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								.idea/InfoProjekt.xlsx
									
										
									
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										44
									
								
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						|  | @ -0,0 +1,44 @@ | ||||||
|  | Anmerkungen in Klammern | ||||||
|  |     ?       - unsicher | ||||||
|  |     name?   - Name noch unklar, bzw. steht zur Diskussion | ||||||
|  |     !       - festgelegt / Einigung | ||||||
|  | 
 | ||||||
|  | Game: | ||||||
|  |     Rogue-like Game mit Story | ||||||
|  |     Pixel | ||||||
|  | 
 | ||||||
|  |     viele Gegner: | ||||||
|  |         Skelette        Schwert | ||||||
|  |         Zombies         Knüppel | ||||||
|  |         Ratten          - | ||||||
|  |         Kröten(?)       - | ||||||
|  |         Gläubige(?)     Bogen / Schwert | ||||||
|  | 
 | ||||||
|  | Story: | ||||||
|  |     Theme | ||||||
|  |         mittelalterlich(?) | ||||||
|  |         fairy-tale-like(?) | ||||||
|  |         medieval(!) | ||||||
|  | 
 | ||||||
|  |     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. | ||||||
|  |         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo | ||||||
|  |         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig | ||||||
|  |         -> Erwacht als magische Person in magischer Welt wieder | ||||||
|  |             Buch dient als Skillbaum (verschiedene Kapitel) | ||||||
|  |                 Kampfmagier (name?) | ||||||
|  |                 Heilender Magier -> Priester(name?) | ||||||
|  |                 Elementmagier(?) | ||||||
|  |                 Hexenkraft / Hexenwerke / Hexenmagie / Flüche (?) | ||||||
|  |         Kampf | ||||||
|  |             Faust | ||||||
|  |             Zauberstab - range und strength von Skills und Level(?) abhängig | ||||||
|  |                  | ||||||
|  |     NPCS | ||||||
|  |         Priester / Mönch (eher Mönch) | ||||||
|  |         Henker | ||||||
|  |         armer Bauer | ||||||
|  |         "Hexe" | ||||||
|  | 
 | ||||||
|  |     Ziel(e) | ||||||
|  |         -> Zurückkommen | ||||||
|  |         -> Happy werden (?) | ||||||
							
								
								
									
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								.idea/storyline.txt
									
										
									
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						|  | @ -0,0 +1,51 @@ | ||||||
|  | Szene 1 - Startszene: | ||||||
|  | 
 | ||||||
|  | Screen - Berlin, 1983, Winter | ||||||
|  | Draußen in Stadt mit Häusern, kalt und schneeig,  | ||||||
|  | "*Brrr* I'm freezing. I guess I have to warm up myself in the library." | ||||||
|  | -> bis in der library am Feuer oder so weiterhin frieren | ||||||
|  | irgendwo info wasd to move around | ||||||
|  | 
 | ||||||
|  | wenn am Feuer: | ||||||
|  | "Now I'm feeling better. The winter days are so boring. Maybe I find a way to intertain myself in here?" | ||||||
|  | 
 | ||||||
|  | Wenn iwie am richtigen Buch, was iwie hervorsticht | ||||||
|  | 
 | ||||||
|  | "I really hate reading books, but this one looks interesting. Maybe I should have a look inside." | ||||||
|  | 
 | ||||||
|  | anklicken? | ||||||
|  | 
 | ||||||
|  | Animation er nimmt Buch (und klappt auf?) | ||||||
|  | Wow * blackscreen Ende Szene 1 | ||||||
|  | 
 | ||||||
|  | ----------------------------------------- | ||||||
|  | 
 | ||||||
|  | Szene 2 - Aufwachen in einer neuen Welt: | ||||||
|  | 
 | ||||||
|  | Zerfallene Bibo, selber Ort parallel Universe | ||||||
|  | 
 | ||||||
|  | "Huh where am I? What happened??" | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | geht aus Haus raus, wird von Monstern angegriffen,  | ||||||
|  | wenn 1 Hit kommt ältere Dame, tötet/verjagt Monster und Gespräch.  | ||||||
|  | Faselt irgendwie hä warum du nicht dich verteidigen oh du cooles Buch du auserwählter oder so.  | ||||||
|  | Sagt soll zum Dorf gehen wegen Baum und gibt ihm noch irgendwas, muss aber selbst woanders hin.  | ||||||
|  | und Achtung vor Monstern! | ||||||
|  | 
 | ||||||
|  | ------------------------------------------ | ||||||
|  | 
 | ||||||
|  | auf Weg dann neue Welle Monster, lernt sich iwie zu verteidigen(Buch) | ||||||
|  | 
 | ||||||
|  | ------------------------------------------ | ||||||
|  | Im Dorf beim Dorfältesten melden,  | ||||||
|  | Hallo du uns helfen musst wegen Böse bitte bitte, wir dir auch mit Unterkunft und Essen und so helfen.  | ||||||
|  | Innerer Konflikt weil ihm in altem Leben auch nicht von Allgemeinheit geholfen, und er siehts nicht ein...  | ||||||
|  | 
 | ||||||
|  | ------------------------------------------ | ||||||
|  | erst durch erneuter Begegnung mit alter Dame wegen nem Happening einsicht...  | ||||||
|  | ------------------------------------------ | ||||||
|  | dann Kämpfi gegen böse um zum Boss zu kommen und boss kämpfi...  | ||||||
|  | ------------------------------------------ | ||||||
|  | am Ende er als Held gefeiert  | ||||||
|  | und irgendwie Auswahl, ob da bleiben oder Weg zurück suchen aber im alten Leben was ändern | ||||||
							
