diff --git a/viecher.py b/viecher.py index de1eb4c..2264d9c 100644 --- a/viecher.py +++ b/viecher.py @@ -1,387 +1,387 @@ -import pygame as pg -from classes import * -from main import * - -vec = pg.math.Vector2 -fps = 60 - - -pg.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 Objects(): - def __init__(self, name, ms, sprite, x, y) -> None: - self.name = name - self.speed = ms - with open(f'art/images/{sprite}') as i: - self.sprite = pg.image.load(i) - self.x = x - self.y = y - self.hidden = False - self.rect = pg.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) - pg.draw.rect(screen, '#ff0000', self.rect, 2) - -class NPC(Objects): - def __init__(self, name, ms, sprite, convo_act, x, y) -> None: - self.talking = False - self.hidden = True - super().__init__(name, ms, sprite, x, y) - self.conversation = Convo('Hello, you can shoot fireballs with f now.', 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(Label): - def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: - super().__init__(x, y, width, height, text, font, font_size) - - 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): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: - super().__init__(name, ms, sprite, x, y) - self.health = health - self.damage = damage - self.level = level - self.attack_speed = asp - self.attack_range = atr - self.lastHurt = pg.time.get_ticks() - self.lastAttack = pg.time.get_ticks() - self.hurtCooldown = 0 - - -class MainCharacter(Fighter): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) - self.book = Book(0, 0, [], None, None) - self.talking = False - self.level = Level(1000, 38, 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) - - 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) - self.level.draw(screen) - self.book.draw(screen) - pg.draw.rect(screen, '#ff00ee', self.rect, 2) - - def hurt(self, damage, objects): - if not self.talking: - self.health.hurt(damage) - - def walk(self, keys, objects): - moveto = vec(0, 0) - if keys[pg.K_w] or keys[pg.K_UP]: - moveto += vec(0, -1) - if keys[pg.K_a] or keys[pg.K_LEFT]: - moveto += vec(-1, 0) - if keys[pg.K_s] or keys[pg.K_DOWN]: - moveto += vec(0, 1) - if keys[pg.K_d] or keys[pg.K_RIGHT]: - moveto += vec(1, 0) - if not moveto == vec(0, 0): - moveto.scale_to_length(self.speed) - - self.x += moveto[0] / fps - self.y += moveto[1] / fps - touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) - if touches is not None and not isinstance(touches, Weapons): - if isinstance(touches, Obstacle): - if not touches.collision: - return - if touches.type == 'wall': - if touches.name == 'wall_l': - self.x += (2 + (self.x - touches.rect.x)) - elif touches.name == 'wall_r': - self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) - if touches.name == 'wall_t': - self.y += (2 + (self.y - touches.rect.y)) - elif touches.name == 'wall_b': - self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) - return - - if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) - elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) - #if self.y <= touches.y: pass - #elif self.y > touches.y: pass - self.x -= moveto[0] * 2 / fps - self.y -= moveto[1] * 2 / fps - if isinstance(touches, NPC): - touches.talk(objects) - """ - if self.x <= 32: - self.x = 33 - elif self.x >= objects[3][0].width - 32: - self.x = objects[3][0].width - 32 - self.rect.width + 1 - if self.y <= 32: - self.y = 33 - elif self.y >= objects[3][0].height - 32: - self.y = objects[3][0].height - 32 - self.rect.height + 1 - """ - - def attack(self, obj, mouse): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - moveto = mouse- vec(self.x, self.y) - if self.book.current_sp == 'fireball': - weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) - elif self.book.current_sp == 'windslash': - weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) - else: - return - obj[3].append(weapon) - self.lastAttack = pg.time.get_ticks() - - def update(self, keys, mouse, objects): - if not self.talking: - self.walk(keys, objects) - if keys[pg.K_f]: - self.attack(objects, vec(mouse)) - if self.health.health <= 0: - return False - else: - return True - -class Hearts(): - def __init__(self, health, sprite, x, y, hurtCooldown) -> None: - self.x = x - self.y = y - self.health = health - self.lastHurt = pg.time.get_ticks() - self.hurtCooldown = hurtCooldown - 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 Level(Label): - def __init__(self, x, y, width, height, text, font, font_size) -> None: - super().__init__(x, y, width, height, text, font, font_size) - -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 - self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), - Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), - Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), - Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] - self.buttons=[] - self.buttons_height = 400 - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - for label in self.labels: - label.draw(screen) - for button in self.buttons: - button.update(screen) - - def addspell(self, spell): - if spell not in self.sp_list: - self.sp_list.append(spell) - self.current_sp = spell - self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) - self.buttons_height += 100 - - def update_spell(self, spell): - self.current_sp = spell - - def update(self): - pass -class Mobs(Fighter): - 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) - self.drops = drops * (self.level / 2) - -class Skeleton(Mobs): - 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) - - def chase(self, obj): - x = obj[0][0].x - y = obj[0][0].y - moveto = vec(x, y) - vec(self.x, self.y) - if not (moveto).length() <= self.attack_range: - moveto.scale_to_length(self.speed) - self.x += moveto[0] / fps - self.y += moveto[1] / fps - else: - self.attack(moveto, obj) - - def attack(self, moveto, obj): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) - 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): - self.chase(obj) - - -class Weapons(Objects): - def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: - super().__init__(name, ms, sprite, x, y) - self.moveto = moveto - self.damage = damage - self.life_ticks= life_ticks - self.spawn_tick = pg.time.get_ticks() - pos = vec(1,0) - angle = pos.angle_to(moveto) - with open(f'art/images/{sprite}') as i: - self.sprite = pg.transform.rotate(pg.image.load(i), -angle) - - def die(self, objects, kills): - touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) - if touches is not None and isinstance(touches, kills): - touches.hurt(self.damage, objects) - self.hidden = True - objects[3].remove(self) - - def move(self, objects): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps - if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: - self.hidden = True - objects[3].remove(self) - -class Spells(Weapons): - def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - -class Fireball(Spells): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, Mobs) - -class Windslash(Spells): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, Mobs) - - def move(self, objects): - super().move(objects) - self.moveto = self.moveto.rotate(5) - - -class Arrow(Weapons): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - - def update(self, objects): - self.move(objects) - self.die(objects, MainCharacter) +import pygame as pg +from classes import * +from main import * + +vec = pg.math.Vector2 +fps = 60 + + +pg.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 Objects(): + def __init__(self, name, ms, sprite, x, y) -> None: + self.name = name + self.speed = ms + with open(f'art/images/{sprite}') as i: + self.sprite = pg.transform.scale2x(pg.image.load(i)) + self.x = x + self.y = y + self.hidden = False + self.rect = pg.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) + pg.draw.rect(screen, '#ff0000', self.rect, 2) + +class NPC(Objects): + def __init__(self, name, ms, sprite, convo_act, x, y) -> None: + super().__init__(name, ms, sprite, x, y) + self.talking = False + self.hidden = False + self.conversation = Convo('Hello, you can shoot fireballs with f now.', 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: + self.conversation.draw(screen) + + def update(self, keys, objects): + if self.talking: + self.conversation.update(keys, objects) + +class Convo(Label): + def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: + super().__init__(x, y, width, height, text, font, font_size) + + 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): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: + super().__init__(name, ms, sprite, x, y) + self.health = health + self.damage = damage + self.level = level + self.attack_speed = asp + self.attack_range = atr + self.lastHurt = pg.time.get_ticks() + self.lastAttack = pg.time.get_ticks() + self.hurtCooldown = 0 + + +class MainCharacter(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) + self.book = Book(0, 0, [], None, None) + self.talking = False + self.level = Level(1000, 38, 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) + + 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) + self.level.draw(screen) + self.book.draw(screen) + pg.draw.rect(screen, '#ff00ee', self.rect, 2) + + def hurt(self, damage, objects): + if not self.talking: + self.health.hurt(damage) + + def walk(self, keys, objects): + moveto = vec(0, 0) + if keys[pg.K_w] or keys[pg.K_UP]: + moveto += vec(0, -1) + if keys[pg.K_a] or keys[pg.K_LEFT]: + moveto += vec(-1, 0) + if keys[pg.K_s] or keys[pg.K_DOWN]: + moveto += vec(0, 1) + if keys[pg.K_d] or keys[pg.K_RIGHT]: + moveto += vec(1, 0) + if not moveto == vec(0, 0): + moveto.scale_to_length(self.speed) + + self.x += moveto[0] / fps + self.y += moveto[1] / fps + touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + return + if touches.type == 'wall': + if touches.name == 'wall_l': + self.x += (2 + (self.x - touches.rect.x)) + elif touches.name == 'wall_r': + self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) + if touches.name == 'wall_t': + self.y += (2 + (self.y - touches.rect.y)) + elif touches.name == 'wall_b': + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) + return + + if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) + elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) + #if self.y <= touches.y: pass + #elif self.y > touches.y: pass + self.x -= moveto[0] * 2 / fps + self.y -= moveto[1] * 2 / fps + if isinstance(touches, NPC): + touches.talk(objects) + """ + if self.x <= 32: + self.x = 33 + elif self.x >= objects[3][0].width - 32: + self.x = objects[3][0].width - 32 - self.rect.width + 1 + if self.y <= 32: + self.y = 33 + elif self.y >= objects[3][0].height - 32: + self.y = objects[3][0].height - 32 - self.rect.height + 1 + """ + + def attack(self, obj, mouse): + if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): + moveto = mouse- vec(self.x, self.y) + if self.book.current_sp == 'fireball': + weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) + elif self.book.current_sp == 'windslash': + weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) + else: + return + obj[3].append(weapon) + self.lastAttack = pg.time.get_ticks() + + def update(self, keys, mouse, objects): + if not self.talking: + self.walk(keys, objects) + if keys[pg.K_f]: + self.attack(objects, vec(mouse)) + if self.health.health <= 0: + return False + else: + return True + +class Hearts(): + def __init__(self, health, sprite, x, y, hurtCooldown) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pg.time.get_ticks() + self.hurtCooldown = hurtCooldown + 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 Level(Label): + def __init__(self, x, y, width, height, text, font, font_size) -> None: + super().__init__(x, y, width, height, text, font, font_size) + +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 + self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), + Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), + Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), + Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] + self.buttons=[] + self.buttons_height = 400 + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + for label in self.labels: + label.draw(screen) + for button in self.buttons: + button.update(screen) + + def addspell(self, spell): + if spell not in self.sp_list: + self.sp_list.append(spell) + self.current_sp = spell + self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) + self.buttons_height += 100 + + def update_spell(self, spell): + self.current_sp = spell + + def update(self): + pass +class Mobs(Fighter): + 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) + self.drops = drops * (self.level / 2) + +class Skeleton(Mobs): + 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) + + def chase(self, obj): + x = obj[0][0].x + y = obj[0][0].y + moveto = vec(x, y) - vec(self.x, self.y) + if not (moveto).length() <= self.attack_range: + moveto.scale_to_length(self.speed) + self.x += moveto[0] / fps + self.y += moveto[1] / fps + else: + self.attack(moveto, obj) + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): + obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) + 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): + self.chase(obj) + + +class Weapons(Objects): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y) + self.moveto = moveto + self.damage = damage + self.life_ticks= life_ticks + self.spawn_tick = pg.time.get_ticks() + pos = vec(1,0) + angle = pos.angle_to(moveto) + with open(f'art/images/{sprite}') as i: + self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle)) + + def die(self, objects, kills): + touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + self.hidden = True + objects[3].remove(self) + + def move(self, objects): + self.moveto.scale_to_length(self.speed) + self.x += self.moveto[0] / fps + self.y += self.moveto[1] / fps + if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: + self.hidden = True + objects[3].remove(self) + +class Spells(Weapons): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + +class Fireball(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + +class Windslash(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + + def move(self, objects): + super().move(objects) + self.moveto = self.moveto.rotate(5) + + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, MainCharacter)