS to + + + +def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): + objects = [] + # List that is displayed while selecting the window resolution level + resolution = [("1920x1080", "1920x1080"), + ("1920x1200", "1920x1200"), + ("1280x720", "1280x720"), + ("2560x1440", "2560x1440"), + ("3840x2160", "3840x2160")] + + # This function displays the currently selected options + + def printSettings(): + print("\n\n") + # getting the data using "get_input_data" method of the Menu class + settingsData = settings.get_input_data() + + for key in settingsData.keys(): + print(f"{key}\t:\t{settingsData[key]}") + + while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + # RENDER YOUR GAME HERE + with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) + for obj in objects: + obj.process(screen) + + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60 + +def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): + objects = [] + objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) + #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) + objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) + while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + quitGame() + # RENDER YOUR GAME HERE + with open(f'art/images/background/{background}', 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) + for obj in objects: + obj.update(screen) + + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60 + +def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] + mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] + others = [] + npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] + objects = [main, mobs, npcs, others] + level = [] + rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) + level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) + freeze = False #Gameplay is freezed in certain situations + + #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ + # Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), + # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), + # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), + # ])) + + scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) + + # RENDER YOUR GAME HERE + while True: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + running = False + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + + if not freeze: + objects = scene.getObjects() + for thing in objects[0]: + thing.book.hidden = not freeze + if not thing.update(pygame.key.get_pressed(), objects): + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + for thing in objects[3]: + thing.update(objects) + thing.draw(screen) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60 + +def main(): + config = readConfig() + screen, clock, running, isblack, background, objects = setUp(config["screen"]) + WIDTH, HEIGHT = screen.get_size() + #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) + #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) + #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + #test(screen, clock, running, background, isblack, WIDTH, HEIGHT) + + """while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + if not isblack: + with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with a color to wipe away anything from last frame + screen.blit(bg, (0, 0)) + + # RENDER YOUR GAME HERE + + else: + for obj in objects: + obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60""" + + pygame.quit() + +if __name__ == '__main__': + herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) + main() diff --git a/viecher.py b/viecher.py index b5772ed..e69de29 100644 --- a/viecher.py +++ b/viecher.py @@ -1,656 +0,0 @@ -import pygame as pg -from classes import * -from main import * -import random - -vec = pg.math.Vector2 -fps = 60 - - -pg.font.init() -fonts = { - 'medieval': 'medieval.ttf', - 'minecraft': 'Minecraft Evenings.otf', - '3dpixel': '3D-Pixel.ttf', - '8bit': '8bitlim.ttf', - '8bito': '8blimro.ttf', - 'arcade': 'ARCADECLASSIC.ttf', - 'modern_game': 'astron boy video.otf', - 'modern': 'astron boy.otf', - 'wonder': 'Beyond Wonderland.ttf', - 'curved': 'Digitag.ttf', - 'simple': 'DisposableDroidBB.ttf', - 'rounded': 'dpcomic.ttf', - 'playfull': 'Endalian Script.ttf', - 'blocky': 'FREAKSOFNATURE.ttf', - 'catchy': 'Future TimeSplitters.otf', - 'simple_wide': 'Halo3.ttf', - 'simple_fat': 'INVASION2000.ttf', - 'very_gamy': 'ka1.ttf', - 'simple_round': 'Karma Suture.otf', - 'mono': 'manaspc.ttf', - 'damaged': 'Merchant Copy.ttf', - 'big_natural': 