mobs can die, main can attack, book object added to main, npc object added #56
							
								
								
									
										
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								art/images/dirt1.png
									
										
									
									
									
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								art/images/dirt2.png
									
										
									
									
									
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								art/images/grass.png
									
										
									
									
									
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								art/images/river1.png
									
										
									
									
									
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								classes.py
									
										
									
									
									
								
							
							
						
						|  | @ -138,23 +138,93 @@ class DropDown(): | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class GameObjects(): | class GameObjects(): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: | ||||||
|         self.name = name |         self.name = name | ||||||
|         self.type = _type |         self.type = _type | ||||||
|         self.background = bg |         self.background = bg | ||||||
|  |         if bg != None: | ||||||
|  |             with open(bg, 'r') as bg: | ||||||
|  |                 self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) | ||||||
|         self.objects = objects |         self.objects = objects | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Scene(GameObjects): | class Scene(GameObjects): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: | ||||||
|         super().__init__(name, _type, bg, objects) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.level = level | ||||||
|  |         self.current_level = 0 | ||||||
| 
 | 
 | ||||||
|  |     def update(self, change:bool): | ||||||
|  |         if change: | ||||||
|  |             self.current_level += 1 | ||||||
|  |         self.level[self.current_level].update() | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects: | ||||||
|  |                 obj.update() | ||||||
|  |          | ||||||
|  |     def draw(self, screen): | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects: | ||||||
|  |                 obj.draw(screen) | ||||||
|  |         self.level[self.current_level].draw(screen) | ||||||
|  |          | ||||||
|  | 
 | ||||||
|  | class Stage(GameObjects): | ||||||
|  |     def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.stage = stage | ||||||
|  |         self.rooms = rooms | ||||||
|  |         self.current = 0 | ||||||
|  |      | ||||||
|  |     def update(self): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.update() | ||||||
|  |         keys = pygame.key.get_pressed() | ||||||
|  |         if keys[pygame.K_RIGHT]: | ||||||
|  |             self.current += 1 | ||||||
|  |         if self.current >= len(self.rooms): | ||||||
|  |             return 1 | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.draw(screen) | ||||||
| 
 | 
 | ||||||
| class Room(GameObjects): | class Room(GameObjects): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: | ||||||
|         super().__init__(name, _type, bg, objects) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|         self.exits = exits |         self.exits = exits | ||||||
|  |         self.id = id | ||||||
|         if self.type == 'normal' or self.type == 'boss': |         if self.type == 'normal' or self.type == 'boss': | ||||||
|             self.locked = True |             self.locked = True | ||||||
|         else: |         else: | ||||||
|             self.locked = False |             self.locked = False | ||||||
|  | 
 | ||||||
|  |         self.objects.append(self.genWalls(WIDTH, HEIGHT)) | ||||||
|  |          | ||||||
|  |     def genWalls(self, WIDTH, HEIGHT): | ||||||
|  |         walls = [] | ||||||
|  |         walls.append(pygame.Rect(0, 0, 4, HEIGHT)) | ||||||
|  |         walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) | ||||||
|  |         walls.append(pygame.Rect(0, 0, WIDTH, 4)) | ||||||
|  |         walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) | ||||||
|  |         return walls | ||||||
|  | 
 | ||||||
|  |     def update(self): | ||||||
|  |         pass | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         screen.blit(self.background, (32, 32)) | ||||||
|  |         if isinstance(self.objects, list): | ||||||
|  |             for obj in self.objects[0]: | ||||||
|  |                 obj.draw(screen) | ||||||
|  | 
 | ||||||
|  | class Obstacle(GameObjects): | ||||||
|  |     def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: | ||||||
|  |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.collision = collision | ||||||
|  |         self.rect = pygame.Rect((x, y), self.background.get_size()) | ||||||
|  |      | ||||||
|  |     def draw(self, screen): | ||||||
|  |         screen.blit(self.background, self.rect) | ||||||
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -27,6 +27,16 @@ def quitGame(): | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
|  | def genRooms(WIDTH, HEIGHT, type:str): | ||||||
|  |     room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] | ||||||
|  |     room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) | ||||||
|  |     rooms = [ | ||||||
|  |         Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), | ||||||
|  |         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), | ||||||
|  |         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), | ||||||
|  |             ] | ||||||
|  |     return rooms | ||||||
|  | 
 | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(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), 125, 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), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] | ||||||
|  | @ -47,7 +57,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
| """  | """  | ||||||
|         for thing in objects[0]: |         for thing in objects[0]: | ||||||
|             if thing.update(pygame.key.get_pressed()) ==False: |             if not thing.update(pygame.key.get_pressed()): | ||||||
|                 menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                 menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|             thing.draw(screen) |             thing.draw(screen) | ||||||
|          |          | ||||||
|  | @ -126,6 +136,33 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 | 
 | ||||||
|         clock.tick(60)  # limits FPS to 60 |         clock.tick(60)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
|  | def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     level = [] | ||||||
|  |     rooms = genRooms(WIDTH, HEIGHT, 'grass') | ||||||
|  |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|  |      | ||||||
|  |     level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ | ||||||
|  |         Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), | ||||||
|  |         Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), | ||||||
|  |         Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), | ||||||
|  |             ])) | ||||||
|  |      | ||||||
|  |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
|  | 
 | ||||||
|  |     # RENDER YOUR GAME HERE | ||||||
|  |     while True: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False | ||||||
|  |                 quitGame() | ||||||
|  |             screen.fill('#000000') | ||||||
|  |             scene.update(False) | ||||||
|  |             scene.draw(screen) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
| def main(): | def main(): | ||||||
|     config = readConfig() |     config = readConfig() | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|  | @ -133,6 +170,7 @@ def main(): | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||||
|  |     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     """while running: |     """while running: | ||||||
|         for event in pygame.event.get(): |         for event in pygame.event.get(): | ||||||
|  |  | ||||||
							
