the boss is killable you get a tbc screen after killing the boss Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
436 lines
18 KiB
Python
436 lines
18 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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from pygame import mixer
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fps = 60
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def setUp(config):
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pygame.init()
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mixer.music.load('audio/music/thebritons(1.1).mp3')
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mixer.music.play(-1)
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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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pygame.display.set_caption('Between The Pages')
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with open('art/images/icon.png', 'r') as i:
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pygame.display.set_icon(pygame.image.load(i))
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return screen, clock, True, False, "startscreen.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, objects:list):
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room_objects = []
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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/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
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rooms = [
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Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j)
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for j in range(random.randint(1, 1))
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]
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rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88))
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#rooms = [Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)]
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#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 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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weapons = []
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others = []
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npcs = []
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objects = [main, mobs, npcs, weapons, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
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tbc_tick = 0
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objects = scene.getObjects()
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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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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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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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if isblack:
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if tbc_tick == 0:
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tbc_tick = pygame.time.get_ticks()
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elif tbc_tick + 5000 <= pygame.time.get_ticks():
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quitGame()
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tbc.draw(screen)
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elif not freeze:
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screen.blit(scene.background, (32, 32))
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target = None
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if objects[0][0].level.level >= 100:
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isblack = True
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if isinstance(result, str):
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if result == 'village':
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif 'door-' in result:
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target = result.split('-')[1]
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objects[0][0].level.level += 25
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objects = scene.update(target, objects)
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#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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else:
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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 npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('fireball')
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scene.update(target, objects)
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scene.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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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 village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
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Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
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npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
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freeze = True #Gameplay is freezed in certain situations
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main[0].health.health = 20
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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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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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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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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'house':
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house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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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 npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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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
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def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = []
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weapons = []
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others = []
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npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
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freeze = False #Gameplay is freezed in certain situations
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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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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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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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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for thing in objects[4]:
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thing.draw(screen)
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# for weapon in objects[3]:
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# weapon.update(objects)
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# weapon.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
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if result == 'village':
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'play':
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play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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elif result == 'wall':
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village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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else:
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thing.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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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
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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, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', '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/{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.update(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 test(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), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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freeze = False #Gameplay is freezed in certain situations
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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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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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running = False
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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if not freeze:
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objects = scene.getObjects()
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), objects):
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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 npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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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, 'textbox.png', 'medieval', 48, "Play", play))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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#test(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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herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
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main()
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