'MorialCitadel.TTF', - 'spacy': 'nasalization-rg.otf', - 'sci-fi': 'neuropol.otf', - 'hollow_big_edge': 'papercut.ttf', - 'space_shuttle': 'pdark.ttf', - 'thin': 'PixelFJVerdana12pt.ttf', - 'random': 'Seattle Avenue.ttf', - 'pixel': 'yoster.ttf' -} - -class Objects(): - def __init__(self, name, ms, sprite, x, y) -> None: - self.name = name - self.speed = ms - with open(f'art/images/{sprite}') as i: - self.sprite = pg.transform.scale2x(pg.image.load(i)) - self.x = x - self.y = y - self.hidden = False - self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - pg.draw.rect(screen, '#ef0120', self.rect, 2) - -class NPC(Objects): - def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: - super().__init__(name, ms, sprite, x, y) - self.talking = False - self.hidden = False - self.conversation = Convo(self, convo_scene) - self.lastUpdate = pg.time.get_ticks() - - def talk(self, objects): - self.talking = True - objects[0][0].talking = True - - def draw(self, screen): - super().draw(screen) - if self.talking: - self.conversation.draw(screen) - - def update(self, keys, objects): - if self.name == 'oldlady': - if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]: - self.conversation.convo_scene=1 - if self.lastUpdate + 200 < pg.time.get_ticks(): - if self.talking: - self.conversation.update(keys, objects) - self.lastUpdate = pg.time.get_ticks() - else: - touches = pg.sprite.spritecollideany(self, objects[0]) - if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter): - self.talk(objects) - self.lastUpdate = pg.time.get_ticks() - - -class Convo(Label): - def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: - super().__init__(x, y, width, height, text, font, font_size) - self.convo_act=0 - self.npc = npc - self.convo_scene = convo_scene - self.convos = [ - ['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']], - ['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']], - ['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], - ['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']] - ] - - def draw(self, screen): - self.text = self.findConversation()[2][self.convo_act] - super().draw(screen) - - - def findConversation(self): - for convo in self.convos: - if convo[0] == self.npc.name and convo[1] == self.convo_scene: - return convo - return ['ERROR'] - - def update(self, keys, objects): - if keys[pg.K_f]: - convo = self.findConversation() - if self.convo_act+1 < len(convo[2]): - self.text = convo[2][self.convo_act] - self.convo_act += 1 - else: - if convo[0] == 'oldlady': - if convo[1] == 0: - for i in range(0,5): - objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) - elif convo[1] == 1: - objects[0][0].level.level = 5 - while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') - if convo[0] == 'elder': - if convo[1] == 0: - objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300)) - self.convo_scene += 1 - self.convo_act = 0 - self.npc.talking = False - objects[0][0].talking = False - - -class Fighter(Objects): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: - super().__init__(name, ms, sprite, x, y) - self.health = health - self.damage = damage - self.level = level - self.attack_speed = asp - self.attack_range = atr - self.lastHurt = pg.time.get_ticks() - self.lastAttack = pg.time.get_ticks() - self.hurtCooldown = 0 - - -class MainCharacter(Fighter): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) - self.book = Book(0, 0, [], None, None) - self.talking = False - self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20) - self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y=50, hurtCooldown=self.hurtCooldown) - self.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing') - self.freezing = True - self.killed = killed # amount of mobs that were killed - self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png') - self.current_frame = 0 - self.animation_speed = 0.1 - self.last_frame_update = pg.time.get_ticks() - self.rect = pg.