								
								
									
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								READ.ME
									
										
									
									
									
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						|  | @ -0,0 +1,53 @@ | ||||||
|  | Brief Explanation of all files and classes and pygame | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | Button CLass: | ||||||
|  | Button(position_x, position_y, width, height, font key phrase/word (see dictionary), the function which should be executed, and if the function should be executed while holding the button or only once per press) | ||||||
|  | 
 | ||||||
|  | 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' | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH | ||||||
|  | 
 | ||||||
|  | GameObjects for rooms, scenes and maybe MorialCitadel | ||||||
|  | 
 | ||||||
|  | Scene: | ||||||
|  |     type - normal, dungeon, cutscene | ||||||
|  |     objects - contain rooms, npcs, mobs, the character etc. | ||||||
|  | 
 | ||||||
|  | Room: | ||||||
|  |     type - normal, shop, special (?), boss | ||||||
|  |     objects - npcs, mobs, the character etc. | ||||||
|  |     exits - position of exits --> [top:bool, right:bool, down:bool, left:bool]; 1 to 4 exits per room | ||||||
|  |     locked - bool if the room is unlocked; locked upon first entering unless all mobs are dead | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
							
								
								
									
										
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						|  | @ -0,0 +1,230 @@ | ||||||
|  | import pygame | ||||||
|  | 
 | ||||||
|  | pygame.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 Button(): | ||||||
|  |     def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False): | ||||||
|  |         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||||
|  |         self.x = x | ||||||
|  |         self.y = y | ||||||
|  |         self.width = width | ||||||
|  |         self.height = height | ||||||
|  |         self.onclickFunction = onclickFunction | ||||||
|  |         self.onePress = onePress | ||||||
|  |         self.alreadyPressed = False | ||||||
|  | 
 | ||||||
|  |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|  |             self.box = pygame.image.load(tb) | ||||||
|  |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||||
|  | 
 | ||||||
|  |         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||||
|  | 
 | ||||||
|  |     def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |         mousePos = pygame.mouse.get_pos() | ||||||
|  |         if self.buttonRect.collidepoint(mousePos): | ||||||
|  |             if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||||
|  |                 if self.onePress: | ||||||
|  |                     self.onclickFunction() | ||||||
|  |                 elif not self.alreadyPressed: | ||||||
|  |                     if 'play' in str(self.onclickFunction): | ||||||
|  |                         self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                         self.alreadyPressed = True | ||||||
|  |                     else: | ||||||
|  |                         self.onclickFunction() | ||||||
|  |                         self.alreadyPressed = True | ||||||
|  |             else: | ||||||
|  |                 self.alreadyPressed = False | ||||||
|  |         self.box.blit(self.buttonSurf, [ | ||||||
|  |             self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, | ||||||
|  |             self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 | ||||||
|  |         ]) | ||||||
|  |         screen.blit(self.box, self.buttonRect) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class DropDown(): | ||||||
|  |     def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): | ||||||
|  |         self.rect = pygame.Rect(x, y, width, height) | ||||||
|  |         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||||
|  |         self.main = main | ||||||
|  |         self.options = options | ||||||
|  |         self.draw_menu = False | ||||||
|  |         self.menu_active = False | ||||||
|  |         self.active_option = -1 | ||||||
|  | 
 | ||||||
|  |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|  |             self.box = pygame.image.load(tb) | ||||||
|  |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) | ||||||
|  |         surface = self.font.render(self.main, 1, (0, 0, 0)) | ||||||
|  |         self.box.blit(surface, [ | ||||||
|  |             self.rect.width/2 - surface.get_rect().width/2, | ||||||
|  |             self.rect.height/2 - surface.get_rect().height/2 | ||||||
|  |         ]) | ||||||
|  |         screen.blit(self.box, surface.get_rect(center = self.rect.center)) | ||||||
|  | 
 | ||||||
|  |         if self.draw_menu: | ||||||
|  |             for i, text in enumerate(self.options): | ||||||
|  |                 rect = self.rect.copy() | ||||||
|  |                 rect.y += (i+1) * self.rect.height | ||||||
|  |                 rect.x = self.rect.x | ||||||
|  |                 #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) | ||||||
