0.1 Merge #85

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Spafi merged 133 commits from Development into main 2024-03-12 22:02:51 +01:00
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main.py
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import pygame import pygame
import sys import sys
import json import json
import time import time
import random import random
from classes import * from classes import *
from viecher import * from viecher import *
fps = 60 from pygame import mixer
fps = 60
def setUp(config):
pygame.init() def setUp(config):
if config["fullscreen"]: pygame.init()
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) mixer.music.load('audio/music/thebritons(1.1).mp3')
else: mixer.music.play(-1)
screen = pygame.display.set_mode(config["res"]) if config["fullscreen"]:
clock = pygame.time.Clock() screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
pygame.display.set_caption('Between The Pages') else:
with open('art/images/icon.png', 'r') as i: screen = pygame.display.set_mode(config["res"])
pygame.display.set_icon(pygame.image.load(i)) clock = pygame.time.Clock()
return screen, clock, True, True, "startscreen.png", [] pygame.display.set_caption('Between The Pages')
with open('art/images/icon.png', 'r') as i:
def readConfig(): pygame.display.set_icon(pygame.image.load(i))
with open('config.json', 'r') as c: return screen, clock, True, True, "startscreen.png", []
json_data = c.read()
return json.loads(json_data) def readConfig():
with open('config.json', 'r') as c:
def quitGame(): json_data = c.read()
#save progress somehow, if needed return json.loads(json_data)
pygame.quit()
quit() def quitGame():
#save progress somehow, if needed
def genRooms(WIDTH, HEIGHT, type:str, objects:list): pygame.quit()
room_objects = [] quit()
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] room_objects = []
rooms = [ #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j) room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
for j in range(random.randint(5, 10)) room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
] rooms = [
rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)) Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j)
#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j) for j in range(random.randint(5, 10))
]
return rooms rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88))
#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] return rooms
mobs = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))]
weapons = [] def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
others = [] main = [herbert]
npcs = [] mobs = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))]
objects = [main, mobs, npcs, weapons, others] weapons = []
level = [] others = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) npcs = []
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) objects = [main, mobs, npcs, weapons, others]
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) level = []
freeze = False #Gameplay is freezed in certain situations rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
while running: scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
screen.fill('#000000') freeze = False #Gameplay is freezed in certain situations
events = pygame.event.get()
for event in events: while running:
if event.type == pygame.QUIT: screen.fill('#000000')
quitGame() events = pygame.event.get()
elif event.type == pygame.KEYDOWN: for event in events:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.type == pygame.QUIT:
freeze = not freeze quitGame()
# RENDER YOUR GAME HERE elif event.type == pygame.KEYDOWN:
"""with open(background, 'r') as i: if event.key == pygame.K_e: #when book is open gameplay is freezed
bg = pygame.image.load(i) freeze = not freeze
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # RENDER YOUR GAME HERE
# fill the screen with an image to clear the screen """with open(background, 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
""" bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
if not freeze: # fill the screen with an image to clear the screen
objects = scene.getObjects() screen.blit(bg, (0, 0))
screen.blit(scene.background, (32, 32)) """
if not freeze:
for thing in objects[4]: objects = scene.getObjects()
thing.draw(screen) screen.blit(scene.background, (32, 32))
for weapon in objects[3]: for thing in objects[4]:
weapon.update(objects) thing.draw(screen)
weapon.draw(screen)
for weapon in objects[3]:
for thing in objects[0]: weapon.update(objects)
thing.book.hidden = not freeze weapon.draw(screen)
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village': for thing in objects[0]:
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.book.hidden = not freeze
elif result == 'play': result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) if result == 'village':
else: village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for mob in objects[1]: else:
mob.update(objects) thing.draw(screen)
mob.draw(screen)
for mob in objects[1]:
for npc in objects[2]: mob.update(objects)
npc.update(pygame.key.get_pressed(), objects) mob.draw(screen)
npc.draw(screen)
for npc in objects[2]:
objects[0][0].book.addspell('windslash') npc.update(pygame.key.get_pressed(), objects)
scene.update(False, objects) npc.draw(screen)
scene.draw(screen)
objects[0][0].book.addspell('windslash')
else: scene.update(False, objects)
objects[0][0].book.hidden = not freeze scene.draw(screen)
objects[0][0].book.draw(screen)
objects[0][0].book.update() else:
# flip() the display to put your work on screen objects[0][0].book.hidden = not freeze
pygame.display.flip() objects[0][0].book.draw(screen)
objects[0][0].book.update()
clock.tick(fps) # limits FPS to 60 # flip() the display to put your work on screen
pygame.display.flip()
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] clock.tick(fps) # limits FPS to 60
mobs = []
weapons = [] def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), main = [herbert]
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] mobs = []
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] weapons = []
objects = [main, mobs, npcs, weapons, others] others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
freeze = True #Gameplay is freezed in certain situations npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
main[0].health.health = 20 objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
while running: freeze = True #Gameplay is freezed in certain situations
screen.fill('#000000') main[0].health.health = 20
events = pygame.event.get()
for event in events: while running:
if event.type == pygame.QUIT: screen.fill('#000000')
quitGame() events = pygame.event.get()
elif event.type == pygame.KEYDOWN: for event in events:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.type == pygame.QUIT:
freeze = not freeze quitGame()
# RENDER YOUR GAME HERE elif event.type == pygame.KEYDOWN:
"""with open(background, 'r') as i: if event.key == pygame.K_e: #when book is open gameplay is freezed
bg = pygame.image.load(i) freeze = not freeze
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # RENDER YOUR GAME HERE
# fill the screen with an image to clear the screen """with open(background, 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
""" bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
if not freeze: # fill the screen with an image to clear the screen
objects = room.getObjects() screen.blit(bg, (0, 0))
screen.blit(room.background, (32, 32)) """
if not freeze:
for thing in objects[4]: objects = room.getObjects()
thing.draw(screen) screen.blit(room.background, (32, 32))
for weapon in objects[3]: for thing in objects[4]:
weapon.update(objects) thing.draw(screen)
weapon.draw(screen)
for weapon in objects[3]:
for thing in objects[0]: weapon.update(objects)
thing.book.hidden = not freeze weapon.draw(screen)
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village': for thing in objects[0]:
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.book.hidden = not freeze
elif result == 'play': result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) if result == 'village':
elif result == 'house': menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
house(screen, clock, running, background, isblack, WIDTH, HEIGHT) elif result == 'play':
else: play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) elif result == 'house':
house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for mob in objects[1]: else:
mob.update(objects) thing.draw(screen)
mob.draw(screen)
for mob in objects[1]:
for npc in objects[2]: mob.update(objects)
npc.update(pygame.key.get_pressed(), objects) mob.draw(screen)
npc.draw(screen)
for npc in objects[2]:
room.update(objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
else:
objects[0][0].book.hidden = not freeze room.update(objects)
objects[0][0].book.draw(screen)
objects[0][0].book.update() else:
# flip() the display to put your work on screen objects[0][0].book.hidden = not freeze
pygame.display.flip() objects[0][0].book.draw(screen)
objects[0][0].book.update()
clock.tick(fps) # limits FPS to # flip() the display to put your work on screen
pygame.display.flip()
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] clock.tick(fps) # limits FPS to
mobs = []
weapons = [] def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
others = [] main = [herbert]
npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)] mobs = []
objects = [main, mobs, npcs, weapons, others] weapons = []
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) others = []
freeze = False #Gameplay is freezed in certain situations npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
while running: room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
screen.fill('#000000') freeze = False #Gameplay is freezed in certain situations
events = pygame.event.get()
for event in events: while running:
if event.type == pygame.QUIT: screen.fill('#000000')
quitGame() events = pygame.event.get()
elif event.type == pygame.KEYDOWN: for event in events:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.type == pygame.QUIT:
freeze = not freeze quitGame()
# RENDER YOUR GAME HERE elif event.type == pygame.KEYDOWN:
"""with open(background, 'r') as i: if event.key == pygame.K_e: #when book is open gameplay is freezed
bg = pygame.image.load(i) freeze = not freeze
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # RENDER YOUR GAME HERE
# fill the screen with an image to clear the screen """with open(background, 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
""" bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
if not freeze: # fill the screen with an image to clear the screen
objects = room.getObjects() screen.blit(bg, (0, 0))
screen.blit(room.background, (32, 32)) """
if not freeze:
for thing in objects[4]: objects = room.getObjects()
thing.draw(screen) screen.blit(room.background, (32, 32))
# for weapon in objects[3]: for thing in objects[4]:
# weapon.update(objects) thing.draw(screen)
# weapon.draw(screen)
# for weapon in objects[3]:
for thing in objects[0]: # weapon.update(objects)
thing.book.hidden = not freeze # weapon.draw(screen)
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village': for thing in objects[0]:
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.book.hidden = not freeze
elif result == 'play': result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) if result == 'village':
elif result == 'wall': menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) elif result == 'play':
else: play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) elif result == 'wall':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for npc in objects[2]: else:
npc.update(pygame.key.get_pressed(), objects) thing.draw(screen)
npc.draw(screen)
for npc in objects[2]:
objects[0][0].book.addspell('windslash') npc.update(pygame.key.get_pressed(), objects)
room.update(objects) npc.draw(screen)
else: objects[0][0].book.addspell('windslash')
objects[0][0].book.hidden = not freeze room.update(objects)
objects[0][0].book.draw(screen)
objects[0][0].book.update() else:
# flip() the display to put your work on screen objects[0][0].book.hidden = not freeze
pygame.display.flip() objects[0][0].book.draw(screen)
objects[0][0].book.update()
clock.tick(fps) # limits FPS to # flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
# List that is displayed while selecting the window resolution level
resolution = [("1920x1080", "1920x1080"), def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
("1920x1200", "1920x1200"), objects = []
("1280x720", "1280x720"), # List that is displayed while selecting the window resolution level
("2560x1440", "2560x1440"), resolution = [("1920x1080", "1920x1080"),
("3840x2160", "3840x2160")] ("1920x1200", "1920x1200"),
("1280x720", "1280x720"),
# This function displays the currently selected options ("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")]
def printSettings():
print("\n\n") # This function displays the currently selected options
# getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data() def printSettings():
print("\n\n")
for key in settingsData.keys(): # getting the data using "get_input_data" method of the Menu class
print(f"{key}\t:\t{settingsData[key]}") settingsData = settings.get_input_data()
while running: for key in settingsData.keys():
for event in pygame.event.get(): print(f"{key}\t:\t{settingsData[key]}")
if event.type == pygame.QUIT:
running = False while running:
# RENDER YOUR GAME HERE for event in pygame.event.get():
with open(background, 'r') as i: if event.type == pygame.QUIT:
bg = pygame.image.load(i) running = False
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # RENDER YOUR GAME HERE
# fill the screen with an image to clear the screen with open(background, 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
for obj in objects: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
obj.process(screen) # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
# flip() the display to put your work on screen for obj in objects:
pygame.display.flip() obj.process(screen)
clock.tick(60) # limits FPS to 60 # flip() the display to put your work on screen
pygame.display.flip()
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] clock.tick(60) # limits FPS to 60
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) objects = []
while running: objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
for event in pygame.event.get(): #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
if event.type == pygame.QUIT: objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
running = False while running:
quitGame() for event in pygame.event.get():
# RENDER YOUR GAME HERE if event.type == pygame.QUIT:
with open(f'art/images/background/{background}', 'r') as i: running = False
bg = pygame.image.load(i) quitGame()
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # RENDER YOUR GAME HERE
# fill the screen with an image to clear the screen with open(f'art/images/background/{background}', 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
for obj in objects: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
obj.update(screen) # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
# flip() the display to put your work on screen for obj in objects:
pygame.display.flip() obj.update(screen)
clock.tick(60) # limits FPS to 60 # flip() the display to put your work on screen
pygame.display.flip()
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] clock.tick(60) # limits FPS to 60
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))]
others = [] def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
objects = [main, mobs, npcs, others] 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))]
level = [] others = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) objects = [main, mobs, npcs, others]
freeze = False #Gameplay is freezed in certain situations level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), freeze = False #Gameplay is freezed in certain situations
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# ])) # Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ]))
# RENDER YOUR GAME HERE
while True: scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
screen.fill('#000000')
events = pygame.event.get() # RENDER YOUR GAME HERE
for event in events: while True:
if event.type == pygame.QUIT: screen.fill('#000000')
running = False events = pygame.event.get()
quitGame() for event in events:
elif event.type == pygame.KEYDOWN: if event.type == pygame.QUIT:
if event.key == pygame.K_e: #when book is open gameplay is freezed running = False
freeze = not freeze quitGame()
elif event.type == pygame.KEYDOWN:
if not freeze: if event.key == pygame.K_e: #when book is open gameplay is freezed
objects = scene.getObjects() freeze = not freeze
for thing in objects[0]:
thing.book.hidden = not freeze if not freeze:
if not thing.update(pygame.key.get_pressed(), objects): objects = scene.getObjects()
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) for thing in objects[0]:
thing.draw(screen) thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects):
for mob in objects[1]: menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
mob.update(objects) thing.draw(screen)
mob.draw(screen)
for mob in objects[1]:
for npc in objects[2]: mob.update(objects)
npc.update(pygame.key.get_pressed(), objects) mob.draw(screen)
npc.draw(screen)
for npc in objects[2]:
for thing in objects[3]: npc.update(pygame.key.get_pressed(), objects)
thing.update(objects) npc.draw(screen)
thing.draw(screen)
for thing in objects[3]:
else: thing.update(objects)
objects[0][0].book.hidden = not freeze thing.draw(screen)
objects[0][0].book.draw(screen)
objects[0][0].book.update() else:
# flip() the display to put your work on screen objects[0][0].book.hidden = not freeze
pygame.display.flip() objects[0][0].book.draw(screen)
objects[0][0].book.update()
clock.tick(60) # limits FPS to 60 # flip() the display to put your work on screen
pygame.display.flip()
def main():
config = readConfig() clock.tick(60) # limits FPS to 60
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size() def main():
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) config = readConfig()
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) screen, clock, running, isblack, background, objects = setUp(config["screen"])
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) WIDTH, HEIGHT = screen.get_size()
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
test(screen, clock, running, background, isblack, WIDTH, HEIGHT) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
"""while running: menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for event in pygame.event.get(): test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if event.type == pygame.QUIT:
running = False """while running:
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) for event in pygame.event.get():
if not isblack: if event.type == pygame.QUIT:
with open(background, 'r') as i: running = False
bg = pygame.image.load(i) #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) if not isblack:
# fill the screen with a color to wipe away anything from last frame with open(background, 'r') as i:
screen.blit(bg, (0, 0)) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# RENDER YOUR GAME HERE # fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0))
else:
for obj in objects: # RENDER YOUR GAME HERE
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen else:
pygame.display.flip() for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
clock.tick(60) # limits FPS to 60""" # flip() the display to put your work on screen
pygame.display.flip()
pygame.quit()
clock.tick(60) # limits FPS to 60"""
if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) pygame.quit()
main()
if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main()