forked from InfoProjekt/game
		
	Merge pull request 'room update and boss' (#83) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#83
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						08edd05403
					
				
					 12 changed files with 1149 additions and 1085 deletions
				
			
		
							
								
								
									
										
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							|  | @ -1,5 +1,6 @@ | ||||||
| import pygame | import pygame | ||||||
| import random | import random | ||||||
|  | # from viecher import Skeleton, Zombie | ||||||
| 
 | 
 | ||||||
| pygame.font.init() | pygame.font.init() | ||||||
| fonts = { | fonts = { | ||||||
|  | @ -196,15 +197,15 @@ class Scene(GameObjects): | ||||||
|         self.current_level = 0 |         self.current_level = 0 | ||||||
|         self.update() |         self.update() | ||||||
| 
 | 
 | ||||||
|     def update(self, change:bool=False, objects=None): |     def update(self, change:int=None, objects=None): | ||||||
|         if change: |         obj = self.level[self.current_level].update(change, objects) | ||||||
|             self.current_level += 1 |  | ||||||
|         self.level[self.current_level].update(objects) |  | ||||||
|         self.background = self.level[self.current_level].background |         self.background = self.level[self.current_level].background | ||||||
|         """if isinstance(self.objects, list): |         """if isinstance(self.objects, list): | ||||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2]: |             for obj in self.objects[0] + self.objects[1] + self.objects[2]: | ||||||
|                 obj.update()""" |                 obj.update()""" | ||||||
|          |          | ||||||
|  |         return obj | ||||||
|  |          | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         """if isinstance(self.objects, list): |         """if isinstance(self.objects, list): | ||||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: |             for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: | ||||||
|  | @ -218,21 +219,29 @@ class Scene(GameObjects): | ||||||
| class Stage(GameObjects): | class Stage(GameObjects): | ||||||
|     def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: |     def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: | ||||||
|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.WIDTH = WIDTH | ||||||
|  |         self.HEIGHT = HEIGHT | ||||||
|         self.stage = stage |         self.stage = stage | ||||||
|         self.rooms = rooms |         self.rooms = rooms | ||||||
|         self.current = 0 |         self.current = 0 | ||||||
|         self.sortRooms(WIDTH) |         self.sortRooms(WIDTH) | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.objectCreation(WIDTH, HEIGHT) | ||||||
|      |      | ||||||
|     def update(self, objects): |     def update(self, target, objects): | ||||||
|  |         if target is not None: | ||||||
|  |             self.current = int(target) | ||||||
|  |             for room in self.rooms: | ||||||
|  |                 if room.id == self.current: | ||||||
|  |                     obj = room.objectCreation(self.WIDTH, self.HEIGHT) | ||||||
|  |                     self.background = room.background | ||||||
|  |                     return obj | ||||||
|  |                  | ||||||
|         for room in self.rooms: |         for room in self.rooms: | ||||||
|             if room.id == self.current: |             if room.id == self.current: | ||||||
|                 room.update(objects) |                 room.update(objects) | ||||||
|                 self.background = room.background |                 self.background = room.background | ||||||
|         keys = pygame.key.get_pressed() |  | ||||||
|         if keys[pygame.K_RIGHT]: |  | ||||||
|             self.current += 1 |  | ||||||
|         if self.current >= len(self.rooms): |  | ||||||
|             return 1 |  | ||||||
|          |          | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         for room in self.rooms: |         for room in self.rooms: | ||||||
|  | @ -269,7 +278,6 @@ class Stage(GameObjects): | ||||||
|                             room.exits.append([rooms[i + 2].id, rooms[i + 2].type]) |                             room.exits.append([rooms[i + 2].id, rooms[i + 2].type]) | ||||||
|              |              | ||||||
|         for room in self.rooms: |         for room in self.rooms: | ||||||
|             print(str(room.id) + str(room.exits)) |  | ||||||
|             room.createDoors(WIDTH) |             room.createDoors(WIDTH) | ||||||
| 
 | 
 | ||||||
| class Room(GameObjects): | class Room(GameObjects): | ||||||
|  | @ -280,9 +288,9 @@ class Room(GameObjects): | ||||||
|         self.doors = [] |         self.doors = [] | ||||||
|         if self.type == 'normal' or self.type == 'boss': |         if self.type == 'normal' or self.type == 'boss': | ||||||
|             self.locked = True |             self.locked = True | ||||||
|  |             #self.objectCreation(WIDTH, HEIGHT) | ||||||
|         else: |         else: | ||||||
|             self.locked = False |             self.locked = False | ||||||
|         [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] |  | ||||||
|      |      | ||||||
|     def genWalls(self, WIDTH, HEIGHT): |     def genWalls(self, WIDTH, HEIGHT): | ||||||
|         walls = [] |         walls = [] | ||||||
|  | @ -295,7 +303,7 @@ class Room(GameObjects): | ||||||
|     def createDoors(self, WIDTH): |     def createDoors(self, WIDTH): | ||||||
|         if not self.type == 'boss': |         if not self.type == 'boss': | ||||||
|             if len(self.exits) == 1: |             if len(self.exits) == 1: | ||||||
|                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0])) |                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), self.exits[0][0])) | ||||||
|             elif len(self.exits) == 2: |             elif len(self.exits) == 2: | ||||||
|                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0])) |                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0])) | ||||||
|                 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])) |                 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])) | ||||||
|  | @ -304,11 +312,32 @@ class Room(GameObjects): | ||||||
|                 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])) |                 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])) | ||||||
|                 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])) |                 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])) | ||||||
| 
 | 
 | ||||||
|  |             self.objects.append(self.doors) | ||||||
|  | 
 | ||||||
|  |     def objectCreation(self, WIDTH, HEIGHT): | ||||||
|  |         if self.type != 'boss': | ||||||
|  |             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))] | ||||||
|  |             npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600), | ||||||
|  |                     NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)] | ||||||
|  |             rand = random.randint(0, 30) | ||||||
|  |             if rand <= 25 and rand >= 15: | ||||||
|  |                 self.objects[2] = [random.choice(npcs)]  | ||||||
|  |         else: | ||||||
|  |             self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)] | ||||||
|  |         self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)] | ||||||
|  |         return self.objects | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         if objects is not None: |         if objects is not None: | ||||||
|             self.objects = objects |             self.objects = objects | ||||||
|         if not self.objects[1]: |         if not self.objects[1]: | ||||||
|  |             if self.type == 'boss': | ||||||
|  |                 print('yeahhh, you killed the boss') | ||||||
|  |                 self.objects[0][0].level.level = 100 | ||||||
|             self.locked = False |             self.locked = False | ||||||
|  |             for door in self.doors: | ||||||
|  |                 door.update(False) | ||||||
|         return |         return | ||||||
|      |      | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|  | @ -339,13 +368,682 @@ class Obstacle(GameObjects): | ||||||
|             screen.blit(self.background, self.rect) |             screen.blit(self.background, self.rect) | ||||||
| 
 | 
 | ||||||
| class Door(GameObjects): | class Door(GameObjects): | ||||||
|     def __init__(self, name: str, _type: str, x: int, target:int, y: int=8, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None: |     def __init__(self, name: str, _type: str, x: int, target:int, y: int=16, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None: | ||||||
|         super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT) |         super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT) | ||||||
|         self.rect = pygame.Rect((x, y), self.background.get_size()) |         self.rect = pygame.Rect((x, y), self.background.get_size()) | ||||||
|         self.locked = islocked |         self.locked = islocked | ||||||
|  |         self.target = target | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         screen.blit(self.background, self.rect) |         screen.blit(self.background, self.rect) | ||||||
|      |      | ||||||
|     def update(self, islocked=True): |     def update(self, islocked=True): | ||||||
|         self.locked = islocked |         self.locked = islocked | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | #Viecher | ||||||
|  | vec = pygame.math.Vector2 | ||||||
|  | fps = 60 | ||||||
|  | 
 | ||||||
|  | class Objects(): | ||||||
|  |     def __init__(self, name, ms, sprite, x, y) -> None: | ||||||
|  |         self.name = name | ||||||
|  |         self.speed = ms | ||||||
|  |         with open(f'art/images/{sprite}') as i: | ||||||
|  |             self.sprite = pygame.transform.scale2x(pygame.image.load(i))  | ||||||
|  |         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()) | ||||||
|  |      | ||||||
|  |     def draw(self, screen): | ||||||
|  |         if self.hidden: | ||||||
|  |             return | ||||||
|  |         self.rect.x, self.rect.y = self.x, self.y | ||||||
|  |         screen.blit(self.sprite, self.rect) | ||||||
|  |         #pygame.draw.rect(screen, '#ef0120', self.rect,  2) | ||||||
|  | 
 | ||||||
|  | class NPC(Objects): | ||||||
|  |     def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y) | ||||||
|  |         self.talking = False | ||||||
|  |         self.hidden = False | ||||||
|  |         self.conversation = Convo(self, convo_scene) | ||||||
|  |         self.lastUpdate = pygame.time.get_ticks() | ||||||
|  |      | ||||||
|  |     def talk(self, objects): | ||||||
|  |         self.talking = True | ||||||
|  |         objects[0][0].talking = True | ||||||
|  |      | ||||||
|  |     def draw(self, screen): | ||||||
|  |         super().draw(screen) | ||||||
|  |         if self.talking: | ||||||
|  |             self.conversation.draw(screen) | ||||||
|  |      | ||||||
|  |     def update(self, keys, objects): | ||||||
|  |         if self.name == 'oldlady': | ||||||
|  |             if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]: | ||||||
|  |                 self.conversation.convo_scene = 1 | ||||||
|  |         if self.lastUpdate + 200 < pygame.time.get_ticks(): | ||||||
|  |             if self.talking: | ||||||
|  |                 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): | ||||||
|  |         if not self.talking: | ||||||
|  |             self.health.hurt(damage) | ||||||
|  |      | ||||||
|  |     def obstacle_interaction(self, objects): | ||||||
|  |         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: | ||||||
|  |                 return 'play' | ||||||
|  |             elif touches.name == 'house' and self.level.level != 1: | ||||||
|  |                 self.x = 500 | ||||||
|  |                 self.y = 400 | ||||||
|  |                 return 'house' | ||||||
|  |             elif 'wall' in touches.name: | ||||||
|  |                 return 'wall' | ||||||
|  |             elif isinstance(touches, Door): | ||||||
|  |                 if not touches.locked: | ||||||
|  |                     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): | ||||||
|  |         if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): | ||||||
|  |             moveto = mouse - vec(self.x, self.y) | ||||||
|  |             if self.book.current_sp == 'fireball': | ||||||
|  |                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) | ||||||
|  |             elif self.book.current_sp == 'windslash': | ||||||
|  |                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10) | ||||||
|  |             else: | ||||||
|  |                 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', font_size=15, 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): | ||||||
|  |         pass | ||||||
|  | 
 | ||||||
|  | class Mobs(Fighter): | ||||||
|  |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|  |         self.drops = drops * (self.level / 2) | ||||||
|  |      | ||||||
|  |     def chase(self, obj): | ||||||
|  |         x = obj[0][0].x | ||||||
|  |         y = obj[0][0].y | ||||||
|  |         moveto = vec(x, y) - vec(self.x, self.y) | ||||||
|  |         if not (moveto).length() <= self.attack_range: | ||||||
|  |             moveto.scale_to_length(self.speed) | ||||||
|  |             self.x += moveto[0] / fps | ||||||
|  |             self.y += moveto[1] / fps | ||||||
|  |             touches = pygame.sprite.spritecollideany(self, obj[4]) | ||||||
|  |             if touches is not None and not isinstance(touches, Weapons): | ||||||
|  |                 if isinstance(touches, Obstacle): | ||||||
|  |                     if not touches.collision: | ||||||
|  |                         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)) | ||||||
|  | 
 | ||||||
|  |                     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 * 0.66)) | ||||||
|  |         else: | ||||||
|  |             self.attack(moveto, obj) | ||||||
|  |      | ||||||
|  |      | ||||||
|  |     def hurt(self, damage, objects): | ||||||
|  |         self.health -= damage | ||||||
|  |         if self.health <= 0: | ||||||
|  |             objects[0][0].killed.append(self.name) | ||||||
|  |             self.hidden = True | ||||||
|  |             objects[1].remove(self) | ||||||
|  |      | ||||||
|  |      | ||||||
|  |     def update(self, obj): | ||||||
|  |         self.chase(obj) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Skeleton(Mobs): | ||||||
|  |     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||||
|  |      | ||||||
|  |     def attack(self, moveto, obj): | ||||||
|  |         if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): | ||||||
|  |             obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) | ||||||
|  |             self.lastAttack = pygame.time.get_ticks() | ||||||
|  |      | ||||||
|  | 
 | ||||||
|  | class Zombie(Mobs): | ||||||
|  |     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: | ||||||
|  |         super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) | ||||||
|  |         self.load_frames(f'art/images/{sprite_sheet}')  | ||||||
|  |         self.current_frame = 0 | ||||||
|  |         self.animation_speed = 250  | ||||||
|  |         self.last_frame_update = pygame.time.get_ticks() | ||||||
|  |         self.hidden = False | ||||||
|  |         self.rect = pygame.Rect(x, y, 40, 64) | ||||||
|  | 
 | ||||||
|  |     def load_frames(self, sprite_sheet): | ||||||
|  |         sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet).convert_alpha()) | ||||||
|  |         frame_width = 40   | ||||||
|  |         frame_height = 64 | ||||||
|  |         frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] | ||||||
|  |         self.animation_frames = [] | ||||||
|  |         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)) | ||||||
|  |             self.animation_frames.append(frame) | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         if self.hidden: | ||||||
|  |             return | ||||||
|  |         current_time = pygame.time.get_ticks() | ||||||
|  |         if current_time - self.last_frame_update > self.animation_speed: | ||||||
|  |             self.current_frame = (self.current_frame + 1) % len(self.animation_frames) | ||||||
|  |             self.last_frame_update = current_time | ||||||
|  |          | ||||||
|  |         current_frame_image = self.animation_frames[self.current_frame] | ||||||
|  |         screen.blit(current_frame_image, (self.x, self.y)) | ||||||
|  | 
 | ||||||
|  |         self.rect.topleft = (self.x, self.y) | ||||||
|  |         #pygame.draw.rect(screen, '#ef0120', self.rect, 2) | ||||||
|  |      | ||||||
|  |      | ||||||
|  |     def attack(self, moveto, obj): | ||||||
|  |         if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): | ||||||
|  |             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) | ||||||
|  |             self.lastAttack = pygame.time.get_ticks() | ||||||
|  | 
 | ||||||
|  | class Rat(Mobs): | ||||||
|  |     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||||
|  |      | ||||||
