added some missing spaces lol
added character collisions (not great yet tho) some simple background elements added and testet WIP
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					 9 changed files with 161 additions and 49 deletions
				
			
		
							
								
								
									
										
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								classes.py
									
										
									
									
									
								
							
							
						
						
									
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								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) | ||||
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						
									
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								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(): | ||||
|  |  | |||
							
								
								
									
										
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							|  | @ -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<pg.time.get_ticks(): | ||||
|             obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage)) | ||||
|             self.lastAttack=pg.time.get_ticks() | ||||
|     def attack(self, moveto, obj): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|             obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
|     def update(self,obj): | ||||
|     def update(self, obj): | ||||
|         self.chase(obj) | ||||
| 
 | ||||
| 
 | ||||
|  | @ -231,15 +235,15 @@ class Arrow(Weapons): | |||
| 
 | ||||
|     def move(self): | ||||
|         self.moveto.scale_to_length(self.speed) | ||||
|         self.x += self.moveto[0]/fps | ||||
|         self.y += self.moveto[1]/fps | ||||
|         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): | ||||
|     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 | ||||
|             self.hidden = True | ||||
|      | ||||
|     def update(self,objects): | ||||
|     def update(self, objects): | ||||
|         self.move() | ||||
|         self.die(objects) | ||||
|  |  | |||
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