Merge pull request 'Added Label class' (#64) from Lyzzy/game:main into Development

Reviewed-on: #64
This commit is contained in:
Spafi 2024-03-07 06:45:57 +00:00
commit b3c7d87926
4 changed files with 929 additions and 934 deletions

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import pygame import pygame
pygame.font.init() pygame.font.init()
fonts = { fonts = {
'medieval': 'medieval.ttf', 'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf', 'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf', '3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf', '8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf', '8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf', 'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf', 'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf', 'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf', 'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf', 'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf', 'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf', 'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf', 'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf', 'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf', 'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf', 'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf', 'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf', 'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf', 'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf', 'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf', 'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF', 'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf', 'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf', 'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf', 'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf', 'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf', 'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf', 'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf' 'pixel': 'yoster.ttf'
} }
class Button(): class Button():
def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None): def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x self.x = x
self.y = y self.y = y
self.width = width self.width = width
self.height = height self.height = height
self.attributes = attributes self.attributes = attributes
self.onclickFunction = onclickFunction self.onclickFunction = onclickFunction
self.onePress = onePress self.onePress = onePress
self.alreadyPressed = False self.alreadyPressed = False
with open(f'art/images/{image}', 'r') as tb: with open(f'art/images/{image}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = self.font.render(buttonText, True, '#baab80') self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def update(self, screen): def update(self, screen):
mousePos = pygame.mouse.get_pos() mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos): if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]: if pygame.mouse.get_pressed(num_buttons=3)[0]:
if self.onePress: if self.onePress:
self.onclickFunction() self.onclickFunction()
elif not self.alreadyPressed: elif not self.alreadyPressed:
if self.attributes: if self.attributes:
self.onclickFunction(*self.attributes) self.onclickFunction(*self.attributes)
self.alreadyPressed = True self.alreadyPressed = True
else: else:
self.onclickFunction() self.onclickFunction()
self.alreadyPressed = True self.alreadyPressed = True
else: else:
self.alreadyPressed = False self.alreadyPressed = False
self.box.blit(self.buttonSurf, [ self.box.blit(self.buttonSurf, [
self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
]) ])
screen.blit(self.box, self.buttonRect) screen.blit(self.box, self.buttonRect)
class Label():
class DropDown(): def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None:
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): self.x = x
self.rect = pygame.Rect(x, y, width, height) self.y = y
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.width = width
self.main = main self.height = height
self.options = options self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.draw_menu = False self.hidden = False
self.menu_active = False with open(f'art/images/{sprite}', 'r') as tb:
self.active_option = -1 self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
with open('art/images/textbox.png', 'r') as tb: self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.box = pygame.image.load(tb) self.labelSurf = self.font.render(text, True, font_color)
self.box = pygame.transform.scale(self.box, (width, height))
def draw(self, screen):
def draw(self, screen): if self.hidden:
#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) return
surface = self.font.render(self.main, 1, (0, 0, 0)) self.box.blit(self.labelSurf, [
self.box.blit(surface, [ self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.rect.width/2 - surface.get_rect().width/2, self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
self.rect.height/2 - surface.get_rect().height/2 ])
]) screen.blit(self.box, self.labelRect)
