import pygame vec = pygame.math.Vector2 fps = 60 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 = pygame.image.load(i) self.x = x self.y = y self.hidden = False self.rect = pygame.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) class NPC(Objects): pass 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 class MainCharacter(Fighter): def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) self.attack_spell = weapon self.shield_spell = shield self.talking = False def update(self, keys): moveto=vec(0,0) if keys[pygame.K_w] or keys[pygame.K_UP]: moveto += vec(0,-1) if keys[pygame.K_a] or keys[pygame.K_LEFT]: moveto += vec(-1,0) if keys[pygame.K_s] or keys[pygame.K_DOWN]: moveto += vec(0,1) if keys[pygame.K_d] or keys[pygame.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 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) self.canAttack=True def follow(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.canAttack==True: obj[1].append(Arrow("arrow",100,self.x,self.y,moveto)) self.canAttack=False def cooldown(self): pass def update(self,obj): self.follow(obj) class Weapons(Objects): def __init__(self, name, ms, sprite, x, y, moveto) -> None: super().__init__(name, ms, sprite, x, y) class Arrow(Weapons): def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None: super().__init__(name, ms, sprite, x, y, moveto) self.moveto = moveto def update(self,objects): self.moveto.scale_to_length(self.speed) self.x += self.moveto[0]/fps self.y += self.moveto[1]/fps