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						|  | @ -38,7 +38,6 @@ Story: | ||||||
|         Henker |         Henker | ||||||
|         armer Bauer |         armer Bauer | ||||||
|         "Hexe" |         "Hexe" | ||||||
|         Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet |  | ||||||
| 
 | 
 | ||||||
|     Ziel(e) |     Ziel(e) | ||||||
|         -> Zurückkommen |         -> Zurückkommen | ||||||
|  |  | ||||||
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						|  | @ -4,23 +4,18 @@ import json | ||||||
| import time | import time | ||||||
| import random | import random | ||||||
| from classes import * | from classes import * | ||||||
| # from viecher import * | from viecher import * | ||||||
| from pygame import mixer |  | ||||||
| fps = 60 | fps = 60 | ||||||
| 
 | 
 | ||||||
| def setUp(config): | def setUp(config): | ||||||
|     pygame.init() |     pygame.init() | ||||||
|     mixer.music.load('audio/music/thebritons(1.1).mp3') |  | ||||||
|     mixer.music.play(-1) |  | ||||||
|     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() | ||||||
|     pygame.display.set_caption('Between The Pages') |      | ||||||
|     with open('art/images/icon.png', 'r') as i: |     return screen, clock, True, True, "start.png", [] | ||||||
|         pygame.display.set_icon(pygame.image.load(i)) |  | ||||||
|     return screen, clock, True, False, "startscreen.png", [] |  | ||||||
| 
 | 
 | ||||||
| def readConfig(): | def readConfig(): | ||||||
|     with open('config.json', 'r') as c: |     with open('config.json', 'r') as c: | ||||||
|  | @ -32,36 +27,23 @@ def quitGame(): | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
| def genRooms(WIDTH, HEIGHT, type:str, objects:list): | def genRooms(WIDTH, HEIGHT, type:str): | ||||||
|     room_objects = [] |     room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] | ||||||
|     #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] |     room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) | ||||||
|     room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) |  | ||||||
|     room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] |  | ||||||
|     rooms = [ |     rooms = [ | ||||||
|         Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for _ in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j) |         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), | ||||||
|         for j in range(random.randint(5, 10)) |         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), | ||||||
|             ] |             ] | ||||||
|     rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)) |  | ||||||
|     #rooms = [Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)] |  | ||||||
|     #rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j) |  | ||||||
|      |  | ||||||
|     return rooms |     return rooms | ||||||
| 
 | 
 | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [herbert] |     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||||
|     mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] |     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))] | ||||||
|     weapons = [] |  | ||||||
|     others = [] |     others = [] | ||||||
|     npcs = [] |     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] | ||||||
|     objects = [main, mobs, npcs, weapons, others] |     objects = [main, mobs, npcs, others] | ||||||
|     level = [] |  | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |  | ||||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) |  | ||||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) |  | ||||||
|     freeze = False #Gameplay is freezed in certain situations |     freeze = False #Gameplay is freezed in certain situations | ||||||
|     tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') |  | ||||||
|     tbc_tick = 0 |  | ||||||
|     objects = scene.getObjects()     |  | ||||||
| 
 | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill('#000000') | ||||||
|  | @ -79,42 +61,11 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
| """  | """  | ||||||
|         if isblack: |         if not freeze: | ||||||
|             if tbc_tick == 0: |  | ||||||
|                 tbc_tick = pygame.time.get_ticks() |  | ||||||
|             elif tbc_tick + 5000 <= pygame.time.get_ticks(): |  | ||||||
|                 quitGame() |  | ||||||
|             tbc.draw(screen) |  | ||||||
| 
 |  | ||||||
|         elif not freeze: |  | ||||||
|             screen.blit(scene.background, (32, 32)) |  | ||||||
|             target = None |  | ||||||
|          |  | ||||||
|             for thing in objects[4]: |  | ||||||
|                 thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|             for weapon in objects[3]: |  | ||||||
|                 weapon.update(objects) |  | ||||||
|                 weapon.draw(screen) |  | ||||||
|              |  | ||||||
|             for thing in objects[0]: |             for thing in objects[0]: | ||||||
|                 thing.book.hidden = not freeze |                 thing.book.hidden = not freeze | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |                 if not thing.update(pygame.key.get_pressed(), objects): | ||||||
|                 if objects[0][0].level.level >= 100: |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|                     isblack = True |  | ||||||
|                 if isinstance(result, str): |  | ||||||
|                     if result == 'village': |  | ||||||
|                         village(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                     elif result == 'play': |  | ||||||
|                         play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                     elif 'door-' in result: |  | ||||||
|                         target = result.split('-')[1] |  | ||||||
|                         objects[0][0].level.level += 6.33 |  | ||||||
|                         objects = scene.update(target, objects) |  | ||||||