screen.blit(self.box, surface.get_rect(center = self.rect.center))
if self.draw_menu:
for i, text in enumerate(self.options): class DropDown():
rect = self.rect.copy() def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
rect.y += (i+1) * self.rect.height self.rect = pygame.Rect(x, y, width, height)
rect.x = self.rect.x self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) self.main = main
#msg = self.font.render(text, 1, (0, 0, 0)) self.options = options
#screen.blit(msg, msg.get_rect(center = rect.center)) self.draw_menu = False
surface = self.font.render(text, 1, (0, 0, 0)) self.menu_active = False
self.box.blit(surface, [ self.active_option = -1
rect.width/2 - surface.get_rect().width/2,
rect.height/2 - surface.get_rect().height/2 with open('art/images/textbox.png', 'r') as tb:
]) self.box = pygame.image.load(tb)
screen.blit(self.box, rect) self.box = pygame.transform.scale(self.box, (width, height))
def update(self, event_list): def draw(self, screen):
mpos = pygame.mouse.get_pos() #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
self.menu_active = self.rect.collidepoint(mpos) surface = self.font.render(self.main, 1, (0, 0, 0))
self.active_option = -1 self.box.blit(surface, [
for i in range(len(self.options)): self.rect.width/2 - surface.get_rect().width/2,
rect = self.rect.copy() self.rect.height/2 - surface.get_rect().height/2
rect.y += (i+1) * self.rect.height ])
if rect.collidepoint(mpos): screen.blit(self.box, surface.get_rect(center = self.rect.center))
self.active_option = i
break if self.draw_menu:
for i, text in enumerate(self.options):
if not self.menu_active and self.active_option == -1: rect = self.rect.copy()
self.draw_menu = False rect.y += (i+1) * self.rect.height
#self.draw_menu = True rect.x = self.rect.x
#return -1 #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
if pygame.mouse.get_pressed(num_buttons=3)[0]: #msg = self.font.render(text, 1, (0, 0, 0))
if self.menu_active: #screen.blit(msg, msg.get_rect(center = rect.center))
self.draw_menu = not self.draw_menu surface = self.font.render(text, 1, (0, 0, 0))
elif self.draw_menu and self.active_option >= 0: self.box.blit(surface, [
self.draw_menu = False rect.width/2 - surface.get_rect().width/2,
return self.active_option rect.height/2 - surface.get_rect().height/2
return -1 ])
screen.blit(self.box, rect)
class GameObjects(): def update(self, event_list):
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: mpos = pygame.mouse.get_pos()
self.name = name self.menu_active = self.rect.collidepoint(mpos)
self.type = _type self.active_option = -1
self.background = bg for i in range(len(self.options)):
if bg != None: rect = self.rect.copy()
with open(bg, 'r') as bg: rect.y += (i+1) * self.rect.height
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) if rect.collidepoint(mpos):
self.objects = objects self.active_option = i
break
def update(self, objects):
return if not self.menu_active and self.active_option == -1:
def draw(self, screen): self.draw_menu = False
return #self.draw_menu = True
#return -1
class Scene(GameObjects): if pygame.mouse.get_pressed(num_buttons=3)[0]:
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: if self.menu_active:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.draw_menu = not self.draw_menu
self.level = level elif self.draw_menu and self.active_option >= 0:
self.current_level = 0 self.draw_menu = False
return self.active_option
def update(self, change:bool, objects): return -1
if change:
self.current_level += 1
self.level[self.current_level].update(objects) class GameObjects():
self.background = self.level[self.current_level].background def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
if isinstance(self.objects, list): self.name = name
for obj in self.objects[0] + self.objects[1] + self.objects[2]: self.type = _type
obj.update() self.background = bg
if bg != None:
def draw(self, screen): with open(bg, 'r') as bg:
if isinstance(self.objects, list): self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: self.objects = objects
obj.draw(screen)
self.level[self.current_level].draw(screen) def update(self, objects):
return
def getObjects(self): def draw(self, screen):
return self.level[self.current_level].getObjects() return
class Scene(GameObjects):
class Stage(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.level = level
self.stage = stage self.current_level = 0
self.rooms = rooms
self.current = 0 def update(self, change:bool, objects):
if change:
def update(self, objects): self.current_level += 1
for room in self.rooms: self.level[self.current_level].update(objects)
if room.id == self.current: self.background = self.level[self.current_level].background
room.update(objects) if isinstance(self.objects, list):
self.background = room.background for obj in self.objects[0] + self.objects[1] + self.objects[2]:
keys = pygame.key.get_pressed() obj.update()
if keys[pygame.K_RIGHT]:
self.current += 1 def draw(self, screen):
if self.current >= len(self.rooms): if isinstance(self.objects, list):
return 1 for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
