1077 lines
No EOL
45 KiB
Python
1077 lines
No EOL
45 KiB
Python
import pygame
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import random
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# from viecher import Skeleton, Zombie
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from pygame import mixer
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"""
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cultistattack_sound = mixer.Sound('audio/soundeffects/cultistattack.mp3')
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"""
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pygame.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Button():
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.attributes = attributes
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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with open(f'art/images/box/{image}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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if self.attributes:
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self.onclickFunction(*self.attributes)
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self.alreadyPressed = True
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else:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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screen.blit(self.box, self.buttonRect)
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class Label():
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font_color = font_color
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self.text = text
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self.hidden = False
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self.sprite = sprite
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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def draw(self, screen):
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if self.hidden:
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return
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (self.width,self.height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.box.blit(self.labelSurf, [
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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])
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screen.blit(self.box, self.labelRect)
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class DropDown():
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def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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self.rect = pygame.Rect(x, y, width, height)
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.main = main
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self.options = options
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self.draw_menu = False
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self.menu_active = False
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self.active_option = -1
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with open('art/images/box/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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def draw(self, screen):
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#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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surface = self.font.render(self.main, 1, (0, 0, 0))
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self.box.blit(surface, [
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self.rect.width/2 - surface.get_rect().width/2,
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self.rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, surface.get_rect(center = self.rect.center))
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if self.draw_menu:
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for i, text in enumerate(self.options):
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rect = self.rect.copy()
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rect.y += (i+1) * self.rect.height
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rect.x = self.rect.x
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#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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#msg = self.font.render(text, 1, (0, 0, 0))
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#screen.blit(msg, msg.get_rect(center = rect.center))
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surface = self.font.render(text, 1, (0, 0, 0))
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self.box.blit(surface, [
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rect.width/2 - surface.get_rect().width/2,
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rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, rect)
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def update(self, event_list):
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mpos = pygame.mouse.get_pos()
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self.menu_active = self.rect.collidepoint(mpos)
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self.active_option = -1
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for i in range(len(self.options)):
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rect = self.rect.copy()
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rect.y += (i+1) * self.rect.height
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if rect.collidepoint(mpos):
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self.active_option = i
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break
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if not self.menu_active and self.active_option == -1:
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self.draw_menu = False
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#self.draw_menu = True
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#return -1
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.menu_active:
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self.draw_menu = not self.draw_menu
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elif self.draw_menu and self.active_option >= 0:
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self.draw_menu = False
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return self.active_option
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return -1
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class GameObjects():
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
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self.name = name
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self.type = _type
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self.background = bg
