Changed Book and fixed NPC convo #75
8 changed files with 251 additions and 62 deletions
BIN
art/images/background/house.png
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art/images/background/house.png
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After Width: | Height: | Size: 771 KiB |
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art/images/background/insideHouse.png
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art/images/background/insideHouse.png
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After Width: | Height: | Size: 954 KiB |
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art/images/background/portal.png
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art/images/background/portal.png
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After Width: | Height: | Size: 626 B |
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art/images/background/village.png
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art/images/background/village.png
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After Width: | Height: | Size: 2.8 KiB |
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Before Width: | Height: | Size: 329 B After Width: | Height: | Size: 329 B |
10
classes.py
10
classes.py
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@ -171,8 +171,12 @@ class GameObjects():
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self.type = _type
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self.type = _type
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self.background = bg
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self.background = bg
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if bg != None:
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if bg != None:
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with open(bg, 'r') as bg:
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if WIDTH != None and HEIGHT != None:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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else:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale2x(pygame.image.load(bg))
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self.objects = objects
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self.objects = objects
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def update(self, objects):
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def update(self, objects):
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@ -287,3 +291,5 @@ class Obstacle(GameObjects):
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else:
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else:
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pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
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pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
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167
main.py
167
main.py
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@ -41,12 +41,11 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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return rooms
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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main = [herbert]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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weapons = []
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weapons = []
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others = [Fire('f1', 0, 200, 300)]
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others = []
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npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
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npcs = []
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objects = [main, mobs, npcs, weapons, others]
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objects = [main, mobs, npcs, weapons, others]
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level = []
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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@ -74,19 +73,22 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = scene.getObjects()
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objects = scene.getObjects()
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screen.blit(scene.background, (32, 32))
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screen.blit(scene.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.update(objects)
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weapon.draw(screen)
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weapon.draw(screen)
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for thing in objects[4]:
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thing.update(objects)
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thing.draw(screen)
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for thing in objects[0]:
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for thing in objects[0]:
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thing.book.hidden = not freeze
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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if result == 'village':
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thing.draw(screen)
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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for mob in objects[1]:
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for mob in objects[1]:
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mob.update(objects)
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mob.update(objects)
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@ -99,7 +101,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('windslash')
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scene.update(False, objects)
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scene.update(False, objects)
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else:
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.draw(screen)
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@ -109,6 +110,145 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(fps) # limits FPS to 60
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clock.tick(fps) # limits FPS to 60
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def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
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Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300),
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Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
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npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
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freeze = True #Gameplay is freezed in certain situations
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main[0].health.health = 20
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'house':
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house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(fps) # limits FPS to
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def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = []
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npcs = [NPC('oldman', 100, 'people/reddy.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
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freeze = False #Gameplay is freezed in certain situations