obj.draw(screen)
def draw(self, screen): self.level[self.current_level].draw(screen)
for room in self.rooms:
if room.id == self.current: def getObjects(self):
room.draw(screen) return self.level[self.current_level].getObjects()
def getObjects(self):
for room in self.rooms: class Stage(GameObjects):
if room.id == self.current: def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
return room.getObjects() super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.stage = stage
class Room(GameObjects): self.rooms = rooms
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: self.current = 0
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.exits = exits def update(self, objects):
self.id = id for room in self.rooms:
if self.type == 'normal' or self.type == 'boss': if room.id == self.current:
self.locked = True room.update(objects)
else: self.background = room.background
self.locked = False keys = pygame.key.get_pressed()
[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] if keys[pygame.K_RIGHT]:
self.current += 1
def genWalls(self, WIDTH, HEIGHT): if self.current >= len(self.rooms):
walls = [] return 1
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT)) def draw(self, screen):
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4)) for room in self.rooms:
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) if room.id == self.current:
return walls room.draw(screen)
def update(self, objects): def getObjects(self):
self.objects = objects for room in self.rooms:
if not self.objects[1]: if room.id == self.current:
self.locked = False return room.getObjects()
return
class Room(GameObjects):
def draw(self, screen): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
screen.blit(self.background, (32, 32)) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
if isinstance(self.objects, list): self.exits = exits
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]: self.id = id
obj.draw(screen) if self.type == 'normal' or self.type == 'boss':
self.locked = True
def getObjects(self): else:
return self.objects self.locked = False
[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
class Obstacle(GameObjects):
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: def genWalls(self, WIDTH, HEIGHT):
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) walls = []
self.collision = collision walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
self.hidden = hidden walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
self.width = WIDTH walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
self.height = HEIGHT walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
if self.background is not None: return walls
self.rect = pygame.Rect((x, y), self.background.get_size())
else: def update(self, objects):
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT) self.objects = objects
if not self.objects[1]:
def draw(self, screen): self.locked = False
if not self.hidden: return
screen.blit(self.background, self.rect)
else: def draw(self, screen):
pygame.draw.rect(screen, '#e0a77f', self.rect, 2) screen.blit(self.background, (32, 32))
if isinstance(self.objects, list):
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
obj.draw(screen)
def getObjects(self):
return self.objects
class Obstacle(GameObjects):
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.collision = collision
self.hidden = hidden
self.width = WIDTH
self.height = HEIGHT
if self.background is not None:
self.rect = pygame.Rect((x, y), self.background.get_size())
else:
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
def draw(self, screen):
if not self.hidden:
screen.blit(self.background, self.rect)
else:
pygame.draw.rect(screen, '#e0a77f', self.rect, 2)

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main.py
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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 *
fps = 60 fps = 60
def setUp(config): def setUp(config):
pygame.init() pygame.init()
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()
return screen, clock, True, True, "start.png", []
return screen, clock, True, True, "start.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 = [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/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) rooms = [
rooms = [ Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), ]
] return rooms
return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
def play(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)) 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
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: scene.update(False, objects)
scene.update(False, objects) objects = scene.getObjects()
objects = scene.getObjects() screen.blit(scene.background, (32, 32))
screen.blit(scene.background, (32, 32)) for thing in objects[3]:
for thing in objects[3]: thing.update(objects)
thing.update(objects) thing.draw(screen)
thing.draw(screen)
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(), pygame.mouse.get_pos(), objects):
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), 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)