|  |                 #msg = self.font.render(text, 1, (0, 0, 0)) | ||||||
|  |                 #screen.blit(msg, msg.get_rect(center = rect.center)) | ||||||
|  |                 surface = self.font.render(text, 1, (0, 0, 0)) | ||||||
|  |                 self.box.blit(surface, [ | ||||||
|  |                     rect.width/2 - surface.get_rect().width/2, | ||||||
|  |                     rect.height/2 - surface.get_rect().height/2 | ||||||
|  |                 ]) | ||||||
|  |                 screen.blit(self.box, rect) | ||||||
|  | 
 | ||||||
|  |     def update(self, event_list): | ||||||
|  |         mpos = pygame.mouse.get_pos() | ||||||
|  |         self.menu_active = self.rect.collidepoint(mpos) | ||||||
|  |         self.active_option = -1 | ||||||
|  |         for i in range(len(self.options)): | ||||||
|  |             rect = self.rect.copy() | ||||||
|  |             rect.y += (i+1) * self.rect.height | ||||||
|  |             if rect.collidepoint(mpos): | ||||||
|  |                 self.active_option = i | ||||||
|  |                 break | ||||||
|  | 
 | ||||||
|  |         if not self.menu_active and self.active_option == -1: | ||||||
|  |             self.draw_menu = False | ||||||
|  |         #self.draw_menu = True | ||||||
|  |         #return -1 | ||||||
|  |         if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||||
|  |             if self.menu_active: | ||||||
|  |                 self.draw_menu = not self.draw_menu | ||||||
|  |             elif self.draw_menu and self.active_option >= 0: | ||||||
|  |                 self.draw_menu = False | ||||||
|  |                 return self.active_option | ||||||
|  |         return -1 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class GameObjects(): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: | ||||||
|  |         self.name = name | ||||||
|  |         self.type = _type | ||||||
|  |         self.background = bg | ||||||
|  |         if bg != None: | ||||||
|  |             with open(bg, 'r') as bg: | ||||||
|  |                 self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) | ||||||
|  |         self.objects = objects | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Scene(GameObjects): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.level = level | ||||||
|  |         self.current_level = 0 | ||||||
|  | 
 | ||||||
|  |     def update(self, change:bool): | ||||||
|  |         if change: | ||||||
|  |             self.current_level += 1 | ||||||
|  |         self.level[self.current_level].update() | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects: | ||||||
|  |                 obj.update() | ||||||
|  |          | ||||||
|  |     def draw(self, screen): | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects: | ||||||
|  |                 obj.draw(screen) | ||||||
|  |         self.level[self.current_level].draw(screen) | ||||||
|  |          | ||||||
|  | 
 | ||||||
|  | class Stage(GameObjects): | ||||||
|  |     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) | ||||||
|  |         self.stage = stage | ||||||
|  |         self.rooms = rooms | ||||||
|  |         self.current = 0 | ||||||
|  |      | ||||||
|  |     def update(self): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.update() | ||||||
|  |         keys = pygame.key.get_pressed() | ||||||
|  |         if keys[pygame.K_RIGHT]: | ||||||
|  |             self.current += 1 | ||||||
|  |         if self.current >= len(self.rooms): | ||||||
|  |             return 1 | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.draw(screen) | ||||||
|  | 
 | ||||||
|  | class Room(GameObjects): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.exits = exits | ||||||
|  |         self.id = id | ||||||
|  |         if self.type == 'normal' or self.type == 'boss': | ||||||
|  |             self.locked = True | ||||||
|  |         else: | ||||||
|  |             self.locked = False | ||||||
|  | 
 | ||||||
|  |         self.objects.append(self.genWalls(WIDTH, HEIGHT)) | ||||||
|  |          | ||||||
|  |     def genWalls(self, WIDTH, HEIGHT): | ||||||
|  |         walls = [] | ||||||
|  |         walls.append(pygame.Rect(0, 0, 4, HEIGHT)) | ||||||
|  |         walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) | ||||||
|  |         walls.append(pygame.Rect(0, 0, WIDTH, 4)) | ||||||
|  |         walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) | ||||||
|  |         return walls | ||||||
|  | 
 | ||||||
|  |     def update(self): | ||||||
|  |         pass | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         screen.blit(self.background, (32, 32)) | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects[0]: | ||||||
|  |                 obj.draw(screen) | ||||||
|  | 
 | ||||||
|  | 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.rect = pygame.Rect((x, y), self.background.get_size()) | ||||||
|  |      | ||||||
|  |     def draw(self, screen): | ||||||
|  |         screen.blit(self.background, self.rect) | ||||||
							