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if bg != None:
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if WIDTH != None and HEIGHT != None:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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else:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale2x(pygame.image.load(bg))
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self.objects = objects
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def update(self, objects):
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return
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def draw(self, screen):
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return
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.level = level
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self.current_level = 0
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self.update()
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def update(self, change:int=None, objects=None):
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obj = self.level[self.current_level].update(change, objects)
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self.background = self.level[self.current_level].background
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"""if isinstance(self.objects, list):
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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obj.update()"""
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return obj
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def draw(self, screen):
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"""if isinstance(self.objects, list):
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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obj.draw(screen)"""
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self.level[self.current_level].draw(screen)
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def getObjects(self):
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return self.level[self.current_level].getObjects()
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class Stage(GameObjects):
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def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.WIDTH = WIDTH
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self.HEIGHT = HEIGHT
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self.stage = stage
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self.rooms = rooms
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self.current = 0
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self.sortRooms(WIDTH)
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for room in self.rooms:
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if room.id == self.current:
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room.objectCreation(WIDTH, HEIGHT)
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def update(self, target, objects):
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if target is not None:
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self.current = int(target)
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for room in self.rooms:
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if room.id == self.current:
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obj = room.objectCreation(self.WIDTH, self.HEIGHT)
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self.background = room.background
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return obj
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for room in self.rooms:
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if room.id == self.current:
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room.update(objects)
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self.background = room.background
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def draw(self, screen):
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for room in self.rooms:
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if room.id == self.current:
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room.draw(screen)
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def getObjects(self):
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for room in self.rooms:
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if room.id == self.current:
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return room.getObjects()
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def sortRooms(self, WIDTH):
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rooms = self.rooms
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for i, room in enumerate(rooms):
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if room.type != 'boss':
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i += 1
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rand = random.randint(0, 25)
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if rand < 7.5:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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elif rand < 20:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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if rand % 2 == 0: i += 1
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if not i >= len(self.rooms) - 2:
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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else:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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if rand % 2 == 0: i += 1
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if not i >= len(self.rooms) - 2:
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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if not i >= len(self.rooms) - 3:
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room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
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for room in self.rooms:
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room.createDoors(WIDTH)
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.exits = []
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self.id = id
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self.doors = []
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if self.type == 'normal' or self.type == 'boss':
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self.locked = True
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#self.objectCreation(WIDTH, HEIGHT)
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else:
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self.locked = False
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def genWalls(self, WIDTH, HEIGHT):