|  |     def attack(self, moveto, obj): | ||||||
|  |         if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): | ||||||
|  |             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) | ||||||
|  |             self.lastAttack = pygame.time.get_ticks() | ||||||
|  | 
 | ||||||
|  | class Boss(Mobs): | ||||||
|  |     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/reddy.png', drops=0) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||||
|  | 
 | ||||||
|  |     def attack(self, moveto, obj): | ||||||
|  |         if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): | ||||||
|  |             obj[3].append(RedBlob("blob", 50,  self.x, self.y, moveto, self.damage)) | ||||||
|  |             self.lastAttack = pygame.time.get_ticks() | ||||||
|  | 
 | ||||||
|  |     def hurt(self, damage, objects, ticks): | ||||||
|  |         if ticks > 1000: | ||||||
|  |             damage /= 2 | ||||||
|  |         self.health -= damage | ||||||
|  |         if self.health <= 0: | ||||||
|  |             objects[0][0].killed.append(self.name) | ||||||
|  |             self.hidden = True | ||||||
|  |             objects[1].remove(self)         | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Weapons(Objects): | ||||||
|  |     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y) | ||||||
|  |         self.moveto = moveto | ||||||
|  |         self.damage = damage | ||||||
|  |         self.life_ticks= life_ticks | ||||||
|  |         self.spawn_tick = pygame.time.get_ticks() | ||||||
|  |         pos = vec(1,0) | ||||||
|  |         angle = pos.angle_to(moveto) | ||||||
|  |          | ||||||
|  |         self.sprite = pygame.transform.rotate(self.sprite, -angle) | ||||||
|  |      | ||||||
|  |     def die(self, objects, kills): | ||||||
|  |         touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1]) | ||||||
|  |         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) | ||||||
|  |  | ||||||
							
								
								
									
										850
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										850
									
								
								main.py
									
										
									
									
									
								
							|  | @ -1,414 +1,436 @@ | ||||||
| import pygame | import pygame | ||||||
| import sys | import sys | ||||||
| import json | import json | ||||||
| import time | import time | ||||||
| import random | import random | ||||||
| from classes import * | from classes import * | ||||||
| from viecher import * | # from viecher import * | ||||||
| from pygame import mixer | from pygame import mixer | ||||||
| fps = 60 | fps = 60 | ||||||
| 
 | 
 | ||||||
| def setUp(config): | def setUp(config): | ||||||
|     pygame.init() |     pygame.init() | ||||||
|     mixer.music.load('audio/music/thebritons(1.1).mp3') |     mixer.music.load('audio/music/thebritons(1.1).mp3') | ||||||
|     mixer.music.play(-1) |     mixer.music.play(-1) | ||||||
|     if config["fullscreen"]: |     if config["fullscreen"]: | ||||||
|         screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) |         screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) | ||||||
|     else: |     else: | ||||||
|         screen = pygame.display.set_mode(config["res"]) |         screen = pygame.display.set_mode(config["res"]) | ||||||
|     clock = pygame.time.Clock() |     clock = pygame.time.Clock() | ||||||
|     pygame.display.set_caption('Between The Pages') |     pygame.display.set_caption('Between The Pages') | ||||||
|     with open('art/images/icon.png', 'r') as i: |     with open('art/images/icon.png', 'r') as i: | ||||||
|         pygame.display.set_icon(pygame.image.load(i)) |         pygame.display.set_icon(pygame.image.load(i)) | ||||||
|     return screen, clock, True, True, "startscreen.png", [] |     return screen, clock, True, False, "startscreen.png", [] | ||||||
| 
 | 
 | ||||||
| def readConfig(): | def readConfig(): | ||||||
|     with open('config.json', 'r') as c: |     with open('config.json', 'r') as c: | ||||||
|         json_data = c.read() |         json_data = c.read() | ||||||
|     return json.loads(json_data) |     return json.loads(json_data) | ||||||
| 
 | 
 | ||||||
| def quitGame(): | def quitGame(): | ||||||
|     #save progress somehow, if needed |     #save progress somehow, if needed | ||||||
|     pygame.quit() |     pygame.quit() | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
| def genRooms(WIDTH, HEIGHT, type:str, objects:list): | def genRooms(WIDTH, HEIGHT, type:str, objects:list): | ||||||
|     room_objects = [] |     room_objects = [] | ||||||
|     #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] |     #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] | ||||||
|     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))) |     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))) | ||||||
|     room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] |     room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] | ||||||
|     rooms = [ |     rooms = [ | ||||||
|         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) |         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) | ||||||
|         for j in range(random.randint(5, 10)) |         for j in range(random.randint(1, 1)) | ||||||
|     ] |     ] | ||||||
|     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)) |     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)) | ||||||
|     #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) |     #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)] | ||||||
|      |     #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) | ||||||
|     return rooms |      | ||||||
|          |     return rooms | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): |          | ||||||
|     main = [herbert] | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     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))] |     main = [herbert] | ||||||
|     weapons = [] |     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))] | ||||||
|     others = [] |     weapons = [] | ||||||
|     npcs = [] |     others = [] | ||||||
|     objects = [main, mobs, npcs, weapons, others] |     npcs = [] | ||||||
|     level = [] |     objects = [main, mobs, npcs, weapons, others] | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |     level = [] | ||||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) |     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) | ||||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|     freeze = False #Gameplay is freezed in certain situations |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
| 
 |     freeze = False #Gameplay is freezed in certain situations | ||||||
|     while running: |     tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') | ||||||
|         screen.fill('#000000') |     tbc_tick = 0 | ||||||
|         events = pygame.event.get() |     objects = scene.getObjects()     | ||||||
|         for event in events: | 
 | ||||||
|             if event.type == pygame.QUIT: |     while running: | ||||||
|                 quitGame() |         screen.fill('#000000') | ||||||
|             elif event.type == pygame.KEYDOWN: |         events = pygame.event.get() | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed |         for event in events: | ||||||
|                     freeze = not freeze |             if event.type == pygame.QUIT: | ||||||
|         # RENDER YOUR GAME HERE |                 quitGame() | ||||||
|         """with open(background, 'r') as i: |             elif event.type == pygame.KEYDOWN: | ||||||
|             bg = pygame.image.load(i) |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |                     freeze = not freeze | ||||||
|         # fill the screen with an image to clear the screen |         # RENDER YOUR GAME HERE | ||||||
|         screen.blit(bg, (0, 0)) |         """with open(background, 'r') as i: | ||||||
| """  |             bg = pygame.image.load(i) | ||||||
|         if not freeze: |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|             objects = scene.getObjects() |         # fill the screen with an image to clear the screen | ||||||
|             screen.blit(scene.background, (32, 32)) |         screen.blit(bg, (0, 0)) | ||||||
|          | """      | ||||||
|             for thing in objects[4]: |         if isblack: | ||||||
|                 thing.draw(screen) |             if tbc_tick == 0: | ||||||
| 
 |                 tbc_tick = pygame.time.get_ticks() | ||||||
|             for weapon in objects[3]: |             elif tbc_tick + 5000 <= pygame.time.get_ticks(): | ||||||
|                 weapon.update(objects) |                 quitGame() | ||||||