|                         #play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                     else: |  | ||||||
|                         thing.draw(screen) |  | ||||||
|                 else: |  | ||||||
|                 thing.draw(screen) |                 thing.draw(screen) | ||||||
|          |          | ||||||
|             for mob in objects[1]: |             for mob in objects[1]: | ||||||
|  | @ -125,11 +76,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
|                 npc.draw(screen) |                 npc.draw(screen) | ||||||
|              |              | ||||||
|             objects[0][0].book.addspell('windslash') |             for thing in objects[3]: | ||||||
|             objects[0][0].book.addspell('fireball') |                 thing.update(objects) | ||||||
|             scene.update(target, objects) |                 thing.draw(screen) | ||||||
|             scene.draw(screen) |  | ||||||
| 
 |  | ||||||
|         else: |         else: | ||||||
|             objects[0][0].book.hidden = not freeze |             objects[0][0].book.hidden = not freeze | ||||||
|             objects[0][0].book.draw(screen) |             objects[0][0].book.draw(screen) | ||||||
|  | @ -139,143 +88,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 | 
 | ||||||
|         clock.tick(fps)  # limits FPS to 60 |         clock.tick(fps)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
| def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|     main = [herbert] |  | ||||||
|     mobs = [] |  | ||||||
|     weapons = [] |  | ||||||
|     others = [  Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), |  | ||||||
|                 Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] |  | ||||||
|     npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] |  | ||||||
|     objects = [main, mobs, npcs, weapons, others] |  | ||||||
|     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) |  | ||||||
|     freeze = True #Gameplay is freezed in certain situations |  | ||||||
|     main[0].health.health = 20 |  | ||||||
| 
 |  | ||||||
|     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: |  | ||||||
|             objects = room.getObjects() |  | ||||||
|             screen.blit(room.background, (32, 32)) |  | ||||||
|          |  | ||||||
|             for thing in objects[4]: |  | ||||||
|                 thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|             for weapon in objects[3]: |  | ||||||
|                 weapon.update(objects) |  | ||||||
|                 weapon.draw(screen) |  | ||||||
| 
 |  | ||||||
|             for thing in objects[0]: |  | ||||||
|                 thing.book.hidden = not freeze |  | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |  | ||||||
|                 if result == 'village': |  | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 elif result == 'play': |  | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 elif result == 'house': |  | ||||||
|                     house(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 else: |  | ||||||
|                     thing.draw(screen) |  | ||||||
|          |  | ||||||
|             for mob in objects[1]: |  | ||||||
|                 mob.update(objects) |  | ||||||
|                 mob.draw(screen) |  | ||||||
|              |  | ||||||
|             for npc in objects[2]: |  | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |  | ||||||
|                 npc.draw(screen) |  | ||||||
|              |  | ||||||
|             room.update(objects) |  | ||||||
| 
 |  | ||||||
|         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  |  | ||||||
| 
 |  | ||||||
| def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): |  | ||||||
|     main = [herbert] |  | ||||||
|     mobs = [] |  | ||||||
|     weapons = [] |  | ||||||
|     others = [] |  | ||||||
|     npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] |  | ||||||
|     objects = [main, mobs, npcs, weapons, others] |  | ||||||
|     room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) |  | ||||||
|     freeze = False #Gameplay is freezed in certain situations |  | ||||||
| 
 |  | ||||||
|     while running: |  | ||||||
|         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: |  | ||||||
|             objects = room.getObjects() |  | ||||||
|             screen.blit(room.background, (32, 32)) |  | ||||||
|          |  | ||||||
|             for thing in objects[4]: |  | ||||||
|                 thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|             # for weapon in objects[3]: |  | ||||||
|             #     weapon.update(objects) |  | ||||||
|             #     weapon.draw(screen) |  | ||||||
| 
 |  | ||||||
|             for thing in objects[0]: |  | ||||||
|                 thing.book.hidden = not freeze |  | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |  | ||||||
|                 if result == 'village': |  | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 elif result == 'play': |  | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 elif result == 'wall': |  | ||||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 else: |  | ||||||
|                     thing.draw(screen) |  | ||||||
|          |  | ||||||
|             for npc in objects[2]: |  | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |  | ||||||
|                 npc.draw(screen) |  | ||||||
|              |  | ||||||
|             objects[0][0].book.addspell('windslash') |  | ||||||
|             room.update(objects) |  | ||||||
| 
 |  | ||||||
|         else: |  | ||||||
|             objects[0][0].book.hidden = not freeze |  | ||||||
|             objects[0][0].book.draw(screen) |  | ||||||
|             objects[0][0].book.update() |  | ||||||
|         # flip() the display to put your work on screen |  | ||||||
|         pygame.display.flip() |  | ||||||
| 
 |  | ||||||
|         clock.tick(fps)  # limits FPS to  |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     objects = [] |     objects = [] | ||||||