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walls = []
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walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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return walls
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def createDoors(self, WIDTH):
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if not self.type == 'boss':
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if len(self.exits) == 1:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), self.exits[0][0]))
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elif len(self.exits) == 2:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0]))
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else:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0]))
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self.objects.append(self.doors)
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def objectCreation(self, WIDTH, HEIGHT):
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if self.type != 'boss':
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self.objects[1] = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 2, 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))]
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npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600),
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NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)]
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rand = random.randint(0, 30)
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if rand <= 25 and rand >= 15:
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self.objects[2] = [random.choice(npcs)]
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else:
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self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)]
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self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)]
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return self.objects
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def update(self, objects):
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if objects is not None:
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self.objects = objects
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if not self.objects[1]:
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if self.type == 'boss':
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print('yeahhh, you killed the boss')
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self.objects[0][0].level.level = 100
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self.locked = False
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for door in self.doors:
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door.update(False)
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return
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def draw(self, screen):
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"""screen.blit(self.background, (32, 32))
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if isinstance(self.objects, list):
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for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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obj.draw(screen)"""
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for door in self.doors:
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door.draw(screen)
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def getObjects(self):
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return self.objects
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class Obstacle(GameObjects):
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def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.collision = collision
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self.hidden = hidden
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self.width = WIDTH
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self.height = HEIGHT
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if self.background is not None:
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self.rect = pygame.Rect((x, y), self.background.get_size())
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else:
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self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
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def draw(self, screen):
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if not self.hidden:
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screen.blit(self.background, self.rect)
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class Door(GameObjects):
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def __init__(self, name: str, _type: str, x: int, target:int, y: int=16, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None:
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super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT)
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self.rect = pygame.Rect((x, y), self.background.get_size())
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self.locked = islocked
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self.target = target
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def draw(self, screen):
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screen.blit(self.background, self.rect)
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def update(self, islocked=True):
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self.locked = islocked
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#Viecher
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vec = pygame.math.Vector2
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fps = 60
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class Objects():
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def __init__(self, name, ms, sprite, x, y) -> None:
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self.name = name
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
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self.sprite = pygame.transform.scale2x(pygame.image.load(i))
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self.x = x
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self.y = y
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self.hidden = False
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self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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def draw(self, screen):
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if self.hidden:
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return
