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					 1 changed files with 387 additions and 387 deletions
				
			
		
							
								
								
									
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								viecher.py
									
										
									
									
									
								
							
							
						
						
									
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								viecher.py
									
										
									
									
									
								
							|  | @ -1,387 +1,387 @@ | ||||||
| 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.transform.scale2x(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: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         self.talking = False | ||||||
|         self.talking = False |         self.hidden = True | ||||||
|         self.hidden = False |         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: |         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(Label): | ||||||
|     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) |         super().__init__(x, y, width, height, text, font, font_size) | ||||||
|      |      | ||||||
|     def update(self, keys, objects): |     def update(self, keys, objects): | ||||||
|         if keys[pg.K_SPACE]: |         if keys[pg.K_SPACE]: | ||||||
|             objects[0][0].book.addspell('fireball') |             objects[0][0].book.addspell('fireball') | ||||||
|             self.talking = False |             self.talking = False | ||||||
|             objects[0][0].talking = False |             objects[0][0].talking = False | ||||||
|             self.hidden = True |             self.hidden = True | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Fighter(Objects): | class Fighter(Objects): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|         self.health = health |         self.health = health | ||||||
|         self.damage = damage |         self.damage = damage | ||||||
|         self.level = level |         self.level = level | ||||||
|         self.attack_speed = asp |         self.attack_speed = asp | ||||||
|         self.attack_range = atr |         self.attack_range = atr | ||||||
|         self.lastHurt = pg.time.get_ticks() |         self.lastHurt = pg.time.get_ticks() | ||||||
|         self.lastAttack = pg.time.get_ticks() |         self.lastAttack = pg.time.get_ticks() | ||||||
|         self.hurtCooldown = 0 |         self.hurtCooldown = 0 | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class MainCharacter(Fighter): | class MainCharacter(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: |     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) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.book = Book(0, 0, [], None, None) |         self.book = Book(0, 0, [], None, None) | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20) |         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) |         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): |     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) | ||||||
|         self.health.draw(screen) |         self.health.draw(screen) | ||||||
|         self.level.draw(screen) |         self.level.draw(screen) | ||||||
|         self.book.draw(screen) |         self.book.draw(screen) | ||||||
|         pg.draw.rect(screen, '#ff00ee', self.rect, 2) |         pg.draw.rect(screen, '#ff00ee', self.rect, 2) | ||||||
| 
 | 
 | ||||||
|     def hurt(self, damage, objects): |     def hurt(self, damage, objects): | ||||||
|         if not self.talking: |         if not self.talking: | ||||||
|             self.health.hurt(damage) |             self.health.hurt(damage) | ||||||
|      |      | ||||||
|     def walk(self, keys, objects): |     def walk(self, keys, objects): | ||||||
|         moveto = vec(0, 0) |         moveto = vec(0, 0) | ||||||
|         if keys[pg.K_w] or keys[pg.K_UP]: |         if keys[pg.K_w] or keys[pg.K_UP]: | ||||||
|             moveto += vec(0, -1) |             moveto += vec(0, -1) | ||||||
|         if keys[pg.K_a] or keys[pg.K_LEFT]: |         if keys[pg.K_a] or keys[pg.K_LEFT]: | ||||||
|             moveto += vec(-1, 0) |             moveto += vec(-1, 0) | ||||||
|         if keys[pg.K_s] or keys[pg.K_DOWN]: |         if keys[pg.K_s] or keys[pg.K_DOWN]: | ||||||
|             moveto += vec(0, 1) |             moveto += vec(0, 1) | ||||||
|         if keys[pg.K_d] or keys[pg.K_RIGHT]: |         if keys[pg.K_d] or keys[pg.K_RIGHT]: | ||||||
|             moveto += vec(1, 0) |             moveto += vec(1, 0) | ||||||
|         if not moveto == vec(0, 0): |         if not moveto == vec(0, 0): | ||||||
|             moveto.scale_to_length(self.speed) |             moveto.scale_to_length(self.speed) | ||||||
| 
 | 
 | ||||||
|         self.x += moveto[0] / fps |         self.x += moveto[0] / fps | ||||||
|         self.y += moveto[1] / fps  |         self.y += moveto[1] / fps  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) |         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) | ||||||
|         if touches is not None and not isinstance(touches, Weapons): |         if touches is not None and not isinstance(touches, Weapons): | ||||||
|             if isinstance(touches, Obstacle): |             if isinstance(touches, Obstacle): | ||||||
|                 if not touches.collision: |                 if not touches.collision: | ||||||
|                     return |                     return | ||||||
|                 if touches.type == 'wall': |                 if touches.type == 'wall': | ||||||
|                     if touches.name == 'wall_l': |                     if touches.name == 'wall_l': | ||||||
|                         self.x += (2 + (self.x - touches.rect.x)) |                         self.x += (2 + (self.x - touches.rect.x)) | ||||||
|                     elif touches.name == 'wall_r': |                     elif touches.name == 'wall_r': | ||||||
