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						|  | @ -0,0 +1,44 @@ | ||||||
|  | Anmerkungen in Klammern | ||||||
|  |     ?       - unsicher | ||||||
|  |     name?   - Name noch unklar, bzw. steht zur Diskussion | ||||||
|  |     !       - festgelegt / Einigung | ||||||
|  | 
 | ||||||
|  | Game: | ||||||
|  |     Rogue-like Game mit Story | ||||||
|  |     Pixel | ||||||
|  | 
 | ||||||
|  |     viele Gegner: | ||||||
|  |         Skelette        Schwert | ||||||
|  |         Zombies         Knüppel | ||||||
|  |         Ratten          - | ||||||
|  |         Kröten(?)       - | ||||||
|  |         Gläubige(?)     Bogen / Schwert | ||||||
|  | 
 | ||||||
|  | Story: | ||||||
|  |     Theme | ||||||
|  |         mittelalterlich(?) | ||||||
|  |         fairy-tale-like(?) | ||||||
|  |         medieval(!) | ||||||
|  | 
 | ||||||
|  |     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. | ||||||
|  |         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo | ||||||
|  |         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig | ||||||
|  |         -> Erwacht als magische Person in magischer Welt wieder | ||||||
|  |             Buch dient als Skillbaum (verschiedene Kapitel) | ||||||
|  |                 Kampfmagier (name?) | ||||||
|  |                 Heilender Magier -> Priester(name?) | ||||||
|  |                 Elementmagier(?) | ||||||
|  |                 Hexenkraft / Hexenwerke / Hexenmagie / Flüche (?) | ||||||
|  |         Kampf | ||||||
|  |             Faust | ||||||
|  |             Zauberstab - range und strength von Skills und Level(?) abhängig | ||||||
|  |                  | ||||||
|  |     NPCS | ||||||
|  |         Priester / Mönch (eher Mönch) | ||||||
|  |         Henker | ||||||
|  |         armer Bauer | ||||||
|  |         "Hexe" | ||||||
|  | 
 | ||||||
|  |     Ziel(e) | ||||||
|  |         -> Zurückkommen | ||||||
|  |         -> Happy werden (?) | ||||||
							
								
								
									
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|  | Brief Explanation of all files and classes and pygame | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | Button CLass: | ||||||
|  | Button(position_x, position_y, width, height, font key phrase/word (see dictionary), the function which should be executed, and if the function should be executed while holding the button or only once per press) | ||||||
|  | 
 | ||||||
|  | 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' | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH | ||||||
|  | 
 | ||||||
|  | GameObjects for rooms, scenes and maybe MorialCitadel | ||||||
|  | 
 | ||||||
|  | Scene: | ||||||
|  |     type - normal, dungeon, cutscene | ||||||
|  |     objects - contain rooms, npcs, mobs, the character etc. | ||||||
|  | 
 | ||||||
|  | Room: | ||||||
|  |     type - normal, shop, special (?), boss | ||||||
|  |     objects - npcs, mobs, the character etc. | ||||||
|  |     exits - position of exits --> [top:bool, right:bool, down:bool, left:bool]; 1 to 4 exits per room | ||||||
|  |     locked - bool if the room is unlocked; locked upon first entering unless all mobs are dead | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
							
								
								
									
										