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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#pygame.draw.rect(screen, '#ef0120', self.rect, 2)
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.talking = False
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self.hidden = False
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self.conversation = Convo(self, convo_scene)
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self.lastUpdate = pygame.time.get_ticks()
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def talk(self, objects):
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self.talking = True
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objects[0][0].talking = True
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def draw(self, screen):
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super().draw(screen)
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if self.talking:
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self.conversation.draw(screen)
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def update(self, keys, objects):
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if self.name == 'oldlady':
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if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]:
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self.conversation.convo_scene = 1
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if self.lastUpdate + 200 < pygame.time.get_ticks():
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if self.talking:
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|
self.conversation.update(keys, objects)
|
|
self.lastUpdate = pygame.time.get_ticks()
|
|
else:
|
|
touches = pygame.sprite.spritecollideany(self, objects[0])
|
|
if touches is not None and keys[pygame.K_f] and isinstance(touches, MainCharacter):
|
|
self.talk(objects)
|
|
self.lastUpdate = pygame.time.get_ticks()
|
|
|
|
|
|
class Convo(Label):
|
|
def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
|
super().__init__(x, y, width, height, text, font, font_size)
|
|
self.convo_act=0
|
|
self.npc = npc
|
|
self.convo_scene = convo_scene
|
|
self.convos = [
|
|
['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
|
|
['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
|
|
['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
|
['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
|
['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']]
|
|
]
|
|
|
|
def draw(self, screen):
|
|
self.text = self.findConversation()[2][self.convo_act]
|
|
super().draw(screen)
|
|
|
|
|
|
def findConversation(self):
|
|
for convo in self.convos:
|
|
if convo[0] == self.npc.name and convo[1] == self.convo_scene:
|
|
return convo
|
|
return ['ERROR']
|
|
|
|
def update(self, keys, objects):
|
|
if keys[pygame.K_f]:
|
|
convo = self.findConversation()
|
|
if self.convo_act + 1 < len(convo[2]):
|
|
self.text = convo[2][self.convo_act]
|
|
self.convo_act += 1
|
|
else:
|
|
if convo[0] == 'oldlady':
|
|
if convo[1] == 0:
|
|
for i in range(0,5):
|
|
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
|
|
elif convo[1] == 1:
|
|
objects[0][0].level.level = 50
|
|
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
|
|
elif convo[0] == 'elder':
|
|
if convo[1] == 0:
|
|
objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
|
|
self.convo_scene += 1
|
|
elif convo[0] == 'vivi':
|
|
objects[0][0].health.health = 0
|
|
self.convo_act = 0
|
|
self.npc.talking = False
|
|
objects[0][0].talking = False
|
|
|
|
|
|
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 = pygame.time.get_ticks()
|
|
self.lastAttack = pygame.time.get_ticks()
|
|
self.hurtCooldown = 0
|
|
|
|
|
|
class MainCharacter(Fighter):
|
|
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> None:
|
|
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
|
self.book = Book(0, 0, [], None, None)
|
|
self.talking = False
|
|
self.level = Level(1000, 38, 150, 40, level, 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.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing')
|
|
self.freezing = True
|
|
self.killed = killed # amount of mobs that were killed
|
|
self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png')
|
|
self.current_frame = 0
|
|
self.animation_speed = 0.1
|
|
self.last_frame_update = pygame.time.get_ticks()
|
|
self.rect = pygame.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height())
|
|
self.is_attacking = False
|
|
|
|
def load_frames(self, walk_sprite_sheet, attack_sprite_sheet):
|
|
self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=66)
|
|
self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed
|
|
|
|
def load_animation_frames(self, sprite_sheet, frame_width, frame_height):
|
|
sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet))
|
|
animation_frames = []
|
|
if frame_width == 40:
|
|
frames_coordinates = [
|
|
(frame_width, 0),
|
|
(frame_width*2, 0),
|
|
(frame_width*3, 0),
|
|
(frame_width*4, 0),
|
|
(frame_width*5, 0),
|
|
(frame_width*6, 0),
|
|
(frame_width*7, 0),
|
|
(frame_width*8, 0),
|
|
]
|
|
else:
|
|
frames_coordinates = [
|
|
(frame_width, 0),
|
|
(frame_width*2, 0),
|
|
(frame_width*3, 0),
|
|
(frame_width*4, 0),
|
|
(frame_width*5, 0),
|
|
(frame_width*6, 0)
|
|
]
|
|
for x, y in frames_coordinates:
|
|
frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA)
|
|
frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height))
|
|
animation_frames.append(frame)
|
|
return animation_frames
|
|
|
|
|
|
def draw(self, screen):
|
|
if self.hidden:
|
|
return
|
|
current_time = pygame.time.get_ticks()
|
|
if self.is_attacking:
|
|
animation_frames = self.attack_frames
|
|
else:
|
|
animation_frames = self.walk_frames
|
|
|
|
if current_time - self.last_frame_update > self.animation_speed * 1000:
|
|
self.current_frame = (self.current_frame + 1) % len(animation_frames)
|
|
self.last_frame_update = current_time
|
|
current_frame_image = animation_frames[self.current_frame]
|
|
screen.blit(current_frame_image, (self.x, self.y))
|
|
|
|
self.rect.x, self.rect.y = self.x, self.y
|
|
self.health.draw(screen)
|
|
self.level.draw(screen)
|
|
self.book.draw(screen)
|
|
#pygame.draw.rect(screen, '#e900fa', self.rect, 2)
|
|
if self.thinks.hidden == False:
|
|
self.thinks.draw(screen, self.x + 20, self.y - 100)
|
|
|
|
def hurt(self, damage, objects):
|
|
hit_sound = mixer.Sound('audio/soundeffects/hitsound.mp3')
|
|
hit_sound.set_volume(0.5)
|
|
if not self.talking:
|
|
hit_sound.play()
|
|
self.health.hurt(damage)
|
|
|
|
def obstacle_interaction(self, objects):
|
|
portal_sound = mixer.Sound('audio/soundeffects/portalsound.mp3')
|
|
door_sound = mixer.Sound('audio/soundeffects/door.mp3')
|
|
if len(objects) <= 5:
|
|
objects.append([])
|
|
