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1
.idea/ideas.txt
generated
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@ -38,7 +38,6 @@ Story:
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Henker
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Henker
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armer Bauer
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armer Bauer
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"Hexe"
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"Hexe"
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Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
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Ziel(e)
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Ziel(e)
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-> Zurückkommen
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-> Zurückkommen
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art/images/blau1.kra
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art/images/blau1.png
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art/images/blau2.png
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art/images/blau3.png
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art/images/dirt1.png
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art/images/dirt2.png
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art/images/river1.png
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art/images/rot1.png
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art/images/rot2.png
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art/images/rot3.png
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art/sprite files/oldmanattack.png
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art/sprite files/oldmanwalk.png
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903
classes.py
232
main.py
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@ -4,23 +4,17 @@ import json
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import time
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import time
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import random
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import random
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from classes import *
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from classes import *
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# from viecher import *
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from viecher import *
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from pygame import mixer
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fps = 60
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fps = 60
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def setUp(config):
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def setUp(config):
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pygame.init()
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pygame.init()
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mixer.music.load('audio/music/thebritons(1.1).mp3')
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mixer.music.play(-1)
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if config["fullscreen"]:
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if config["fullscreen"]:
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screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
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screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
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else:
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else:
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screen = pygame.display.set_mode(config["res"])
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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pygame.display.set_caption('Between The Pages')
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return screen, clock, True, True, "start.png", []
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with open('art/images/icon.png', 'r') as i:
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pygame.display.set_icon(pygame.image.load(i))
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return screen, clock, True, False, "startscreen.png", []
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def readConfig():
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def readConfig():
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with open('config.json', 'r') as c:
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with open('config.json', 'r') as c:
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@ -33,35 +27,27 @@ def quitGame():
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quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = []
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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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)))
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room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
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rooms = [
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rooms = [
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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)
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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for j in range(random.randint(5, 10))
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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]
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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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))
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]
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#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)]
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#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)
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return rooms
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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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))]
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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))]
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weapons = []
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others = []
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others = []
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npcs = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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objects = [main, mobs, npcs, others]
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level = []
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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freeze = False #Gameplay is freezed in certain situations
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tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
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tbc_tick = 0
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objects = scene.getObjects()
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while running:
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while running:
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screen.fill('#000000')
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screen.fill('#000000')
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@ -79,45 +65,19 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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# fill the screen with an image to clear the screen
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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screen.blit(bg, (0, 0))
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"""
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"""
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if isblack:
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if not freeze:
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if tbc_tick == 0:
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scene.update(False, objects)
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tbc_tick = pygame.time.get_ticks()
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objects = scene.getObjects()
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elif tbc_tick + 5000 <= pygame.time.get_ticks():
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quitGame()
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tbc.draw(screen)
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elif not freeze:
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screen.blit(scene.background, (32, 32))
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screen.blit(scene.background, (32, 32))
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target = None
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for thing in objects[3]:
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thing.update(objects)
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for thing in objects[4]:
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thing.draw(screen)
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thing.draw(screen)
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if isinstance(thing, HealthBar):
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thing.update(objects)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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for thing in objects[0]:
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thing.book.hidden = not freeze
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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if objects[0][0].level.level >= 100:
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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isblack = True
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thing.draw(screen)
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if isinstance(result, str):
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if result == 'village':
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif 'door-' in result:
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target = result.split('-')[1]
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objects[0][0].level.level += 6.33
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objects = scene.update(target, objects)
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#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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else:
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thing.draw(screen)
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for mob in objects[1]:
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for mob in objects[1]:
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mob.update(objects)
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mob.update(objects)
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@ -128,9 +88,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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npc.draw(screen)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('fireball')
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scene.update(target, objects)
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scene.draw(screen)
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else:
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.hidden = not freeze
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@ -141,143 +99,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(fps) # limits FPS to 60
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clock.tick(fps) # limits FPS to 60
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def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
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Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
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npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
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freeze = True #Gameplay is freezed in certain situations
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main[0].health.health = 20
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'house':
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house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(fps) # limits FPS to
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def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = []
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npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
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freeze = False #Gameplay is freezed in certain situations
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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|
||||||
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
|
||||||
|
|
@ -317,7 +138,7 @@ 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, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
|
||||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
|
#objects.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, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
|
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
|
||||||
while running:
|
while running:
|
||||||
|
|
@ -326,7 +147,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
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
|
||||||
|
|
@ -341,7 +162,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
|
|
||||||
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)]
|
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))]
|
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 = []
|
others = []
|
||||||
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
||||||
objects = [main, mobs, npcs, others]
|
objects = [main, mobs, npcs, others]
|
||||||
|
|
@ -407,7 +228,7 @@ def main():
|
||||||
#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, 'textbox.png', '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, 'textbox.png', '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():
|
||||||
|
|
@ -434,5 +255,4 @@ 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()
|
||||||
|
|
|
||||||
387
viecher.py
Normal file
|
|
@ -0,0 +1,387 @@
|
||||||
|
import pygame as pg
|
||||||
|
from classes import *
|
||||||
|
from main import *
|
||||||
|
|
||||||
|
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, '#ff0000', self.rect, 2)
|
||||||
|
|
||||||
|
class NPC(Objects):
|
||||||
|
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
self.talking = False
|
||||||
|
self.hidden = False
|
||||||
|
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:
|
||||||
|
self.conversation.draw(screen)
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if self.talking:
|
||||||
|
self.conversation.update(keys, objects)
|
||||||
|
|
||||||
|
class Convo(Label):
|
||||||
|
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)
|
||||||
|
|
||||||
|
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, 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)
|
||||||
|
pg.draw.rect(screen, '#ff00ee', self.rect, 2)
|
||||||
|
|
||||||
|
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] + objects[3])
|
||||||
|
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))
|
||||||
|
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))
|
||||||
|
#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 isinstance(touches, NPC):
|
||||||
|
touches.talk(objects)
|
||||||
|
"""
|
||||||
|
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, 5)
|
||||||
|
else:
|
||||||
|
return
|
||||||
|
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 keys[pg.K_f]:
|
||||||
|
self.attack(objects, vec(mouse))
|
||||||
|
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(Label):
|
||||||
|
def __init__(self, x, y, width, height, text, font, font_size) -> None:
|
||||||
|
super().__init__(x, y, width, height, text, font, font_size)
|
||||||
|
|
||||||
|
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
|
||||||
|
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, 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')]
|
||||||
|
self.buttons=[]
|
||||||
|
self.buttons_height = 400
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
self.rect.x, self.rect.y = self.x, self.y
|
||||||
|
screen.blit(self.sprite, self.rect)
|
||||||
|
for label in self.labels:
|
||||||
|
label.draw(screen)
|
||||||
|
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(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
||||||
|
self.buttons_height += 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)
|
||||||
|
|
||||||
|
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, 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)
|
||||||
|
with open(f'art/images/{sprite}') as i:
|
||||||
|
self.sprite = pg.transform.scale2x(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)
|
||||||
|
|
||||||
|
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 = 'fireball.png', life_ticks=5000) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
|
def update(self, objects):
|
||||||
|
self.move(objects)
|
||||||
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
|
class Windslash(Spells):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> 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 = '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)
|
||||||