|                 weapon.draw(screen) |             tbc.draw(screen) | ||||||
|              | 
 | ||||||
|             for thing in objects[0]: |         elif not freeze: | ||||||
|                 thing.book.hidden = not freeze |             screen.blit(scene.background, (32, 32)) | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |             target = None | ||||||
|                 if result == 'village': |          | ||||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) |             for thing in objects[4]: | ||||||
|                 elif result == 'play': |                 thing.draw(screen) | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | 
 | ||||||
|                 else: |             for weapon in objects[3]: | ||||||
|                     thing.draw(screen) |                 weapon.update(objects) | ||||||
|          |                 weapon.draw(screen) | ||||||
|             for mob in objects[1]: |              | ||||||
|                 mob.update(objects) |             for thing in objects[0]: | ||||||
|                 mob.draw(screen) |                 thing.book.hidden = not freeze | ||||||
|              |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|             for npc in objects[2]: |                 if objects[0][0].level.level >= 100: | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |                     isblack = True | ||||||
|                 npc.draw(screen) |                 if isinstance(result, str): | ||||||
|              |                     if result == 'village': | ||||||
|             objects[0][0].book.addspell('windslash') |                         village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|             scene.update(False, objects) |                     elif result == 'play': | ||||||
|             scene.draw(screen) |                         play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 |                     elif 'door-' in result: | ||||||
|         else: |                         target = result.split('-')[1] | ||||||
|             objects[0][0].book.hidden = not freeze |                         objects[0][0].level.level += 25 | ||||||
|             objects[0][0].book.draw(screen) |                         objects = scene.update(target, objects) | ||||||
|             objects[0][0].book.update() |                         #play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|         # flip() the display to put your work on screen |                     else: | ||||||
|         pygame.display.flip() |                         thing.draw(screen) | ||||||
| 
 |                 else: | ||||||
|         clock.tick(fps)  # limits FPS to 60 |                     thing.draw(screen) | ||||||
| 
 |          | ||||||
| def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): |             for mob in objects[1]: | ||||||
|     main = [herbert] |                 mob.update(objects) | ||||||
|     mobs = [] |                 mob.draw(screen) | ||||||
|     weapons = [] |              | ||||||
|     others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), |             for npc in objects[2]: | ||||||
|               Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
|     npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] |                 npc.draw(screen) | ||||||
|     objects = [main, mobs, npcs, weapons, others] |              | ||||||
|     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) |             objects[0][0].book.addspell('windslash') | ||||||
|     freeze = True #Gameplay is freezed in certain situations |             objects[0][0].book.addspell('fireball') | ||||||
|     main[0].health.health = 20 |             scene.update(target, objects) | ||||||
| 
 |             scene.draw(screen) | ||||||
|     while running: | 
 | ||||||
|         screen.fill('#000000') |         else: | ||||||
|         events = pygame.event.get() |             objects[0][0].book.hidden = not freeze | ||||||
|         for event in events: |             objects[0][0].book.draw(screen) | ||||||
|             if event.type == pygame.QUIT: |             objects[0][0].book.update() | ||||||
|                 quitGame() |         # flip() the display to put your work on screen | ||||||
|             elif event.type == pygame.KEYDOWN: |         pygame.display.flip() | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed | 
 | ||||||
|                     freeze = not freeze |         clock.tick(fps)  # limits FPS to 60 | ||||||
|         # RENDER YOUR GAME HERE | 
 | ||||||
|         """with open(background, 'r') as i: | def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             bg = pygame.image.load(i) |     main = [herbert] | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |     mobs = [] | ||||||
|         # fill the screen with an image to clear the screen |     weapons = [] | ||||||
|         screen.blit(bg, (0, 0)) |     others = [  Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), | ||||||
| """  |                 Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] | ||||||
|         if not freeze: |     npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] | ||||||
|             objects = room.getObjects() |     objects = [main, mobs, npcs, weapons, others] | ||||||
|             screen.blit(room.background, (32, 32)) |     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) | ||||||
|          |     freeze = True #Gameplay is freezed in certain situations | ||||||
|             for thing in objects[4]: |     main[0].health.health = 20 | ||||||
|                 thing.draw(screen) | 
 | ||||||
| 
 |     while running: | ||||||
|             for weapon in objects[3]: |         screen.fill('#000000') | ||||||
|                 weapon.update(objects) |         events = pygame.event.get() | ||||||
|                 weapon.draw(screen) |         for event in events: | ||||||
| 
 |             if event.type == pygame.QUIT: | ||||||
|             for thing in objects[0]: |                 quitGame() | ||||||
|                 thing.book.hidden = not freeze |             elif event.type == pygame.KEYDOWN: | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|                 if result == 'village': |                     freeze = not freeze | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |         # RENDER YOUR GAME HERE | ||||||
|                 elif result == 'play': |         """with open(background, 'r') as i: | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |             bg = pygame.image.load(i) | ||||||
|                 elif result == 'house': |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|                     house(screen, clock, running, background, isblack, WIDTH, HEIGHT) |         # fill the screen with an image to clear the screen | ||||||
|                 else: |         screen.blit(bg, (0, 0)) | ||||||
|                     thing.draw(screen) | """  | ||||||
|          |         if not freeze: | ||||||
|             for mob in objects[1]: |             objects = room.getObjects() | ||||||
|                 mob.update(objects) |             screen.blit(room.background, (32, 32)) | ||||||
|                 mob.draw(screen) |          | ||||||
|              |             for thing in objects[4]: | ||||||
|             for npc in objects[2]: |                 thing.draw(screen) | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) | 
 | ||||||
|                 npc.draw(screen) |             for weapon in objects[3]: | ||||||
|              |                 weapon.update(objects) | ||||||
|             room.update(objects) |                 weapon.draw(screen) | ||||||
| 
 | 
 | ||||||
|         else: |             for thing in objects[0]: | ||||||
|             objects[0][0].book.hidden = not freeze |                 thing.book.hidden = not freeze | ||||||
|             objects[0][0].book.draw(screen) |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|             objects[0][0].book.update() |                 if result == 'village': | ||||||
|         # flip() the display to put your work on screen |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|         pygame.display.flip() |                 elif result == 'play': | ||||||
| 
 |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|         clock.tick(fps)  # limits FPS to  |                 elif result == 'house': | ||||||
| 
 |                     house(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): |                 else: | ||||||
|     main = [herbert] |                     thing.draw(screen) | ||||||
|     mobs = [] |          | ||||||
|     weapons = [] |             for mob in objects[1]: | ||||||
|     others = [] |                 mob.update(objects) | ||||||