touches = pygame.sprite.spritecollideany(self, objects[4] + objects[5])
|
|
if touches is not None:
|
|
if touches.name == 'fireplace':
|
|
self.freezing = False
|
|
elif touches.name == 'portal' and self.level.level != 1:
|
|
portal_sound.play()
|
|
return 'play'
|
|
elif touches.name == 'house' and self.level.level != 1:
|
|
door_sound.play()
|
|
self.x = 500
|
|
self.y = 400
|
|
return 'house'
|
|
elif 'wall' in touches.name:
|
|
return 'wall'
|
|
elif isinstance(touches, Door):
|
|
if not touches.locked:
|
|
door_sound.play()
|
|
return f'door-{touches.target}'
|
|
else:
|
|
return True
|
|
|
|
def walk(self, keys, objects):
|
|
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
|
|
touches = pygame.sprite.spritecollideany(self, objects[4])
|
|
if touches is not None and not isinstance(touches, Weapons):
|
|
if isinstance(touches, Obstacle):
|
|
if not touches.collision:
|
|
# print(touches.name)
|
|
return
|
|
if touches.type == 'wall':
|
|
if touches.name == 'wall_l':
|
|
self.x += (2 + (self.x - touches.rect.x))
|
|
elif touches.name == 'wall_r':
|
|
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
|
|
if touches.name == 'wall_t':
|
|
self.y += (2 + (self.y - touches.rect.y))
|
|
elif touches.name == 'wall_b':
|
|
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
|
return
|
|
|
|
|
|
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
|
|
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.7))
|
|
#if self.y <= touches.y: pass
|
|
#elif self.y > touches.y: pass
|
|
#self.x -= moveto[0] * 2 / fps
|
|
#self.y -= moveto[1] * 2 / fps
|
|
|
|
"""
|
|
if self.x <= 32:
|
|
self.x = 33
|
|
elif self.x >= objects[3][0].width - 32:
|
|
self.x = objects[3][0].width - 32 - self.rect.width + 1
|
|
if self.y <= 32:
|
|
self.y = 33
|
|
elif self.y >= objects[3][0].height - 32:
|
|
self.y = objects[3][0].height - 32 - self.rect.height + 1
|
|
"""
|
|
|
|
def attack(self, obj, mouse):
|
|
fireball_sound = mixer.Sound('audio/soundeffects/firebalhitl.mp3')
|
|
wind_sound = mixer.Sound('audio/soundeffects/wind.mp3')
|
|
oldmanattack_sound = mixer.Sound('audio/soundeffects/oldmanattack.mp3')
|
|
fireball_sound.set_volume(0.2)
|
|
wind_sound.set_volume(0.2)
|
|
oldmanattack_sound.set_volume(0.2)
|
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
|
moveto = mouse - vec(self.x, self.y)
|
|
if self.book.current_sp == 'fireball':
|
|
fireball_sound.play()
|
|
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
|
elif self.book.current_sp == 'windslash':
|
|
wind_sound.play()
|
|
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
|
|
else:
|
|
oldmanattack_sound.play()
|
|
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
|
|
obj[3].append(weapon)
|
|
self.lastAttack = pygame.time.get_ticks()
|
|
if not self.is_attacking:
|
|
self.current_frame = 0
|
|
self.is_attacking = True
|
|
|
|
def update(self, keys, mouse, objects):
|
|
if not self.talking:
|
|
is_moving = False
|
|
if keys[pygame.K_w] or keys[pygame.K_UP] or keys[pygame.K_a] or keys[pygame.K_LEFT] or keys[pygame.K_s] or keys[pygame.K_DOWN] or keys[pygame.K_d] or keys[pygame.K_RIGHT]:
|
|
is_moving = True
|
|
if is_moving:
|
|
self.walk(keys, objects)
|
|
self.is_attacking = False
|
|
else:
|
|
current_time = pygame.time.get_ticks()
|
|
if current_time - self.last_frame_update > self.animation_speed * 1000:
|
|
self.current_frame = (self.current_frame + 1) % len(self.walk_frames)
|
|
self.last_frame_update = current_time
|
|
if not self.is_attacking:
|
|
self.current_frame = 0
|
|
if pygame.mouse.get_pressed()[0]:
|
|
self.attack(objects, vec(mouse))
|
|
if self.is_attacking:
|
|
if self.current_frame == len(self.attack_frames) - 1:
|
|
self.is_attacking = False
|
|
self.current_frame = 0
|
|
self.thinks.update(objects, self)
|
|
if self.health.health <= 0:
|
|
return 'village'
|
|
else:
|
|
return self.obstacle_interaction(objects)
|
|
|
|
class Hearts():
|
|
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
|
self.x = x
|
|
self.y = y
|
|
self.health = health
|
|
self.lastHurt = pygame.time.get_ticks()
|
|
self.hurtCooldown = hurtCooldown
|
|
self.hidden = False
|
|
self.sprite=[]
|
|
for parts in sprite:
|
|
with open(f'art/images/main_attributes/{parts}') as i:
|
|
self.sprite.append(pygame.image.load(i))
|
|
self.rect = []
|
|
for each in self.sprite:
|
|
self.rect.append(pygame.Rect(self.x, self.y, each.get_width(), each.get_height()))
|
|
|
|
def hurt(self,damage):
|
|
if self.lastHurt + self.hurtCooldown < pygame.time.get_ticks():
|
|
self.health -= damage
|
|
self.lastHurt = pygame.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 round(self.health) >= 4 + 4 * i:
|
|
sprite.append('fullheart.png')
|
|
elif round(self.health) == 3 + 4 * i:
|
|
sprite.append('dreiviertelheart.png')
|
|
elif round(self.health) >= 2 + 4 * i:
|
|
sprite.append('halfheart.png')
|
|
elif round(self.health) >= 1 + 4 * i:
|
|
sprite.append('viertelheart.png')
|
|
elif round(self.health) <= 4 * i:
|
|
sprite.append('noheart.png')
|
|
self.sprite = []
|
|
for parts in sprite:
|
|
with open(f'art/images/main_attributes/{parts}') as i:
|
|
self.sprite.append(pygame.image.load(i))
|
|
|
|
|
|
class Level(Label):
|
|
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
|
self.level = level
|
|
def draw(self, screen):
|
|
self.text = f'will to live: {self.level}%'
|
|
super().draw(screen)
|
|
|
|
class Thinks(Label):
|
|
def __init__(self, x, y, width, height, text, font='simple_round', font_size=12, font_color='#000000', sprite='thinks.png') -> None:
|
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
|
self.scene = 0
|
|
|
|
def draw(self, screen, x, y):
|
|
if self.hidden:
|
|
return
|
|
self.x = x
|
|
self.y = y
|
|
super().draw(screen)
|
|
|
|
def update(self, objects, main):
|
|
if not self.hidden:
|
|
if self.scene == 0 and not main.freezing:
|
|
self.scene = 1
|
|
self.hidden = True
|
|
elif self.scene == 1 and main.talking:
|
|
self.scene = 2
|
|
self.hidden = True
|
|
if self.scene == 1:
|
|
touches = pygame.sprite.spritecollideany(main, objects[2])
|
|
if touches is not None and isinstance(touches, NPC):
|
|
self.text = 'I should press "f"'
|
|
self.hidden = False
|
|
else:
|
|
self.hidden = False
|
|
self.text = 'the lady over there'
|
|
|
|
class Book():
|
|
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
|
with open(f'art/images/main_attributes/book.png') as i:
|
|
self.sprite = pygame.image.load(i)
|
|
self.sprite = pygame.transform.scale(self.sprite, (1280, 720))
|
|
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())
|
|
self.sp_list = spells
|
|
self.current_sp = current_spell
|
|
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
|
|
"You are a homeless person. One cold day","you went to the library to warm up yourself.",
|
|
"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
|
|
"But you can find a way out of here again."]
