Merge pull request '0.1 Merge' (#85) from Development into main
Reviewed-on: #85
1
.idea/ideas.txt
generated
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@ -38,6 +38,7 @@ Story:
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Henker
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armer Bauer
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"Hexe"
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Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
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Ziel(e)
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-> Zurückkommen
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__pycache__/classes.cpython-311.pyc
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__pycache__/main.cpython-311.pyc
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__pycache__/viecher.cpython-311.pyc
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art/image files/dooor.kra
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art/image files/door.kra
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art/image files/door.kra~
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art/image files/field.kra~
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art/image files/startscreen.kra
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art/image files/startscreen.kra~
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art/image files/textbox.png~
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art/images/background/door_boss.png
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art/images/background/door_normal.png
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art/images/background/fireplace.png
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art/images/background/house.png
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art/images/background/insideHouse.png
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art/images/background/portal.png
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art/images/background/river.png
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art/images/background/startscreen.png
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art/images/background/startscreen.png~
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art/images/background/village.png
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After Width: | Height: | Size: 2.8 KiB |
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art/images/box/bossbar_edge.png
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art/images/box/bossbar_empty.png
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art/images/box/bossbar_full.png
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art/images/box/empty.png
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art/images/box/fireball_icon.png
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art/images/box/thinks.png
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art/images/box/windslash_icon.png
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art/images/icon.png
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art/images/people/cultist.png
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art/images/people/dorfaelteste.png
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art/images/people/fairy.png
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art/images/people/oldlady.png
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art/images/people/oldmanattack.png
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art/images/people/oldmanwalk.png
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art/images/people/rat.png
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art/images/people/skeleton.png
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art/images/people/vivi.png
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art/images/people/zombie.png
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art/images/people/zombiewalk.png
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art/images/weapons/empty.png
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art/images/weapons/redblob.png
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art/images/weapons/windslash.png
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audio/music/middleages(1.1).mp3
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audio/music/middleages(1.2).mp3
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audio/music/middleages(2.1).mp3
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audio/music/middleages(2.2).mp3
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audio/music/thebritons(1.1).mp3
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audio/music/thebritons(1.2).mp3
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audio/soundeffects/altefrauspeak.mp3
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audio/soundeffects/arrowsound.mp3
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audio/soundeffects/cultistattack.mp3
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audio/soundeffects/door.mp3
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audio/soundeffects/dorfaeltesterspeak.mp3
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audio/soundeffects/firebalhitl.mp3
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audio/soundeffects/hitsound.mp3
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audio/soundeffects/oldmanattack.mp3
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audio/soundeffects/portalsound.mp3
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audio/soundeffects/reddyattack.mp3
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audio/soundeffects/wind.mp3
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audio/soundeffects/zombieattack.mp3
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939
classes.py
310
main.py
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@ -4,18 +4,23 @@ import json
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import time
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import random
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from classes import *
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from viecher import *
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# from viecher import *
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from pygame import mixer
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fps = 60
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def setUp(config):