|                         self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) |                         self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) | ||||||
|                     if touches.name == 'wall_t': |                     if touches.name == 'wall_t': | ||||||
|                         self.y += (2 + (self.y - touches.rect.y)) |                         self.y += (2 + (self.y - touches.rect.y)) | ||||||
|                     elif touches.name == 'wall_b': |                     elif touches.name == 'wall_b': | ||||||
|                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) |                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) | ||||||
|                     return |                     return | ||||||
|                  |                  | ||||||
|             if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) |             if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) | ||||||
|             elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) |             elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) | ||||||
|             #if self.y <= touches.y: pass |             #if self.y <= touches.y: pass | ||||||
|             #elif self.y > touches.y: pass |             #elif self.y > touches.y: pass | ||||||
|             self.x -= moveto[0] * 2 / fps |             self.x -= moveto[0] * 2 / fps | ||||||
|             self.y -= moveto[1] * 2 / fps |             self.y -= moveto[1] * 2 / fps | ||||||
|             if isinstance(touches, NPC): |             if isinstance(touches, NPC): | ||||||
|                     touches.talk(objects) |                     touches.talk(objects) | ||||||
|         """ |         """ | ||||||
|         if self.x <= 32: |         if self.x <= 32: | ||||||
|             self.x = 33 |             self.x = 33 | ||||||
|         elif self.x >= objects[3][0].width - 32: |         elif self.x >= objects[3][0].width - 32: | ||||||
|             self.x = objects[3][0].width - 32 - self.rect.width + 1 |             self.x = objects[3][0].width - 32 - self.rect.width + 1 | ||||||
|         if self.y <= 32: |         if self.y <= 32: | ||||||
|             self.y = 33 |             self.y = 33 | ||||||
|         elif self.y >= objects[3][0].height - 32: |         elif self.y >= objects[3][0].height - 32: | ||||||
|             self.y = objects[3][0].height - 32 - self.rect.height + 1 |             self.y = objects[3][0].height - 32 - self.rect.height + 1 | ||||||
|         """ |         """ | ||||||
|      |      | ||||||
|     def attack(self, obj, mouse): |     def attack(self, obj, mouse): | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||||
|             moveto = mouse- vec(self.x, self.y) |             moveto = mouse- vec(self.x, self.y) | ||||||
|             if self.book.current_sp == 'fireball': |             if self.book.current_sp == 'fireball': | ||||||
|                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) |                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) | ||||||
|             elif self.book.current_sp == 'windslash': |             elif self.book.current_sp == 'windslash': | ||||||
|                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) |                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) | ||||||
|             else: |             else: | ||||||
|                 return |                 return | ||||||
|             obj[3].append(weapon) |             obj[3].append(weapon) | ||||||
|             self.lastAttack = pg.time.get_ticks() |             self.lastAttack = pg.time.get_ticks() | ||||||
| 
 | 
 | ||||||
|     def update(self, keys, mouse, objects): |     def update(self, keys, mouse, objects): | ||||||
|         if not self.talking: |         if not self.talking: | ||||||
|             self.walk(keys, objects) |             self.walk(keys, objects) | ||||||
|             if keys[pg.K_f]: |             if keys[pg.K_f]: | ||||||
|                 self.attack(objects, vec(mouse)) |                 self.attack(objects, vec(mouse)) | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return False | ||||||
|         else: |         else: | ||||||
|             return True |             return True | ||||||
| 
 | 
 | ||||||
| class Hearts(): | class Hearts(): | ||||||
|     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: |     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.health = health |         self.health = health | ||||||
|         self.lastHurt = pg.time.get_ticks() |         self.lastHurt = pg.time.get_ticks() | ||||||
|         self.hurtCooldown = hurtCooldown |         self.hurtCooldown = hurtCooldown | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
|         self.sprite=[] |         self.sprite=[] | ||||||
|         for parts in sprite: |         for parts in sprite: | ||||||
|             with open(f'art/images/{parts}') as i: |             with open(f'art/images/{parts}') as i: | ||||||
|                 self.sprite.append(pg.image.load(i)) |                 self.sprite.append(pg.image.load(i)) | ||||||
|         self.rect = [] |         self.rect = [] | ||||||
|         for each in self.sprite: |         for each in self.sprite: | ||||||
|             self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) |             self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) | ||||||
|          |          | ||||||
|     def hurt(self,damage): |     def hurt(self,damage): | ||||||
|         if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): |         if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): | ||||||
|             self.health -= damage |             self.health -= damage | ||||||
|             self.lastHurt = pg.time.get_ticks() |             self.lastHurt = pg.time.get_ticks() | ||||||