|     # List that is displayed while selecting the window resolution level  |     # List that is displayed while selecting the window resolution level  | ||||||
|  | @ -315,22 +127,22 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 | 
 | ||||||
| def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     objects = [] |     objects = [] | ||||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|     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, 'medieval', 48, "Exit game", quitGame)) | ||||||
|     while running: |     while running: | ||||||
|         for event in pygame.event.get(): |         for event in pygame.event.get(): | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|                 running = False |                 running = False | ||||||
|                 quitGame() |                 quitGame() | ||||||
|         # RENDER YOUR GAME HERE |         # RENDER YOUR GAME HERE | ||||||
|         with open(f'art/images/background/{background}', 'r') as i: |         with open(f'art/images/{background}', 'r') as i: | ||||||
|             bg = pygame.image.load(i) |             bg = pygame.image.load(i) | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
|         for obj in objects: |         for obj in objects: | ||||||
|             obj.update(screen) |             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 | 
 | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
|  | @ -338,60 +150,27 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         clock.tick(60)  # limits FPS to 60 |         clock.tick(60)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
| def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] |  | ||||||
|     mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0, random.randint(2, 8))] |  | ||||||
|     others = [] |  | ||||||
|     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] |  | ||||||
|     objects = [main, mobs, npcs, others] |  | ||||||
|     level = [] |     level = [] | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |     rooms = genRooms(WIDTH, HEIGHT, 'grass') | ||||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|     freeze = False #Gameplay is freezed in certain situations |  | ||||||
|      |      | ||||||
|     #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ |     level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ | ||||||
|     #    Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), |         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('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), |         Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), | ||||||
|     #        ])) |             ])) | ||||||
|      |      | ||||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
| 
 | 
 | ||||||
|     # RENDER YOUR GAME HERE |     # RENDER YOUR GAME HERE | ||||||
|     while True: |     while True: | ||||||
|         screen.fill('#000000') |         for event in pygame.event.get(): | ||||||
|         events = pygame.event.get() |  | ||||||
|         for event in events: |  | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|                 running = False |                 running = False | ||||||
|                 quitGame() |                 quitGame() | ||||||
|             elif event.type == pygame.KEYDOWN: |             screen.fill('#000000') | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed |             scene.update(False) | ||||||
|                     freeze = not freeze |             scene.draw(screen) | ||||||
|                  |  | ||||||
|             if not freeze: |  | ||||||
|                 objects = scene.getObjects() |  | ||||||
|                 for thing in objects[0]: |  | ||||||
|                     thing.book.hidden = not freeze |  | ||||||
|                     if not thing.update(pygame.key.get_pressed(), objects): |  | ||||||
|                         menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                     thing.draw(screen) |  | ||||||
|              |  | ||||||
|                 for mob in objects[1]: |  | ||||||
|                     mob.update(objects) |  | ||||||
|                     mob.draw(screen) |  | ||||||
|                  |  | ||||||
|                 for npc in objects[2]: |  | ||||||
|                     npc.update(pygame.key.get_pressed(), objects) |  | ||||||
|                     npc.draw(screen) |  | ||||||
|                  |  | ||||||
|                 for thing in objects[3]: |  | ||||||
|                     thing.update(objects) |  | ||||||
|                     thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|             else: |  | ||||||
|                 objects[0][0].book.hidden = not freeze |  | ||||||
|                 objects[0][0].book.draw(screen) |  | ||||||
|                 objects[0][0].book.update() |  | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|  | @ -401,11 +180,11 @@ def main(): | ||||||
|     config = readConfig() |     config = readConfig() | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|     WIDTH, HEIGHT = screen.get_size() |     WIDTH, HEIGHT = screen.get_size() | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|     #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, 'medieval', 48, "Exit game", quitGame)) | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     #test(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|      |      | ||||||
|     """while running: |     """while running: | ||||||
|         for event in pygame.event.get(): |         for event in pygame.event.get(): | ||||||
|  | @ -432,5 +211,4 @@ def main(): | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
| 
 | 
 | ||||||
| if __name__ == '__main__': | if __name__ == '__main__': | ||||||
|     herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) |  | ||||||
|     main() |     main() | ||||||
|  |  | ||||||
							
								
								
									
										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) | ||||||