|
|
self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
|
|
"Click on a picture to choose your spell.",
|
|
"Talk to fairies to unlock new spells!"]
|
|
self.buttons=[]
|
|
self.buttons_y = 400
|
|
self.buttons_x = 800
|
|
|
|
|
|
def draw(self, screen):
|
|
if self.hidden:
|
|
return
|
|
self.rect.x, self.rect.y = self.x, self.y
|
|
screen.blit(self.sprite, self.rect)
|
|
text_left_y = 100
|
|
text_right_y = 100
|
|
for text in self.text_left:
|
|
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
|
label.draw(screen)
|
|
text_left_y += 50
|
|
for text in self.text_right:
|
|
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
|
label.draw(screen)
|
|
text_right_y += 50
|
|
for button in self.buttons:
|
|
button.update(screen)
|
|
|
|
def addspell(self, spell):
|
|
if spell not in self.sp_list:
|
|
self.sp_list.append(spell)
|
|
self.current_sp = spell
|
|
self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
|
self.buttons_y += 100
|
|
|
|
def update_spell(self, spell):
|
|
self.current_sp = spell
|
|
|
|
def update(self):
|
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pass
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class Mobs(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.drops = drops * (self.level / 2)
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def chase(self, obj):
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x = obj[0][0].x
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y = obj[0][0].y
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moveto = vec(x, y) - vec(self.x, self.y)
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if not (moveto).length() <= self.attack_range:
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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touches = pygame.sprite.spritecollideany(self, obj[4])
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if touches is not None and not isinstance(touches, Weapons):
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if isinstance(touches, Obstacle):
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if not touches.collision:
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return
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if touches.type == 'wall':
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if touches.name == 'wall_l':
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self.x += (2 + (self.x - touches.rect.x))
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elif touches.name == 'wall_r':
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self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
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if touches.name == 'wall_t':
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self.y += (2 + (self.y - touches.rect.y))
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elif touches.name == 'wall_b':
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
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else:
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self.attack(moveto, obj)
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def hurt(self, damage, objects):
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self.health -= damage
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if self.health <= 0:
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objects[0][0].killed.append(self.name)
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self.hidden = True
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objects[1].remove(self)
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def update(self, obj):
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self.chase(obj)
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class Skeleton(Mobs):
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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def attack(self, moveto, obj):
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arrow_sound = mixer.Sound('audio/soundeffects/arrowsound.mp3')
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arrow_sound.set_volume(0.3)
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if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
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arrow_sound.play()
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obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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self.lastAttack = pygame.time.get_ticks()
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class Zombie(Mobs):
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None:
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super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops)
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self.load_frames(f'art/images/{sprite_sheet}')
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self.current_frame = 0
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self.animation_speed = 250
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self.last_frame_update = pygame.time.get_ticks()
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self.hidden = False
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self.rect = pygame.Rect(x, y, 40, 64)
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def load_frames(self, sprite_sheet):
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sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet).convert_alpha())
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frame_width = 40
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frame_height = 64
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frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)]
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self.animation_frames = []
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for x, y in frames_coordinates:
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frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA)
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frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height))
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self.animation_frames.append(frame)