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pygame.init()
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mixer.music.load('audio/music/thebritons(1.1).mp3')
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mixer.music.play(-1)
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if config["fullscreen"]:
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screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
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else:
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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return screen, clock, True, True, "start.png", []
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pygame.display.set_caption('Between The Pages')
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with open('art/images/icon.png', 'r') as i:
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pygame.display.set_icon(pygame.image.load(i))
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return screen, clock, True, False, "startscreen.png", []
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def readConfig():
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with open('config.json', 'r') as c:
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@ -27,22 +32,191 @@ def quitGame():
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pygame.quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = []
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#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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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)))
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room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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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)
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for j in range(random.randint(5, 10))
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]
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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))
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#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)]
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#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)
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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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))]
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main = [herbert]
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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))]
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weapons = []
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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npcs = []
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objects = [main, mobs, npcs, weapons, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
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tbc_tick = 0
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objects = scene.getObjects()
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if isblack:
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if tbc_tick == 0:
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tbc_tick = pygame.time.get_ticks()
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elif tbc_tick + 5000 <= pygame.time.get_ticks():
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quitGame()
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tbc.draw(screen)
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elif not freeze:
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screen.blit(scene.background, (32, 32))
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target = None
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if objects[0][0].level.level >= 100:
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isblack = True
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if isinstance(result, str):
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if result == 'village':
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif 'door-' in result:
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target = result.split('-')[1]
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objects[0][0].level.level += 6.33
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objects = scene.update(target, objects)
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#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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else:
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('fireball')
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scene.update(target, objects)
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scene.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(fps) # limits FPS to 60
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def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
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Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
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npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
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freeze = True #Gameplay is freezed in certain situations
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main[0].health.health = 20
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'house':
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house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
|
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thing.draw(screen)
|
||||
|
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for mob in objects[1]:
|
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mob.update(objects)
|
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mob.draw(screen)
|
||||
|
||||
for npc in objects[2]:
|
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npc.update(pygame.key.get_pressed(), objects)
|
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npc.draw(screen)
|
||||
|
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room.update(objects)
|
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else:
|
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objects[0][0].book.hidden = not freeze
|
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objects[0][0].book.draw(screen)
|
||||
objects[0][0].book.update()
|
||||
# flip() the display to put your work on screen
|
