Development #57
					 2 changed files with 49 additions and 175 deletions
				
			
		
							
								
								
									
										42
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										42
									
								
								main.py
									
										
									
									
									
								
							|  | @ -39,11 +39,9 @@ def genRooms(WIDTH, HEIGHT, type:str): | ||||||
| 
 | 
 | ||||||
| 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), 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), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] | ||||||
|     others = [] |     others = [] | ||||||
|     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] |     objects = [main, mobs, others] | ||||||
|     objects = [main, mobs, npcs, others] |  | ||||||
|     freeze = False #Gameplay is freezed in certain situations |  | ||||||
| 
 | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill('#000000') | ||||||
|  | @ -51,9 +49,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         for event in events: |         for event in events: | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|                 quitGame() |                 quitGame() | ||||||
|             elif event.type == pygame.KEYDOWN: |  | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed |  | ||||||
|                     freeze = not freeze |  | ||||||
|         # RENDER YOUR GAME HERE |         # RENDER YOUR GAME HERE | ||||||
|         """with open(background, 'r') as i: |         """with open(background, 'r') as i: | ||||||
|             bg = pygame.image.load(i) |             bg = pygame.image.load(i) | ||||||
|  | @ -61,28 +56,20 @@ def play(screen, clock, running, background, isblack, 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)) | ||||||
| """  | """  | ||||||
|         if not freeze: |         for thing in objects[0]: | ||||||
|             for thing in objects[0]: |             if not thing.update(pygame.key.get_pressed()): | ||||||
|                 thing.book.hidden = not freeze |                 menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|                 if not thing.update(pygame.key.get_pressed(), objects): |             thing.draw(screen) | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 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) | ||||||
| 
 | 
 | ||||||
|             for npc in objects[2]: |  | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |  | ||||||
|                 npc.draw(screen) |  | ||||||
|          |          | ||||||
|             for thing in objects[3]: |  | ||||||
|                 thing.update(objects) |  | ||||||
|                 thing.draw(screen) |  | ||||||
|         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 |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|  | @ -183,9 +170,8 @@ 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)) | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     test(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(): | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|  |  | ||||||
							
								
								