|             self.update() |             self.update() | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|             return |             return | ||||||
|         for i in range(0, 5): |         for i in range(0, 5): | ||||||
|             self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y |             self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y | ||||||
|             screen.blit(self.sprite[i], self.rect[i]) |             screen.blit(self.sprite[i], self.rect[i]) | ||||||
|      |      | ||||||
|     def update(self): |     def update(self): | ||||||
|         sprite = [] |         sprite = [] | ||||||
|         for i in range(0, 5): |         for i in range(0, 5): | ||||||
|             if self.health >= 4 + 4 * i: |             if self.health >= 4 + 4 * i: | ||||||
|                 sprite.append('fullheart.png') |                 sprite.append('fullheart.png') | ||||||
|             elif self.health == 3 + 4 * i: |             elif self.health == 3 + 4 * i: | ||||||
|                 sprite.append('dreiviertelheart.png') |                 sprite.append('dreiviertelheart.png') | ||||||
|             elif self.health >= 2 + 4 * i: |             elif self.health >= 2 + 4 * i: | ||||||
|                 sprite.append('halfheart.png') |                 sprite.append('halfheart.png') | ||||||
|             elif self.health >= 1 + 4 * i: |             elif self.health >= 1 + 4 * i: | ||||||
|                 sprite.append('viertelheart.png') |                 sprite.append('viertelheart.png') | ||||||
|             elif self.health <= 4 * i: |             elif self.health <= 4 * i: | ||||||
|                 sprite.append('noheart.png')   |                 sprite.append('noheart.png')   | ||||||
|         self.sprite = [] |         self.sprite = [] | ||||||
|         for parts in sprite: |         for parts in sprite: | ||||||
|             with open(f'art/images/{parts}') as i: |             with open(f'art/images/{parts}') as i: | ||||||
|                 self.sprite.append(pg.image.load(i)) |                 self.sprite.append(pg.image.load(i)) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Level(Label): | class Level(Label): | ||||||
|     def __init__(self, x, y, width, height, text, font, font_size) -> None: |     def __init__(self, x, y, width, height, text, font, font_size) -> None: | ||||||
|         super().__init__(x, y, width, height, text, font, font_size) |         super().__init__(x, y, width, height, text, font, font_size) | ||||||
| 
 | 
 | ||||||
| class Book(): | class Book(): | ||||||
|     def __init__(self, x, y, spells, current_spell, current_shield) -> None: |     def __init__(self, x, y, spells, current_spell, current_shield) -> None: | ||||||
|         with open(f'art/images/book.png') as i: |         with open(f'art/images/book.png') as i: | ||||||
|             self.sprite = pg.image.load(i) |             self.sprite = pg.image.load(i) | ||||||
|             self.sprite = pg.transform.scale(self.sprite, (1280, 720)) |             self.sprite = pg.transform.scale(self.sprite, (1280, 720)) | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.hidden = True |         self.hidden = True | ||||||
|         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()) | ||||||
|         self.sp_list = spells |         self.sp_list = spells | ||||||
|         self.current_sp = current_spell |         self.current_sp = current_spell | ||||||
|         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), |         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), |                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), |                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] |                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] | ||||||
|         self.buttons=[] |         self.buttons=[] | ||||||
|         self.buttons_height = 400 |         self.buttons_height = 400 | ||||||
|      |      | ||||||
|     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) | ||||||
|         for label in self.labels: |         for label in self.labels: | ||||||
|             label.draw(screen) |             label.draw(screen) | ||||||
|         for button in self.buttons: |         for button in self.buttons: | ||||||
|             button.update(screen) |             button.update(screen) | ||||||
|      |      | ||||||
|     def addspell(self, spell): |     def addspell(self, spell): | ||||||
|         if spell not in self.sp_list: |         if spell not in self.sp_list: | ||||||
|             self.sp_list.append(spell) |             self.sp_list.append(spell) | ||||||
|             self.current_sp = spell |             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)) |             self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) | ||||||
|             self.buttons_height += 100 |             self.buttons_height += 100 | ||||||
| 
 | 
 | ||||||
|     def update_spell(self, spell): |     def update_spell(self, spell): | ||||||
|         self.current_sp = spell |         self.current_sp = spell | ||||||
| 
 | 
 | ||||||
|     def update(self): |     def update(self): | ||||||
|         pass |         pass | ||||||
| class Mobs(Fighter): | class Mobs(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: |     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) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.drops = drops * (self.level / 2) |         self.drops = drops * (self.level / 2) | ||||||
| 
 | 
 | ||||||
| class Skeleton(Mobs): | class Skeleton(Mobs): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: |     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) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||||
|      |      | ||||||
|     def chase(self, obj): |     def chase(self, obj): | ||||||
|         x = obj[0][0].x |         x = obj[0][0].x | ||||||
|         y = obj[0][0].y |         y = obj[0][0].y | ||||||