objects[0][0].book.addspell('windslash')
if objects[1] ==[]:
objects[0][0].book.addspell('windslash')
else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(fps) # limits FPS to 60
clock.tick(fps) # limits FPS to 60 def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): # List that is displayed while selecting the window resolution level
objects = [] resolution = [("1920x1080", "1920x1080"),
# List that is displayed while selecting the window resolution level ("1920x1200", "1920x1200"),
resolution = [("1920x1080", "1920x1080"), ("1280x720", "1280x720"),
("1920x1200", "1920x1200"), ("2560x1440", "2560x1440"),
("1280x720", "1280x720"), ("3840x2160", "3840x2160")]
("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")] # This function displays the currently selected options
# This function displays the currently selected options def printSettings():
print("\n\n")
def printSettings(): # getting the data using "get_input_data" method of the Menu class
print("\n\n") settingsData = settings.get_input_data()
# 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]}")
for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}") while running:
for event in pygame.event.get():
while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: # RENDER YOUR GAME HERE
running = False with open(background, 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen for obj in objects:
screen.blit(bg, (0, 0)) obj.process(screen)
for obj in objects:
obj.process(screen) # flip() the display to put your work on screen
pygame.display.flip()
# flip() the display to put your work on screen
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):
objects = []
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
objects = [] #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, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) 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, "Options", uwu)) while running:
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) for event in pygame.event.get():
while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: quitGame()
running = False # RENDER YOUR GAME HERE
quitGame() with open(f'art/images/{background}', 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
with open(f'art/images/{background}', 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen for obj in objects:
screen.blit(bg, (0, 0)) obj.update(screen)
for obj in objects:
obj.update(screen) # flip() the display to put your work on screen
pygame.display.flip()
# flip() the display to put your work on screen
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):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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))]
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] others = []
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))] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
others = [] objects = [main, mobs, npcs, others]
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] level = []
objects = [main, mobs, npcs, others] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level = [] level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) freeze = False #Gameplay is freezed in certain situations
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),
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# 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)
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) # RENDER YOUR GAME HERE
while True:
# RENDER YOUR GAME HERE screen.fill('#000000')
while True: events = pygame.event.get()
screen.fill('#000000') for event in events:
events = pygame.event.get() if event.type == pygame.QUIT:
for event in events: running = False
if event.type == pygame.QUIT: quitGame()
running = False elif event.type == pygame.KEYDOWN:
quitGame() if event.key == pygame.K_e: #when book is open gameplay is freezed
elif event.type == pygame.KEYDOWN: freeze = not freeze
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze if not freeze:
objects = scene.getObjects()
if not freeze: for thing in objects[0]:
objects = scene.getObjects() thing.book.hidden = not freeze
for thing in objects[0]: if not thing.update(pygame.key.get_pressed(), objects):
thing.book.hidden = not freeze menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not thing.update(pygame.key.get_pressed(), objects): thing.draw(screen)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) for mob in objects[1]:
mob.update(objects)
for mob in objects[1]: mob.draw(screen)
mob.update(objects)
mob.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for npc in objects[2]: npc.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) for thing in objects[3]:
thing.update(objects)
for thing in objects[3]: thing.draw(screen)
thing.update(objects)
thing.draw(screen) else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60
clock.tick(60) # limits FPS to 60 def main():
config = readConfig()
def main(): screen, clock, running, isblack, background, objects = setUp(config["screen"])
config = readConfig() WIDTH, HEIGHT = screen.get_size()