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pygame.display.flip()
|
||||
|
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clock.tick(fps) # limits FPS to
|
||||
|
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def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
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main = [herbert]
|
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mobs = []
|
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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:
|
||||
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@ -62,23 +236,35 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
if not freeze:
|
||||
objects = room.getObjects()
|
||||
screen.blit(room.background, (32, 32))
|
||||
|
||||
for thing in objects[4]:
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thing.draw(screen)
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||||
|
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# for weapon in objects[3]:
|
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# weapon.update(objects)
|
||||
# weapon.draw(screen)
|
||||
|
||||
for thing in objects[0]:
|
||||
thing.book.hidden = not freeze
|
||||
if not thing.update(pygame.key.get_pressed(), objects):
|
||||
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
||||
if result == 'village':
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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||||
thing.draw(screen)
|
||||
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 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)
|
||||
objects[0][0].book.addspell('windslash')
|
||||
room.update(objects)
|
||||
|
||||
else:
|
||||
objects[0][0].book.hidden = not freeze
|
||||
objects[0][0].book.draw(screen)
|
||||
|
|
@ -86,7 +272,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
# 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
|
||||
|
||||
|
||||
|
||||
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
|
|
@ -127,22 +315,22 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
|
||||
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
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}', 'r') as i:
|
||||
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.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
obj.update(screen)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
|
@ -150,27 +338,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
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')
|
||||
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),
|
||||
]))
|
||||
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
|
||||
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
|
||||
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
|
||||
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
|
||||
# ]))
|
||||
|
||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
screen.fill('#000000')
|
||||
scene.update(False)
|
||||
scene.draw(screen)
|
||||
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()
|
||||
|
||||
|
|
@ -180,11 +401,11 @@ 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, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
#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)
|
||||
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
|
||||
"""while running:
|
||||
for event in pygame.event.get():
|
||||
|
|
@ -211,4 +432,5 @@ def main():
|
|||
pygame.quit()
|
||||
|
||||
if __name__ == '__main__':
|
||||
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
|
||||
main()
|
||||
|
|
|
|||
361
viecher.py
|
|
@ -1,361 +0,0 @@
|
|||
import pygame as pg
|
||||
vec = pg.math.Vector2
|
||||
fps = 60
|
||||
|
||||
|
||||
pg.font.init()
|
||||
fonts = {
|
||||
'medieval': 'medieval.ttf',
|
||||
'minecraft': 'Minecraft Evenings.otf',
|
||||
'3dpixel': '3D-Pixel.ttf',
|
||||
'8bit': '8bitlim.ttf',
|
||||
'8bito': '8blimro.ttf',
|
||||
'arcade': 'ARCADECLASSIC.ttf',
|
||||
'modern_game': 'astron boy video.otf',
|
||||
'modern': 'astron boy.otf',
|
||||
'wonder': 'Beyond Wonderland.ttf',
|
||||
'curved': 'Digitag.ttf',
|
||||
'simple': 'DisposableDroidBB.ttf',
|
||||
'rounded': 'dpcomic.ttf',
|
||||
'playfull': 'Endalian Script.ttf',
|
||||
'blocky': 'FREAKSOFNATURE.ttf',
|
||||
'catchy': 'Future TimeSplitters.otf',
|
||||
'simple_wide': 'Halo3.ttf',
|
||||
'simple_fat': 'INVASION2000.ttf',
|
||||
'very_gamy': 'ka1.ttf',
|
||||
'simple_round': 'Karma Suture.otf',
|
||||
'mono': 'manaspc.ttf',
|
||||
'damaged': 'Merchant Copy.ttf',
|
||||
'big_natural': 'MorialCitadel.TTF',
|
||||
'spacy': 'nasalization-rg.otf',
|
||||
'sci-fi': 'neuropol.otf',
|
||||
'hollow_big_edge': 'papercut.ttf',
|
||||
'space_shuttle': 'pdark.ttf',
|
||||
'thin': 'PixelFJVerdana12pt.ttf',
|
||||
'random': 'Seattle Avenue.ttf',
|
||||
'pixel': 'yoster.ttf'
|
||||
}
|
||||
|
||||
class Objects():
|
||||
def __init__(self, name, ms, sprite, x, y) -> None:
|
||||
self.name = name
|
||||
self.speed = ms
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.image.load(i)
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.hidden = False
|
||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
|
||||
class NPC(Objects):
|
||||
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
|
||||
self.talking = False
|
||||
self.hidden = True
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
|
||||
|
||||
def talk(self, objects):
|
||||
self.talking = True
|
||||
objects[0][0].talking = True
|
||||
self.conversation.hidden = False
|
||||
|
||||
def draw(self, screen):
|
||||
super().draw(screen)
|
||||
if self.talking == True:
|
||||
self.conversation.draw(screen)
|
||||
|
||||
def update(self, keys, objects):
|
||||
if self.talking:
|
||||
self.conversation.update(keys, objects)
|
||||
|
||||
class Convo():
|
||||
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.hidden = False
|
||||
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
with open('art/images/label.png', 'r') as tb:
|
||||
self.box = pg.image.load(tb)
|
||||
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')
|
||||
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.box.blit(self.labelSurf, [
|
||||
self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
|
||||
self.labelRect.height/2 - self.labelSurf.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, self.labelRect)
|
||||
|
||||
def update(self, keys, objects):
|
||||
if keys[pg.K_SPACE]:
|
||||
objects[0][0].book.addspell('fireball')
|
||||
self.talking = False
|
||||
objects[0][0].talking = False
|
||||
self.hidden = True
|
||||
|
||||
|
||||
|
