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classes.py

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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 *
from pygame import mixer fps = 60
fps = 60
def setUp(config):
def setUp(config): pygame.init()
pygame.init() if config["fullscreen"]:
mixer.music.load('audio/music/thebritons(1.1).mp3') screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
mixer.music.play(-1) else:
if config["fullscreen"]: screen = pygame.display.set_mode(config["res"])
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) clock = pygame.time.Clock()
else: pygame.display.set_caption('Between The Pages')
screen = pygame.display.set_mode(config["res"]) with open('art/images/icon.png', 'r') as i:
clock = pygame.time.Clock() pygame.display.set_icon(pygame.image.load(i))
pygame.display.set_caption('Between The Pages') return screen, clock, True, True, "startscreen.png", []
with open('art/images/icon.png', 'r') as i:
pygame.display.set_icon(pygame.image.load(i)) def readConfig():
return screen, clock, True, False, "startscreen.png", [] with open('config.json', 'r') as c:
json_data = c.read()
def readConfig(): return json.loads(json_data)
with open('config.json', 'r') as c:
json_data = c.read() def quitGame():
return json.loads(json_data) #save progress somehow, if needed
pygame.quit()
def quitGame(): quit()
#save progress somehow, if needed
pygame.quit() def genRooms(WIDTH, HEIGHT, type:str, objects:list):
quit() room_objects = []
#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/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
room_objects = [] room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
#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/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) 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 i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j)
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] for j in range(random.randint(5, 10))
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) 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))
for j in range(random.randint(5, 10)) #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)
]
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)) return rooms
#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) def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
return rooms 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))]
weapons = []
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): others = []
main = [herbert] npcs = []
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))] objects = [main, mobs, npcs, weapons, others]
weapons = [] level = []
others = [] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
npcs = [] level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
objects = [main, mobs, npcs, weapons, others] scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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)) while running:
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) screen.fill('#000000')
freeze = False #Gameplay is freezed in certain situations events = pygame.event.get()
tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') for event in events:
tbc_tick = 0 if event.type == pygame.QUIT:
objects = scene.getObjects() quitGame()
elif event.type == pygame.KEYDOWN:
while running: if event.key == pygame.K_e: #when book is open gameplay is freezed
screen.fill('#000000') freeze = not freeze
events = pygame.event.get() # RENDER YOUR GAME HERE
for event in events: """with open(background, 'r') as i:
if event.type == pygame.QUIT: bg = pygame.image.load(i)
quitGame() bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
elif event.type == pygame.KEYDOWN: # fill the screen with an image to clear the screen
if event.key == pygame.K_e: #when book is open gameplay is freezed screen.blit(bg, (0, 0))
freeze = not freeze """
# RENDER YOUR GAME HERE if not freeze:
"""with open(background, 'r') as i: objects = scene.getObjects()
bg = pygame.image.load(i) screen.blit(scene.background, (32, 32))
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen for thing in objects[4]:
screen.blit(bg, (0, 0)) thing.draw(screen)
"""
if isblack: for weapon in objects[3]:
if tbc_tick == 0: weapon.update(objects)
tbc_tick = pygame.time.get_ticks() weapon.draw(screen)
elif tbc_tick + 5000 <= pygame.time.get_ticks():
quitGame() for thing in objects[0]:
tbc.draw(screen) thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
elif not freeze: if result == 'village':
screen.blit(scene.background, (32, 32)) village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
target = None elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for thing in objects[4]: else:
thing.draw(screen) thing.draw(screen)
if isinstance(thing, HealthBar):
thing.update(objects) for mob in objects[1]:
mob.update(objects)
for weapon in objects[3]: mob.draw(screen)
weapon.update(objects)
weapon.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for thing in objects[0]: npc.draw(screen)
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) objects[0][0].book.addspell('windslash')
if objects[0][0].level.level >= 100: scene.update(False, objects)
isblack = True scene.draw(screen)
if isinstance(result, str):
if result == 'village': else:
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) objects[0][0].book.hidden = not freeze
elif result == 'play': objects[0][0].book.draw(screen)
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) objects[0][0].book.update()
elif 'door-' in result: # flip() the display to put your work on screen
target = result.split('-')[1] pygame.display.flip()
objects[0][0].level.level += 6.33
objects = scene.update(target, objects) clock.tick(fps) # limits FPS to 60
#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else: def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
thing.draw(screen) main = [herbert]
else: mobs = []
thing.draw(screen) weapons = []
others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
for mob in objects[1]: Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
mob.update(objects) npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
mob.draw(screen) objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
for npc in objects[2]: freeze = True #Gameplay is freezed in certain situations
npc.update(pygame.key.get_pressed(), objects) main[0].health.health = 20
npc.draw(screen)
while running:
objects[0][0].book.addspell('windslash') screen.fill('#000000')
objects[0][0].book.addspell('fireball') events = pygame.event.get()
scene.update(target, objects) for event in events:
scene.draw(screen) if event.type == pygame.QUIT:
quitGame()
else: elif event.type == pygame.KEYDOWN:
objects[0][0].book.hidden = not freeze if event.key == pygame.K_e: #when book is open gameplay is freezed
objects[0][0].book.draw(screen) freeze = not freeze
objects[0][0].book.update() # RENDER YOUR GAME HERE
# flip() the display to put your work on screen """with open(background, 'r') as i:
pygame.display.flip() bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
clock.tick(fps) # limits FPS to 60 # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): """
main = [herbert] if not freeze:
mobs = [] objects = room.getObjects()
weapons = [] screen.blit(room.background, (32, 32))
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)] for thing in objects[4]:
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] thing.draw(screen)
objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) for weapon in objects[3]:
freeze = True #Gameplay is freezed in certain situations weapon.update(objects)
main[0].health.health = 20 weapon.draw(screen)
while running: for thing in objects[0]:
screen.fill('#000000') thing.book.hidden = not freeze
events = pygame.event.get() result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
for event in events: if result == 'village':
if event.type == pygame.QUIT: menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
quitGame() elif result == 'play':
elif event.type == pygame.KEYDOWN: play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if event.key == pygame.K_e: #when book is open gameplay is freezed elif result == 'house':
freeze = not freeze house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# RENDER YOUR GAME HERE else:
"""with open(background, 'r') as i: thing.draw(screen)
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) for mob in objects[1]:
# fill the screen with an image to clear the screen mob.update(objects)
screen.blit(bg, (0, 0)) mob.draw(screen)
"""
if not freeze: for npc in objects[2]:
objects = room.getObjects() npc.update(pygame.key.get_pressed(), objects)
screen.blit(room.background, (32, 32)) npc.draw(screen)
for thing in objects[4]: room.update(objects)
thing.draw(screen)
else:
for weapon in objects[3]: objects[0][0].book.hidden = not freeze
weapon.update(objects) objects[0][0].book.draw(screen)
weapon.draw(screen) objects[0][0].book.update()
# flip() the display to put your work on screen
for thing in objects[0]: pygame.display.flip()
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) clock.tick(fps) # limits FPS to
if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
elif result == 'play': main = [herbert]
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) mobs = []
elif result == 'house': weapons = []
house(screen, clock, running, background, isblack, WIDTH, HEIGHT) others = []
else: npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
thing.draw(screen) objects = [main, mobs, npcs, weapons, others]
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
for mob in objects[1]: freeze = False #Gameplay is freezed in certain situations
mob.update(objects)
mob.draw(screen) while running:
screen.fill('#000000')
for npc in objects[2]: events = pygame.event.get()
npc.update(pygame.key.get_pressed(), objects) for event in events:
npc.draw(screen) if event.type == pygame.QUIT:
quitGame()
room.update(objects) elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
else: freeze = not freeze
objects[0][0].book.hidden = not freeze # RENDER YOUR GAME HERE
objects[0][0].book.draw(screen) """with open(background, 'r') as i:
objects[0][0].book.update() bg = pygame.image.load(i)
# flip() the display to put your work on screen bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
pygame.display.flip() # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
clock.tick(fps) # limits FPS to """
if not freeze:
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): objects = room.getObjects()
main = [herbert] screen.blit(room.background, (32, 32))
mobs = []
weapons = [] for thing in objects[4]:
others = [] thing.draw(screen)
npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others] # for weapon in objects[3]:
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) # weapon.update(objects)
freeze = False #Gameplay is freezed in certain situations # weapon.draw(screen)
while running: for thing in objects[0]:
screen.fill('#000000') thing.book.hidden = not freeze
events = pygame.event.get() result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
for event in events: if result == 'village':
if event.type == pygame.QUIT: menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
quitGame() elif result == 'play':
elif event.type == pygame.KEYDOWN: play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if event.key == pygame.K_e: #when book is open gameplay is freezed elif result == 'wall':
freeze = not freeze village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# RENDER YOUR GAME HERE else:
"""with open(background, 'r') as i: thing.draw(screen)
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) for npc in objects[2]:
# fill the screen with an image to clear the screen npc.update(pygame.key.get_pressed(), objects)
screen.blit(bg, (0, 0)) npc.draw(screen)
"""
if not freeze: objects[0][0].book.addspell('windslash')