								
								
									
										
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								test1.png
									
										
									
									
									
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										88
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -80,7 +80,7 @@ class MainCharacter(Fighter): | ||||||
|         self.shield_spell = shield |         self.shield_spell = shield | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20) |         self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20) | ||||||
|         self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50) |         self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50) | ||||||
|      |      | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|  | @ -90,26 +90,30 @@ class MainCharacter(Fighter): | ||||||
|         self.health.draw(screen) |         self.health.draw(screen) | ||||||
|         self.level.draw(screen) |         self.level.draw(screen) | ||||||
| 
 | 
 | ||||||
|     def hurt(self,damage): |     def hurt(self, damage): | ||||||
|         self.health.hurt(damage) |         self.health.hurt(damage) | ||||||
|      |      | ||||||
|     def walk(self,keys): |     def walk(self, keys, objects): | ||||||
|         moveto=vec(0,0) |         moveto = vec(0, 0) | ||||||
|         if keys[pg.K_w] or keys[pg.K_UP]: |         if keys[pg.K_w] or keys[pg.K_UP]: | ||||||
|             moveto += vec(0,-1) |             moveto += vec(0, -1) | ||||||
|         if keys[pg.K_a] or keys[pg.K_LEFT]: |         if keys[pg.K_a] or keys[pg.K_LEFT]: | ||||||
|             moveto += vec(-1,0) |             moveto += vec(-1, 0) | ||||||
|         if keys[pg.K_s] or keys[pg.K_DOWN]: |         if keys[pg.K_s] or keys[pg.K_DOWN]: | ||||||
|             moveto += vec(0,1) |             moveto += vec(0, 1) | ||||||
|         if keys[pg.K_d] or keys[pg.K_RIGHT]: |         if keys[pg.K_d] or keys[pg.K_RIGHT]: | ||||||
|             moveto += vec(1,0) |             moveto += vec(1, 0) | ||||||
|         if not moveto == vec(0,0): |         if not moveto == vec(0, 0): | ||||||
|             moveto.scale_to_length(self.speed) |             moveto.scale_to_length(self.speed) | ||||||
|         self.x += moveto[0] / fps |         self.x += moveto[0] / fps | ||||||
|         self.y += moveto[1] / fps |         self.y += moveto[1] / fps | ||||||
|  |         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) | ||||||
|  |         if touches is not None: | ||||||
|  |             self.x -= moveto[0] / fps #change later | ||||||
|  |             self.y -= moveto[1] / fps #change later | ||||||
| 
 | 
 | ||||||
|     def update(self, keys): |     def update(self, keys, objects): | ||||||
|         self.walk(keys) |         self.walk(keys, objects) | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return False | ||||||
|         else: |         else: | ||||||
|  | @ -127,7 +131,7 @@ class Hearts(): | ||||||
|         for parts in sprite: |         for parts in sprite: | ||||||
|             with open(f'art/images/{parts}') as i: |             with open(f'art/images/{parts}') as i: | ||||||
|                 self.sprite.append(pg.image.load(i)) |                 self.sprite.append(pg.image.load(i)) | ||||||
|         self.rect=[] |         self.rect = [] | ||||||
|         for each in self.sprite: |         for each in self.sprite: | ||||||
|             self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) |             self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) | ||||||
|          |          | ||||||
|  | @ -140,24 +144,24 @@ class Hearts(): | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|             return |             return | ||||||
|         for i in range(0,5): |         for i in range(0, 5): | ||||||
|             self.rect[i].x, self.rect[i].y = self.x+i*20, self.y |             self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y | ||||||
|             screen.blit(self.sprite[i], self.rect[i]) |             screen.blit(self.sprite[i], self.rect[i]) | ||||||
|      |      | ||||||
|     def update(self): |     def update(self): | ||||||
|         sprite = [] |         sprite = [] | ||||||
|         for i in range(0,5): |         for i in range(0, 5): | ||||||
|             if self.health >= 4+4*i: |             if self.health >= 4 + 4 * i: | ||||||
|                 sprite.append('fullheart.png') |                 sprite.append('fullheart.png') | ||||||
|             elif self.health == 3+4*i: |             elif self.health == 3 + 4 * i: | ||||||
