Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
SpagettiFisch 2024-03-13 10:38:09 +01:00
commit 690a00b718
2 changed files with 439 additions and 439 deletions

View file

@ -522,7 +522,7 @@ class Convo(Label):
for i in range(0,5): for i in range(0,5):
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
elif convo[1] == 1: 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') while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
elif convo[0] == 'elder': elif convo[0] == 'elder':
if convo[1] == 0: if convo[1] == 0:

876
main.py
View file

@ -1,438 +1,438 @@
import pygame import pygame
import sys import sys
import json import json
import time import time
import random import random
from classes import * from classes import *
# from viecher import * # from viecher import *
from pygame import mixer from pygame import mixer
fps = 60 fps = 60
def setUp(config): def setUp(config):
pygame.init() pygame.init()
mixer.music.load('audio/music/thebritons(1.1).mp3') mixer.music.load('audio/music/thebritons(1.1).mp3')
mixer.music.play(-1) mixer.music.play(-1)
if config["fullscreen"]: if config["fullscreen"]:
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
else: else:
screen = pygame.display.set_mode(config["res"]) screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock() clock = pygame.time.Clock()
pygame.display.set_caption('Between The Pages') pygame.display.set_caption('Between The Pages')
with open('art/images/icon.png', 'r') as i: with open('art/images/icon.png', 'r') as i:
pygame.display.set_icon(pygame.image.load(i)) pygame.display.set_icon(pygame.image.load(i))
return screen, clock, True, False, "startscreen.png", [] return screen, clock, True, False, "startscreen.png", []
def readConfig(): def readConfig():
with open('config.json', 'r') as c: with open('config.json', 'r') as c:
json_data = c.read() json_data = c.read()
return json.loads(json_data) return json.loads(json_data)
def quitGame(): def quitGame():
#save progress somehow, if needed #save progress somehow, if needed
pygame.quit() pygame.quit()
quit() quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list): def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects = [] room_objects = []
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] #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_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)] room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
rooms = [ 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) 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)) 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.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, '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) #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 return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] 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))] 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 = [] weapons = []
others = [] others = []
npcs = [] npcs = []
objects = [main, mobs, npcs, weapons, others] objects = [main, mobs, npcs, weapons, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations 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 = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
tbc_tick = 0 tbc_tick = 0
objects = scene.getObjects() objects = scene.getObjects()
while running: while running:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze freeze = not freeze
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
"""with open(background, 'r') as i: """with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if isblack: if isblack:
if tbc_tick == 0: if tbc_tick == 0:
tbc_tick = pygame.time.get_ticks() tbc_tick = pygame.time.get_ticks()
elif tbc_tick + 5000 <= pygame.time.get_ticks(): elif tbc_tick + 5000 <= pygame.time.get_ticks():
quitGame() quitGame()
tbc.draw(screen) tbc.draw(screen)
elif not freeze: elif not freeze:
screen.blit(scene.background, (32, 32)) screen.blit(scene.background, (32, 32))
target = None target = None
for thing in objects[4]: for thing in objects[4]:
thing.draw(screen) thing.draw(screen)
if isinstance(thing, HealthBar): if isinstance(thing, HealthBar):
thing.update(objects) thing.update(objects)
for weapon in objects[3]: for weapon in objects[3]:
weapon.update(objects) weapon.update(objects)
weapon.draw(screen) weapon.draw(screen)
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if objects[0][0].level.level >= 100: if objects[0][0].level.level >= 100:
isblack = True isblack = True
if isinstance(result, str): if isinstance(result, str):
if result == 'village': if result == 'village':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif 'door-' in result: elif 'door-' in result:
target = result.split('-')[1] target = result.split('-')[1]
objects[0][0].level.level += 25 objects[0][0].level.level += 6.33
objects = scene.update(target, objects) objects = scene.update(target, objects)
#play(screen, clock, running, background, isblack, WIDTH, HEIGHT) #play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else: else:
thing.draw(screen) thing.draw(screen)
else: else:
thing.draw(screen) thing.draw(screen)
for mob in objects[1]: for mob in objects[1]:
mob.update(objects) mob.update(objects)
mob.draw(screen) mob.draw(screen)
for npc in objects[2]: for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) npc.draw(screen)
objects[0][0].book.addspell('windslash') objects[0][0].book.addspell('windslash')
objects[0][0].book.addspell('fireball') objects[0][0].book.addspell('fireball')
scene.update(target, objects) scene.update(target, objects)
scene.draw(screen) scene.draw(screen)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) objects[0][0].book.draw(screen)
objects[0][0].book.update() objects[0][0].book.update()
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(fps) # limits FPS to 60 clock.tick(fps) # limits FPS to 60
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] main = [herbert]
mobs = [] mobs = []
weapons = [] weapons = []
others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), 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)] 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)] npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others] objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
freeze = True #Gameplay is freezed in certain situations freeze = True #Gameplay is freezed in certain situations
main[0].health.health = 20 main[0].health.health = 20
while running: while running:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze freeze = not freeze
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
"""with open(background, 'r') as i: """with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if not freeze: if not freeze:
objects = room.getObjects() objects = room.getObjects()
screen.blit(room.background, (32, 32)) screen.blit(room.background, (32, 32))
for thing in objects[4]: for thing in objects[4]:
thing.draw(screen) thing.draw(screen)
for weapon in objects[3]: for weapon in objects[3]:
weapon.update(objects) weapon.update(objects)
weapon.draw(screen) weapon.draw(screen)
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village': if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'house': elif result == 'house':