screen, clock, running, isblack, background, objects = setUp(config["screen"]) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
WIDTH, HEIGHT = screen.get_size() #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, "Play", play)) #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, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
test(screen, clock, running, background, isblack, WIDTH, HEIGHT) """while running:
for event in pygame.event.get():
"""while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
running = False if not isblack:
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) with open(background, 'r') as i:
if not isblack: bg = pygame.image.load(i)
with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with a color to wipe away anything from last frame
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0)) # RENDER YOUR GAME HERE
# RENDER YOUR GAME HERE else:
for obj in objects:
else: obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for obj in objects: # flip() the display to put your work on screen
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60"""
clock.tick(60) # limits FPS to 60""" pygame.quit()
pygame.quit() if __name__ == '__main__':
main()
if __name__ == '__main__':
main()

View file

@ -1,414 +1,387 @@
import pygame as pg import pygame as pg
from classes import * from classes import *
from main import * from main import *
vec = pg.math.Vector2 vec = pg.math.Vector2
fps = 60 fps = 60
pg.font.init() pg.font.init()
fonts = { fonts = {
'medieval': 'medieval.ttf', 'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf', 'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf', '3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf', '8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf', '8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf', 'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf', 'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf', 'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf', 'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf', 'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf', 'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf', 'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf', 'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf', 'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf', 'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf', 'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf', 'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf', 'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf', 'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf', 'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf', 'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF', 'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf', 'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf', 'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf', 'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf', 'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf', 'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf', 'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf' 'pixel': 'yoster.ttf'
} }
class Objects(): class Objects():
def __init__(self, name, ms, sprite, x, y) -> None: def __init__(self, name, ms, sprite, x, y) -> None:
self.name = name self.name = name
self.speed = ms self.speed = ms
with open(f'art/images/{sprite}') as i: with open(f'art/images/{sprite}') as i:
self.sprite = pg.image.load(i) self.sprite = pg.image.load(i)
self.x = x self.x = x
self.y = y self.y = y
self.hidden = False self.hidden = False
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ff0000', self.rect, 2) pg.draw.rect(screen, '#ff0000', self.rect, 2)
class NPC(Objects): class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, x, y) -> None: def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
self.talking = False self.talking = False
self.hidden = True self.hidden = True
super().__init__(name, ms, sprite, x, y) super().__init__(name, ms, sprite, x, y)
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
def talk(self, objects): def talk(self, objects):
self.talking = True self.talking = True
objects[0][0].talking = True objects[0][0].talking = True
self.conversation.hidden = False self.conversation.hidden = False
def draw(self, screen): def draw(self, screen):
super().draw(screen) super().draw(screen)
if self.talking == True: if self.talking == True:
self.conversation.draw(screen) self.conversation.draw(screen)
def update(self, keys, objects): def update(self, keys, objects):
if self.talking: if self.talking:
self.conversation.update(keys, objects) self.conversation.update(keys, objects)
class Convo(): class Convo(Label):
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
self.x = x super().__init__(x, y, width, height, text, font, font_size)
self.y = y
self.width = width def update(self, keys, objects):
self.height = height if keys[pg.K_SPACE]:
self.hidden = False objects[0][0].book.addspell('fireball')