|     npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)] |                 mob.draw(screen) | ||||||
|     objects = [main, mobs, npcs, weapons, others] |              | ||||||
|     room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) |             for npc in objects[2]: | ||||||
|     freeze = False #Gameplay is freezed in certain situations |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
| 
 |                 npc.draw(screen) | ||||||
|     while running: |              | ||||||
|         screen.fill('#000000') |             room.update(objects) | ||||||
|         events = pygame.event.get() | 
 | ||||||
|         for event in events: |         else: | ||||||
|             if event.type == pygame.QUIT: |             objects[0][0].book.hidden = not freeze | ||||||
|                 quitGame() |             objects[0][0].book.draw(screen) | ||||||
|             elif event.type == pygame.KEYDOWN: |             objects[0][0].book.update() | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed |         # flip() the display to put your work on screen | ||||||
|                     freeze = not freeze |         pygame.display.flip() | ||||||
|         # RENDER YOUR GAME HERE | 
 | ||||||
|         """with open(background, 'r') as i: |         clock.tick(fps)  # limits FPS to  | ||||||
|             bg = pygame.image.load(i) | 
 | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # fill the screen with an image to clear the screen |     main = [herbert] | ||||||
|         screen.blit(bg, (0, 0)) |     mobs = [] | ||||||
| """  |     weapons = [] | ||||||
|         if not freeze: |     others = [] | ||||||
|             objects = room.getObjects() |     npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] | ||||||
|             screen.blit(room.background, (32, 32)) |     objects = [main, mobs, npcs, weapons, others] | ||||||
|          |     room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) | ||||||
|             for thing in objects[4]: |     freeze = False #Gameplay is freezed in certain situations | ||||||
|                 thing.draw(screen) | 
 | ||||||
| 
 |     while running: | ||||||
|             # for weapon in objects[3]: |         screen.fill('#000000') | ||||||
|             #     weapon.update(objects) |         events = pygame.event.get() | ||||||
|             #     weapon.draw(screen) |         for event in events: | ||||||
| 
 |             if event.type == pygame.QUIT: | ||||||
|             for thing in objects[0]: |                 quitGame() | ||||||
|                 thing.book.hidden = not freeze |             elif event.type == pygame.KEYDOWN: | ||||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|                 if result == 'village': |                     freeze = not freeze | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |         # RENDER YOUR GAME HERE | ||||||
|                 elif result == 'play': |         """with open(background, 'r') as i: | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |             bg = pygame.image.load(i) | ||||||
|                 elif result == 'wall': |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) |         # fill the screen with an image to clear the screen | ||||||
|                 else: |         screen.blit(bg, (0, 0)) | ||||||
|                     thing.draw(screen) | """  | ||||||
|          |         if not freeze: | ||||||
|             for npc in objects[2]: |             objects = room.getObjects() | ||||||
|                 npc.update(pygame.key.get_pressed(), objects) |             screen.blit(room.background, (32, 32)) | ||||||
|                 npc.draw(screen) |          | ||||||
|              |             for thing in objects[4]: | ||||||
|             objects[0][0].book.addspell('windslash') |                 thing.draw(screen) | ||||||
|             room.update(objects) | 
 | ||||||
| 
 |             # for weapon in objects[3]: | ||||||
|         else: |             #     weapon.update(objects) | ||||||
|             objects[0][0].book.hidden = not freeze |             #     weapon.draw(screen) | ||||||
|             objects[0][0].book.draw(screen) | 
 | ||||||
|             objects[0][0].book.update() |             for thing in objects[0]: | ||||||
|         # flip() the display to put your work on screen |                 thing.book.hidden = not freeze | ||||||
|         pygame.display.flip() |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
| 
 |                 if result == 'village': | ||||||
|         clock.tick(fps)  # limits FPS to  |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 |                 elif result == 'play': | ||||||
| 
 |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 |                 elif result == 'wall': | ||||||
| def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): |                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     objects = [] |                 else: | ||||||
|     # List that is displayed while selecting the window resolution level  |                     thing.draw(screen) | ||||||
|     resolution = [("1920x1080", "1920x1080"),  |          | ||||||
|                   ("1920x1200", "1920x1200"),  |             for npc in objects[2]: | ||||||
|                   ("1280x720", "1280x720"),  |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
|                   ("2560x1440", "2560x1440"),  |                 npc.draw(screen) | ||||||
|                   ("3840x2160", "3840x2160")] |              | ||||||
|      |             objects[0][0].book.addspell('windslash') | ||||||
|     # This function displays the currently selected options  |             room.update(objects) | ||||||
| 
 | 
 | ||||||
|     def printSettings():  |         else: | ||||||
|         print("\n\n")  |             objects[0][0].book.hidden = not freeze | ||||||
|         # getting the data using "get_input_data" method of the Menu class  |             objects[0][0].book.draw(screen) | ||||||
|         settingsData = settings.get_input_data()  |             objects[0][0].book.update() | ||||||
| 
 |         # flip() the display to put your work on screen | ||||||
|         for key in settingsData.keys():  |         pygame.display.flip() | ||||||
|             print(f"{key}\t:\t{settingsData[key]}")  | 
 | ||||||
|      |         clock.tick(fps)  # limits FPS to  | ||||||
|     while running: | 
 | ||||||
|         for event in pygame.event.get(): | 
 | ||||||
|             if event.type == pygame.QUIT: | 
 | ||||||
|                 running = False  | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # RENDER YOUR GAME HERE |     objects = [] | ||||||
|         with open(background, 'r') as i: |     # List that is displayed while selecting the window resolution level  | ||||||
|             bg = pygame.image.load(i) |     resolution = [("1920x1080", "1920x1080"),  | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |                   ("1920x1200", "1920x1200"),  | ||||||
|         # fill the screen with an image to clear the screen |                   ("1280x720", "1280x720"),  | ||||||
|         screen.blit(bg, (0, 0)) |                   ("2560x1440", "2560x1440"),  | ||||||
|         for obj in objects: |                   ("3840x2160", "3840x2160")] | ||||||
|             obj.process(screen) |      | ||||||
| 
 |     # This function displays the currently selected options  | ||||||
|         # flip() the display to put your work on screen | 
 | ||||||
|         pygame.display.flip() |     def printSettings():  | ||||||
| 
 |         print("\n\n")  | ||||||
|         clock.tick(60)  # limits FPS to 60 |         # getting the data using "get_input_data" method of the Menu class  | ||||||
| 
 |         settingsData = settings.get_input_data()  | ||||||
| def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | 
 | ||||||
|     objects = [] |         for key in settingsData.keys():  | ||||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) |             print(f"{key}\t:\t{settingsData[key]}")  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) |      | ||||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) |     while running: | ||||||
|     while running: |         for event in pygame.event.get(): | ||||||
|         for event in pygame.event.get(): |             if event.type == pygame.QUIT: | ||||||
|             if event.type == pygame.QUIT: |                 running = False  | ||||||
|                 running = False |         # RENDER YOUR GAME HERE | ||||||
|                 quitGame() |         with open(background, 'r') as i: | ||||||
|         # RENDER YOUR GAME HERE |             bg = pygame.image.load(i) | ||||||
