Development #57
					 2 changed files with 118 additions and 32 deletions
				
			
		
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						
									
										16
									
								
								main.py
									
										
									
									
									
								
							|  | @ -27,10 +27,11 @@ def quitGame(): | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)] |     main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 20, 5, 1, 1, 50)] | ||||||
|     mobs=[] |     mobs=[] | ||||||
|     mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200)) |     mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 1, 1, 1, 200)) | ||||||
|     objects = [main,mobs] |     others = [] | ||||||
|  |     objects = [main, mobs, others] | ||||||
| 
 | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill('#000000') | ||||||
|  | @ -46,12 +47,19 @@ 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]: | ||||||
|             thing.update(pygame.key.get_pressed()) |             if thing.update(pygame.key.get_pressed()) ==False: | ||||||
|  |                 quitGame() | ||||||
|             thing.draw(screen) |             thing.draw(screen) | ||||||
|          |          | ||||||
|         for mob in objects[1]: |         for mob in objects[1]: | ||||||
|             mob.update(objects) |             mob.update(objects) | ||||||
|             mob.draw(screen) |             mob.draw(screen) | ||||||
|  |          | ||||||
|  |         for thing in objects[2]: | ||||||
|  |             thing.update(objects) | ||||||
|  |             thing.draw(screen) | ||||||
|  | 
 | ||||||
|  |          | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
										126
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										126
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,5 +1,5 @@ | ||||||
| import pygame | import pygame as pg | ||||||
| vec = pygame.math.Vector2 | vec = pg.math.Vector2 | ||||||
| fps = 60 | fps = 60 | ||||||
| 
 | 
 | ||||||
| class Objects(): | class Objects(): | ||||||
|  | @ -7,12 +7,12 @@ class Objects(): | ||||||
|         self.name = name |         self.name = name | ||||||
|         self.speed = ms |         self.speed = ms | ||||||
|         with open(f'art/images/{sprite}') as i: |         with open(f'art/images/{sprite}') as i: | ||||||
|             self.sprite = pygame.image.load(i) |             self.sprite = pg.image.load(i) | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
| 
 | 
 | ||||||
|         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) | ||||||
|      |      | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|  | @ -33,6 +33,11 @@ class Fighter(Objects): | ||||||
|         self.level = level |         self.level = level | ||||||
|         self.attack_speed = asp |         self.attack_speed = asp | ||||||
|         self.attack_range = atr |         self.attack_range = atr | ||||||
|  |         self.lastHurt = pg.time.get_ticks() | ||||||
|  |         self.lastAttack = pg.time.get_ticks() | ||||||
|  |         self.hurtCooldown = 1000 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| class MainCharacter(Fighter): | class MainCharacter(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: | ||||||
|  | @ -40,24 +45,86 @@ class MainCharacter(Fighter): | ||||||
|         self.attack_spell = weapon |         self.attack_spell = weapon | ||||||
|         self.shield_spell = shield |         self.shield_spell = shield | ||||||
|         self.talking = False |         self.talking = False | ||||||
|  |         self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50) | ||||||
|      |      | ||||||
|     def update(self, keys): |     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) | ||||||
|  | 
 | ||||||
|  |     def hurt(self,damage): | ||||||
|  |         self.health.hurt(damage) | ||||||
|  |      | ||||||
|  |     def walk(self,keys): | ||||||
|         moveto=vec(0,0) |         moveto=vec(0,0) | ||||||
|         if keys[pygame.K_w] or keys[pygame.K_UP]: |         if keys[pg.K_w] or keys[pg.K_UP]: | ||||||
|             moveto += vec(0,-1) |             moveto += vec(0,-1) | ||||||
|         if keys[pygame.K_a] or keys[pygame.K_LEFT]: |         if keys[pg.K_a] or keys[pg.K_LEFT]: | ||||||
|             moveto += vec(-1,0) |             moveto += vec(-1,0) | ||||||
|         if keys[pygame.K_s] or keys[pygame.K_DOWN]: |         if keys[pg.K_s] or keys[pg.K_DOWN]: | ||||||
|             moveto += vec(0,1) |             moveto += vec(0,1) | ||||||
|         if keys[pygame.K_d] or keys[pygame.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 | ||||||
| 
 | 
 | ||||||
|  |     def update(self, keys): | ||||||
|  |         self.walk(keys) | ||||||
|  |         if self.health.health <= 0: | ||||||
|  |             return False | ||||||
|  |         else: | ||||||
|  |             return True | ||||||
| 
 | 
 | ||||||
|  | class Hearts(): | ||||||
|  |     def __init__(self, health, sprite, x, y) -> None: | ||||||
|  |         self.x = x | ||||||
|  |         self.y = y | ||||||
|  |         self.health = health | ||||||
|  |         self.lastHurt = pg.time.get_ticks() | ||||||
|  |         self.hurtCooldown = 1000 | ||||||
|  |         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 Mobs(Fighter): | class Mobs(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: | ||||||
|  | @ -67,9 +134,8 @@ class Mobs(Fighter): | ||||||
| class Skeleton(Mobs): | 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) | ||||||
|         self.canAttack=True |  | ||||||
|      |      | ||||||
|     def follow(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) | ||||||
|  | @ -81,28 +147,40 @@ class Skeleton(Mobs): | ||||||
|             self.attack(moveto,obj) |             self.attack(moveto,obj) | ||||||
| 
 | 
 | ||||||
|     def attack(self,moveto,obj): |     def attack(self,moveto,obj): | ||||||
|         if self.canAttack==True: |         if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks(): | ||||||
|             obj[1].append(Arrow("arrow",100,self.x,self.y,moveto)) |             obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage)) | ||||||
|         self.canAttack=False |             self.lastAttack=pg.time.get_ticks() | ||||||
|      |  | ||||||
|     def cooldown(self): |  | ||||||
|         pass |  | ||||||
|          |  | ||||||
| 
 | 
 | ||||||
|     def update(self,obj): |     def update(self,obj): | ||||||
|         self.follow(obj) |         self.chase(obj) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Weapons(Objects): | class Weapons(Objects): | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto) -> None: |     def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|  |         self.moveto = moveto | ||||||
|  |         self.damage = damage | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| class Arrow(Weapons): | class Arrow(Weapons): | ||||||
|     def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None: |     def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto) |         super().__init__(name, ms, sprite, x, y, moveto, damage) | ||||||
|         self.moveto = moveto |         pos = vec(x,y) | ||||||
|  |         angle = pos.angle_to(moveto) | ||||||
|  |         with open(f'art/images/{sprite}') as i: | ||||||
|  |             self.sprite = pg.transform.rotate(pg.image.load(i), angle) | ||||||
| 
 | 
 | ||||||
|     def update(self,objects): |     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): | ||||||
|  |         touches=pg.sprite.spritecollideany(self,objects[0]) | ||||||
|  |         if  touches is not None and isinstance(touches, MainCharacter): | ||||||
|  |             touches.hurt(self.damage) | ||||||
|  |             self.hidden=True | ||||||
|  |      | ||||||
|  |     def update(self,objects): | ||||||
|  |         self.move() | ||||||
|  |         self.die(objects) | ||||||
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