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						|  | @ -0,0 +1,160 @@ | ||||||
|  | import pygame | ||||||
|  | 
 | ||||||
|  | pygame.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 Button(): | ||||||
|  |     def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False): | ||||||
|  |         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||||
|  |         self.x = x | ||||||
|  |         self.y = y | ||||||
|  |         self.width = width | ||||||
|  |         self.height = height | ||||||
|  |         self.onclickFunction = onclickFunction | ||||||
|  |         self.onePress = onePress | ||||||
|  |         self.alreadyPressed = False | ||||||
|  | 
 | ||||||
|  |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|  |             self.box = pygame.image.load(tb) | ||||||
|  |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||||
|  | 
 | ||||||
|  |         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||||
|  | 
 | ||||||
|  |     def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |         mousePos = pygame.mouse.get_pos() | ||||||
|  |         if self.buttonRect.collidepoint(mousePos): | ||||||
|  |             if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||||
|  |                 if self.onePress: | ||||||
|  |                     self.onclickFunction() | ||||||
|  |                 elif not self.alreadyPressed: | ||||||
|  |                     if 'play' in str(self.onclickFunction): | ||||||
|  |                         self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                         self.alreadyPressed = True | ||||||
|  |                     else: | ||||||
|  |                         self.onclickFunction() | ||||||
|  |                         self.alreadyPressed = True | ||||||
|  |             else: | ||||||
|  |                 self.alreadyPressed = False | ||||||
|  |         self.box.blit(self.buttonSurf, [ | ||||||
|  |             self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, | ||||||
|  |             self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 | ||||||
|  |         ]) | ||||||
|  |         screen.blit(self.box, self.buttonRect) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class DropDown(): | ||||||
|  |     def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): | ||||||
|  |         self.rect = pygame.Rect(x, y, width, height) | ||||||
|  |         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||||
|  |         self.main = main | ||||||
|  |         self.options = options | ||||||
|  |         self.draw_menu = False | ||||||
|  |         self.menu_active = False | ||||||
|  |         self.active_option = -1 | ||||||
|  | 
 | ||||||
|  |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|  |             self.box = pygame.image.load(tb) | ||||||
|  |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) | ||||||
|  |         surface = self.font.render(self.main, 1, (0, 0, 0)) | ||||||
|  |         self.box.blit(surface, [ | ||||||
|  |             self.rect.width/2 - surface.get_rect().width/2, | ||||||
|  |             self.rect.height/2 - surface.get_rect().height/2 | ||||||
|  |         ]) | ||||||
|  |         screen.blit(self.box, surface.get_rect(center = self.rect.center)) | ||||||
|  | 
 | ||||||
|  |         if self.draw_menu: | ||||||
|  |             for i, text in enumerate(self.options): | ||||||
|  |                 rect = self.rect.copy() | ||||||
|  |                 rect.y += (i+1) * self.rect.height | ||||||
|  |                 rect.x = self.rect.x | ||||||
|  |                 #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) | ||||||
|  |                 #msg = self.font.render(text, 1, (0, 0, 0)) | ||||||
|  |                 #screen.blit(msg, msg.get_rect(center = rect.center)) | ||||||
|  |                 surface = self.font.render(text, 1, (0, 0, 0)) | ||||||
|  |                 self.box.blit(surface, [ | ||||||
|  |                     rect.width/2 - surface.get_rect().width/2, | ||||||
|  |                     rect.height/2 - surface.get_rect().height/2 | ||||||
|  |                 ]) | ||||||
|  |                 screen.blit(self.box, rect) | ||||||
|  | 
 | ||||||
|  |     def update(self, event_list): | ||||||
|  |         mpos = pygame.mouse.get_pos() | ||||||
|  |         self.menu_active = self.rect.collidepoint(mpos) | ||||||
|  |         self.active_option = -1 | ||||||
|  |         for i in range(len(self.options)): | ||||||
|  |             rect = self.rect.copy() | ||||||
|  |             rect.y += (i+1) * self.rect.height | ||||||
|  |             if rect.collidepoint(mpos): | ||||||
|  |                 self.active_option = i | ||||||
|  |                 break | ||||||
|  | 
 | ||||||
|  |         if not self.menu_active and self.active_option == -1: | ||||||
|  |             self.draw_menu = False | ||||||
|  |         #self.draw_menu = True | ||||||
|  |         #return -1 | ||||||
|  |         if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||||
|  |             if self.menu_active: | ||||||
|  |                 self.draw_menu = not self.draw_menu | ||||||
|  |             elif self.draw_menu and self.active_option >= 0: | ||||||
|  |                 self.draw_menu = False | ||||||
|  |                 return self.active_option | ||||||
|  |         return -1 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class GameObjects(): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list) -> None: | ||||||
|  |         self.name = name | ||||||
|  |         self.type = _type | ||||||
|  |         self.background = bg | ||||||
|  |         self.objects = objects | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Scene(GameObjects): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Room(GameObjects): | ||||||
|  |     def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects) | ||||||
|  |         self.exits = exits | ||||||
|  |         if self.type == 'normal' or self.type == 'boss': | ||||||
|  |             self.locked = True | ||||||
|  |         else: | ||||||
|  |             self.locked = False | ||||||
							
								
								
									
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|  | { | ||||||
|  |     "screen": | ||||||
|  |     { | ||||||
|  |         "res":[1280, 720], | ||||||
|  |         "fullscreen": false | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
										
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								ideas.txt
									
										
									
									
									
								
							
							
						
						|  | @ -1,22 +0,0 @@ | ||||||
| Game: |  | ||||||
|     Rogue-like Game mit Story |  | ||||||
|     Pixel |  | ||||||
| 
 |  | ||||||
|     viele Gegner: |  | ||||||
|         Skelette |  | ||||||
|         Zombies |  | ||||||
| 
 |  | ||||||
| Story: |  | ||||||
|     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. |  | ||||||
|         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo |  | ||||||
|         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig |  | ||||||
|         -> Erwacht als magische Person in magischer Welt wieder |  | ||||||
|             Buch dient als Skillbaum (verschiedene Kapitel) |  | ||||||
|                 Kampfmagier |  | ||||||
|                 Heilender Magier -> Priester? |  | ||||||
|                 Elementmagier(?) |  | ||||||
|                 maybe noch irgendwas 4. |  | ||||||
| 
 |  | ||||||
|     Ziel(e) |  | ||||||
|         -> Zurückkommen |  | ||||||
|         -> Happy werden (?) |  | ||||||
							
								
								
									
										147
									
								
								main.py
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,147 @@ | ||||||
|  | import pygame | ||||||
|  | import sys | ||||||
|  | import json | ||||||
|  | import time | ||||||
|  | from classes import * | ||||||
|  | from viecher import * | ||||||
|  | fps = 60 | ||||||
|  | 
 | ||||||
|  | def setUp(config): | ||||||
|  |     pygame.init() | ||||||
|  |     if config["fullscreen"]: | ||||||
|  |         screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) | ||||||
|  |     else: | ||||||
|  |         screen = pygame.display.set_mode(config["res"]) | ||||||
|  |     clock = pygame.time.Clock() | ||||||
|  |      | ||||||
|  |     return screen, clock, True, True, "start.png", [] | ||||||
|  | 
 | ||||||
|  | def readConfig(): | ||||||
|  |     with open('config.json', 'r') as c: | ||||||
|  |         json_data = c.read() | ||||||
|  |     return json.loads(json_data) | ||||||
|  | 
 | ||||||
|  | def quitGame(): | ||||||
|  |     #save progress somehow, if needed | ||||||
|  |     pygame.quit() | ||||||
|  |     quit() | ||||||
|  | 
 | ||||||
|  | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     objects = [] | ||||||
|  |     objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) | ||||||
|  |     while running: | ||||||
|  |         screen.fill('#000000') | ||||||
|  |         events = pygame.event.get() | ||||||
|  |         for event in events: | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 quitGame() | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         """with open(background, 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  | """  | ||||||
|  |         for obj in objects: | ||||||
|  |             obj.update(pygame.key.get_pressed()) | ||||||
|  |             obj.draw(screen) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(fps)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     objects = [] | ||||||
|  |     # List that is displayed while selecting the window resolution level  | ||||||
|  |     resolution = [("1920x1080", "1920x1080"),  | ||||||
|  |                   ("1920x1200", "1920x1200"),  | ||||||
|  |                   ("1280x720", "1280x720"),  | ||||||
|  |                   ("2560x1440", "2560x1440"),  | ||||||
|  |                   ("3840x2160", "3840x2160")] | ||||||
|  |      | ||||||
|  |     # This function displays the currently selected options  | ||||||
|  | 
 | ||||||
|  |     def printSettings():  | ||||||
|  |         print("\n\n")  | ||||||
|  |         # getting the data using "get_input_data" method of the Menu class  | ||||||
|  |         settingsData = settings.get_input_data()  | ||||||
|  | 
 | ||||||
|  |         for key in settingsData.keys():  | ||||||
|  |             print(f"{key}\t:\t{settingsData[key]}")  | ||||||
|  |      | ||||||
|  |     while running: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False  | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         with open(background, 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  |         for obj in objects: | ||||||
|  |             obj.process(screen) | ||||||
|  | 
 | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     objects = [] | ||||||
|  |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|  |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|  |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||||
|  |     while running: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False | ||||||
|  |                 quitGame() | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         with open(f'art/images/{background}', 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  |         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 | ||||||
|  | 
 | ||||||
|  | def main(): | ||||||
|  |     config = readConfig() | ||||||
|  |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|  |     WIDTH, HEIGHT = screen.get_size() | ||||||
|  |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|  |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|  |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||||
|  |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |     """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__': | ||||||
|  |     main() | ||||||
							