								
								
									
										7
									
								
								config.json
									
										
									
									
									
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						|  | @ -0,0 +1,7 @@ | ||||||
|  | { | ||||||
|  |     "screen": | ||||||
|  |     { | ||||||
|  |         "res":[1280, 720], | ||||||
|  |         "fullscreen": false | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
										
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										214
									
								
								main.py
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,214 @@ | ||||||
|  | import pygame | ||||||
|  | import sys | ||||||
|  | import json | ||||||
|  | import time | ||||||
|  | import random | ||||||
|  | from classes import * | ||||||
|  | from viecher import * | ||||||
|  | fps = 60 | ||||||
|  | 
 | ||||||
|  | def setUp(config): | ||||||
|  |     pygame.init() | ||||||
|  |     if config["fullscreen"]: | ||||||
|  |         screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) | ||||||
|  |     else: | ||||||
|  |         screen = pygame.display.set_mode(config["res"]) | ||||||
|  |     clock = pygame.time.Clock() | ||||||
|  |      | ||||||
|  |     return screen, clock, True, True, "start.png", [] | ||||||
|  | 
 | ||||||
|  | def readConfig(): | ||||||
|  |     with open('config.json', 'r') as c: | ||||||
|  |         json_data = c.read() | ||||||
|  |     return json.loads(json_data) | ||||||
|  | 
 | ||||||
|  | def quitGame(): | ||||||
|  |     #save progress somehow, if needed | ||||||
|  |     pygame.quit() | ||||||
|  |     quit() | ||||||
|  | 
 | ||||||
|  | def genRooms(WIDTH, HEIGHT, type:str): | ||||||
|  |     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)) | ||||||
|  |     rooms = [ | ||||||
|  |         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), | ||||||
|  |         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), | ||||||
|  |         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), | ||||||
|  |             ] | ||||||
|  |     return rooms | ||||||
|  | 
 | ||||||
|  | def play(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] | ||||||
|  |     freeze = False #Gameplay is freezed in certain situations | ||||||
|  | 
 | ||||||
|  |     while running: | ||||||
|  |         screen.fill('#000000') | ||||||
|  |         events = pygame.event.get() | ||||||
|  |         for event in events: | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 quitGame() | ||||||
|  |             elif event.type == pygame.KEYDOWN: | ||||||
|  |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|  |                     freeze = not freeze | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         """with open(background, 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  | """  | ||||||
|  |         if not freeze: | ||||||
|  |             for thing in objects[0]: | ||||||
|  |                 thing.book.hidden = not freeze | ||||||
|  |                 if not thing.update(pygame.key.get_pressed(), objects): | ||||||
|  |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 thing.draw(screen) | ||||||
|  |          | ||||||
|  |             for mob in objects[1]: | ||||||
|  |                 mob.update(objects) | ||||||
|  |                 mob.draw(screen) | ||||||
|  |              | ||||||
|  |             for npc in objects[2]: | ||||||
|  |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
|  |                 npc.draw(screen) | ||||||
|  |              | ||||||
|  |             for thing in objects[3]: | ||||||
|  |                 thing.update(objects) | ||||||
|  |                 thing.draw(screen) | ||||||
|  |         else: | ||||||
|  |             objects[0][0].book.hidden = not freeze | ||||||
|  |             objects[0][0].book.draw(screen) | ||||||
|  |             objects[0][0].book.update() | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(fps)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     objects = [] | ||||||
|  |     # List that is displayed while selecting the window resolution level  | ||||||
|  |     resolution = [("1920x1080", "1920x1080"),  | ||||||
|  |                   ("1920x1200", "1920x1200"),  | ||||||
|  |                   ("1280x720", "1280x720"),  | ||||||
|  |                   ("2560x1440", "2560x1440"),  | ||||||
|  |                   ("3840x2160", "3840x2160")] | ||||||
|  |      | ||||||
|  |     # This function displays the currently selected options  | ||||||
|  | 
 | ||||||
|  |     def printSettings():  | ||||||
|  |         print("\n\n")  | ||||||
|  |         # getting the data using "get_input_data" method of the Menu class  | ||||||
|  |         settingsData = settings.get_input_data()  | ||||||
|  | 
 | ||||||
|  |         for key in settingsData.keys():  | ||||||
|  |             print(f"{key}\t:\t{settingsData[key]}")  | ||||||
|  |      | ||||||
|  |     while running: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False  | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         with open(background, 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  |         for obj in objects: | ||||||
|  |             obj.process(screen) | ||||||
|  | 
 | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     objects = [] | ||||||
|  |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, '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)) | ||||||
|  |     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: | ||||||
|  |             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) | ||||||
|  | 
 | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     level = [] | ||||||
|  |     rooms = genRooms(WIDTH, HEIGHT, 'grass') | ||||||
|  |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|  |      | ||||||
|  |     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(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False | ||||||
|  |                 quitGame() | ||||||
|  |             screen.fill('#000000') | ||||||
|  |             scene.update(False) | ||||||
|  |             scene.draw(screen) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def main(): | ||||||
|  |     config = readConfig() | ||||||
|  |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|  |     WIDTH, HEIGHT = screen.get_size() | ||||||
|  |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, '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)) | ||||||
|  |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |      | ||||||
|  |     """while running: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False  | ||||||
|  |         #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |         if not isblack: | ||||||
|  |             with open(background, 'r') as i: | ||||||
|  |                 bg = pygame.image.load(i) | ||||||
|  |                 bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |             # fill the screen with a color to wipe away anything from last frame | ||||||
|  |             screen.blit(bg, (0, 0)) | ||||||
|  | 
 | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  | 
 | ||||||
|  |         else: | ||||||
|  |             for obj in objects: | ||||||
|  |                 obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60""" | ||||||
|  | 
 | ||||||
|  |     pygame.quit() | ||||||
|  | 
 | ||||||
|  | if __name__ == '__main__': | ||||||
|  |     main() | ||||||
							
								
								
									
										
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										361
									
								
								viecher.py
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,361 @@ | ||||||
|  | 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) | ||||||