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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# for weapon in objects[3]:
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# weapon.update(objects)
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# weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'wall':
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(fps) # limits FPS to
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def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects = []
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# List that is displayed while selecting the window resolution level
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# List that is displayed while selecting the window resolution level
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@ -148,7 +288,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects = []
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
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while running:
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while running:
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@ -265,4 +405,5 @@ def main():
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pygame.quit()
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pygame.quit()
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if __name__ == '__main__':
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if __name__ == '__main__':
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herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
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main()
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main()
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130
viecher.py
130
viecher.py
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@ -58,16 +58,16 @@ class Objects():
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pg.draw.rect(screen, '#ef0120', self.rect, 2)
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pg.draw.rect(screen, '#ef0120', self.rect, 2)
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class NPC(Objects):
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
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super().__init__(name, ms, sprite, x, y)
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super().__init__(name, ms, sprite, x, y)
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self.talking = False
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self.talking = False
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self.hidden = False
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self.hidden = False
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self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
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self.conversation = Convo(self, convo_scene)
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self.lastUpdate = pg.time.get_ticks()
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def talk(self, objects):
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def talk(self, objects):
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self.talking = True
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self.talking = True
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objects[0][0].talking = True
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objects[0][0].talking = True
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self.conversation.hidden = False
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def draw(self, screen):
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def draw(self, screen):
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super().draw(screen)
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super().draw(screen)
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@ -75,21 +75,49 @@ class NPC(Objects):
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self.conversation.draw(screen)
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self.conversation.draw(screen)
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def update(self, keys, objects):
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def update(self, keys, objects):
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if self.talking:
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if self.lastUpdate + 200 < pg.time.get_ticks():
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self.conversation.update(keys, objects)
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if self.talking:
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self.conversation.update(keys, objects)
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self.lastUpdate = pg.time.get_ticks()
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else:
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and keys[pg.K_SPACE] and isinstance(touches, MainCharacter):
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self.talk(objects)
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self.lastUpdate = pg.time.get_ticks()
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class Convo(Label):
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class Convo(Label):
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def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
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def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
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super().__init__(x, y, width, height, text, font, font_size)
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super().__init__(x, y, width, height, text, font, font_size)
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self.convo_act=0
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self.npc = npc
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self.convo_scene = convo_scene
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self.convos = [
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['oldlady', 0, ['Hello', 'How are you?']],
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['oldman', 0, ['Please help', 'there are so many bad people']]
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]
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def draw(self, screen):
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self.text = self.findConversation()[self.convo_act]
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super().draw(screen)
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def findConversation(self):
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for convo in self.convos:
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if convo[0] == self.npc.name and convo[1] == self.convo_scene:
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return convo[2]
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return ['ERROR']
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def update(self, keys, objects):
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def update(self, keys, objects):
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if keys[pg.K_SPACE]:
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if keys[pg.K_SPACE]:
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objects[0][0].book.addspell('fireball')
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convo = self.findConversation()
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self.talking = False
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if self.convo_act+1 < len(convo):
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objects[0][0].talking = False
