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

518
main.py
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import pygame import pygame
import sys import sys
import json import json
import time import time
import random import random
from classes import * from classes import *
from viecher import * from viecher import *
fps = 60 fps = 60
def setUp(config): def setUp(config):
pygame.init() pygame.init()
if config["fullscreen"]: if config["fullscreen"]:
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
else: else:
screen = pygame.display.set_mode(config["res"]) screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock() clock = pygame.time.Clock()
return screen, clock, True, True, "start.png", []
return screen, clock, True, True, "start.png", []
def readConfig():
with open('config.json', 'r') as c: def readConfig():
json_data = c.read() with open('config.json', 'r') as c:
return json.loads(json_data) json_data = c.read()
return json.loads(json_data)
def quitGame():
#save progress somehow, if needed def quitGame():
pygame.quit() #save progress somehow, if needed
quit() pygame.quit()
quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
rooms = [ room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), rooms = [
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
] Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
return rooms ]
return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
others = [] mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] others = []
objects = [main, mobs, npcs, others] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
level = [] objects = [main, mobs, npcs, others]
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) level = []
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations
while running:
screen.fill('#000000') while running:
events = pygame.event.get() screen.fill('#000000')
for event in events: events = pygame.event.get()
if event.type == pygame.QUIT: for event in events:
quitGame() if event.type == pygame.QUIT:
elif event.type == pygame.KEYDOWN: quitGame()
if event.key == pygame.K_e: #when book is open gameplay is freezed elif event.type == pygame.KEYDOWN:
freeze = not freeze if event.key == pygame.K_e: #when book is open gameplay is freezed
# RENDER YOUR GAME HERE freeze = not freeze
"""with open(background, 'r') as i: # RENDER YOUR GAME HERE
bg = pygame.image.load(i) """with open(background, 'r') as i:
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.image.load(i)
# fill the screen with an image to clear the screen bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
screen.blit(bg, (0, 0)) # fill the screen with an image to clear the screen
""" screen.blit(bg, (0, 0))
if not freeze: """
scene.update(False, objects) if not freeze:
objects = scene.getObjects() scene.update(False, objects)
screen.blit(scene.background, (32, 32)) objects = scene.getObjects()
for thing in objects[3]: screen.blit(scene.background, (32, 32))
thing.update(objects) for thing in objects[3]:
thing.draw(screen) thing.update(objects)
thing.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze for thing in objects[0]:
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): thing.book.hidden = not freeze
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
thing.draw(screen) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects) for mob in objects[1]:
mob.draw(screen) mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) for npc in objects[2]:
npc.draw(screen) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
if objects[1] ==[]:
objects[0][0].book.addspell('windslash')
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) else:
objects[0][0].book.update() objects[0][0].book.hidden = not freeze
# flip() the display to put your work on screen objects[0][0].book.draw(screen)
pygame.display.flip() objects[0][0].book.update()
# flip() the display to put your work on screen
clock.tick(fps) # limits FPS to 60 pygame.display.flip()
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(fps) # limits FPS to 60
objects = []
# List that is displayed while selecting the window resolution level def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
resolution = [("1920x1080", "1920x1080"), objects = []
("1920x1200", "1920x1200"), # List that is displayed while selecting the window resolution level
("1280x720", "1280x720"), resolution = [("1920x1080", "1920x1080"),
("2560x1440", "2560x1440"), ("1920x1200", "1920x1200"),
("3840x2160", "3840x2160")] ("1280x720", "1280x720"),
("2560x1440", "2560x1440"),
# This function displays the currently selected options ("3840x2160", "3840x2160")]
def printSettings(): # This function displays the currently selected options
print("\n\n")
# getting the data using "get_input_data" method of the Menu class def printSettings():
settingsData = settings.get_input_data() print("\n\n")
# getting the data using "get_input_data" method of the Menu class
for key in settingsData.keys(): settingsData = settings.get_input_data()
print(f"{key}\t:\t{settingsData[key]}")
for key in settingsData.keys():
while running: print(f"{key}\t:\t{settingsData[key]}")
for event in pygame.event.get():
if event.type == pygame.QUIT: while running:
running = False for event in pygame.event.get():
# RENDER YOUR GAME HERE if event.type == pygame.QUIT:
with open(background, 'r') as i: running = False
bg = pygame.image.load(i) # RENDER YOUR GAME HERE
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) with open(background, 'r') as i:
# fill the screen with an image to clear the screen bg = pygame.image.load(i)
screen.blit(bg, (0, 0)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
for obj in objects: # fill the screen with an image to clear the screen
obj.process(screen) screen.blit(bg, (0, 0))
for obj in objects:
# flip() the display to put your work on screen obj.process(screen)
pygame.display.flip()
# flip() the display to put your work on screen
clock.tick(60) # limits FPS to 60 pygame.display.flip()
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(60) # limits FPS to 60
objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
while running: #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
for event in pygame.event.get(): objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
if event.type == pygame.QUIT: while running:
running = False for event in pygame.event.get():
quitGame() if event.type == pygame.QUIT:
# RENDER YOUR GAME HERE running = False
with open(f'art/images/{background}', 'r') as i: quitGame()
bg = pygame.image.load(i) # RENDER YOUR GAME HERE
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) with open(f'art/images/{background}', 'r') as i:
# fill the screen with an image to clear the screen bg = pygame.image.load(i)
screen.blit(bg, (0, 0)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
for obj in objects: # fill the screen with an image to clear the screen
obj.update(screen) screen.blit(bg, (0, 0))
for obj in objects:
# flip() the display to put your work on screen obj.update(screen)
pygame.display.flip()
# flip() the display to put your work on screen
clock.tick(60) # limits FPS to 60 pygame.display.flip()
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(60) # limits FPS to 60
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))] def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
others = [] main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] 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))]
objects = [main, mobs, npcs, others] others = []
level = [] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) objects = [main, mobs, npcs, others]
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level = []
freeze = False #Gameplay is freezed in certain situations rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ freeze = False #Gameplay is freezed in certain situations
# 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), #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), # 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 scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
while True:
screen.fill('#000000') # RENDER YOUR GAME HERE
events = pygame.event.get() while True:
for event in events: screen.fill('#000000')
if event.type == pygame.QUIT: events = pygame.event.get()
running = False for event in events:
quitGame() if event.type == pygame.QUIT:
elif event.type == pygame.KEYDOWN: running = False
if event.key == pygame.K_e: #when book is open gameplay is freezed quitGame()
freeze = not freeze elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
if not freeze: freeze = not freeze
objects = scene.getObjects()
for thing in objects[0]: if not freeze:
thing.book.hidden = not freeze objects = scene.getObjects()
if not thing.update(pygame.key.get_pressed(), objects): for thing in objects[0]:
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.book.hidden = not freeze
thing.draw(screen) if not thing.update(pygame.key.get_pressed(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for mob in objects[1]: thing.draw(screen)
mob.update(objects)
mob.draw(screen) for mob in objects[1]:
mob.update(objects)
for npc in objects[2]: mob.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for thing in objects[3]: npc.draw(screen)
thing.update(objects)
thing.draw(screen) for thing in objects[3]:
thing.update(objects)
else: thing.draw(screen)
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) else:
objects[0][0].book.update() objects[0][0].book.hidden = not freeze
# flip() the display to put your work on screen objects[0][0].book.draw(screen)
pygame.display.flip() objects[0][0].book.update()
# flip() the display to put your work on screen
clock.tick(60) # limits FPS to 60 pygame.display.flip()
def main(): clock.tick(60) # limits FPS to 60
config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"]) def main():
WIDTH, HEIGHT = screen.get_size() config = readConfig()
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) screen, clock, running, isblack, background, objects = setUp(config["screen"])
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) WIDTH, HEIGHT = screen.get_size()
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
test(screen, clock, running, background, isblack, WIDTH, HEIGHT) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
"""while running: test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for event in pygame.event.get():
if event.type == pygame.QUIT: """while running:
running = False for event in pygame.event.get():
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) if event.type == pygame.QUIT:
if not isblack: running = False
with open(background, 'r') as i: #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
bg = pygame.image.load(i) if not isblack:
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) with open(background, 'r') as i:
# fill the screen with a color to wipe away anything from last frame bg = pygame.image.load(i)
screen.blit(bg, (0, 0)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with a color to wipe away anything from last frame
# RENDER YOUR GAME HERE screen.blit(bg, (0, 0))
else: # RENDER YOUR GAME HERE
for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) else:
# flip() the display to put your work on screen for obj in objects:
pygame.display.flip() obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen
clock.tick(60) # limits FPS to 60""" pygame.display.flip()
pygame.quit() clock.tick(60) # limits FPS to 60"""
if __name__ == '__main__': pygame.quit()
main()
if __name__ == '__main__':
main()

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