diff --git a/art/images/dirt1.png b/art/images/dirt1.png new file mode 100644 index 0000000..fad8f07 Binary files /dev/null and b/art/images/dirt1.png differ diff --git a/art/images/dirt2.png b/art/images/dirt2.png new file mode 100644 index 0000000..b73418f Binary files /dev/null and b/art/images/dirt2.png differ diff --git a/art/images/grass.png b/art/images/grass.png new file mode 100644 index 0000000..578e8b7 Binary files /dev/null and b/art/images/grass.png differ diff --git a/art/images/river1.png b/art/images/river1.png new file mode 100644 index 0000000..33fbb7f Binary files /dev/null and b/art/images/river1.png differ diff --git a/classes.py b/classes.py index d288c1d..ec2c32c 100644 --- a/classes.py +++ b/classes.py @@ -138,23 +138,93 @@ class DropDown(): class GameObjects(): - def __init__(self, name:str, _type:str, bg, objects:list) -> None: + def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: self.name = name self.type = _type self.background = bg + if bg != None: + with open(bg, 'r') as bg: + self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) self.objects = objects class Scene(GameObjects): - def __init__(self, name:str, _type:str, bg, objects:list) -> None: - super().__init__(name, _type, bg, objects) + 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 update(self, change:bool): + if change: + self.current_level += 1 + self.level[self.current_level].update() + if isinstance(self.objects, list): + for obj in self.objects: + obj.update() + + def draw(self, screen): + if isinstance(self.objects, list): + for obj in self.objects: + obj.draw(screen) + self.level[self.current_level].draw(screen) + + +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.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, exits:list) -> None: - super().__init__(name, _type, bg, objects) + 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) self.exits = exits + self.id = id if self.type == 'normal' or self.type == 'boss': self.locked = True else: self.locked = False + + self.objects.append(self.genWalls(WIDTH, HEIGHT)) + + def genWalls(self, WIDTH, HEIGHT): + walls = [] + walls.append(pygame.Rect(0, 0, 4, HEIGHT)) + walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) + walls.append(pygame.Rect(0, 0, WIDTH, 4)) + walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) + return walls + + def update(self): + pass + + def draw(self, screen): + screen.blit(self.background, (32, 32)) + if isinstance(self.objects, list): + for obj in self.objects[0]: + obj.draw(screen) + +class Obstacle(GameObjects): + def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: + super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) + self.collision = collision + self.rect = pygame.Rect((x, y), self.background.get_size()) + + def draw(self, screen): + screen.blit(self.background, self.rect) \ No newline at end of file diff --git a/main.py b/main.py index 77953a9..e2920b6 100644 --- a/main.py +++ b/main.py @@ -27,6 +27,16 @@ def quitGame(): pygame.quit() quit() +def genRooms(WIDTH, HEIGHT, type:str): + 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/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) + rooms = [ + Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), + Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), + Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), + ] + return rooms + def play(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), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] @@ -47,7 +57,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ for thing in objects[0]: - if thing.update(pygame.key.get_pressed()) ==False: + if not thing.update(pygame.key.get_pressed()): menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen) @@ -126,6 +136,33 @@ 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 = [] + rooms = genRooms(WIDTH, HEIGHT, 'grass') + level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) + + 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: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + quitGame() + screen.fill('#000000') + scene.update(False) + 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"]) @@ -133,6 +170,7 @@ 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/test1.png b/test1.png new file mode 100644 index 0000000..a36957b Binary files /dev/null and b/test1.png differ diff --git a/test2.png b/test2.png new file mode 100644 index 0000000..9a57c79 Binary files /dev/null and b/test2.png differ diff --git a/viecher.py b/viecher.py index d07b933..162fff4 100644 --- a/viecher.py +++ b/viecher.py @@ -80,7 +80,7 @@ class MainCharacter(Fighter): 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) + 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: @@ -90,26 +90,30 @@ class MainCharacter(Fighter): self.health.draw(screen) self.level.draw(screen) - def hurt(self,damage): + def hurt(self, damage): self.health.hurt(damage) - def walk(self,keys): - moveto=vec(0,0) + def walk(self, keys, objects): + moveto = vec(0, 0) if keys[pg.K_w] or keys[pg.K_UP]: - moveto += vec(0,-1) + moveto += vec(0, -1) if keys[pg.K_a] or keys[pg.K_LEFT]: - moveto += vec(-1,0) + moveto += vec(-1, 0) if keys[pg.K_s] or keys[pg.K_DOWN]: - moveto += vec(0,1) + 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 += 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[1] + objects[2]) + if touches is not None: + self.x -= moveto[0] / fps #change later + self.y -= moveto[1] / fps #change later - def update(self, keys): - self.walk(keys) + def update(self, keys, objects): + self.walk(keys, objects) if self.health.health <= 0: return False else: @@ -127,7 +131,7 @@ class Hearts(): for parts in sprite: with open(f'art/images/{parts}') as i: self.sprite.append(pg.image.load(i)) - self.rect=[] + self.rect = [] for each in self.sprite: self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) @@ -140,24 +144,24 @@ class Hearts(): 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 + 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: + for i in range(0, 5): + if self.health >= 4 + 4 * i: sprite.append('fullheart.png') - elif self.health == 3+4*i: + elif self.health == 3 + 4 * i: sprite.append('dreiviertelheart.png') - elif self.health >= 2+4*i: + elif self.health >= 2 + 4 * i: sprite.append('halfheart.png') - elif self.health >= 1+4*i: + elif self.health >= 1 + 4 * i: sprite.append('viertelheart.png') - elif self.health <= 4*i: + elif self.health <= 4 * i: sprite.append('noheart.png') - self.sprite=[] + self.sprite = [] for parts in sprite: with open(f'art/images/{parts}') as i: self.sprite.append(pg.image.load(i)) @@ -180,8 +184,8 @@ class Level(): 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 + 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) @@ -194,23 +198,23 @@ 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: + 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 + self.x += moveto[0] / fps + self.y += moveto[1] / fps else: - self.attack(moveto,obj) + self.attack(moveto, obj) - def attack(self,moveto,obj): - if self.lastAttack+self.attack_speed*1000