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) self.talking = False
with open('art/images/label.png', 'r') as tb: objects[0][0].talking = False
self.box = pg.image.load(tb) self.hidden = True
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
class Fighter(Objects):
def draw(self, screen): def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
if self.hidden: super().__init__(name, ms, sprite, x, y)
return self.health = health
self.box.blit(self.labelSurf, [ self.damage = damage
self.labelRect.width/2 - self.labelSurf.get_rect().width/2, self.level = level
self.labelRect.height/2 - self.labelSurf.get_rect().height/2 self.attack_speed = asp
]) self.attack_range = atr
screen.blit(self.box, self.labelRect) self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks()
def update(self, keys, objects): self.hurtCooldown = 0
if keys[pg.K_SPACE]:
objects[0][0].book.addspell('fireball')
self.talking = False class MainCharacter(Fighter):
objects[0][0].talking = False def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
self.hidden = True super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.book = Book(0, 0, [], None, None)
self.talking = False
self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
class Fighter(Objects):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: def draw(self, screen):
super().__init__(name, ms, sprite, x, y) if self.hidden:
self.health = health return
self.damage = damage self.rect.x, self.rect.y = self.x, self.y
self.level = level screen.blit(self.sprite, self.rect)
self.attack_speed = asp self.health.draw(screen)
self.attack_range = atr self.level.draw(screen)
self.lastHurt = pg.time.get_ticks() self.book.draw(screen)
self.lastAttack = pg.time.get_ticks() pg.draw.rect(screen, '#ff00ee', self.rect, 2)
self.hurtCooldown = 0
def hurt(self, damage, objects):
if not self.talking:
class MainCharacter(Fighter): self.health.hurt(damage)
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) def walk(self, keys, objects):
self.book = Book(0, 0, [], None, None) moveto = vec(0, 0)
self.talking = False if keys[pg.K_w] or keys[pg.K_UP]:
self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20) moveto += vec(0, -1)
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown) if keys[pg.K_a] or keys[pg.K_LEFT]:
moveto += vec(-1, 0)
def draw(self, screen): if keys[pg.K_s] or keys[pg.K_DOWN]:
if self.hidden: moveto += vec(0, 1)
return if keys[pg.K_d] or keys[pg.K_RIGHT]:
self.rect.x, self.rect.y = self.x, self.y moveto += vec(1, 0)
screen.blit(self.sprite, self.rect) if not moveto == vec(0, 0):
self.health.draw(screen) moveto.scale_to_length(self.speed)
self.level.draw(screen)
self.book.draw(screen) self.x += moveto[0] / fps
pg.draw.rect(screen, '#ff00ee', self.rect, 2) self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
def hurt(self, damage, objects): if touches is not None and not isinstance(touches, Weapons):
if not self.talking: if isinstance(touches, Obstacle):
self.health.hurt(damage) if not touches.collision:
return
def walk(self, keys, objects): if touches.type == 'wall':
moveto = vec(0, 0) if touches.name == 'wall_l':
if keys[pg.K_w] or keys[pg.K_UP]: self.x += (2 + (self.x - touches.rect.x))
moveto += vec(0, -1) elif touches.name == 'wall_r':
if keys[pg.K_a] or keys[pg.K_LEFT]: self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
moveto += vec(-1, 0) if touches.name == 'wall_t':
if keys[pg.K_s] or keys[pg.K_DOWN]: self.y += (2 + (self.y - touches.rect.y))
moveto += vec(0, 1) elif touches.name == 'wall_b':
if keys[pg.K_d] or keys[pg.K_RIGHT]: self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
moveto += vec(1, 0) return
if not moveto == vec(0, 0):
moveto.scale_to_length(self.speed) if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
self.x += moveto[0] / fps #if self.y <= touches.y: pass
self.y += moveto[1] / fps #elif self.y > touches.y: pass
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) self.x -= moveto[0] * 2 / fps
if touches is not None and not isinstance(touches, Weapons): self.y -= moveto[1] * 2 / fps
if isinstance(touches, Obstacle): if isinstance(touches, NPC):
if not touches.collision: touches.talk(objects)
return """
if touches.type == 'wall': if self.x <= 32:
if touches.name == 'wall_l': self.x = 33
self.x += (2 + (self.x - touches.rect.x)) elif self.x >= objects[3][0].width - 32:
elif touches.name == 'wall_r': self.x = objects[3][0].width - 32 - self.rect.width + 1
self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) if self.y <= 32:
if touches.name == 'wall_t': self.y = 33
self.y += (2 + (self.y - touches.rect.y)) elif self.y >= objects[3][0].height - 32:
elif touches.name == 'wall_b': self.y = objects[3][0].height - 32 - self.rect.height + 1
self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) """
return
def attack(self, obj, mouse):
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) moveto = mouse- vec(self.x, self.y)
#if self.y <= touches.y: pass if self.book.current_sp == 'fireball':
#elif self.y > touches.y: pass weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
self.x -= moveto[0] * 2 / fps elif self.book.current_sp == 'windslash':