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height()) - self.is_attacking = False - - def load_frames(self, walk_sprite_sheet, attack_sprite_sheet): - self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=64) - self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed - - def load_animation_frames(self, sprite_sheet, frame_width, frame_height): - sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet)) - animation_frames = [] - if frame_width == 40: - frames_coordinates = [ - (frame_width, 0), - (frame_width*2, 0), - (frame_width*3, 0), - (frame_width*4, 0), - (frame_width*5, 0), - (frame_width*6, 0), - (frame_width*7, 0), - (frame_width*8, 0), - ] - else: - frames_coordinates = [ - (frame_width, 0), - (frame_width*2, 0), - (frame_width*3, 0), - (frame_width*4, 0), - (frame_width*5, 0), - (frame_width*6, 0) - ] - for x, y in frames_coordinates: - frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) - frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) - animation_frames.append(frame) - return animation_frames - - - def draw(self, screen): - if self.hidden: - return - current_time = pg.time.get_ticks() - if self.is_attacking: - animation_frames = self.attack_frames - else: - animation_frames = self.walk_frames - - if current_time - self.last_frame_update > self.animation_speed * 1000: - self.current_frame = (self.current_frame + 1) % len(animation_frames) - self.last_frame_update = current_time - current_frame_image = animation_frames[self.current_frame] - screen.blit(current_frame_image, (self.x, self.y)) - - self.rect.x, self.rect.y = self.x, self.y - self.health.draw(screen) - self.level.draw(screen) - self.book.draw(screen) - pg.draw.rect(screen, '#e900fa', self.rect, 2) - if self.thinks.hidden == False: - self.thinks.draw(screen, self.x + 20, self.y - 100) - - def hurt(self, damage, objects): - if not self.talking: - self.health.hurt(damage) - - def obstacle_interaction(self, objects): - touches = pg.sprite.spritecollideany(self, objects[4]) - if touches is not None: - if touches.name == 'fireplace': - self.freezing = False - elif touches.name == 'portal' and self.level.level != 1: - return 'play' - elif touches.name == 'house' and self.level.level != 1: - self.x = 500 - self.y = 400 - return 'house' - elif 'wall' in touches.name: - return 'wall' - else: - return True - - def walk(self, keys, objects): - moveto = vec(0, 0) - if keys[pg.K_w] or keys[pg.K_UP]: - moveto += vec(0, -1) - if keys[pg.K_a] or keys[pg.K_LEFT]: - moveto += vec(-1, 0) - if keys[pg.K_s] or keys[pg.K_DOWN]: - moveto += vec(0, 1) - if keys[pg.K_d] or keys[pg.K_RIGHT]: - moveto += vec(1, 0) - if not moveto == vec(0, 0): - moveto.scale_to_length(self.speed) - - self.x += moveto[0] / fps - self.y += moveto[1] / fps - touches = pg.sprite.spritecollideany(self, objects[2] + objects[4]) - if touches is not None and not isinstance(touches, Weapons): - if isinstance(touches, Obstacle): - if not touches.collision: - # print(touches.name) - return - if touches.type == 'wall': - if touches.name == 'wall_l': - self.x += (2 + (self.x - touches.rect.x)) - elif touches.name == 'wall_r': - self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) - if touches.name == 'wall_t': - self.y += (2 + (self.y - touches.rect.y)) - elif touches.name == 'wall_b': - self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) - return - elif isinstance(touches, NPC): - return - - if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) - elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66)) - #if self.y <= touches.y: pass - #elif self.y > touches.y: pass - #self.x -= moveto[0] * 2 / fps - #self.y -= moveto[1] * 2 / fps - - """ - if self.x <= 32: - self.x = 33 - elif self.x >= objects[3][0].width - 32: - self.x = objects[3][0].width - 32 - self.rect.width + 1 - if self.y <= 32: - self.y = 33 - elif self.y >= objects[3][0].height - 32: - self.y = objects[3][0].height - 32 - self.rect.height + 1 - """ - - def attack(self, obj, mouse): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - moveto = mouse - vec(self.x, self.y) - if self.book.current_sp == 'fireball': - weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) - elif self.book.current_sp == 'windslash': - weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10) - else: - weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) - obj[3].append(weapon) - self.lastAttack = pg.time.get_ticks() - if not self.is_attacking: - self.current_frame = 0 - self.is_attacking = True - - def update(self, keys, mouse, objects): - if not self.talking: - is_moving = False - if keys[pg.K_w] or keys[pg.K_UP] or keys[pg.K_a] or keys[pg.K_LEFT] or keys[pg.K_s] or keys[pg.K_DOWN] or keys[pg.K_d] or keys[pg.K_RIGHT]: - is_moving = True - if is_moving: - self.walk(keys, objects) - self.is_attacking = False - else: - current_time = pg.time.get_ticks() - if current_time - self.last_frame_update > self.animation_speed * 1000: - self.current_frame = (self.current_frame + 1) % len(self.walk_frames) - self.last_frame_update = current_time - if not self.is_attacking: - self.current_frame = 0 - if pg.mouse.get_pressed()[0]: - self.attack(objects, vec(mouse)) - if self.is_attacking: - if self.current_frame == len(self.attack_frames) - 1: - self.is_attacking = False - self.current_frame = 0 - self.thinks.update(objects, self) - if self.health.health <= 0: - return 'village' - else: - return self.obstacle_interaction(objects) - -class Hearts(): - def __init__(self, health, sprite, x, y, hurtCooldown) -> None: - self.x = x - self.y = y - self.health = health - self.lastHurt = pg.time.get_ticks() - self.hurtCooldown = hurtCooldown - self.hidden = False - self.sprite=[] - for parts in sprite: - with open(f'art/images/main_attributes/{parts}') as i: - self.sprite.append(pg.image.load(i)) - self.rect = [] - for each in self.sprite: - self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) - - def hurt(self,damage): - if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): - self.health -= damage - self.lastHurt = pg.time.get_ticks() - self.update() - - def draw(self, screen): - if self.hidden: - return - for i in range(0, 5): - self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y - screen.blit(self.sprite[i], self.rect[i]) - - def update(self): - sprite = [] - for i in range(0, 5): - if self.health >= 4 + 4 * i: - sprite.append('fullheart.png') - elif self.health == 3 + 4 * i: - sprite.append('dreiviertelheart.png') - elif self.health >= 2 + 4 * i: - sprite.append('halfheart.png') - elif self.health >= 1 + 4 * i: - sprite.append('viertelheart.png') - elif self.health <= 4 * i: - sprite.append('noheart.png') - self.sprite = [] - for parts in sprite: - with open(f'art/images/main_attributes/{parts}') as i: - self.sprite.append(pg.image.load(i)) - - -class Level(Label): - def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: - super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) - self.level = level - def draw(self, screen): - self.text = f'will to live: {self.level}%' - super().draw(screen) - -class Thinks(Label): - def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None: - super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) - self.scene = 0 - - def draw(self, screen, x, y): - if self.hidden: - return - self.x = x - self.y = y - super().draw(screen) - - def update(self, objects, main): - if not self.hidden: - if self.scene == 0 and not main.freezing: - self.scene = 1 - self.hidden = True - elif self.scene == 1 and main.talking: - self.scene = 2 - self.hidden = True - if self.scene == 1: - touches = pg.sprite.spritecollideany(main, objects[2]) - if touches is not None and isinstance(touches, NPC): - self.text = 'I should press \"f\"' - self.hidden = False - else: - self.hidden = False - self.text = 'the lady over there' - -class Book(): - def __init__(self, x, y, spells, current_spell, current_shield) -> None: - with open(f'art/images/main_attributes/book.png') as i: - self.sprite = pg.image.load(i) - self.sprite = pg.transform.scale(self.sprite, (1280, 720)) - self.x = x - self.y = y - self.hidden = False - self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) - self.sp_list = spells - self.current_sp = current_spell - self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:", - "You are a homeless person. One cold day","you went to the library to warm up yourself.", - "There you got bored and found and opened me.", "This lead to you being thrown into this world.", - "But you can find a way out of here again."] - self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.", - "Click on a picture to choose your spell.", - "Talk to fairies to unlock new spells!"] - self.buttons=[] - self.buttons_y = 400 - self.buttons_x = 800 - - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - text_left_y = 100 - text_right_y = 100 - for text in self.text_left: - label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png') - label.draw(screen) - text_left_y += 50 - for text in self.text_right: - label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png') - label.draw(screen) - text_right_y += 50 - for button in self.buttons: - button.update(screen) - - def addspell(self, spell): - if spell not in self.sp_list: - self.sp_list.append(spell) - self.current_sp = spell - self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) - self.buttons_y += 100 - - def update_spell(self, spell): - self.current_sp = spell - - def update(self): - pass - -class Mobs(Fighter): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) - self.drops = drops * (self.level / 2) - - def chase(self, obj): - x = obj[0][0].x - y = obj[0][0].y - moveto = vec(x, y) - vec(self.x, self.y) - if not (moveto).length() <= self.attack_range: - moveto.scale_to_length(self.speed) - self.x += moveto[0] / fps - self.y += moveto[1] / fps - touches = pg.sprite.spritecollideany(self, obj[4]) - if touches is not None and not isinstance(touches, Weapons): - if isinstance(touches, Obstacle): - if not touches.collision: - return - if touches.type == 'wall': - if touches.name == 'wall_l': - self.x += (2 + (self.x - touches.rect.x)) - elif touches.name == 'wall_r': - self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) - if touches.name == 'wall_t': - self.y += (2 + (self.y - touches.rect.y)) - elif touches.name == 'wall_b': - self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) - - if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) - elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66)) - else: - self.attack(moveto, obj) - - - def hurt(self, damage, objects): - self.health -= damage - if self.health <= 0: - objects[0][0].killed.append(self.name) - self.hidden = True - objects[1].remove(self) - - - def update(self, obj): - self.chase(obj) - - -class Skeleton(Mobs): - def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) - - def attack(self, moveto, obj): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) - self.lastAttack = pg.time.get_ticks() - - -class Zombie(Mobs): - def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: - super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) - self.load_frames(f'art/images/{sprite_sheet}') - self.current_frame = 0 - self.animation_speed = 250 - self.last_frame_update = pg.time.get_ticks() - self.hidden = False - self.rect = pg.Rect(x, y, 40, 64) - - def load_frames(self, sprite_sheet): - sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet).convert_alpha()) - frame_width = 40 - frame_height = 64 - frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] - self.animation_frames = [] - for x, y in frames_coordinates: - frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) - frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) - self.animation_frames.append(frame) - - def draw(self, screen): - if self.hidden: - return - current_time = pg.time.get_ticks() - if current_time - self.last_frame_update > self.animation_speed: - self.current_frame = (self.current_frame + 1) % len(self.animation_frames) - self.last_frame_update = current_time - - current_frame_image = self.animation_frames[self.current_frame] - screen.blit(current_frame_image, (self.x, self.y)) - - self.rect.topleft = (self.x, self.y) - pg.draw.rect(screen, '#ef0120', self.rect, 2) - - - def attack(self, moveto, obj): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage)) - self.lastAttack = pg.time.get_ticks() - -class Rat(Mobs): - def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) - - - def attack(self, moveto, obj): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) - self.lastAttack = pg.time.get_ticks() - -class Weapons(Objects): - def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: - super().__init__(name, ms, sprite, x, y) - self.moveto = moveto - self.damage = damage - self.life_ticks= life_ticks - self.spawn_tick = pg.time.get_ticks() - pos = vec(1,0) - angle = pos.angle_to(moveto) - - self.sprite = pg.transform.rotate(self.sprite, -angle) - - def die(self, objects, kills): - touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) - if touches is not None and isinstance(touches, kills): - touches.hurt(self.damage, objects) - self.hidden = True - if self in objects[3]: - objects[3].remove(self) - - def move(self, objects): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps - if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: - self.hidden = True - objects[3].remove(self) - -class Spells(Weapons): - def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - -class Fireball(Spells): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, Mobs) - -class Windslash(Spells): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, Mobs) - - def move(self, objects): - super().move(objects) - self.moveto = self.moveto.rotate(5) - - -class Arrow(Weapons): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, MainCharacter) - - -class Punch(Weapons): - def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - self.kills = kills - - def update(self, objects): - self.move(objects) - self.die(objects, self.kills)