house(screen, clock, running, background, isblack, WIDTH, HEIGHT) house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else: else:
thing.draw(screen) thing.draw(screen)
for mob in objects[1]: for mob in objects[1]:
mob.update(objects) mob.update(objects)
mob.draw(screen) mob.draw(screen)
for npc in objects[2]: for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) npc.draw(screen)
room.update(objects) room.update(objects)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) objects[0][0].book.draw(screen)
objects[0][0].book.update() objects[0][0].book.update()
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(fps) # limits FPS to clock.tick(fps) # limits FPS to
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] main = [herbert]
mobs = [] mobs = []
weapons = [] weapons = []
others = [] others = []
npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others] objects = [main, mobs, npcs, weapons, others]
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
freeze = False #Gameplay is freezed in certain situations freeze = False #Gameplay is freezed in certain situations
while running: while running:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze freeze = not freeze
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
"""with open(background, 'r') as i: """with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if not freeze: if not freeze:
objects = room.getObjects() objects = room.getObjects()
screen.blit(room.background, (32, 32)) screen.blit(room.background, (32, 32))
for thing in objects[4]: for thing in objects[4]:
thing.draw(screen) thing.draw(screen)
# for weapon in objects[3]: # for weapon in objects[3]:
# weapon.update(objects) # weapon.update(objects)
# weapon.draw(screen) # weapon.draw(screen)
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village': if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'wall': elif result == 'wall':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else: else:
thing.draw(screen) thing.draw(screen)
for npc in objects[2]: for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) npc.draw(screen)
objects[0][0].book.addspell('windslash') objects[0][0].book.addspell('windslash')
room.update(objects) room.update(objects)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) objects[0][0].book.draw(screen)
objects[0][0].book.update() objects[0][0].book.update()
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(fps) # limits FPS to clock.tick(fps) # limits FPS to
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] objects = []
# List that is displayed while selecting the window resolution level # List that is displayed while selecting the window resolution level
resolution = [("1920x1080", "1920x1080"), resolution = [("1920x1080", "1920x1080"),
("1920x1200", "1920x1200"), ("1920x1200", "1920x1200"),
("1280x720", "1280x720"), ("1280x720", "1280x720"),
("2560x1440", "2560x1440"), ("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")] ("3840x2160", "3840x2160")]
# This function displays the currently selected options # This function displays the currently selected options
def printSettings(): def printSettings():
print("\n\n") print("\n\n")
# getting the data using "get_input_data" method of the Menu class # getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data() settingsData = settings.get_input_data()
for key in settingsData.keys(): for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}") print(f"{key}\t:\t{settingsData[key]}")
while running: while running:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
with open(background, 'r') as i: with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
for obj in objects: for obj in objects:
obj.process(screen) obj.process(screen)
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(60) # limits FPS to 60 clock.tick(60) # limits FPS to 60
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] 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, 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, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running: while running:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
quitGame() quitGame()
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
with open(f'art/images/background/{background}', 'r') as i: with open(f'art/images/background/{background}', 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
for obj in objects: for obj in objects:
obj.update(screen) obj.update(screen)
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(60) # limits FPS to 60 clock.tick(60) # limits FPS to 60
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] 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))] 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 = [] others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others] objects = [main, mobs, npcs, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations freeze = False #Gameplay is freezed in certain situations
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), # 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('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), # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ])) # ]))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
while True: while True:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze freeze = not freeze
if not freeze: if not freeze:
objects = scene.getObjects() objects = scene.getObjects()
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects): if not thing.update(pygame.key.get_pressed(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) thing.draw(screen)
for mob in objects[1]: for mob in objects[1]:
mob.update(objects) mob.update(objects)
mob.draw(screen) mob.draw(screen)
for npc in objects[2]: for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) npc.draw(screen)
for thing in objects[3]: for thing in objects[3]:
thing.update(objects) thing.update(objects)
thing.draw(screen) thing.draw(screen)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) objects[0][0].book.draw(screen)
objects[0][0].book.update() objects[0][0].book.update()
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(60) # limits FPS to 60 clock.tick(60) # limits FPS to 60
def main(): def main():
config = readConfig() config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"]) screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size() 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 - 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, 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)) #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) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT) #test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
"""while running: """while running:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack: if not isblack:
with open(background, 'r') as i: with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with a color to wipe away anything from last frame # fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
else: else:
for obj in objects: for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
clock.tick(60) # limits FPS to 60""" clock.tick(60) # limits FPS to 60"""
pygame.quit() pygame.quit()
if __name__ == '__main__': if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main() main()