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 random | ||||
| # from viecher import Skeleton, Zombie | ||||
| 
 | ||||
| pygame.font.init() | ||||
| fonts = { | ||||
|  | @ -196,15 +197,15 @@ class Scene(GameObjects): | |||
|         self.current_level = 0 | ||||
|         self.update() | ||||
| 
 | ||||
|     def update(self, change:bool=False, objects=None): | ||||
|         if change: | ||||
|             self.current_level += 1 | ||||
|         self.level[self.current_level].update(objects) | ||||
|     def update(self, change:int=None, objects=None): | ||||
|         obj = self.level[self.current_level].update(change, objects) | ||||
|         self.background = self.level[self.current_level].background | ||||
|         """if isinstance(self.objects, list): | ||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2]: | ||||
|                 obj.update()""" | ||||
|          | ||||
|         return obj | ||||
|          | ||||
|     def draw(self, screen): | ||||
|         """if isinstance(self.objects, list): | ||||
|             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): | ||||
|     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) | ||||
|         self.WIDTH = WIDTH | ||||
|         self.HEIGHT = HEIGHT | ||||
|         self.stage = stage | ||||
|         self.rooms = rooms | ||||
|         self.current = 0 | ||||
|         self.sortRooms(WIDTH) | ||||
|         for room in self.rooms: | ||||
|             if room.id == self.current: | ||||
|                 room.objectCreation(WIDTH, HEIGHT) | ||||
|      | ||||
|     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 | ||||
|                  | ||||
|     def update(self, objects): | ||||
|         for room in self.rooms: | ||||
|             if room.id == self.current: | ||||
|                 room.update(objects) | ||||
|                 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): | ||||
|         for room in self.rooms: | ||||
|  | @ -269,7 +278,6 @@ class Stage(GameObjects): | |||
|                             room.exits.append([rooms[i + 2].id, rooms[i + 2].type]) | ||||
|              | ||||
|         for room in self.rooms: | ||||
|             print(str(room.id) + str(room.exits)) | ||||
|             room.createDoors(WIDTH) | ||||
| 
 | ||||
| class Room(GameObjects): | ||||
|  | @ -280,9 +288,9 @@ class Room(GameObjects): | |||
|         self.doors = [] | ||||
|         if self.type == 'normal' or self.type == 'boss': | ||||
|             self.locked = True | ||||
|             #self.objectCreation(WIDTH, HEIGHT) | ||||
|         else: | ||||
|             self.locked = False | ||||
|         [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] | ||||
|      | ||||
|     def genWalls(self, WIDTH, HEIGHT): | ||||
|         walls = [] | ||||
|  | @ -295,7 +303,7 @@ class Room(GameObjects): | |||
|     def createDoors(self, WIDTH): | ||||
|         if not self.type == 'boss': | ||||
|             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: | ||||
|                 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])) | ||||
|  | @ -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[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): | ||||
|         if objects is not None: | ||||
|             self.objects = objects | ||||
|         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 | ||||
|             for door in self.doors: | ||||
|                 door.update(False) | ||||
|         return | ||||
|      | ||||
|     def draw(self, screen): | ||||
|  | @ -339,13 +368,682 @@ class Obstacle(GameObjects): | |||
|             screen.blit(self.background, self.rect) | ||||
| 
 | ||||
| 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) | ||||
|         self.rect = pygame.Rect((x, y), self.background.get_size()) | ||||
|         self.locked = islocked | ||||
|         self.target = target | ||||
| 
 | ||||
|     def draw(self, screen): | ||||
|         screen.blit(self.background, self.rect) | ||||
|      | ||||
|     def update(self, islocked=True): | ||||
|         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) | ||||
|  |  | |||
							
								
								
									
										52
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										52
									
								
								main.py
									
										
									
