import pygame as pg 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) 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 self.lastHurt = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks() self.hurtCooldown = 250 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 self.level = Level(1000, 38, level, 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) 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) def hurt(self, damage): 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]) if touches is not None and not isinstance(touches, Weapons): self.x -= moveto[0] / fps #change later self.y -= moveto[1] / fps #change later def update(self, keys, objects): self.walk(keys, objects) if self.health.health <= 0: return False else: return True class Hearts(): def __init__(self, health, sprite, x, y) -> None: self.x = x self.y = y self.health = health self.lastHurt = pg.time.get_ticks() self.hurtCooldown = 1000 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(): def __init__(self, x, y, level, width, height, text, font, font_size) -> None: self.x = x self.y = y self.level = level self.width = width self.height = height self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) self.hidden = False with open('art/images/label.png', 'r') as tb: self.box = pg.image.load(tb) self.box = pg.transform.scale(self.box, (width, height)) self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) self.labelSurf = self.font.render(text, True, '#1E90FF') def draw(self, screen): 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 ]) screen.blit(self.box, self.labelRect) 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[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) self.lastAttack = pg.time.get_ticks() def update(self, obj): self.chase(obj) class Weapons(Objects): def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: super().__init__(name, ms, sprite, x, y) self.moveto = moveto self.damage = damage class Arrow(Weapons): def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: super().__init__(name, ms, sprite, x, y, moveto, damage) 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 move(self): self.moveto.scale_to_length(self.speed) self.x += self.moveto[0] / fps self.y += self.moveto[1] / fps def die(self, objects): touches = pg.sprite.spritecollideany(self, objects[0]) if touches is not None and isinstance(touches, MainCharacter): touches.hurt(self.damage) self.hidden = True def update(self, objects): self.move() self.die(objects)