|                 sprite.append('dreiviertelheart.png') |                 sprite.append('dreiviertelheart.png') | ||||||
|             elif self.health >= 2+4*i: |             elif self.health >= 2 + 4 * i: | ||||||
|                 sprite.append('halfheart.png') |                 sprite.append('halfheart.png') | ||||||
|             elif self.health >= 1+4*i: |             elif self.health >= 1 + 4 * i: | ||||||
|                 sprite.append('viertelheart.png') |                 sprite.append('viertelheart.png') | ||||||
|             elif self.health <= 4*i: |             elif self.health <= 4 * i: | ||||||
|                 sprite.append('noheart.png')   |                 sprite.append('noheart.png')   | ||||||
|         self.sprite=[] |         self.sprite = [] | ||||||
|         for parts in sprite: |         for parts in sprite: | ||||||
|             with open(f'art/images/{parts}') as i: |             with open(f'art/images/{parts}') as i: | ||||||
|                 self.sprite.append(pg.image.load(i)) |                 self.sprite.append(pg.image.load(i)) | ||||||
|  | @ -180,8 +184,8 @@ class Level(): | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         self.box.blit(self.labelSurf, [ |         self.box.blit(self.labelSurf, [ | ||||||
|             self.labelRect.width/2 - self.labelSurf.get_rect().width/2, |             self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, | ||||||
|             self.labelRect.height/2 - self.labelSurf.get_rect().height/2 |             self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 | ||||||
|         ]) |         ]) | ||||||
|         screen.blit(self.box, self.labelRect) |         screen.blit(self.box, self.labelRect) | ||||||
|          |          | ||||||
|  | @ -194,23 +198,23 @@ class Skeleton(Mobs): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||||
|      |      | ||||||
|     def chase(self,obj): |     def chase(self, obj): | ||||||
|         x=obj[0][0].x |         x = obj[0][0].x | ||||||
|         y=obj[0][0].y |         y = obj[0][0].y | ||||||
|         moveto = vec(x,y) - vec(self.x,self.y) |         moveto = vec(x, y) - vec(self.x, self.y) | ||||||
|         if not (moveto).length()<=self.attack_range: |         if not (moveto).length() <= self.attack_range: | ||||||
|             moveto.scale_to_length(self.speed) |             moveto.scale_to_length(self.speed) | ||||||
|             self.x += moveto[0]/fps |             self.x += moveto[0] / fps | ||||||
|             self.y += moveto[1]/fps |             self.y += moveto[1] / fps | ||||||
|         else: |         else: | ||||||
|             self.attack(moveto,obj) |             self.attack(moveto, obj) | ||||||
| 
 | 
 | ||||||
|     def attack(self,moveto,obj): |     def attack(self, moveto, obj): | ||||||
|         if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks(): |         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||||
|             obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage)) |             obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) | ||||||
|             self.lastAttack=pg.time.get_ticks() |             self.lastAttack = pg.time.get_ticks() | ||||||
| 
 | 
 | ||||||
|     def update(self,obj): |     def update(self, obj): | ||||||
|         self.chase(obj) |         self.chase(obj) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
|  | @ -231,15 +235,15 @@ class Arrow(Weapons): | ||||||
| 
 | 
 | ||||||
|     def move(self): |     def move(self): | ||||||
|         self.moveto.scale_to_length(self.speed) |         self.moveto.scale_to_length(self.speed) | ||||||
|         self.x += self.moveto[0]/fps |         self.x += self.moveto[0] / fps | ||||||
|         self.y += self.moveto[1]/fps |         self.y += self.moveto[1] / fps | ||||||
|      |      | ||||||
|     def die(self,objects): |     def die(self, objects): | ||||||
|         touches=pg.sprite.spritecollideany(self,objects[0]) |         touches = pg.sprite.spritecollideany(self, objects[0]) | ||||||
|         if touches is not None and isinstance(touches, MainCharacter): |         if touches is not None and isinstance(touches, MainCharacter): | ||||||
|             touches.hurt(self.damage) |             touches.hurt(self.damage) | ||||||
|             self.hidden=True |             self.hidden = True | ||||||
|      |      | ||||||
|     def update(self,objects): |     def update(self, objects): | ||||||
|         self.move() |         self.move() | ||||||
|         self.die(objects) |         self.die(objects) | ||||||
|  |  | ||||||