objects = room.getObjects() room.update(objects)
screen.blit(room.background, (32, 32))
else:
for thing in objects[4]: objects[0][0].book.hidden = not freeze
thing.draw(screen) objects[0][0].book.draw(screen)
objects[0][0].book.update()
# for weapon in objects[3]: # flip() the display to put your work on screen
# weapon.update(objects) pygame.display.flip()
# weapon.draw(screen)
clock.tick(fps) # limits FPS to
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': def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) objects = []
elif result == 'play': # List that is displayed while selecting the window resolution level
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) resolution = [("1920x1080", "1920x1080"),
elif result == 'wall': ("1920x1200", "1920x1200"),
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) ("1280x720", "1280x720"),
else: ("2560x1440", "2560x1440"),
thing.draw(screen) ("3840x2160", "3840x2160")]
for npc in objects[2]: # This function displays the currently selected options
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) def printSettings():
print("\n\n")
objects[0][0].book.addspell('windslash') # getting the data using "get_input_data" method of the Menu class
room.update(objects) settingsData = settings.get_input_data()
else: for key in settingsData.keys():
objects[0][0].book.hidden = not freeze print(f"{key}\t:\t{settingsData[key]}")
objects[0][0].book.draw(screen)
objects[0][0].book.update() while running:
# flip() the display to put your work on screen for event in pygame.event.get():
pygame.display.flip() if event.type == pygame.QUIT:
running = False
clock.tick(fps) # limits FPS to # RENDER YOUR GAME HERE
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): # fill the screen with an image to clear the screen
objects = [] screen.blit(bg, (0, 0))
# List that is displayed while selecting the window resolution level for obj in objects:
resolution = [("1920x1080", "1920x1080"), obj.process(screen)
("1920x1200", "1920x1200"),
("1280x720", "1280x720"), # flip() the display to put your work on screen
("2560x1440", "2560x1440"), pygame.display.flip()
("3840x2160", "3840x2160")]
clock.tick(60) # limits FPS to 60
# This function displays the currently selected options
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
def printSettings(): objects = []
print("\n\n") objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
# getting the data using "get_input_data" method of the Menu class #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
settingsData = settings.get_input_data() objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running:
for key in settingsData.keys(): for event in pygame.event.get():
print(f"{key}\t:\t{settingsData[key]}") if event.type == pygame.QUIT:
running = False
while running: quitGame()
for event in pygame.event.get(): # RENDER YOUR GAME HERE
if event.type == pygame.QUIT: with open(f'art/images/background/{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.update(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 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 menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): others = []
objects = [] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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 = [main, mobs, npcs, others]
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) level = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
while running: level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
for event in pygame.event.get(): freeze = False #Gameplay is freezed in certain situations
if event.type == pygame.QUIT:
running = False #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
quitGame() # Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
# RENDER YOUR GAME HERE # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
with open(f'art/images/background/{background}', 'r') as i: # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
bg = pygame.image.load(i) # ]))
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
screen.blit(bg, (0, 0))
for obj in objects: # RENDER YOUR GAME HERE
obj.update(screen) while True:
screen.fill('#000000')
# flip() the display to put your work on screen events = pygame.event.get()
pygame.display.flip() for event in events:
if event.type == pygame.QUIT:
clock.tick(60) # limits FPS to 60 running = False
quitGame()
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): elif event.type == pygame.KEYDOWN:
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] if event.key == pygame.K_e: #when book is open gameplay is freezed
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))] freeze = not freeze
others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] if not freeze:
objects = [main, mobs, npcs, others] objects = scene.getObjects()
level = [] for thing in objects[0]:
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) thing.book.hidden = not freeze
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) if not thing.update(pygame.key.get_pressed(), objects):
freeze = False #Gameplay is freezed in certain situations menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), for mob in objects[1]:
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), mob.update(objects)
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), mob.draw(screen)
# ]))
for npc in objects[2]:
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
# RENDER YOUR GAME HERE
while True: for thing in objects[3]:
screen.fill('#000000') thing.update(objects)
events = pygame.event.get() thing.draw(screen)
for event in events:
if event.type == pygame.QUIT: else:
running = False objects[0][0].book.hidden = not freeze
quitGame() objects[0][0].book.draw(screen)
elif event.type == pygame.KEYDOWN: objects[0][0].book.update()
if event.key == pygame.K_e: #when book is open gameplay is freezed # flip() the display to put your work on screen
freeze = not freeze pygame.display.flip()
