108 lines
No EOL
3.3 KiB
Python
108 lines
No EOL
3.3 KiB
Python
import pygame
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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.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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class NPC(Objects):
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pass
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class Fighter(Objects):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.health = health
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self.damage = damage
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self.level = level
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self.attack_speed = asp
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self.attack_range = atr
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.attack_spell = weapon
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self.shield_spell = shield
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self.talking = False
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def update(self, keys):
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moveto=vec(0,0)
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if keys[pygame.K_w] or keys[pygame.K_UP]:
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moveto += vec(0,-1)
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if keys[pygame.K_a] or keys[pygame.K_LEFT]:
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moveto += vec(-1,0)
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if keys[pygame.K_s] or keys[pygame.K_DOWN]:
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moveto += vec(0,1)
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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moveto += vec(1,0)
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if not moveto == vec(0,0):
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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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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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class Skeleton(Mobs):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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self.canAttack=True
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def follow(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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else:
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self.attack(moveto,obj)
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def attack(self,moveto,obj):
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if self.canAttack==True:
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obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
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self.canAttack=False
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def cooldown(self):
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pass
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def update(self,obj):
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self.follow(obj)
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto) -> None:
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super().__init__(name, ms, sprite, x, y)
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
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super().__init__(name, ms, sprite, x, y, moveto)
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self.moveto = moveto
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def update(self,objects):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0]/fps
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self.y += self.moveto[1]/fps |