Development #57
					 7 changed files with 139 additions and 24 deletions
				
			
		
							
								
								
									
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								READ.ME
									
										
									
									
									
								
							
							
						
						
									
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								READ.ME
									
										
									
									
									
								
							|  | @ -37,3 +37,17 @@ fonts = { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH | 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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								art/images/reddy.png
									
										
									
									
									
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										34
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						
									
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								classes.py
									
										
									
									
									
								
							|  | @ -44,7 +44,7 @@ class Button(): | ||||||
|         self.onePress = onePress |         self.onePress = onePress | ||||||
|         self.alreadyPressed = False |         self.alreadyPressed = False | ||||||
| 
 | 
 | ||||||
|         with open('art/textbox.png', 'r') as tb: |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|             self.box = pygame.image.load(tb) |             self.box = pygame.image.load(tb) | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
| 
 | 
 | ||||||
|  | @ -53,15 +53,19 @@ class Button(): | ||||||
| 
 | 
 | ||||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') |         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||||
| 
 | 
 | ||||||
|     def process(self, screen): |     def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         mousePos = pygame.mouse.get_pos() |         mousePos = pygame.mouse.get_pos() | ||||||
|         if self.buttonRect.collidepoint(mousePos): |         if self.buttonRect.collidepoint(mousePos): | ||||||
|             if pygame.mouse.get_pressed(num_buttons=3)[0]: |             if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||||
|                 if self.onePress: |                 if self.onePress: | ||||||
|                     self.onclickFunction() |                     self.onclickFunction() | ||||||
|                 elif not self.alreadyPressed: |                 elif not self.alreadyPressed: | ||||||
|                     self.onclickFunction() |                     if 'play' in str(self.onclickFunction): | ||||||
|                     self.alreadyPressed = True |                         self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                         self.alreadyPressed = True | ||||||
|  |                     else: | ||||||
|  |                         self.onclickFunction() | ||||||
|  |                         self.alreadyPressed = True | ||||||
|             else: |             else: | ||||||
|                 self.alreadyPressed = False |                 self.alreadyPressed = False | ||||||
|         self.box.blit(self.buttonSurf, [ |         self.box.blit(self.buttonSurf, [ | ||||||
|  | @ -81,7 +85,7 @@ class DropDown(): | ||||||
|         self.menu_active = False |         self.menu_active = False | ||||||
|         self.active_option = -1 |         self.active_option = -1 | ||||||
| 
 | 
 | ||||||
|         with open('art/textbox.png', 'r') as tb: |         with open('art/images/textbox.png', 'r') as tb: | ||||||
|             self.box = pygame.image.load(tb) |             self.box = pygame.image.load(tb) | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
| 
 | 
 | ||||||
|  | @ -133,4 +137,24 @@ class DropDown(): | ||||||
|         return -1 |         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 | ||||||
|  |  | ||||||
							
								
								
									
										55
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
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								main.py
									
										
									
									
									
								
							|  | @ -3,6 +3,8 @@ import sys | ||||||
| import json | import json | ||||||
| import time | import time | ||||||
| from classes import * | from classes import * | ||||||
|  | from viecher import * | ||||||
|  | fps = 60 | ||||||
| 
 | 
 | ||||||
| def setUp(config): | def setUp(config): | ||||||
|     pygame.init() |     pygame.init() | ||||||
|  | @ -22,10 +24,31 @@ def readConfig(): | ||||||
| def quitGame(): | def quitGame(): | ||||||
|     #save progress somehow, if needed |     #save progress somehow, if needed | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
|     sys.exit() |     quit() | ||||||
| 
 | 
 | ||||||
| def uwu(): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     print('uwu') |     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): | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     objects = [] |     objects = [] | ||||||
|  | @ -66,21 +89,22 @@ 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, '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)) |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||||
|     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, "Play", uwu)) |  | ||||||
|     while running: |     while running: | ||||||
|         for event in pygame.event.get(): |         for event in pygame.event.get(): | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|                 running = False |                 running = False | ||||||
|  |                 quitGame() | ||||||
|         # RENDER YOUR GAME HERE |         # RENDER YOUR GAME HERE | ||||||
|         with open(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 | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
|         for obj in objects: |         for obj in objects: | ||||||
|             obj.process(screen) |             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 | 
 | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
|  | @ -91,9 +115,11 @@ def main(): | ||||||
|     config = readConfig() |     config = readConfig() | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|     WIDTH, HEIGHT = screen.get_size() |     WIDTH, HEIGHT = screen.get_size() | ||||||
|     list1 = DropDown(50, 50, 128, 48, 'simple', 32, ['#881188', '#220044'], ['#991122', '#33ff11'], 'Test', ['Test 2', 'Test 17', '982']) |     #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)) | ||||||
|     while running: |     #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(): |         for event in pygame.event.get(): | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|                 running = False  |                 running = False  | ||||||
|  | @ -108,17 +134,12 @@ def main(): | ||||||
|         # RENDER YOUR GAME HERE |         # RENDER YOUR GAME HERE | ||||||
| 
 | 
 | ||||||
|         else: |         else: | ||||||
|             selected_option = list1.update(pygame.event.get()) |  | ||||||
|             if selected_option >= 0: |  | ||||||
|                 list1.main = list1.options[selected_option] |  | ||||||
|             screen.fill('#000000') |  | ||||||
|             list1.draw(screen) |  | ||||||
|             for obj in objects: |             for obj in objects: | ||||||
|                 obj.process(screen) |                 obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|         clock.tick(60)  # limits FPS to 60 |         clock.tick(60)  # limits FPS to 60""" | ||||||
| 
 | 
 | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
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								viecher.py
									
										
									
									
									
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								viecher.py
									
										
									
									
									
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							|  | @ -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) | ||||||
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