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self.text = convo[self.convo_act]
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||||||
self.hidden = True
|
self.convo_act += 1
|
||||||
|
else:
|
||||||
|
self.convo_act = 0
|
||||||
|
self.npc.talking = False
|
||||||
|
objects[0][0].talking = False
|
||||||
|
|
||||||
|
|
||||||
class Fighter(Objects):
|
class Fighter(Objects):
|
||||||
|
|
@ -112,7 +140,7 @@ class MainCharacter(Fighter):
|
||||||
self.talking = False
|
self.talking = False
|
||||||
self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20, )
|
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)
|
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
|
||||||
self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
|
self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
|
||||||
self.freezing = True
|
self.freezing = True
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
|
|
@ -124,13 +152,27 @@ class MainCharacter(Fighter):
|
||||||
self.level.draw(screen)
|
self.level.draw(screen)
|
||||||
self.book.draw(screen)
|
self.book.draw(screen)
|
||||||
pg.draw.rect(screen, '#e900fa', self.rect, 2)
|
pg.draw.rect(screen, '#e900fa', self.rect, 2)
|
||||||
if self.speech.hidden == False:
|
if self.thinks.hidden == False:
|
||||||
self.speech.draw(screen, self.x+20, self.y-100)
|
self.thinks.draw(screen, self.x+20, self.y-100)
|
||||||
|
|
||||||
def hurt(self, damage, objects):
|
def hurt(self, damage, objects):
|
||||||
if not self.talking:
|
if not self.talking:
|
||||||
self.health.hurt(damage)
|
self.health.hurt(damage)
|
||||||
|
|
||||||
|
def obstacle_interaction(self, objects):
|
||||||
|
touches = pg.sprite.spritecollideany(self, objects[4])
|
||||||
|
if touches is not None:
|
||||||
|
if touches.name == 'fireplace':
|
||||||
|
self.freezing = False
|
||||||
|
elif touches.name == 'portal':
|
||||||
|
return 'play'
|
||||||
|
elif touches.name == 'house':
|
||||||
|
return 'house'
|
||||||
|
elif 'wall' in touches.name:
|
||||||
|
return 'wall'
|
||||||
|
else:
|
||||||
|
return True
|
||||||
|
|
||||||
def walk(self, keys, objects):
|
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]:
|
||||||
|
|
@ -150,7 +192,7 @@ class MainCharacter(Fighter):
|
||||||
if touches is not None and not isinstance(touches, Weapons):
|
if touches is not None and not isinstance(touches, Weapons):
|
||||||
if isinstance(touches, Obstacle):
|
if isinstance(touches, Obstacle):
|
||||||
if not touches.collision:
|
if not touches.collision:
|
||||||
print(touches.name)
|
# print(touches.name)
|
||||||
return
|
return
|
||||||
if touches.type == 'wall':
|
if touches.type == 'wall':
|
||||||
if touches.name == 'wall_l':
|
if touches.name == 'wall_l':
|
||||||
|
|
@ -204,11 +246,11 @@ class MainCharacter(Fighter):
|
||||||
self.walk(keys, objects)
|
self.walk(keys, objects)
|
||||||
if pg.mouse.get_pressed()[0]:
|
if pg.mouse.get_pressed()[0]:
|
||||||
self.attack(objects, vec(mouse))
|
self.attack(objects, vec(mouse))
|
||||||
self.speech.update(self)
|
self.thinks.update(self)
|
||||||
if self.health.health <= 0:
|
if self.health.health <= 0:
|
||||||
return False
|
return 'village'
|
||||||
else:
|
else:
|
||||||
return True
|
return self.obstacle_interaction(objects)
|
||||||
|
|
||||||
class Hearts():
|
class Hearts():
|
||||||
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
||||||
|
|
@ -262,8 +304,8 @@ class Level(Label):
|
||||||
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
||||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
|
||||||
class Speech(Label):
|
class Thinks(Label):
|
||||||
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None:
|
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
|
||||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
|
||||||
def draw(self, screen, x, y):
|
def draw(self, screen, x, y):
|
||||||
|
|
@ -285,24 +327,36 @@ class Book():
|
||||||
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
||||||
self.x = x
|
self.x = x
|
||||||
self.y = y
|
self.y = y
|
||||||
self.hidden = True
|
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())
|
||||||
self.sp_list = spells
|
self.sp_list = spells
|
||||||
self.current_sp = current_spell
|
self.current_sp = current_spell
|
||||||
self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
|
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
|
||||||
Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
|
"You are a homeless person.","One cold day you went to the library to get warm.",
|
||||||
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
|
"There you saw and opened me out of boedom.", "This lead to you being thrown in this world.",
|
||||||
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')]
|
"But you can find a way out of here again."]
|
||||||
|
self.text_right = ["This book will help you to survive.", "Click on a picture to choose your spell.",
|
||||||
|
"Talk to fairies to unlock new spells!"]
|
||||||
self.buttons=[]
|
self.buttons=[]
|
||||||
self.buttons_height = 400
|
self.buttons_y = 400
|
||||||
|
self.buttons_x = 800
|
||||||
|
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
if self.hidden:
|
if self.hidden:
|
||||||
return
|
return
|
||||||
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)
|
||||||
for label in self.labels:
|
text_left_y = 100
|
||||||
|
text_right_y = 100
|
||||||
|
for text in self.text_left:
|
||||||
|
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||||
label.draw(screen)
|
label.draw(screen)
|
||||||
|
text_left_y += 50
|
||||||
|
for text in self.text_right:
|
||||||
|
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||||
|
label.draw(screen)
|
||||||
|
text_right_y += 50
|
||||||
for button in self.buttons:
|
for button in self.buttons:
|
||||||
button.update(screen)
|
button.update(screen)
|
||||||
|
|
||||||
|
|
@ -310,8 +364,8 @@ class Book():
|
||||||
if spell not in self.sp_list:
|
if spell not in self.sp_list:
|
||||||
self.sp_list.append(spell)
|
self.sp_list.append(spell)
|
||||||
self.current_sp = 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.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
||||||
self.buttons_height += 100
|
self.buttons_y += 100
|
||||||
|
|
||||||
def update_spell(self, spell):
|
def update_spell(self, spell):
|
||||||
self.current_sp = spell
|
self.current_sp = spell
|
||||||
|
|
@ -401,7 +455,8 @@ class Weapons(Objects):
|
||||||
if touches is not None and isinstance(touches, kills):
|
if touches is not None and isinstance(touches, kills):
|
||||||
touches.hurt(self.damage, objects)
|
touches.hurt(self.damage, objects)
|
||||||
self.hidden = True
|
self.hidden = True
|
||||||
objects[3].remove(self)
|
if self in objects[3]:
|
||||||
|
objects[3].remove(self)
|
||||||
|
|
||||||
def move(self, objects):
|
def move(self, objects):
|
||||||
self.moveto.scale_to_length(self.speed)
|
self.moveto.scale_to_length(self.speed)
|
||||||
|
|
@ -452,16 +507,3 @@ class Punch(Weapons):
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
self.move(objects)
|
self.move(objects)
|
||||||
self.die(objects, MainCharacter)
|
self.die(objects, MainCharacter)
|
||||||
|
|
||||||
class Fire(Objects):
|
|
||||||
def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y)
|
|
||||||
|
|
||||||
def warming(self, objects):
|
|
||||||
touches = pg.sprite.spritecollideany(self, objects[0])
|
|
||||||
if touches is not None and isinstance(touches, MainCharacter):
|
|
||||||
touches.freezing = False
|
|
||||||
|
|
||||||
def update(self, objects):
|
|
||||||
self.warming(objects)
|
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue