0.1 Merge #85
					 3 changed files with 91 additions and 45 deletions
				
			
		
							
								
								
									
										33
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						
									
										33
									
								
								classes.py
									
										
									
									
									
								
							|  | @ -45,19 +45,19 @@ class Button(): | |||
|         self.onePress = onePress | ||||
|         self.alreadyPressed = False | ||||
| 
 | ||||
|         with open(f'art/images/{image}', 'r') as tb: | ||||
|         with open(f'art/images/box/{image}', 'r') as tb: | ||||
|             self.box = pygame.image.load(tb) | ||||
|             self.box = pygame.transform.scale(self.box, (width, height)) | ||||
| 
 | ||||
| 
 | ||||
|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||
| 
 | ||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||
|         self.buttonSurf = self.font.render(buttonText, True, (0,0,0)) | ||||
| 
 | ||||
|     def update(self, screen): | ||||
|         mousePos = pygame.mouse.get_pos() | ||||
|         if self.buttonRect.collidepoint(mousePos): | ||||
|             if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||
|             if pygame.mouse.get_pressed(3)[0]: | ||||
|                 if self.onePress: | ||||
|                     self.onclickFunction() | ||||
|                 elif not self.alreadyPressed: | ||||
|  | @ -76,22 +76,25 @@ class Button(): | |||
|         screen.blit(self.box, self.buttonRect) | ||||
| 
 | ||||
| class 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 = (0,0,0), sprite = 'label.png') -> None: | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|         self.width = width | ||||
|         self.height = height | ||||
|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||
|         self.font_color = font_color | ||||
|         self.text = text | ||||
|         self.hidden = False | ||||
|         with open(f'art/images/{sprite}', 'r') as tb: | ||||
|         with open(f'art/images/box/{sprite}', 'r') as tb: | ||||
|             self.box = pygame.image.load(tb) | ||||
|             self.box = pygame.transform.scale(self.box, (width, height)) | ||||
|         self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||
|         self.labelSurf = self.font.render(text, True, font_color) | ||||
|          | ||||
| 
 | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||
|         self.labelSurf = self.font.render(self.text, True, self.font_color) | ||||
|         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 | ||||
|  | @ -110,7 +113,7 @@ class DropDown(): | |||
|         self.menu_active = False | ||||
|         self.active_option = -1 | ||||
| 
 | ||||
|         with open('art/images/textbox.png', 'r') as tb: | ||||
|         with open('art/images/box/textbox.png', 'r') as tb: | ||||
|             self.box = pygame.image.load(tb) | ||||
|             self.box = pygame.transform.scale(self.box, (width, height)) | ||||
| 
 | ||||
|  | @ -178,19 +181,20 @@ class GameObjects(): | |||
|         return | ||||
| 
 | ||||
| class Scene(GameObjects): | ||||
|     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: | ||||
|     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None: | ||||
|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||
|         self.level = level | ||||
|         self.current_level = 0 | ||||
|         self.update() | ||||
| 
 | ||||
|     def update(self, change:bool, objects): | ||||
|     def update(self, change:bool=False, objects=None): | ||||
|         if change: | ||||
|             self.current_level += 1 | ||||
|         self.level[self.current_level].update(objects) | ||||
|         self.background = self.level[self.current_level].background | ||||
|         if isinstance(self.objects, list): | ||||
|         """if isinstance(self.objects, list): | ||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2]: | ||||
|                 obj.update() | ||||
|                 obj.update()""" | ||||
|          | ||||
|     def draw(self, screen): | ||||
|         if isinstance(self.objects, list): | ||||
|  | @ -250,7 +254,8 @@ class Room(GameObjects): | |||
|         return walls | ||||
| 
 | ||||
|     def update(self, objects): | ||||
|         self.objects = objects | ||||
|         if objects is not None: | ||||
|             self.objects = objects | ||||
|         if not self.objects[1]: | ||||
|             self.locked = False | ||||
|         return | ||||
|  | @ -280,5 +285,5 @@ class Obstacle(GameObjects): | |||
|         if not self.hidden: | ||||
|             screen.blit(self.background, self.rect) | ||||
|         else: | ||||
|             pygame.draw.rect(screen, '#e0a77f', self.rect, 2) | ||||
|             pygame.draw.rect(screen, (0,0,0), self.rect, 2) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										37
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										37
									
								
								main.py
									
										
									
									
									
								
							|  | @ -27,30 +27,32 @@ def quitGame(): | |||
|     quit() | ||||
| 
 | ||||
| def genRooms(WIDTH, HEIGHT, type:str, objects:list): | ||||
|     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/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) | ||||
|     room_objects = [] | ||||
|     #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))) | ||||
|     rooms = [ | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 0), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 1), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 2), | ||||
|             ] | ||||
|     return rooms | ||||
| 
 | ||||
|          | ||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||
|     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))] | ||||
|     others = [] | ||||
|     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] | ||||
|     objects = [main, mobs, npcs, others] | ||||
|     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||
|     mobs = [Skeleton(i, random.randint(40, 60), 'people/reddy.png', random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))] | ||||
|     weapons = [] | ||||
|     others = [Fire('f1', 0, 200, 300)] | ||||
|     npcs = [NPC('name', 100, 'people/reddy.png', 1, 200, 200)] | ||||
|     objects = [main, mobs, npcs, weapons, others] | ||||
|     level = [] | ||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) | ||||
|     rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects) | ||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||
|     freeze = False #Gameplay is freezed in certain situations | ||||
| 
 | ||||
|     while running: | ||||
|         screen.fill('#000000') | ||||
|         screen.fill((0,0,0)) | ||||
|         events = pygame.event.get() | ||||
|         for event in events: | ||||
|             if event.type == pygame.QUIT: | ||||
|  | @ -66,10 +68,14 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         screen.blit(bg, (0, 0)) | ||||
| """  | ||||
|         if not freeze: | ||||
|             scene.update(False, objects) | ||||
|             objects = scene.getObjects() | ||||
|             screen.blit(scene.background, (32, 32)) | ||||
|             for thing in objects[3]: | ||||
|          | ||||
|             for weapon in objects[3]: | ||||
|                 weapon.update(objects) | ||||
|                 weapon.draw(screen) | ||||
|              | ||||
|             for thing in objects[4]: | ||||
|                 thing.update(objects) | ||||
|                 thing.draw(screen) | ||||
| 
 | ||||
|  | @ -88,6 +94,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                 npc.draw(screen) | ||||
|              | ||||
|             objects[0][0].book.addspell('windslash') | ||||
|             scene.update(False, objects) | ||||
| 
 | ||||
|          | ||||
|         else: | ||||
|  | @ -147,7 +154,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                 running = False | ||||
|                 quitGame() | ||||
|         # RENDER YOUR GAME HERE | ||||
|         with open(f'art/images/{background}', 'r') as i: | ||||
|         with open(f'art/images/background/{background}', 'r') as i: | ||||
|             bg = pygame.image.load(i) | ||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||
|         # fill the screen with an image to clear the screen | ||||
|  |  | |||
							
								
								
									
										62
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										62
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -44,7 +44,7 @@ class Objects(): | |||
|         self.name = name | ||||
|         self.speed = ms | ||||
|         with open(f'art/images/{sprite}') as i: | ||||
|             self.sprite = pg.image.load(i) | ||||
|             self.sprite = pg.transform.scale2x(pg.image.load(i)) | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|         self.hidden = False | ||||
|  | @ -55,7 +55,7 @@ class Objects(): | |||
|             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) | ||||
|         pg.draw.rect(screen, (0,0,0), self.rect,  2) | ||||
| 
 | ||||
| class NPC(Objects): | ||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: | ||||
|  | @ -112,6 +112,8 @@ class MainCharacter(Fighter): | |||
|         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) | ||||
|         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||
|         self.freezing = True | ||||
| 
 | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|  | @ -121,7 +123,9 @@ class MainCharacter(Fighter): | |||
|         self.health.draw(screen) | ||||
|         self.level.draw(screen) | ||||
|         self.book.draw(screen) | ||||
|         pg.draw.rect(screen, '#ff00ee', self.rect, 2) | ||||
|         pg.draw.rect(screen, (0,0,0), self.rect, 2) | ||||
|         if self.speech.hidden == False: | ||||
|             self.speech.draw(screen, self.x+20, self.y-100) | ||||
| 
 | ||||
|     def hurt(self, damage, objects): | ||||
|         if not self.talking: | ||||
|  | @ -194,6 +198,7 @@ class MainCharacter(Fighter): | |||
|             self.walk(keys, objects) | ||||
|             if keys[pg.K_f]: | ||||
|                 self.attack(objects, vec(mouse)) | ||||
|             self.speech.update(self) | ||||
|         if self.health.health <= 0: | ||||
|             return False | ||||
|         else: | ||||
|  | @ -209,7 +214,7 @@ class Hearts(): | |||
|         self.hidden = False | ||||
|         self.sprite=[] | ||||
|         for parts in sprite: | ||||
|             with open(f'art/images/{parts}') as i: | ||||
|             with open(f'art/images/main_attributes/{parts}') as i: | ||||
|                 self.sprite.append(pg.image.load(i)) | ||||
|         self.rect = [] | ||||
|         for each in self.sprite: | ||||
|  | @ -243,7 +248,7 @@ class Hearts(): | |||
|                 sprite.append('noheart.png')   | ||||
|         self.sprite = [] | ||||
|         for parts in sprite: | ||||
|             with open(f'art/images/{parts}') as i: | ||||
|             with open(f'art/images/main_attributes/{parts}') as i: | ||||
|                 self.sprite.append(pg.image.load(i)) | ||||
| 
 | ||||
| 
 | ||||
|  | @ -251,9 +256,25 @@ 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 Speech(Label): | ||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||
| 
 | ||||
|     def draw(self, screen, x, y): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|         super().draw(screen) | ||||
|      | ||||
|     def update(self, main): | ||||
|         if not self.hidden: | ||||
|             if not main.freezing: | ||||
|                 self.hidden = True | ||||
| 
 | ||||
| class Book(): | ||||
|     def __init__(self, x, y, spells, current_spell, current_shield) -> None: | ||||
|         with open(f'art/images/book.png') as i: | ||||
|         with open(f'art/images/main_attributes/book.png') as i: | ||||
|             self.sprite = pg.image.load(i) | ||||
|             self.sprite = pg.transform.scale(self.sprite, (1280, 720)) | ||||
|         self.x = x | ||||
|  | @ -262,10 +283,10 @@ class Book(): | |||
|         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.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color=(0,0,0), sprite='empty.png')] | ||||
|         self.buttons=[] | ||||
|         self.buttons_height = 400 | ||||
|      | ||||
|  | @ -336,7 +357,7 @@ class Weapons(Objects): | |||
|         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) | ||||
|             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]) | ||||
|  | @ -358,7 +379,7 @@ class Spells(Weapons): | |||
|         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: | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|  | @ -366,7 +387,7 @@ class Fireball(Spells): | |||
|         self.die(objects, Mobs) | ||||
| 
 | ||||
| class Windslash(Spells): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=500) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|  | @ -379,9 +400,22 @@ class Windslash(Spells): | |||
| 
 | ||||
| 
 | ||||
| class Arrow(Weapons): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/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) | ||||
| 
 | ||||
| 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) | ||||
| 
 | ||||
|  |  | |||
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