|         with open(f'art/images/background/{background}', 'r') as i: |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|             bg = pygame.image.load(i) |         # fill the screen with an image to clear the screen | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |         screen.blit(bg, (0, 0)) | ||||||
|         # fill the screen with an image to clear the screen |         for obj in objects: | ||||||
|         screen.blit(bg, (0, 0)) |             obj.process(screen) | ||||||
|         for obj in objects: | 
 | ||||||
|             obj.update(screen) |         # flip() the display to put your work on screen | ||||||
| 
 |         pygame.display.flip() | ||||||
|         # flip() the display to put your work on screen | 
 | ||||||
|         pygame.display.flip() |         clock.tick(60)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
|         clock.tick(60)  # limits FPS to 60 | def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 |     objects = [] | ||||||
| def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) | ||||||
|     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) | ||||||
|     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))] |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) | ||||||
|     others = [] |     while running: | ||||||
|     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] |         for event in pygame.event.get(): | ||||||
|     objects = [main, mobs, npcs, others] |             if event.type == pygame.QUIT: | ||||||
|     level = [] |                 running = False | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |                 quitGame() | ||||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) |         # RENDER YOUR GAME HERE | ||||||
|     freeze = False #Gameplay is freezed in certain situations |         with open(f'art/images/background/{background}', 'r') as i: | ||||||
|      |             bg = pygame.image.load(i) | ||||||
|     #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|     #    Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), |         # fill the screen with an image to clear the screen | ||||||
|     #    Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), |         screen.blit(bg, (0, 0)) | ||||||
|     #    Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), |         for obj in objects: | ||||||
|     #        ])) |             obj.update(screen) | ||||||
|      | 
 | ||||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) |         # flip() the display to put your work on screen | ||||||
| 
 |         pygame.display.flip() | ||||||
|     # RENDER YOUR GAME HERE | 
 | ||||||
|     while True: |         clock.tick(60)  # limits FPS to 60 | ||||||
|         screen.fill('#000000') | 
 | ||||||
|         events = pygame.event.get() | def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         for event in events: |     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||||
|             if event.type == pygame.QUIT: |     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))] | ||||||
|                 running = False |     others = [] | ||||||
|                 quitGame() |     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] | ||||||
|             elif event.type == pygame.KEYDOWN: |     objects = [main, mobs, npcs, others] | ||||||
|                 if event.key == pygame.K_e: #when book is open gameplay is freezed |     level = [] | ||||||
|                     freeze = not freeze |     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) | ||||||
|                  |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|             if not freeze: |     freeze = False #Gameplay is freezed in certain situations | ||||||
|                 objects = scene.getObjects() |      | ||||||
|                 for thing in objects[0]: |     #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ | ||||||
|                     thing.book.hidden = not freeze |     #    Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), | ||||||
|                     if not thing.update(pygame.key.get_pressed(), objects): |     #    Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), | ||||||
|                         menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     #    Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), | ||||||
|                     thing.draw(screen) |     #        ])) | ||||||
|              |      | ||||||
|                 for mob in objects[1]: |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
|                     mob.update(objects) | 
 | ||||||
|                     mob.draw(screen) |     # RENDER YOUR GAME HERE | ||||||
|                  |     while True: | ||||||
|                 for npc in objects[2]: |         screen.fill('#000000') | ||||||
|                     npc.update(pygame.key.get_pressed(), objects) |         events = pygame.event.get() | ||||||
|                     npc.draw(screen) |         for event in events: | ||||||
|                  |             if event.type == pygame.QUIT: | ||||||
|                 for thing in objects[3]: |                 running = False | ||||||
|                     thing.update(objects) |                 quitGame() | ||||||
|                     thing.draw(screen) |             elif event.type == pygame.KEYDOWN: | ||||||
| 
 |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|             else: |                     freeze = not freeze | ||||||
|                 objects[0][0].book.hidden = not freeze |                  | ||||||
|                 objects[0][0].book.draw(screen) |             if not freeze: | ||||||
|                 objects[0][0].book.update() |                 objects = scene.getObjects() | ||||||
|         # flip() the display to put your work on screen |                 for thing in objects[0]: | ||||||
|         pygame.display.flip() |                     thing.book.hidden = not freeze | ||||||
| 
 |                     if not thing.update(pygame.key.get_pressed(), objects): | ||||||
|         clock.tick(60)  # limits FPS to 60 |                         menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 |                     thing.draw(screen) | ||||||
| def main(): |              | ||||||
|     config = readConfig() |                 for mob in objects[1]: | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |                     mob.update(objects) | ||||||
|     WIDTH, HEIGHT = screen.get_size() |                     mob.draw(screen) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) |                  | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) |                 for npc in objects[2]: | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) |                     npc.update(pygame.key.get_pressed(), objects) | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                     npc.draw(screen) | ||||||
|     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                  | ||||||
|      |                 for thing in objects[3]: | ||||||
|     """while running: |                     thing.update(objects) | ||||||
|         for event in pygame.event.get(): |                     thing.draw(screen) | ||||||
|             if event.type == pygame.QUIT: | 
 | ||||||
|                 running = False  |             else: | ||||||
|         #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                 objects[0][0].book.hidden = not freeze | ||||||
|         if not isblack: |                 objects[0][0].book.draw(screen) | ||||||
|             with open(background, 'r') as i: |                 objects[0][0].book.update() | ||||||
|                 bg = pygame.image.load(i) |         # flip() the display to put your work on screen | ||||||
|                 bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |         pygame.display.flip() | ||||||
|             # fill the screen with a color to wipe away anything from last frame | 
 | ||||||
|             screen.blit(bg, (0, 0)) |         clock.tick(60)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
|         # RENDER YOUR GAME HERE | def main(): | ||||||
| 
 |     config = readConfig() | ||||||
|         else: |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|             for obj in objects: |     WIDTH, HEIGHT = screen.get_size() | ||||||
|                 obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) | ||||||
|         # flip() the display to put your work on screen |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) | ||||||
|         pygame.display.flip() |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) | ||||||
| 
 |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|         clock.tick(60)  # limits FPS to 60""" |     #test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 |      | ||||||