||||
|
||||
class Fighter(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.health = health
|
||||
self.damage = damage
|
||||
self.level = level
|
||||
self.attack_speed = asp
|
||||
self.attack_range = atr
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
self.hurtCooldown = 0
|
||||
|
||||
|
||||
class MainCharacter(Fighter):
|
||||
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)
|
||||
self.book = Book(0, 0, [], None, None)
|
||||
self.talking = False
|
||||
self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20)
|
||||
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
self.health.draw(screen)
|
||||
self.level.draw(screen)
|
||||
self.book.draw(screen)
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
if not self.talking:
|
||||
self.health.hurt(damage)
|
||||
|
||||
def walk(self, keys, objects):
|
||||
moveto = vec(0, 0)
|
||||
if keys[pg.K_w] or keys[pg.K_UP]:
|
||||
moveto += vec(0, -1)
|
||||
if keys[pg.K_a] or keys[pg.K_LEFT]:
|
||||
moveto += vec(-1, 0)
|
||||
if keys[pg.K_s] or keys[pg.K_DOWN]:
|
||||
moveto += vec(0, 1)
|
||||
if keys[pg.K_d] or keys[pg.K_RIGHT]:
|
||||
moveto += vec(1, 0)
|
||||
if not moveto == vec(0, 0):
|
||||
moveto.scale_to_length(self.speed)
|
||||
self.x += moveto[0] / fps
|
||||
self.y += moveto[1] / fps
|
||||
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
|
||||
if touches is not None:
|
||||
self.x -= moveto[0]*1.5 / fps #change later
|
||||
self.y -= moveto[1]*1.5 / fps #change later
|
||||
if isinstance(touches, NPC):
|
||||
touches.talk(objects)
|
||||
|
||||
def attack(self, obj, moveto = vec(0,1)):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
if self.book.current_sp == 'fireball':
|
||||
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
||||
else:
|
||||
return
|
||||
obj[3].append(weapon)
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
def update(self, keys, objects):
|
||||
if not self.talking:
|
||||
self.walk(keys, objects)
|
||||
if keys[pg.K_f]:
|
||||
self.attack(objects)
|
||||
if self.health.health <= 0:
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
class Hearts():
|
||||
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.health = health
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.hurtCooldown = hurtCooldown
|
||||
self.hidden = False
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
self.rect = []
|
||||
for each in self.sprite:
|
||||
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
|
||||
|
||||
def hurt(self,damage):
|
||||
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
|
||||
self.health -= damage
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.update()
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
for i in range(0, 5):
|
||||
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
|
||||
screen.blit(self.sprite[i], self.rect[i])
|
||||
|
||||
def update(self):
|
||||
sprite = []
|
||||
for i in range(0, 5):
|
||||
if self.health >= 4 + 4 * i:
|
||||
sprite.append('fullheart.png')
|
||||
elif self.health == 3 + 4 * i:
|
||||
sprite.append('dreiviertelheart.png')
|
||||
elif self.health >= 2 + 4 * i:
|
||||
sprite.append('halfheart.png')
|
||||
elif self.health >= 1 + 4 * i:
|
||||
sprite.append('viertelheart.png')
|
||||
elif self.health <= 4 * i:
|
||||
sprite.append('noheart.png')
|
||||
self.sprite = []
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
|
||||
|
||||
class Level():
|
||||
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.level = level
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
self.hidden = False
|
||||
with open('art/images/label.png', 'r') as tb:
|
||||
self.box = pg.image.load(tb)
|
||||
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')
|
||||
|
||||
def draw(self, screen):
|
||||
self.box.blit(self.labelSurf, [
|
||||
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
|
||||
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
|
||||
])
|
||||
screen.blit(self.box, self.labelRect)
|
||||
|
||||
class Book():
|
||||
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||
with open(f'art/images/book.png') as i:
|
||||
self.sprite = pg.image.load(i)
|
||||
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.hidden = True
|
||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||
self.sp_list = spells
|
||||
self.current_sp = current_spell
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
|
||||
def addspell(self, spell):
|
||||
if spell not in self.sp_list:
|
||||
self.sp_list.append(spell)
|
||||
self.current_sp = spell
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
|
||||
class Mobs(Fighter):
|
||||
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 Skeleton(Mobs):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
def chase(self, obj):
|
||||
x = obj[0][0].x
|
||||
y = obj[0][0].y
|
||||
moveto = vec(x, y) - vec(self.x, self.y)
|
||||
if not (moveto).length() <= self.attack_range:
|
||||
moveto.scale_to_length(self.speed)
|
||||
self.x += moveto[0] / fps
|
||||
self.y += moveto[1] / fps
|
||||
else:
|
||||
self.attack(moveto, obj)
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
self.health -= damage
|
||||
if self.health <= 0:
|
||||
self.hidden = True
|
||||
objects[1].remove(self)
|
||||
|
||||
def update(self, obj):
|
||||
self.chase(obj)
|
||||
|
||||
|
||||
class Weapons(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.moveto = moveto
|
||||
self.damage = damage
|
||||
pos = vec(1,0)
|
||||
angle = pos.angle_to(moveto)
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
|
||||
|
||||
def die(self, objects, kills):
|
||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||
if touches is not None and isinstance(touches, kills):
|
||||
touches.hurt(self.damage, objects)
|
||||
self.hidden = True
|
||||
objects[3].remove(self)
|
||||
|
||||
class Spells(Weapons):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage)
|
||||
|
||||
class Fireball(Spells):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage)
|
||||
|
||||
def move(self):
|
||||
self.moveto.scale_to_length(self.speed)
|
||||
self.x += self.moveto[0] / fps
|
||||
self.y += self.moveto[1] / fps
|
||||
|
||||
def update(self, objects):
|
||||
self.move()
|
||||
self.die(objects, Mobs)
|
||||
|
||||
class Arrow(Weapons):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage)
|
||||
|
||||
def move(self):
|
||||
self.moveto.scale_to_length(self.speed)
|
||||
self.x += self.moveto[0] / fps
|
||||
self.y += self.moveto[1] / fps
|
||||
|
||||
def update(self, objects):
|
||||
self.move()
|
||||
self.die(objects, MainCharacter)
|
||||