									
									
								
							|  | @ -4,7 +4,7 @@ import json | |||
| import time | ||||
| import random | ||||
| from classes import * | ||||
| from viecher import * | ||||
| # from viecher import * | ||||
| from pygame import mixer | ||||
| fps = 60 | ||||
| 
 | ||||
|  | @ -20,7 +20,7 @@ def setUp(config): | |||
|     pygame.display.set_caption('Between The Pages') | ||||
|     with open('art/images/icon.png', 'r') as 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(): | ||||
|     with open('config.json', 'r') as c: | ||||
|  | @ -39,9 +39,10 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): | |||
|     room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] | ||||
|     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) | ||||
|         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 = [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 | ||||
|  | @ -58,6 +59,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||
|     freeze = False #Gameplay is freezed in certain situations | ||||
|     tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') | ||||
|     tbc_tick = 0 | ||||
|     objects = scene.getObjects()     | ||||
| 
 | ||||
|     while running: | ||||
|         screen.fill('#000000') | ||||
|  | @ -75,9 +79,16 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         # fill the screen with an image to clear the screen | ||||
|         screen.blit(bg, (0, 0)) | ||||
| """      | ||||
|         if not freeze: | ||||
|             objects = scene.getObjects() | ||||
|         if isblack: | ||||
|             if tbc_tick == 0: | ||||
|                 tbc_tick = pygame.time.get_ticks() | ||||
|             elif tbc_tick + 5000 <= pygame.time.get_ticks(): | ||||
|                 quitGame() | ||||
|             tbc.draw(screen) | ||||
| 
 | ||||
|         elif not freeze: | ||||
|             screen.blit(scene.background, (32, 32)) | ||||
|             target = None | ||||
|          | ||||
|             for thing in objects[4]: | ||||
|                 thing.draw(screen) | ||||
|  | @ -89,10 +100,20 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|             for thing in objects[0]: | ||||
|                 thing.book.hidden = not freeze | ||||
|                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||
|                 if result == 'village': | ||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                 elif result == 'play': | ||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                 if objects[0][0].level.level >= 100: | ||||
|                     isblack = True | ||||
|                 if isinstance(result, str): | ||||
|                     if result == 'village': | ||||
|                         village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                     elif result == 'play': | ||||
|                         play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                     elif 'door-' in result: | ||||
|                         target = result.split('-')[1] | ||||
|                         objects[0][0].level.level += 25 | ||||
|                         objects = scene.update(target, objects) | ||||
|                         #play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                     else: | ||||
|                         thing.draw(screen) | ||||
|                 else: | ||||
|                     thing.draw(screen) | ||||
|          | ||||
|  | @ -105,7 +126,8 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                 npc.draw(screen) | ||||
|              | ||||
|             objects[0][0].book.addspell('windslash') | ||||
|             scene.update(False, objects) | ||||
|             objects[0][0].book.addspell('fireball') | ||||
|             scene.update(target, objects) | ||||
|             scene.draw(screen) | ||||
| 
 | ||||
|         else: | ||||
|  | @ -121,8 +143,8 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     main = [herbert] | ||||
|     mobs = [] | ||||
|     weapons = [] | ||||
|     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)] | ||||
|     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)] | ||||
|     npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] | ||||
|     objects = [main, mobs, npcs, weapons, others] | ||||
|     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) | ||||
|  | @ -192,7 +214,7 @@ def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     mobs = [] | ||||
|     weapons = [] | ||||
|     others = [] | ||||
|     npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)] | ||||
|     npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] | ||||
|     objects = [main, mobs, npcs, weapons, others] | ||||
|     room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0) | ||||
|     freeze = False #Gameplay is freezed in certain situations | ||||
|  | @ -293,7 +315,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
| 
 | ||||
| def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||
|     objects = [] | ||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[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])) | ||||
|     #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: | ||||
|  | @ -383,7 +405,7 @@ def main(): | |||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 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)) | ||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|     #test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|      | ||||
|     """while running: | ||||
|         for event in pygame.event.get(): | ||||
|  |  | |||
							
								
								
									
										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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