|     pygame.quit() |     """while running: | ||||||
| 
 |         for event in pygame.event.get(): | ||||||
| if __name__ == '__main__': |             if event.type == pygame.QUIT: | ||||||
|     herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) |                 running = False  | ||||||
|     main() |         #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |         if not isblack: | ||||||
|  |             with open(background, 'r') as i: | ||||||
|  |                 bg = pygame.image.load(i) | ||||||
|  |                 bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |             # fill the screen with a color to wipe away anything from last frame | ||||||
|  |             screen.blit(bg, (0, 0)) | ||||||
|  | 
 | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  | 
 | ||||||
|  |         else: | ||||||
|  |             for obj in objects: | ||||||
|  |                 obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60""" | ||||||
|  | 
 | ||||||
|  |     pygame.quit() | ||||||
|  | 
 | ||||||
|  | if __name__ == '__main__': | ||||||
|  |     herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) | ||||||
|  |     main() | ||||||
|  |  | ||||||
							
								
								
									
										656
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										656
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,656 +0,0 @@ | ||||||
| import pygame as pg |  | ||||||
| from classes import * |  | ||||||
| from main import * |  | ||||||
| import random |  | ||||||
| 
 |  | ||||||
| vec = pg.math.Vector2 |  | ||||||
| fps = 60 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| pg.font.init() |  | ||||||
| fonts = { |  | ||||||
|     'medieval': 'medieval.ttf', |  | ||||||
|     'minecraft': 'Minecraft Evenings.otf', |  | ||||||
|     '3dpixel': '3D-Pixel.ttf', |  | ||||||
|     '8bit': '8bitlim.ttf', |  | ||||||
|     '8bito': '8blimro.ttf', |  | ||||||
|     'arcade': 'ARCADECLASSIC.ttf', |  | ||||||
|     'modern_game': 'astron boy video.otf', |  | ||||||
|     'modern': 'astron boy.otf', |  | ||||||
|     'wonder': 'Beyond Wonderland.ttf', |  | ||||||
|     'curved': 'Digitag.ttf', |  | ||||||
|     'simple': 'DisposableDroidBB.ttf', |  | ||||||
|     'rounded': 'dpcomic.ttf', |  | ||||||
|     'playfull': 'Endalian Script.ttf', |  | ||||||
|     'blocky': 'FREAKSOFNATURE.ttf', |  | ||||||
|     'catchy': 'Future TimeSplitters.otf', |  | ||||||
|     'simple_wide': 'Halo3.ttf', |  | ||||||
|     'simple_fat': 'INVASION2000.ttf', |  | ||||||
|     'very_gamy': 'ka1.ttf', |  | ||||||
|     'simple_round': 'Karma Suture.otf', |  | ||||||
|     'mono': 'manaspc.ttf', |  | ||||||
|     'damaged': 'Merchant Copy.ttf', |  | ||||||
|     'big_natural': 'MorialCitadel.TTF', |  | ||||||
|     'spacy': 'nasalization-rg.otf', |  | ||||||
|     'sci-fi': 'neuropol.otf', |  | ||||||
|     'hollow_big_edge': 'papercut.ttf', |  | ||||||
|     'space_shuttle': 'pdark.ttf', |  | ||||||
|     'thin': 'PixelFJVerdana12pt.ttf', |  | ||||||
|     'random': 'Seattle Avenue.ttf', |  | ||||||
|     'pixel': 'yoster.ttf' |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| class Objects(): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y) -> None: |  | ||||||
|         self.name = name |  | ||||||
|         self.speed = ms |  | ||||||
|         with open(f'art/images/{sprite}') as i: |  | ||||||
|             self.sprite = pg.transform.scale2x(pg.image.load(i))  |  | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.hidden = False |  | ||||||
|         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |  | ||||||
|      |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |  | ||||||
|         screen.blit(self.sprite, self.rect) |  | ||||||
|         pg.draw.rect(screen, '#ef0120', self.rect,  2) |  | ||||||
| 
 |  | ||||||
| class NPC(Objects): |  | ||||||
|     def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|         self.talking = False |  | ||||||
|         self.hidden = False |  | ||||||
|         self.conversation = Convo(self, convo_scene) |  | ||||||
|         self.lastUpdate = pg.time.get_ticks() |  | ||||||
|      |  | ||||||
|     def talk(self, objects): |  | ||||||
|         self.talking = True |  | ||||||
|         objects[0][0].talking = True |  | ||||||
|      |  | ||||||
|     def draw(self, screen): |  | ||||||
|         super().draw(screen) |  | ||||||
|         if self.talking: |  | ||||||
|             self.conversation.draw(screen) |  | ||||||
|      |  | ||||||
|     def update(self, keys, objects): |  | ||||||
|         if self.name == 'oldlady': |  | ||||||
|             if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]: |  | ||||||
|                 self.conversation.convo_scene=1 |  | ||||||
|         if self.lastUpdate + 200 < pg.time.get_ticks(): |  | ||||||
|             if self.talking: |  | ||||||
|                 self.conversation.update(keys, objects) |  | ||||||
|                 self.lastUpdate = pg.time.get_ticks() |  | ||||||
|             else: |  | ||||||
|                 touches = pg.sprite.spritecollideany(self, objects[0]) |  | ||||||
|                 if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter): |  | ||||||
|                     self.talk(objects)  |  | ||||||
|                     self.lastUpdate = pg.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!']] |  | ||||||
|         ] |  | ||||||
| 
 |  | ||||||
|     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[pg.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 = 5 |  | ||||||
|                         while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') |  | ||||||
|                 if 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 |  | ||||||
|                 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 = pg.time.get_ticks() |  | ||||||
|         self.lastAttack = pg.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 = pg.time.get_ticks() |  | ||||||
|         self.rect = pg.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=64) |  | ||||||
|         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 = pg.transform.scale2x(pg.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 = pg.Surface((frame_width, frame_height), pg.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 = pg.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) |  | ||||||
|         pg.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): |  | ||||||
|         if not self.talking: |  | ||||||
|             self.health.hurt(damage) |  | ||||||
|      |  | ||||||
|     def obstacle_interaction(self, objects): |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[4]) |  | ||||||
|         if touches is not None: |  | ||||||
|             if touches.name == 'fireplace': |  | ||||||
|                 self.freezing = False |  | ||||||
|             elif touches.name == 'portal' and self.level.level != 1: |  | ||||||
|                 return 'play' |  | ||||||
|             elif touches.name == 'house' and self.level.level != 1: |  | ||||||
|                 self.x = 500 |  | ||||||
|                 self.y = 400 |  | ||||||
|                 return 'house' |  | ||||||
|             elif 'wall' in touches.name: |  | ||||||
|                 return 'wall' |  | ||||||
|         else: |  | ||||||
|              return True |  | ||||||
|      |  | ||||||
|     def walk(self, keys, objects): |  | ||||||
|         moveto = vec(0, 0) |  | ||||||
|         if keys[pg.K_w] or keys[pg.K_UP]: |  | ||||||
|             moveto += vec(0, -1) |  | ||||||
|         if keys[pg.K_a] or keys[pg.K_LEFT]: |  | ||||||
|             moveto += vec(-1, 0) |  | ||||||
|         if keys[pg.K_s] or keys[pg.K_DOWN]: |  | ||||||
|             moveto += vec(0, 1) |  | ||||||
|         if keys[pg.K_d] or keys[pg.K_RIGHT]: |  | ||||||
|             moveto += vec(1, 0) |  | ||||||
|         if not moveto == vec(0, 0): |  | ||||||
|             moveto.scale_to_length(self.speed) |  | ||||||
| 
 |  | ||||||
|         self.x += moveto[0] / fps |  | ||||||
|         self.y += moveto[1] / fps  |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[2] + 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 |  | ||||||
|             elif isinstance(touches, NPC): |  | ||||||
|                 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 * 0.66)) |  | ||||||
|             #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): |  | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |  | ||||||
|             moveto = mouse - vec(self.x, self.y) |  | ||||||
|             if self.book.current_sp == 'fireball': |  | ||||||
|                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) |  | ||||||