if not freeze: clock.tick(60) # limits FPS to 60
objects = scene.getObjects()
for thing in objects[0]: def main():
thing.book.hidden = not freeze config = readConfig()
if not thing.update(pygame.key.get_pressed(), objects): screen, clock, running, isblack, background, objects = setUp(config["screen"])
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) WIDTH, HEIGHT = screen.get_size()
thing.draw(screen) #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, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
for mob in objects[1]: #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
mob.update(objects) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
mob.draw(screen) test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for npc in objects[2]: """while running:
npc.update(pygame.key.get_pressed(), objects) for event in pygame.event.get():
npc.draw(screen) if event.type == pygame.QUIT:
running = False
for thing in objects[3]: #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.update(objects) if not isblack:
thing.draw(screen) with open(background, 'r') as i:
bg = pygame.image.load(i)
else: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
objects[0][0].book.hidden = not freeze # fill the screen with a color to wipe away anything from last frame
objects[0][0].book.draw(screen) screen.blit(bg, (0, 0))
objects[0][0].book.update()
# flip() the display to put your work on screen # RENDER YOUR GAME HERE
pygame.display.flip()
else:
clock.tick(60) # limits FPS to 60 for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
def main(): # flip() the display to put your work on screen
config = readConfig() pygame.display.flip()
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size() clock.tick(60) # limits FPS to 60"""
#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, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) pygame.quit()
#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) if __name__ == '__main__':
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT) herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main()
"""while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack:
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0))
# RENDER YOUR GAME HERE
else:
for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60"""
pygame.quit()
if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main()

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viecher.py Normal file
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import pygame as pg
from classes import *
from main import *
import random
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.transform.scale2x(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)
pg.draw.rect(screen, '#ef0120', self.rect, 2)
class NPC(Objects):
def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
super().__init__(name, ms, sprite, x, y)
self.talking = False
self.hidden = False
self.conversation = Convo(self, convo_scene)
self.lastUpdate = pg.time.get_ticks()
def talk(self, objects):
self.talking = True
objects[0][0].talking = True
def draw(self, screen):
super().draw(screen)
if self.talking:
self.conversation.draw(screen)
def update(self, keys, objects):
if self.name == 'oldlady':
if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]:
self.conversation.convo_scene=1
if self.lastUpdate + 200 < pg.time.get_ticks():
if self.talking:
self.conversation.update(keys, objects)
self.lastUpdate = pg.time.get_ticks()
else:
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter):
self.talk(objects)
self.lastUpdate = pg.time.get_ticks()
class Convo(Label):
def __init__(self, npc, convo_scene, text='', 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.convo_act=0
self.npc = npc
self.convo_scene = convo_scene
self.convos = [
['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']]
]
def draw(self, screen):
self.text = self.findConversation()[2][self.convo_act]
super().draw(screen)
def findConversation(self):
for convo in self.convos:
if convo[0] == self.npc.name and convo[1] == self.convo_scene:
return convo
return ['ERROR']
def update(self, keys, objects):
if keys[pg.K_f]:
convo = self.findConversation()
if self.convo_act+1 < len(convo[2]):
self.text = convo[2][self.convo_act]
self.convo_act += 1
else:
if convo[0] == 'oldlady':
if convo[1] == 0:
for i in range(0,5):
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
elif convo[1] == 1:
objects[0][0].level.level = 5
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
if convo[0] == 'elder':
if convo[1] == 0:
objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
self.convo_scene += 1
self.convo_act = 0
self.npc.talking = False
objects[0][0].talking = False
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, killed =[]) -> 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, 150, 40, level, 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.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr I\'m freezing')
self.freezing = True
self.killed = killed #amount of mobs that were killed
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)
pg.draw.rect(screen, '#e900fa', self.rect, 2)
if self.thinks.hidden == False:
self.thinks.draw(screen, self.x+20, self.y-100)
def hurt(self, damage, objects):
if not self.talking:
self.health.hurt(damage)
def obstacle_interaction(self, objects):
touches = pg.sprite.spritecollideany(self, objects[4])
if touches is not None:
if touches.name == 'fireplace':
self.freezing = False
elif touches.name == 'portal' and self.level.level != 1:
return 'play'
elif touches.name == 'house' and self.level.level != 1:
self.x = 500
self.y = 400
return 'house'
elif 'wall' in touches.name:
return 'wall'
else:
return True
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[2] + objects[4])
if touches is not None and not isinstance(touches, Weapons):
if isinstance(touches, Obstacle):
if not touches.collision:
# print(touches.name)
return
if touches.type == 'wall':
if touches.name == 'wall_l':
