changed will to live (level) back to non dev
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
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								main.py
									
										
									
									
									
								
							|  | @ -1,436 +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, 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 _ 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, '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", 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 _ 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, '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 += 6.33 | ||||
|                         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", 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() | ||||
|  |  | |||
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