|             elif self.book.current_sp == 'windslash': |  | ||||||
|                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10) |  | ||||||
|             else: |  | ||||||
|                 weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) |  | ||||||
|             obj[3].append(weapon) |  | ||||||
|             self.lastAttack = pg.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[pg.K_w] or keys[pg.K_UP] or keys[pg.K_a] or keys[pg.K_LEFT] or keys[pg.K_s] or keys[pg.K_DOWN] or keys[pg.K_d] or keys[pg.K_RIGHT]: |  | ||||||
|                 is_moving = True |  | ||||||
|             if is_moving: |  | ||||||
|                 self.walk(keys, objects) |  | ||||||
|                 self.is_attacking = False |  | ||||||
|             else: |  | ||||||
|                 current_time = pg.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 pg.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 = pg.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(pg.image.load(i)) |  | ||||||
|         self.rect = [] |  | ||||||
|         for each in self.sprite: |  | ||||||
|             self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) |  | ||||||
|          |  | ||||||
|     def hurt(self,damage): |  | ||||||
|         if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): |  | ||||||
|             self.health -= damage |  | ||||||
|             self.lastHurt = pg.time.get_ticks() |  | ||||||
|             self.update() |  | ||||||
| 
 |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         for i in range(0, 5): |  | ||||||
|             self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y |  | ||||||
|             screen.blit(self.sprite[i], self.rect[i]) |  | ||||||
|      |  | ||||||
|     def update(self): |  | ||||||
|         sprite = [] |  | ||||||
|         for i in range(0, 5): |  | ||||||
|             if self.health >= 4 + 4 * i: |  | ||||||
|                 sprite.append('fullheart.png') |  | ||||||
|             elif self.health == 3 + 4 * i: |  | ||||||
|                 sprite.append('dreiviertelheart.png') |  | ||||||
|             elif self.health >= 2 + 4 * i: |  | ||||||
|                 sprite.append('halfheart.png') |  | ||||||
|             elif self.health >= 1 + 4 * i: |  | ||||||
|                 sprite.append('viertelheart.png') |  | ||||||
|             elif self.health <= 4 * i: |  | ||||||
|                 sprite.append('noheart.png')   |  | ||||||
|         self.sprite = [] |  | ||||||
|         for parts in sprite: |  | ||||||
|             with open(f'art/images/main_attributes/{parts}') as i: |  | ||||||
|                 self.sprite.append(pg.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', font_size=15, 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 = pg.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 = pg.image.load(i) |  | ||||||
|             self.sprite = pg.transform.scale(self.sprite, (1280, 720)) |  | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.hidden = False |  | ||||||
|         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |  | ||||||
|         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): |  | ||||||
|         pass |  | ||||||
| 
 |  | ||||||
| class Mobs(Fighter): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |  | ||||||
|         self.drops = drops * (self.level / 2) |  | ||||||
|      |  | ||||||
|     def chase(self, obj): |  | ||||||
|         x = obj[0][0].x |  | ||||||
|         y = obj[0][0].y |  | ||||||
|         moveto = vec(x, y) - vec(self.x, self.y) |  | ||||||
|         if not (moveto).length() <= self.attack_range: |  | ||||||
|             moveto.scale_to_length(self.speed) |  | ||||||
|             self.x += moveto[0] / fps |  | ||||||
|             self.y += moveto[1] / fps |  | ||||||
|             touches = pg.sprite.spritecollideany(self, obj[4]) |  | ||||||
|             if touches is not None and not isinstance(touches, Weapons): |  | ||||||
|                 if isinstance(touches, Obstacle): |  | ||||||
|                     if not touches.collision: |  | ||||||
|                         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)) |  | ||||||
| 
 |  | ||||||
|                     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 * 0.66)) |  | ||||||
|         else: |  | ||||||
|             self.attack(moveto, obj) |  | ||||||
|      |  | ||||||
|      |  | ||||||
|     def hurt(self, damage, objects): |  | ||||||
|         self.health -= damage |  | ||||||
|         if self.health <= 0: |  | ||||||
|             objects[0][0].killed.append(self.name) |  | ||||||
|             self.hidden = True |  | ||||||
|             objects[1].remove(self) |  | ||||||
|      |  | ||||||
|      |  | ||||||
|     def update(self, obj): |  | ||||||
|         self.chase(obj) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Skeleton(Mobs): |  | ||||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) |  | ||||||
|      |  | ||||||
|     def attack(self, moveto, obj): |  | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |  | ||||||
|             obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) |  | ||||||
|             self.lastAttack = pg.time.get_ticks() |  | ||||||
|      |  | ||||||
| 
 |  | ||||||
| class Zombie(Mobs): |  | ||||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: |  | ||||||
|         super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) |  | ||||||
|         self.load_frames(f'art/images/{sprite_sheet}')  |  | ||||||
|         self.current_frame = 0 |  | ||||||
|         self.animation_speed = 250  |  | ||||||
|         self.last_frame_update = pg.time.get_ticks() |  | ||||||
|         self.hidden = False |  | ||||||
|         self.rect = pg.Rect(x, y, 40, 64) |  | ||||||
| 
 |  | ||||||
|     def load_frames(self, sprite_sheet): |  | ||||||
|         sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet).convert_alpha()) |  | ||||||
|         frame_width = 40   |  | ||||||
|         frame_height = 64 |  | ||||||
|         frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] |  | ||||||
|         self.animation_frames = [] |  | ||||||
|         for x, y in frames_coordinates: |  | ||||||
|             frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) |  | ||||||
|             frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) |  | ||||||
|             self.animation_frames.append(frame) |  | ||||||
| 
 |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         current_time = pg.time.get_ticks() |  | ||||||
|         if current_time - self.last_frame_update > self.animation_speed: |  | ||||||
|             self.current_frame = (self.current_frame + 1) % len(self.animation_frames) |  | ||||||
|             self.last_frame_update = current_time |  | ||||||
|          |  | ||||||
|         current_frame_image = self.animation_frames[self.current_frame] |  | ||||||
|         screen.blit(current_frame_image, (self.x, self.y)) |  | ||||||
| 
 |  | ||||||
|         self.rect.topleft = (self.x, self.y) |  | ||||||
|         pg.draw.rect(screen, '#ef0120', self.rect, 2) |  | ||||||
|      |  | ||||||
|      |  | ||||||
|     def attack(self, moveto, obj): |  | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |  | ||||||
|             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage)) |  | ||||||
|             self.lastAttack = pg.time.get_ticks() |  | ||||||
| 
 |  | ||||||
| class Rat(Mobs): |  | ||||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) |  | ||||||
|      |  | ||||||
|      |  | ||||||
|     def attack(self, moveto, obj): |  | ||||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): |  | ||||||
|             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) |  | ||||||
|             self.lastAttack = pg.time.get_ticks() |  | ||||||
| 
 |  | ||||||
| class Weapons(Objects): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|         self.moveto = moveto |  | ||||||
|         self.damage = damage |  | ||||||
|         self.life_ticks= life_ticks |  | ||||||
|         self.spawn_tick = pg.time.get_ticks() |  | ||||||
|         pos = vec(1,0) |  | ||||||
|         angle = pos.angle_to(moveto) |  | ||||||
|          |  | ||||||
|         self.sprite = pg.transform.rotate(self.sprite, -angle) |  | ||||||
|      |  | ||||||
|     def die(self, objects, kills): |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) |  | ||||||
|         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 pg.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 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) |  | ||||||
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		Reference in a new issue