diff --git a/classes.py b/classes.py index 514d627..ab469ec 100644 --- a/classes.py +++ b/classes.py @@ -522,7 +522,7 @@ class Convo(Label): 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 + objects[0][0].level.level = 5 while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') elif convo[0] == 'elder': if convo[1] == 0: diff --git a/main.py b/main.py index d34a26c..5c7857e 100644 --- a/main.py +++ b/main.py @@ -1,438 +1,438 @@ -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) - if isinstance(thing, HealthBar): - thing.update(objects) - - 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) + if isinstance(thing, HealthBar): + thing.update(objects) + + 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()