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self.objects = objects class Scene(GameObjects): - def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: - super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) - self.level = level - self.current_level = 0 + def __init__(self, name:str, _type:str, bg, objects:list) -> None: + super().__init__(name, _type, bg, objects) - def update(self, change:bool): - if change: - self.current_level += 1 - self.level[self.current_level].update() - for obj in self.objects: - obj.update() - - def draw(self, screen): - for obj in self.objects: - obj.draw(screen) - self.level[self.current_level].draw(screen) - - -class Level(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.stage = stage - self.rooms = rooms - self.current = 0 - - def update(self): - for room in self.rooms: - if room.id == self.current: - room.update() - 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: - if room.id == self.current: - room.draw(screen) class Room(GameObjects): - def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: - super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) + def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: + super().__init__(name, _type, bg, objects) self.exits = exits - self.id = id if self.type == 'normal' or self.type == 'boss': self.locked = True else: self.locked = False - - def update(self): - pass - - def draw(self, screen): - screen.blit(self.background, (0, 0)) - \ No newline at end of file diff --git a/ideas.txt b/ideas.txt new file mode 100644 index 0000000..51bcf0f --- /dev/null +++ b/ideas.txt @@ -0,0 +1,22 @@ +Game: + Rogue-like Game mit Story + Pixel + + viele Gegner: + Skelette + Zombies + +Story: + Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. + er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo + findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig + -> Erwacht als magische Person in magischer Welt wieder + Buch dient als Skillbaum (verschiedene Kapitel) + Kampfmagier + Heilender Magier -> Priester? + Elementmagier(?) + maybe noch irgendwas 4. + + Ziel(e) + -> Zurückkommen + -> Happy werden (?) \ No newline at end of file diff --git a/main.py b/main.py index 1b61739..1b5aea7 100644 --- a/main.py +++ b/main.py @@ -2,6 +2,7 @@ import pygame import sys import json import time +import random from classes import * from viecher import * fps = 60 @@ -13,7 +14,7 @@ def setUp(config): else: screen = pygame.display.set_mode(config["res"]) clock = pygame.time.Clock() - + return screen, clock, True, True, "start.png", [] def readConfig(): @@ -27,8 +28,11 @@ def quitGame(): quit() def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): - objects = [[], [], []] #0 - maincharacter stuff; 1 - mobs; 2 - npcs - objects[0].append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) + main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] + mobs=[Skeleton(i, 50, 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2,8))] + others = [] + objects = [main, mobs, others] + while running: screen.fill('#000000') events = pygame.event.get() @@ -42,9 +46,20 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): # fill the screen with an image to clear the screen screen.blit(bg, (0, 0)) """ - for obj in objects: - obj.update(pygame.key.get_pressed()) - obj.draw(screen) + for thing in objects[0]: + if thing.update(pygame.key.get_pressed()) ==False: + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for thing in objects[2]: + thing.update(objects) + thing.draw(screen) + + # flip() the display to put your work on screen pygame.display.flip() @@ -103,7 +118,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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, clock, running, background, isblack, WIDTH, HEIGHT) @@ -112,38 +126,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(60) # limits FPS to 60 -def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): - level = [] - level.append(Level('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', [ - Room('blau1', 'normal', 'art/images/blau1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), - Room('blau2', 'normal', 'art/images/blau2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), - Room('blau3', 'normal', 'art/images/blau3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), - ])) - - level.append(Level('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ - Room('red1', 'normal', 'art/images/rot1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), - Room('red2', 'normal', 'art/images/rot2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), - Room('red3', 'normal', 'art/images/rot3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), - ])) - - scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) - - # RENDER YOUR GAME HERE - while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - quitGame() - - scene.update() - scene.draw(screen) - # 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"]) @@ -151,7 +133,6 @@ def main(): #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) - test(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) """while running: for event in pygame.event.get(): diff --git a/viecher.py b/viecher.py index 1cb3211..2fb3f8e 100644 --- a/viecher.py +++ b/viecher.py @@ -1,17 +1,52 @@ -import pygame +import pygame as pg +vec = pg.math.Vector2 fps = 60 -class Character(): - def __init__(self, name, ms, sprite) -> None: + +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 = pygame.image.load(i) - self.x = 524 - self.y = 524 + self.sprite = pg.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()) + self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) def draw(self, screen): if self.hidden: @@ -20,37 +55,191 @@ class Character(): screen.blit(self.sprite, self.rect) -class NPC(Character): +class NPC(Objects): pass -class Fighter(Character): - def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: - super().__init__(name, ms, sprite) +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 = 1000 + + class MainCharacter(Fighter): - def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: - super().__init__(name, ms, sprite, health, damage, level, asp, atr) + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) self.attack_spell = weapon self.shield_spell = shield self.talking = False + self.level = Level(1000, 38, level, 150, 40, 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) + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + self.health.draw(screen) + self.level.draw(screen) + + def hurt(self,damage): + self.health.hurt(damage) + + def walk(self,keys): + 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 def update(self, keys): - if keys[pygame.K_w]: - self.y -= self.speed / fps - if keys[pygame.K_a]: - self.x -= self.speed / fps - if keys[pygame.K_s]: - self.y += self.speed / fps - if keys[pygame.K_d]: - self.x += self.speed / fps + self.walk(keys) + if self.health.health <= 0: + return False + else: + return True +class Hearts(): + def __init__(self, health, sprite, x, y) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pg.time.get_ticks() + self.hurtCooldown = 1000 + self.hidden = False + self.sprite=[] + for parts in sprite: + with open(f'art/images/{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/{parts}') as i: + self.sprite.append(pg.image.load(i)) + + +class Level(): + def __init__(self, x, y, level, width, height, text, font, font_size) -> None: + self.x = x + self.y = y + self.level = level + self.width = width + self.height = height + self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) + self.hidden = False + with open('art/images/label.png', 'r') as tb: + self.box = pg.image.load(tb) + self.box = pg.transform.scale(self.box, (width, height)) + self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) + self.labelSurf = self.font.render(text, True, '#1E90FF') + + def draw(self, screen): + self.box.blit(self.labelSurf, [ + self.labelRect.width/2 - self.labelSurf.get_rect().width/2, + self.labelRect.height/2 - self.labelSurf.get_rect().height/2 + ]) + screen.blit(self.box, self.labelRect) + class Mobs(Fighter): - def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: - super().__init__(name, ms, sprite, health, damage, level, asp, atr) + 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) + +class Skeleton(Mobs): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) + + 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 + else: + self.attack(moveto,obj) + + def attack(self,moveto,obj): + if self.lastAttack+self.attack_speed*1000 None: + super().__init__(name, ms, sprite, x, y) + self.moveto = moveto + self.damage = damage + + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage) + pos = vec(1,0) + angle = pos.angle_to(moveto) + with open(f'art/images/{sprite}') as i: + self.sprite = pg.transform.rotate(pg.image.load(i), angle) + + def move(self): + self.moveto.scale_to_length(self.speed) + self.x += self.moveto[0]/fps + self.y += self.moveto[1]/fps + + def die(self,objects): + touches=pg.sprite.spritecollideany(self,objects[0]) + if touches is not None and isinstance(touches, MainCharacter): + touches.hurt(self.damage) + self.hidden=True + + def update(self,objects): + self.move() + self.die(objects) \ No newline at end of file