self.y -= moveto[1] * 2 / fps weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
if isinstance(touches, NPC): else:
touches.talk(objects) return
""" obj[3].append(weapon)
if self.x <= 32: self.lastAttack = pg.time.get_ticks()
self.x = 33
elif self.x >= objects[3][0].width - 32: def update(self, keys, mouse, objects):
self.x = objects[3][0].width - 32 - self.rect.width + 1 if not self.talking:
if self.y <= 32: self.walk(keys, objects)
self.y = 33 if keys[pg.K_f]:
elif self.y >= objects[3][0].height - 32: self.attack(objects, vec(mouse))
self.y = objects[3][0].height - 32 - self.rect.height + 1 if self.health.health <= 0:
""" return False
else:
def attack(self, obj, mouse): return True
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
moveto = mouse- vec(self.x, self.y) class Hearts():
if self.book.current_sp == 'fireball': def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) self.x = x
elif self.book.current_sp == 'windslash': self.y = y
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) self.health = health
else: self.lastHurt = pg.time.get_ticks()
return self.hurtCooldown = hurtCooldown
obj[3].append(weapon) self.hidden = False
self.lastAttack = pg.time.get_ticks() self.sprite=[]
for parts in sprite:
def update(self, keys, mouse, objects): with open(f'art/images/{parts}') as i:
if not self.talking: self.sprite.append(pg.image.load(i))
self.walk(keys, objects) self.rect = []
if keys[pg.K_f]: for each in self.sprite:
self.attack(objects, vec(mouse)) self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
if self.health.health <= 0:
return False def hurt(self,damage):
else: if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
return True self.health -= damage
self.lastHurt = pg.time.get_ticks()
class Hearts(): self.update()
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
self.x = x def draw(self, screen):
self.y = y if self.hidden:
self.health = health return
self.lastHurt = pg.time.get_ticks() for i in range(0, 5):
self.hurtCooldown = hurtCooldown self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
self.hidden = False screen.blit(self.sprite[i], self.rect[i])
self.sprite=[]
for parts in sprite: def update(self):
with open(f'art/images/{parts}') as i: sprite = []
self.sprite.append(pg.image.load(i)) for i in range(0, 5):
self.rect = [] if self.health >= 4 + 4 * i:
for each in self.sprite: sprite.append('fullheart.png')
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) elif self.health == 3 + 4 * i:
sprite.append('dreiviertelheart.png')
def hurt(self,damage): elif self.health >= 2 + 4 * i:
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): sprite.append('halfheart.png')
self.health -= damage elif self.health >= 1 + 4 * i:
self.lastHurt = pg.time.get_ticks() sprite.append('viertelheart.png')
self.update() elif self.health <= 4 * i:
sprite.append('noheart.png')
def draw(self, screen): self.sprite = []
if self.hidden: for parts in sprite:
return with open(f'art/images/{parts}') as i:
for i in range(0, 5): self.sprite.append(pg.image.load(i))
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
screen.blit(self.sprite[i], self.rect[i])
class Level(Label):
def update(self): def __init__(self, x, y, width, height, text, font, font_size) -> None:
sprite = [] super().__init__(x, y, width, height, text, font, font_size)
for i in range(0, 5):
if self.health >= 4 + 4 * i: class Book():
sprite.append('fullheart.png') def __init__(self, x, y, spells, current_spell, current_shield) -> None:
elif self.health == 3 + 4 * i: with open(f'art/images/book.png') as i:
sprite.append('dreiviertelheart.png') self.sprite = pg.image.load(i)
elif self.health >= 2 + 4 * i: self.sprite = pg.transform.scale(self.sprite, (1280, 720))
sprite.append('halfheart.png') self.x = x
elif self.health >= 1 + 4 * i: self.y = y
sprite.append('viertelheart.png') self.hidden = True
elif self.health <= 4 * i: self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
sprite.append('noheart.png') self.sp_list = spells
self.sprite = [] self.current_sp = current_spell
for parts in sprite: self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
with open(f'art/images/{parts}') as i: Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
self.sprite.append(pg.image.load(i)) Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')]
self.buttons=[]
class Level(): self.buttons_height = 400
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
self.x = x def draw(self, screen):
self.y = y if self.hidden:
self.level = level return
self.width = width self.rect.x, self.rect.y = self.x, self.y
self.height = height screen.blit(self.sprite, self.rect)
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) for label in self.labels:
self.hidden = False label.draw(screen)
with open('art/images/label.png', 'r') as tb: for button in self.buttons:
self.box = pg.image.load(tb) button.update(screen)
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) def addspell(self, spell):
self.labelSurf = self.font.render(text, True, '#1E90FF') if spell not in self.sp_list:
self.sp_list.append(spell)