									
										176
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										176
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -45,6 +45,7 @@ class Objects(): | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
|  | 
 | ||||||
|         self.rect = pg.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): | ||||||
|  | @ -53,59 +54,9 @@ class Objects(): | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |         self.rect.x, self.rect.y = self.x, self.y | ||||||
|         screen.blit(self.sprite, self.rect) |         screen.blit(self.sprite, self.rect) | ||||||
| 
 | 
 | ||||||
|  | 
 | ||||||
| class NPC(Objects): | class NPC(Objects): | ||||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: |     pass | ||||||
|         self.talking = False |  | ||||||
|         self.hidden = True |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|         self.conversation = Convo('Hallo', 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 == True: |  | ||||||
|             self.conversation.draw(screen) |  | ||||||
|      |  | ||||||
|     def update(self, keys, objects): |  | ||||||
|         if self.talking: |  | ||||||
|             self.conversation.update(keys, objects) |  | ||||||
| 
 |  | ||||||
| class Convo(): |  | ||||||
|     def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: |  | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.width = width |  | ||||||
|         self.height = height |  | ||||||
|         self.hidden = False |  | ||||||
|         self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) |  | ||||||
|         with open('art/images/label.png', 'r') as tb: |  | ||||||
|             self.box = pg.image.load(tb) |  | ||||||
|             self.box = pg.transform.scale(self.box, (width, height)) |  | ||||||
|         self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) |  | ||||||
|         self.labelSurf = self.font.render(text, True, '#1E90FF') |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         self.box.blit(self.labelSurf, [ |  | ||||||
|             self.labelRect.width/2 - self.labelSurf.get_rect().width/2, |  | ||||||
|             self.labelRect.height/2 - self.labelSurf.get_rect().height/2 |  | ||||||
|         ]) |  | ||||||
|         screen.blit(self.box, self.labelRect) |  | ||||||
|      |  | ||||||
|     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): | class Fighter(Objects): | ||||||
|  | @ -118,16 +69,18 @@ class Fighter(Objects): | ||||||
|         self.attack_range = atr |         self.attack_range = atr | ||||||
|         self.lastHurt = pg.time.get_ticks() |         self.lastHurt = pg.time.get_ticks() | ||||||
|         self.lastAttack = pg.time.get_ticks() |         self.lastAttack = pg.time.get_ticks() | ||||||
|         self.hurtCooldown = 0 |         self.hurtCooldown = 250 | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class MainCharacter(Fighter): | class MainCharacter(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.book = Book(0, 0, [], None, None) |         self.attack_spell = weapon | ||||||
|  |         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, hurtCooldown=self.hurtCooldown) |         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: | ||||||
|  | @ -136,11 +89,9 @@ class MainCharacter(Fighter): | ||||||
|         screen.blit(self.sprite, self.rect) |         screen.blit(self.sprite, self.rect) | ||||||
|         self.health.draw(screen) |         self.health.draw(screen) | ||||||
|         self.level.draw(screen) |         self.level.draw(screen) | ||||||
|         self.book.draw(screen) |  | ||||||
| 
 | 
 | ||||||
|     def hurt(self, damage, objects): |     def hurt(self, damage): | ||||||
|         if not self.talking: |         self.health.hurt(damage) | ||||||
|             self.health.hurt(damage) |  | ||||||
|      |      | ||||||
|     def walk(self, keys, objects): |     def walk(self, keys, objects): | ||||||
|         moveto = vec(0, 0) |         moveto = vec(0, 0) | ||||||
|  | @ -158,37 +109,23 @@ class MainCharacter(Fighter): | ||||||
|         self.y += moveto[1] / fps |         self.y += moveto[1] / fps | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) |         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) | ||||||
|         if touches is not None: |         if touches is not None: | ||||||
|             self.x -= moveto[0]*1.5 / fps #change later |             self.x -= moveto[0] / fps #change later | ||||||
|             self.y -= moveto[1]*1.5 / fps #change later |             self.y -= moveto[1] / fps #change later | ||||||
|             if isinstance(touches, NPC): |  | ||||||
|                     touches.talk(objects) |  | ||||||
|      |  | ||||||
|     def attack(self, obj, moveto = vec(0,1)): |  | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |  | ||||||
|             if self.book.current_sp == 'fireball': |  | ||||||
|                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) |  | ||||||
|             else: |  | ||||||
|                 return |  | ||||||
|             obj[3].append(weapon) |  | ||||||
|             self.lastAttack = pg.time.get_ticks() |  | ||||||
| 
 | 
 | ||||||
|     def update(self, keys, objects): |     def update(self, keys, objects): | ||||||
|         if not self.talking: |         self.walk(keys, objects) | ||||||
|             self.walk(keys, objects) |  | ||||||
|         if keys[pg.K_f]: |  | ||||||
|             self.attack(objects) |  | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return False | ||||||
|         else: |         else: | ||||||
|             return True |             return True | ||||||
| 
 | 
 | ||||||
| class Hearts(): | class Hearts(): | ||||||
|     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: |     def __init__(self, health, sprite, x, y) -> None: | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.health = health |         self.health = health | ||||||
|         self.lastHurt = pg.time.get_ticks() |         self.lastHurt = pg.time.get_ticks() | ||||||
|         self.hurtCooldown = hurtCooldown |         self.hurtCooldown = 1000 | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
|         self.sprite=[] |         self.sprite=[] | ||||||
|         for parts in sprite: |         for parts in sprite: | ||||||
|  | @ -252,32 +189,6 @@ class Level(): | ||||||
|         ]) |         ]) | ||||||
|         screen.blit(self.box, self.labelRect) |         screen.blit(self.box, self.labelRect) | ||||||
| 
 | 
 | ||||||
| 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 |  | ||||||
|      |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |  | ||||||
|         screen.blit(self.sprite, self.rect) |  | ||||||
|      |  | ||||||
|     def addspell(self, spell): |  | ||||||
|         if spell not in self.sp_list: |  | ||||||
|             self.sp_list.append(spell) |  | ||||||
|             self.current_sp = spell |  | ||||||
|     def update(self): |  | ||||||
|         pass |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 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: | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|  | @ -300,15 +211,9 @@ class Skeleton(Mobs): | ||||||
| 
 | 
 | ||||||
|     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[3].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 hurt(self, damage, objects): |  | ||||||
|         self.health -= damage |  | ||||||
|         if self.health <= 0: |  | ||||||
|             self.hidden = True |  | ||||||
|             objects[1].remove(self) |  | ||||||
| 
 |  | ||||||
|     def update(self, obj): |     def update(self, obj): | ||||||
|         self.chase(obj) |         self.chase(obj) | ||||||
| 
 | 
 | ||||||
|  | @ -318,44 +223,27 @@ class Weapons(Objects): | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|         self.moveto = moveto |         self.moveto = moveto | ||||||
|         self.damage = damage |         self.damage = damage | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Arrow(Weapons): | ||||||
|  |     def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, moveto, damage) | ||||||
|         pos = vec(1,0) |         pos = vec(1,0) | ||||||
|         angle = pos.angle_to(moveto) |         angle = pos.angle_to(moveto) | ||||||
|         with open(f'art/images/{sprite}') as i: |         with open(f'art/images/{sprite}') as i: | ||||||
|             self.sprite = pg.transform.rotate(pg.image.load(i), -angle) |             self.sprite = pg.transform.rotate(pg.image.load(i), -angle) | ||||||
| 
 | 
 | ||||||
|     def die(self, objects, kills): |     def move(self): | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) |         self.moveto.scale_to_length(self.speed) | ||||||
|         if touches is not None and isinstance(touches, kills): |         self.x += self.moveto[0] / fps | ||||||
|             touches.hurt(self.damage, objects) |         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 |             self.hidden = True | ||||||
|             objects[3].remove(self) |  | ||||||
| 
 |  | ||||||
| class Spells(Weapons): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage) |  | ||||||
| 
 |  | ||||||
| class Fireball(Spells): |  | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage) |  | ||||||
|      |  | ||||||
|     def move(self): |  | ||||||
|         self.moveto.scale_to_length(self.speed) |  | ||||||
|         self.x += self.moveto[0] / fps |  | ||||||
|         self.y += self.moveto[1] / fps |  | ||||||
|      |      | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move() |         self.move() | ||||||
|         self.die(objects, Mobs) |         self.die(objects) | ||||||
|          |  | ||||||
| class Arrow(Weapons): |  | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage) |  | ||||||
| 
 |  | ||||||
|     def move(self): |  | ||||||
|         self.moveto.scale_to_length(self.speed) |  | ||||||
|         self.x += self.moveto[0] / fps |  | ||||||
|         self.y += self.moveto[1] / fps |  | ||||||
|      |  | ||||||
|     def update(self, objects): |  | ||||||
|         self.move() |  | ||||||
|         self.die(objects, MainCharacter) |  | ||||||
|  |  | ||||||
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