|         moveto = vec(x, y) - vec(self.x, self.y) |         moveto = vec(x, y) - vec(self.x, self.y) | ||||||
|         if not (moveto).length() <= self.attack_range: |         if not (moveto).length() <= self.attack_range: | ||||||
|             moveto.scale_to_length(self.speed) |             moveto.scale_to_length(self.speed) | ||||||
|             self.x += moveto[0] / fps |             self.x += moveto[0] / fps | ||||||
|             self.y += moveto[1] / fps |             self.y += moveto[1] / fps | ||||||
|         else: |         else: | ||||||
|             self.attack(moveto, obj) |             self.attack(moveto, obj) | ||||||
| 
 | 
 | ||||||
|     def attack(self, moveto, obj): |     def attack(self, moveto, obj): | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||||
|             obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) |             obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) | ||||||
|             self.lastAttack = pg.time.get_ticks() |             self.lastAttack = pg.time.get_ticks() | ||||||
|      |      | ||||||
|     def hurt(self, damage, objects): |     def hurt(self, damage, objects): | ||||||
|         self.health -= damage |         self.health -= damage | ||||||
|         if self.health <= 0: |         if self.health <= 0: | ||||||
|             self.hidden = True |             self.hidden = True | ||||||
|             objects[1].remove(self) |             objects[1].remove(self) | ||||||
| 
 | 
 | ||||||
|     def update(self, obj): |     def update(self, obj): | ||||||
|         self.chase(obj) |         self.chase(obj) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Weapons(Objects): | class Weapons(Objects): | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: |     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|         self.moveto = moveto |         self.moveto = moveto | ||||||
|         self.damage = damage |         self.damage = damage | ||||||
|         self.life_ticks= life_ticks |         self.life_ticks= life_ticks | ||||||
|         self.spawn_tick = pg.time.get_ticks() |         self.spawn_tick = pg.time.get_ticks() | ||||||
|         pos = vec(1,0) |         pos = vec(1,0) | ||||||
|         angle = pos.angle_to(moveto) |         angle = pos.angle_to(moveto) | ||||||
|         with open(f'art/images/{sprite}') as i: |         with open(f'art/images/{sprite}') as i: | ||||||
|             self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle)) |             self.sprite = pg.transform.rotate(pg.image.load(i), -angle) | ||||||
|      |      | ||||||
|     def die(self, objects, kills): |     def die(self, objects, kills): | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) |         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) | ||||||
|         if touches is not None and isinstance(touches, kills): |         if touches is not None and isinstance(touches, kills): | ||||||
|             touches.hurt(self.damage, objects) |             touches.hurt(self.damage, objects) | ||||||
|             self.hidden = True |             self.hidden = True | ||||||
|             objects[3].remove(self) |             objects[3].remove(self) | ||||||
|              |              | ||||||
|     def move(self, objects): |     def move(self, objects): | ||||||
|         self.moveto.scale_to_length(self.speed) |         self.moveto.scale_to_length(self.speed) | ||||||
|         self.x += self.moveto[0] / fps |         self.x += self.moveto[0] / fps | ||||||
|         self.y += self.moveto[1] / fps |         self.y += self.moveto[1] / fps | ||||||
|         if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: |         if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: | ||||||
|             self.hidden = True |             self.hidden = True | ||||||
|             objects[3].remove(self) |             objects[3].remove(self) | ||||||
| 
 | 
 | ||||||
| class Spells(Weapons): | class Spells(Weapons): | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: |     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) |         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||||
| 
 | 
 | ||||||
| class Fireball(Spells): | class Fireball(Spells): | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: |     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) |         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||||
|      |      | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move(objects) |         self.move(objects) | ||||||
|         self.die(objects, Mobs) |         self.die(objects, Mobs) | ||||||
| 
 | 
 | ||||||
| class Windslash(Spells): | class Windslash(Spells): | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: |     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) |         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||||
|      |      | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move(objects) |         self.move(objects) | ||||||
|         self.die(objects, Mobs) |         self.die(objects, Mobs) | ||||||
|      |      | ||||||
|     def move(self, objects): |     def move(self, objects): | ||||||
|         super().move(objects) |         super().move(objects) | ||||||
|         self.moveto = self.moveto.rotate(5) |         self.moveto = self.moveto.rotate(5) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Arrow(Weapons): | class Arrow(Weapons): | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: |     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) |         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||||
|      |      | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move(objects) |         self.move(objects) | ||||||
|         self.die(objects, MainCharacter) |         self.die(objects, MainCharacter) | ||||||
|  |  | ||||||
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		Reference in a new issue