added character collisions (not great yet tho) some simple background elements added and testet WIP
200 lines
7.6 KiB
Python
200 lines
7.6 KiB
Python
import pygame
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import sys
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import json
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import time
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import random
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from classes import *
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from viecher import *
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fps = 60
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def setUp(config):
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pygame.init()
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if config["fullscreen"]:
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screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
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else:
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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return screen, clock, True, True, "start.png", []
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def readConfig():
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with open('config.json', 'r') as c:
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json_data = c.read()
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return json.loads(json_data)
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def quitGame():
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#save progress somehow, if needed
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pygame.quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs=[Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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others = []
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objects = [main, mobs, others]
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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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# 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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for thing in objects[0]:
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if not thing.update(pygame.key.get_pressed()):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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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 thing in objects[2]:
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thing.update(objects)
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thing.draw(screen)
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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 60
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def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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# List that is displayed while selecting the window resolution level
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resolution = [("1920x1080", "1920x1080"),
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("1920x1200", "1920x1200"),
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("1280x720", "1280x720"),
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("2560x1440", "2560x1440"),
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("3840x2160", "3840x2160")]
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# This function displays the currently selected options
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def printSettings():
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print("\n\n")
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# getting the data using "get_input_data" method of the Menu class
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settingsData = settings.get_input_data()
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for key in settingsData.keys():
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print(f"{key}\t:\t{settingsData[key]}")
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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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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for obj in objects:
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obj.process(screen)
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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(60) # limits FPS to 60
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def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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quitGame()
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# RENDER YOUR GAME HERE
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with open(f'art/images/{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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for obj in objects:
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obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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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(60) # limits FPS to 60
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def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass')
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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]))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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# RENDER YOUR GAME HERE
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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quitGame()
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screen.fill('#000000')
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scene.update(False)
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scene.draw(screen)
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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(60) # limits FPS to 60
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def main():
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config = readConfig()
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screen, clock, running, isblack, background, objects = setUp(config["screen"])
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WIDTH, HEIGHT = screen.get_size()
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
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test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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"""while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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if not isblack:
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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 a color to wipe away anything from last frame
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screen.blit(bg, (0, 0))
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# RENDER YOUR GAME HERE
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else:
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for obj in objects:
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obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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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(60) # limits FPS to 60"""
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pygame.quit()
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if __name__ == '__main__':
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main()
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