Compare commits
	
		
			67 commits
		
	
	
		
			abf23e4ea7
			...
			6fce7e0fd2
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 6fce7e0fd2 | |||
| cb9a7e6ff5 | |||
| b29a279fb1 | |||
| f6827b5f05 | |||
| 5625db18c7 | |||
| 8b2dab980b | |||
| 2ef0948274 | |||
| 6ed85baed0 | |||
|   | 218eb2ea7e | ||
| 9c36772aa7 | |||
| 886059527b | |||
|   | c741c8199a | ||
| 7725bea20c | |||
| 15e2715207 | |||
|   | a9e99da219 | ||
| 162542f198 | |||
|   | 2e36e11fa7 | ||
|   | 15d39949b4 | ||
| 85464d1637 | |||
| 69cc080ea9 | |||
| d731f4f63d | |||
| 2d3161482f | |||
| f9ede25093 | |||
| e80ce5ad0d | |||
|   | 1856b2b08a | ||
|   | 4a88bb98d5 | ||
| b31a12b43b | |||
| ef9e7a6ef1 | |||
| 4b12f09ebd | |||
|   | ed6c91fa8f | ||
| 66afe87660 | |||
| 1663a85955 | |||
| c5cc9e6acc | |||
| b55b145346 | |||
| 13daa19bbb | |||
| 5db6b8dac1 | |||
| fc3a9afd2d | |||
| b921da8a9a | |||
|   | 8f78002015 | ||
|   | 4e1674d6f3 | ||
|   | 2e66145dcc | ||
| 44973edb66 | |||
|   | ea6d64b087 | ||
| a9f5335edc | |||
|   | 9d63d09357 | ||
|   | 5123b19cb0 | ||
|   | f8e491f2a5 | ||
| aea443cdb4 | |||
|   | 51a287ba66 | ||
| 418ae5ee7b | |||
|   | 124719c0f9 | ||
| 33a7fdd683 | |||
| 1eb858bc30 | |||
| 69c55f5dd2 | |||
| 27327ac7da | |||
| 7e066fbb10 | |||
| d555c3930c | |||
| a11182d9f6 | |||
| 76e3f0c2b8 | |||
| 634fffde4b | |||
| 08193cda28 | |||
| 125b0dc0a7 | |||
| 6bca46bb56 | |||
| eb1d2629c2 | |||
| 04c2997fe7 | |||
| c99d3412f3 | |||
| 1d112ca5b5 | 
							
								
								
									
										
											BIN
										
									
								
								.idea/InfoProjekt.xlsx
									
										
									
										generated
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										44
									
								
								.idea/ideas.txt
									
										
									
										generated
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -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 (?) | ||||
							
								
								
									
										51
									
								
								.idea/storyline.txt
									
										
									
										generated
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -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 | ||||
							
								
								
									
										53
									
								
								READ.ME
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -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 | ||||
| 
 | ||||
| 
 | ||||
							
								
								
									
										
											BIN
										
									
								
								art/image files/exit.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 738 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/field.kra
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								art/image files/field.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 544 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 629 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_down-left.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 724 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_down-right.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 703 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_down.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 651 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_left.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 706 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_right.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 694 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_top-left.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 731 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_top-right.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 719 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/mauer_top.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 657 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/new_game.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 974 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/options.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 808 B | 
							
								
								
									
										
											BIN
										
									
								
								art/image files/set1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 38 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/arrow.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 255 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/blau1.kra
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								art/images/blau1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/blau2.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/blau3.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/book.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 128 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/dirt1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 106 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/dirt2.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 77 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/dreiviertelheart.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 450 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/fireball.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 495 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/fullheart.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 433 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/grass.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 131 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/halfheart.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 462 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/label.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 635 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/noheart.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 438 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/oldman.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 674 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/reddy.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 654 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/river1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 120 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/rot1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/rot2.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/rot3.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 11 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/start.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 2.3 MiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/textbox.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 644 B | 
							
								
								
									
										
											BIN
										
									
								
								art/images/viertelheart.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 441 B | 
							
								
								
									
										
											BIN
										
									
								
								art/sprite files/oldmanattack.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 5.9 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/sprite files/oldmanwalk.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 2.1 KiB | 
							
								
								
									
										230
									
								
								classes.py
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -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
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,7 @@ | |||
| { | ||||
|     "screen": | ||||
|     { | ||||
|         "res":[1280, 720], | ||||
|         "fullscreen": false | ||||
|     } | ||||
| } | ||||
							
								
								
									
										
											BIN
										
									
								
								fonts/3D-Pixel.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/8bitlim.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/8bitlimo.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/8bitlimr.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/8blimro.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/ARCADECLASSIC.TTF
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Beyond Wonderland.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Digitag.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/DisposableDroidBB.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/DisposableDroidBB_bld.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/DisposableDroidBB_bldital.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/DisposableDroidBB_ital.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Endalian Script.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/FREAKSOFNATURE.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/FREAKSOFNATUREMASSIVE.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Future TimeSplitters.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Halo3.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/INVASION2000.TTF
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Karma Future.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Karma Suture.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Merchant Copy Doublesize.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Merchant Copy Wide.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Merchant Copy.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Minecraft Evenings.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/MoriaCitadel.TTF
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/PixelFJVerdana12pt.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/Seattle Avenue.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/SeattleAvenue.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/astron boy italic.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/astron boy video.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/astron boy wonder.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/astron boy.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/dpcomic.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/ka1.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/kirbyss.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/manaspc.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/medieval.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/nasalization-rg.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/neuropol.otf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/papercut.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/pcsenior.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/pdark.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										
											BIN
										
									
								
								fonts/yoster.ttf
									
										
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										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() | ||||
							
								
								
									
										
											BIN
										
									
								
								test.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 529 KiB | 
							
								
								
									
										
											BIN
										
									
								
								test1.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 179 KiB | 
							
								
								
									
										
											BIN
										
									
								
								test2.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| After Width: | Height: | Size: 166 KiB | 
							
								
								
									
										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) | ||||