def draw(self, screen): self.current_sp = spell
self.box.blit(self.labelSurf, [ self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, self.buttons_height += 100
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
]) def update_spell(self, spell):
screen.blit(self.box, self.labelRect) self.current_sp = spell
class Book(): def update(self):
def __init__(self, x, y, spells, current_spell, current_shield) -> None: pass
with open(f'art/images/book.png') as i: class Mobs(Fighter):
self.sprite = pg.image.load(i) def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
self.sprite = pg.transform.scale(self.sprite, (1280, 720)) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.x = x self.drops = drops * (self.level / 2)
self.y = y
self.hidden = True class Skeleton(Mobs):
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
self.sp_list = spells super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
self.current_sp = current_spell
self.buttons=[] def chase(self, obj):
self.buttons_height = 150 x = obj[0][0].x
y = obj[0][0].y
def draw(self, screen): moveto = vec(x, y) - vec(self.x, self.y)
if self.hidden: if not (moveto).length() <= self.attack_range:
return moveto.scale_to_length(self.speed)
self.rect.x, self.rect.y = self.x, self.y self.x += moveto[0] / fps
screen.blit(self.sprite, self.rect) self.y += moveto[1] / fps
for button in self.buttons: else:
button.update(screen) self.attack(moveto, obj)
def addspell(self, spell): def attack(self, moveto, obj):
if spell not in self.sp_list: if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
self.sp_list.append(spell) obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
self.current_sp = spell self.lastAttack = pg.time.get_ticks()
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 100 def hurt(self, damage, objects):
self.health -= damage
def update_spell(self, spell): if self.health <= 0:
self.current_sp = spell self.hidden = True
objects[1].remove(self)
def update(self):
pass def update(self, obj):
class Mobs(Fighter): self.chase(obj)
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2) class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
class Skeleton(Mobs): super().__init__(name, ms, sprite, x, y)
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: self.moveto = moveto
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) self.damage = damage
self.life_ticks= life_ticks
def chase(self, obj): self.spawn_tick = pg.time.get_ticks()
x = obj[0][0].x pos = vec(1,0)
y = obj[0][0].y angle = pos.angle_to(moveto)
moveto = vec(x, y) - vec(self.x, self.y) with open(f'art/images/{sprite}') as i:
if not (moveto).length() <= self.attack_range: self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps def die(self, objects, kills):
self.y += moveto[1] / fps touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
else: if touches is not None and isinstance(touches, kills):
self.attack(moveto, obj) touches.hurt(self.damage, objects)
self.hidden = True
def attack(self, moveto, obj): objects[3].remove(self)
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) def move(self, objects):
self.lastAttack = pg.time.get_ticks() self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
def hurt(self, damage, objects): self.y += self.moveto[1] / fps
self.health -= damage if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
if self.health <= 0: self.hidden = True
self.hidden = True objects[3].remove(self)
objects[1].remove(self)
class Spells(Weapons):
def update(self, obj): def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
self.chase(obj) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells):
class Weapons(Objects): def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto def update(self, objects):
self.damage = damage self.move(objects)
self.life_ticks= life_ticks self.die(objects, Mobs)
self.spawn_tick = pg.time.get_ticks()
pos = vec(1,0) class Windslash(Spells):
angle = pos.angle_to(moveto) def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
with open(f'art/images/{sprite}') as i: super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
def update(self, objects):
def die(self, objects, kills): self.move(objects)
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) self.die(objects, Mobs)
if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects) def move(self, objects):
self.hidden = True super().move(objects)
objects[3].remove(self) self.moveto = self.moveto.rotate(5)
def move(self, objects):
self.moveto.scale_to_length(self.speed) class Arrow(Weapons):
self.x += self.moveto[0] / fps def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
self.y += self.moveto[1] / fps super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
self.hidden = True def update(self, objects):
objects[3].remove(self) self.move(objects)
self.die(objects, MainCharacter)
class Spells(Weapons):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, Mobs)
class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=150) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, Mobs)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, MainCharacter)