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def draw(self, screen):
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if self.hidden:
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return
|
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current_time = pygame.time.get_ticks()
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if current_time - self.last_frame_update > self.animation_speed:
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self.current_frame = (self.current_frame + 1) % len(self.animation_frames)
|
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self.last_frame_update = current_time
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current_frame_image = self.animation_frames[self.current_frame]
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screen.blit(current_frame_image, (self.x, self.y))
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self.rect.topleft = (self.x, self.y)
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#pygame.draw.rect(screen, '#ef0120', self.rect, 2)
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def attack(self, moveto, obj):
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zombieattack_sound = mixer.Sound('audio/soundeffects/zombieattack.mp3')
|
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zombieattack_sound.set_volume(0.3)
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if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
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zombieattack_sound.play()
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
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self.lastAttack = pygame.time.get_ticks()
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class Rat(Mobs):
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
|
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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|
|
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def attack(self, moveto, obj):
|
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if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
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self.lastAttack = pygame.time.get_ticks()
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|
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class Boss(Mobs):
|
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/reddy.png', drops=0) -> None:
|
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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|
|
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def attack(self, moveto, obj):
|
|
reddyattack_sound = mixer.Sound('audio/soundeffects/reddyattack.mp3')
|
|
reddyattack_sound.set_volume(0.8)
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if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
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reddyattack_sound.play()
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obj[3].append(RedBlob("blob", 50, self.x, self.y, moveto, self.damage))
|
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self.lastAttack = pygame.time.get_ticks()
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def hurt(self, damage, objects, ticks):
|
|
if ticks > 1000:
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damage /= 2
|
|
self.health -= damage
|
|
if self.health <= 0:
|
|
objects[0][0].killed.append(self.name)
|
|
self.hidden = True
|
|
objects[1].remove(self)
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|
|
|
|
|
class Weapons(Objects):
|
|
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
|
super().__init__(name, ms, sprite, x, y)
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|
self.moveto = moveto
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|
self.damage = damage
|
|
self.life_ticks= life_ticks
|
|
self.spawn_tick = pygame.time.get_ticks()
|
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pos = vec(1,0)
|
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angle = pos.angle_to(moveto)
|
|
|
|
self.sprite = pygame.transform.rotate(self.sprite, -angle)
|
|
|
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def die(self, objects, kills):
|
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touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1])
|
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if kills == Mobs:
|
|
if touches is not None and isinstance(touches, Boss):
|
|
touches.hurt(self.damage, objects, self.life_ticks)
|
|
self.hidden = True
|
|
if self in objects[3]:
|
|
objects[3].remove(self)
|
|
return
|
|
|
|
if touches is not None and isinstance(touches, kills):
|
|
touches.hurt(self.damage, objects)
|
|
self.hidden = True
|
|
if self in objects[3]:
|
|
objects[3].remove(self)
|
|
|
|
def move(self, objects):
|
|
self.moveto.scale_to_length(self.speed)
|
|
self.x += self.moveto[0] / fps
|
|
self.y += self.moveto[1] / fps
|
|
if pygame.time.get_ticks() - self.spawn_tick > self.life_ticks:
|
|
self.hidden = True
|
|
objects[3].remove(self)
|
|
|
|
class Spells(Weapons):
|
|
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
|
|
class Fireball(Spells):
|
|
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):
|
|
self.move(objects)
|
|
self.die(objects, Mobs)
|
|
|
|
class Windslash(Spells):
|
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
|
|
def update(self, objects):
|
|
self.move(objects)
|
|
self.die(objects, Mobs)
|
|
|
|
def move(self, objects):
|
|
super().move(objects)
|
|
self.moveto = self.moveto.rotate(5)
|
|
|
|
class RedBlob(Spells):
|
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/redblob.png', life_ticks=50000) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
|
|
|
|
def die(self, objects, kills):
|
|
touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1])
|
|
if touches is not None and isinstance(touches, kills):
|
|
touches.hurt(self.damage, objects)
|
|
|
|
def update(self, objects):
|
|
self.move(objects)
|
|
self.die(objects, MainCharacter)
|
|
|
|
|
|
class Arrow(Weapons):
|
|
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 Punch(Weapons):
|
|
def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
self.kills = kills
|
|
|
|
def update(self, objects):
|
|
self.move(objects)
|
|
self.die(objects, self.kills) |