pull from main repository

This commit is contained in:
SpagettiFisch 2024-02-26 08:23:50 +01:00
parent 1856b2b08a
commit 15d39949b4
14 changed files with 261 additions and 116 deletions

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@ -1,5 +1,4 @@
import pygame import pygame
import inspect
pygame.font.init() pygame.font.init()
fonts = { fonts = {
@ -139,69 +138,23 @@ class DropDown():
class GameObjects(): class GameObjects():
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: def __init__(self, name:str, _type:str, bg, objects:list) -> None:
self.name = name self.name = name
self.type = _type self.type = _type
if bg != None: self.background = bg
with open(bg, 'r') as bg:
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
self.objects = objects self.objects = objects
class Scene(GameObjects): class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: def __init__(self, name:str, _type:str, bg, objects:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects)
self.level = level
self.current_level = 0
def update(self, change:bool):
if change:
self.current_level += 1
self.level[self.current_level].update()
for obj in self.objects:
obj.update()
def draw(self, screen):
for obj in self.objects:
obj.draw(screen)
self.level[self.current_level].draw(screen)
class Level(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.stage = stage
self.rooms = rooms
self.current = 0
def update(self):
for room in self.rooms:
if room.id == self.current:
room.update()
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:
if room.id == self.current:
room.draw(screen)
class Room(GameObjects): class Room(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects)
self.exits = exits self.exits = exits
self.id = id
if self.type == 'normal' or self.type == 'boss': if self.type == 'normal' or self.type == 'boss':
self.locked = True self.locked = True
else: else:
self.locked = False self.locked = False
def update(self):
pass
def draw(self, screen):
screen.blit(self.background, (0, 0))

22
ideas.txt Normal file
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@ -0,0 +1,22 @@
Game:
Rogue-like Game mit Story
Pixel
viele Gegner:
Skelette
Zombies
Story:
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
-> Erwacht als magische Person in magischer Welt wieder
Buch dient als Skillbaum (verschiedene Kapitel)
Kampfmagier
Heilender Magier -> Priester?
Elementmagier(?)
maybe noch irgendwas 4.
Ziel(e)
-> Zurückkommen
-> Happy werden (?)

61
main.py
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@ -2,6 +2,7 @@ import pygame
import sys import sys
import json import json
import time import time
import random
from classes import * from classes import *
from viecher import * from viecher import *
fps = 60 fps = 60
@ -13,7 +14,7 @@ def setUp(config):
else: else:
screen = pygame.display.set_mode(config["res"]) screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock() clock = pygame.time.Clock()
return screen, clock, True, True, "start.png", [] return screen, clock, True, True, "start.png", []
def readConfig(): def readConfig():
@ -27,8 +28,11 @@ def quitGame():
quit() quit()
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [[], [], []] #0 - maincharacter stuff; 1 - mobs; 2 - npcs main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
objects[0].append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) mobs=[Skeleton(i, 50, 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2,8))]
others = []
objects = [main, mobs, others]
while running: while running:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
@ -42,9 +46,20 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
for obj in objects: for thing in objects[0]:
obj.update(pygame.key.get_pressed()) if thing.update(pygame.key.get_pressed()) ==False:
obj.draw(screen) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for thing in objects[2]:
thing.update(objects)
thing.draw(screen)
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
@ -103,7 +118,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
for obj in objects: for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
@ -112,38 +126,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
clock.tick(60) # limits FPS to 60 clock.tick(60) # limits FPS to 60
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
level = []
level.append(Level('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', [
Room('blau1', 'normal', 'art/images/blau1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
Room('blau2', 'normal', 'art/images/blau2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
Room('blau3', 'normal', 'art/images/blau3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
]))
level.append(Level('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
Room('red1', 'normal', 'art/images/rot1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
Room('red2', 'normal', 'art/images/rot2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
Room('red3', 'normal', 'art/images/rot3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
]))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
# RENDER YOUR GAME HERE
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
quitGame()
scene.update()
scene.draw(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def main(): def main():
config = readConfig() config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"]) screen, clock, running, isblack, background, objects = setUp(config["screen"])
@ -151,7 +133,6 @@ def main():
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
"""while running: """while running:
for event in pygame.event.get(): for event in pygame.event.get():

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@ -1,17 +1,52 @@
import pygame import pygame as pg
vec = pg.math.Vector2
fps = 60 fps = 60
class Character():
def __init__(self, name, ms, sprite) -> None: 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.name = name
self.speed = ms self.speed = ms
with open(f'art/images/{sprite}') as i: with open(f'art/images/{sprite}') as i:
self.sprite = pygame.image.load(i) self.sprite = pg.image.load(i)
self.x = 524 self.x = x
self.y = 524 self.y = y
self.hidden = False self.hidden = False
self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
@ -20,37 +55,191 @@ class Character():
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
class NPC(Character): class NPC(Objects):
pass pass
class Fighter(Character): class Fighter(Objects):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite) super().__init__(name, ms, sprite, x, y)
self.health = health self.health = health
self.damage = damage self.damage = damage
self.level = level self.level = level
self.attack_speed = asp self.attack_speed = asp
self.attack_range = atr self.attack_range = atr
self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks()
self.hurtCooldown = 1000
class MainCharacter(Fighter): class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
super().__init__(name, ms, sprite, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.attack_spell = weapon self.attack_spell = weapon
self.shield_spell = shield self.shield_spell = shield
self.talking = False self.talking = False
self.level = Level(1000, 38, level, 150, 40, 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)
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
self.health.draw(screen)
self.level.draw(screen)
def hurt(self,damage):
self.health.hurt(damage)
def walk(self,keys):
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
def update(self, keys): def update(self, keys):
if keys[pygame.K_w]: self.walk(keys)
self.y -= self.speed / fps if self.health.health <= 0:
if keys[pygame.K_a]: return False
self.x -= self.speed / fps else:
if keys[pygame.K_s]: return True
self.y += self.speed / fps
if keys[pygame.K_d]:
self.x += self.speed / fps
class Hearts():
def __init__(self, health, sprite, x, y) -> None:
self.x = x
self.y = y
self.health = health
self.lastHurt = pg.time.get_ticks()
self.hurtCooldown = 1000
self.hidden = False
self.sprite=[]
for parts in sprite:
with open(f'art/images/{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/{parts}') as i:
self.sprite.append(pg.image.load(i))
class Level():
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
self.x = x
self.y = y
self.level = level
self.width = width
self.height = height
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
self.hidden = False
with open('art/images/label.png', 'r') as tb:
self.box = pg.image.load(tb)
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
def draw(self, screen):
self.box.blit(self.labelSurf, [
self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
self.labelRect.height/2 - self.labelSurf.get_rect().height/2
])
screen.blit(self.box, self.labelRect)
class Mobs(Fighter): class Mobs(Fighter):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2) self.drops = drops * (self.level / 2)
class Skeleton(Mobs):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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
else:
self.attack(moveto,obj)
def attack(self,moveto,obj):
if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks():
obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage))
self.lastAttack=pg.time.get_ticks()
def update(self,obj):
self.chase(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto
self.damage = damage
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
pos = vec(1,0)
angle = pos.angle_to(moveto)
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.rotate(pg.image.load(i), angle)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0]/fps
self.y += self.moveto[1]/fps
def die(self,objects):
touches=pg.sprite.spritecollideany(self,objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.hurt(self.damage)
self.hidden=True
def update(self,objects):
self.move()
self.die(objects)