								
								
									
										
											BIN
										
									
								
								test.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						| Before Width: | Height: | Size: 529 KiB After Width: | Height: | Size: 529 KiB | 
							
								
								
									
										56
									
								
								viecher.py
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,56 @@ | ||||||
|  | import pygame | ||||||
|  | fps = 60 | ||||||
|  | 
 | ||||||
|  | class Character(): | ||||||
|  |     def __init__(self, name, ms, sprite) -> None: | ||||||
|  |         self.name = name | ||||||
|  |         self.speed = ms | ||||||
|  |         with open(f'art/images/{sprite}') as i: | ||||||
|  |             self.sprite = pygame.image.load(i) | ||||||
|  |         self.x = 524 | ||||||
|  |         self.y = 524 | ||||||
|  |         self.hidden = False | ||||||
|  | 
 | ||||||
|  |         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) | ||||||
|  |      | ||||||
|  |     def draw(self, screen): | ||||||
|  |         if self.hidden: | ||||||
|  |             return | ||||||
|  |         self.rect.x, self.rect.y = self.x, self.y | ||||||
|  |         screen.blit(self.sprite, self.rect) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class NPC(Character): | ||||||
|  |     pass | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Fighter(Character): | ||||||
|  |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: | ||||||
|  |         super().__init__(name, ms, sprite) | ||||||
|  |         self.health = health | ||||||
|  |         self.damage = damage | ||||||
|  |         self.level = level | ||||||
|  |         self.attack_speed = asp | ||||||
|  |         self.attack_range = atr | ||||||
|  | 
 | ||||||
|  | class MainCharacter(Fighter): | ||||||
|  |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, health, damage, level, asp, atr) | ||||||
|  |         self.attack_spell = weapon | ||||||
|  |         self.shield_spell = shield | ||||||
|  |         self.talking = False | ||||||
|  | 
 | ||||||
|  |     def update(self, keys): | ||||||
|  |         if keys[pygame.K_w]: | ||||||
|  |             self.y -= self.speed / fps | ||||||
|  |         if keys[pygame.K_a]: | ||||||
|  |             self.x -= self.speed / fps | ||||||
|  |         if keys[pygame.K_s]: | ||||||
|  |             self.y += self.speed / fps | ||||||
|  |         if keys[pygame.K_d]: | ||||||
|  |             self.x += self.speed / fps | ||||||
|  | 
 | ||||||
|  | class Mobs(Fighter): | ||||||
|  |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, health, damage, level, asp, atr) | ||||||
|  |         self.drops = drops * (self.level / 2) | ||||||