self.x += (2 + (self.x - touches.rect.x))
elif touches.name == 'wall_r':
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
if touches.name == 'wall_t':
self.y += (2 + (self.y - touches.rect.y))
elif touches.name == 'wall_b':
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
return
elif isinstance(touches, NPC):
return
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 - touches.rect.width * 0.66))
#if self.y <= touches.y: pass
#elif self.y > touches.y: pass
#self.x -= moveto[0] * 2 / fps
#self.y -= moveto[1] * 2 / fps
"""
if self.x <= 32:
self.x = 33
elif self.x >= objects[3][0].width - 32:
self.x = objects[3][0].width - 32 - self.rect.width + 1
if self.y <= 32:
self.y = 33
elif self.y >= objects[3][0].height - 32:
self.y = objects[3][0].height - 32 - self.rect.height + 1
"""
def attack(self, obj, mouse):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
moveto = mouse - vec(self.x, self.y)
if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
elif self.book.current_sp == 'windslash':
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
else:
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects):
if not self.talking:
self.walk(keys, objects)
if pg.mouse.get_pressed()[0]:
self.attack(objects, vec(mouse))
self.thinks.update(objects, self)
if self.health.health <= 0:
return 'village'
else:
return self.obstacle_interaction(objects)
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/main_attributes/{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/main_attributes/{parts}') as i:
self.sprite.append(pg.image.load(i))
class Level(Label):
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
self.level = level
def draw(self, screen):
self.text = f'will to live: {self.level}%'
super().draw(screen)
class Thinks(Label):
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
self.scene = 0
def draw(self, screen, x, y):
if self.hidden:
return
self.x = x
self.y = y
super().draw(screen)
def update(self, objects, main):
if not self.hidden:
if self.scene == 0 and not main.freezing:
self.scene = 1
self.hidden = True
elif self.scene == 1 and main.talking:
self.scene = 2
self.hidden = True
if self.scene == 1:
touches = pg.sprite.spritecollideany(main, objects[2])
if touches is not None and isinstance(touches, NPC):
self.text = 'I should press \"f\"'
self.hidden = False
else:
self.hidden = False
self.text = 'the lady over there'
class Book():
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
with open(f'art/images/main_attributes/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 = False
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
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
"You are a homeless person. One cold day","you went to the library to warm up yourself.",
"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
"But you can find a way out of here again."]
self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
"Click on a picture to choose your spell.",
"Talk to fairies to unlock new spells!"]
self.buttons=[]
self.buttons_y = 400
self.buttons_x = 800
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
text_left_y = 100
text_right_y = 100
for text in self.text_left:
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
label.draw(screen)
text_left_y += 50
for text in self.text_right:
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
label.draw(screen)
text_right_y += 50
for button in self.buttons:
button.update(screen)
def addspell(self, spell):
if spell not in self.sp_list:
self.sp_list.append(spell)
self.current_sp = spell
self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_y += 100
def update_spell(self, 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)
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
touches = pg.sprite.spritecollideany(self, obj[4])
if touches is not None and not isinstance(touches, Weapons):
if isinstance(touches, Obstacle):
if not touches.collision:
return
if touches.type == 'wall':
if touches.name == 'wall_l':
self.x += (2 + (self.x - touches.rect.x))
elif touches.name == 'wall_r':
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
if touches.name == 'wall_t':
self.y += (2 + (self.y - touches.rect.y))
elif touches.name == 'wall_b':
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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 - touches.rect.width * 0.66))
else:
self.attack(moveto, obj)
def hurt(self, damage, objects):
self.health -= damage
if self.health <= 0:
objects[0][0].killed.append(self.name)
self.hidden = True
objects[1].remove(self)
def update(self, obj):
self.chase(obj)
class Skeleton(Mobs):
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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()
class Zombie(Mobs):
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
self.lastAttack = pg.time.get_ticks()
class Rat(Mobs):
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
self.lastAttack = pg.time.get_ticks()
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto
self.damage = damage
self.life_ticks= life_ticks
self.spawn_tick = pg.time.get_ticks()
pos = vec(1,0)
angle = pos.angle_to(moveto)
self.sprite = pg.transform.rotate(self.sprite, -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
if self in objects[3]:
objects[3].remove(self)
def move(self, objects):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
self.hidden = True
objects[3].remove(self)
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 = 'weapons/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 = 'weapons/windslash.png', life_ticks=1000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, Mobs)
def move(self, objects):
super().move(objects)
self.moveto = self.moveto.rotate(5)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/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)
class Punch(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
self.kills = kills
def update(self, objects):
self.move(objects)
self.die(objects, self.kills)