forked from InfoProjekt/game
added some missing spaces lol
added character collisions (not great yet tho) some simple background elements added and testet WIP
This commit is contained in:
parent
c741c8199a
commit
218eb2ea7e
9 changed files with 161 additions and 49 deletions
BIN
art/images/dirt1.png
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art/images/dirt1.png
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art/images/dirt2.png
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art/images/dirt2.png
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art/images/grass.png
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art/images/grass.png
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art/images/river1.png
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art/images/river1.png
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80
classes.py
80
classes.py
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@ -138,23 +138,93 @@ class DropDown():
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class GameObjects():
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def __init__(self, name:str, _type:str, bg, objects:list) -> None:
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
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self.name = name
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self.type = _type
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self.background = bg
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if bg != None:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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self.objects = objects
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list) -> None:
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super().__init__(name, _type, bg, objects)
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.level = level
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self.current_level = 0
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def update(self, change:bool):
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if change:
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self.current_level += 1
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self.level[self.current_level].update()
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if isinstance(self.objects, list):
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for obj in self.objects:
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obj.update()
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def draw(self, screen):
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if isinstance(self.objects, list):
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for obj in self.objects:
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obj.draw(screen)
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self.level[self.current_level].draw(screen)
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class Stage(GameObjects):
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def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.stage = stage
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self.rooms = rooms
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self.current = 0
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def update(self):
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for room in self.rooms:
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if room.id == self.current:
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room.update()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT]:
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self.current += 1
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if self.current >= len(self.rooms):
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return 1
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def draw(self, screen):
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for room in self.rooms:
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if room.id == self.current:
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room.draw(screen)
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None:
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super().__init__(name, _type, bg, objects)
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.exits = exits
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self.id = id
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if self.type == 'normal' or self.type == 'boss':
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self.locked = True
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else:
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self.locked = False
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self.objects.append(self.genWalls(WIDTH, HEIGHT))
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def genWalls(self, WIDTH, HEIGHT):
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walls = []
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walls.append(pygame.Rect(0, 0, 4, HEIGHT))
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walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT))
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walls.append(pygame.Rect(0, 0, WIDTH, 4))
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walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
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return walls
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def update(self):
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pass
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def draw(self, screen):
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screen.blit(self.background, (32, 32))
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if isinstance(self.objects, list):
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for obj in self.objects[0]:
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obj.draw(screen)
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class Obstacle(GameObjects):
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def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.collision = collision
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self.rect = pygame.Rect((x, y), self.background.get_size())
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def draw(self, screen):
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screen.blit(self.background, self.rect)
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40
main.py
40
main.py
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@ -27,6 +27,16 @@ def quitGame():
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pygame.quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs=[Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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@ -47,7 +57,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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screen.blit(bg, (0, 0))
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"""
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for thing in objects[0]:
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if thing.update(pygame.key.get_pressed()) ==False:
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if not thing.update(pygame.key.get_pressed()):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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@ -126,6 +136,33 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(60) # limits FPS to 60
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def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass')
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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]))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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# RENDER YOUR GAME HERE
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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quitGame()
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screen.fill('#000000')
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scene.update(False)
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scene.draw(screen)
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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def main():
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config = readConfig()
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screen, clock, running, isblack, background, objects = setUp(config["screen"])
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@ -133,6 +170,7 @@ def main():
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
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test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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"""while running:
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for event in pygame.event.get():
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BIN
test1.png
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test1.png
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After Width: | Height: | Size: 179 KiB |
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test2.png
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test2.png
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After Width: | Height: | Size: 166 KiB |
88
viecher.py
88
viecher.py
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@ -80,7 +80,7 @@ class MainCharacter(Fighter):
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self.shield_spell = shield
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self.talking = False
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self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20)
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self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50)
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def draw(self, screen):
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if self.hidden:
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@ -90,26 +90,30 @@ class MainCharacter(Fighter):
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self.health.draw(screen)
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self.level.draw(screen)
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def hurt(self,damage):
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def hurt(self, damage):
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self.health.hurt(damage)
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def walk(self,keys):
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moveto=vec(0,0)
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def walk(self, keys, objects):
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moveto = vec(0, 0)
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if keys[pg.K_w] or keys[pg.K_UP]:
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moveto += vec(0,-1)
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moveto += vec(0, -1)
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if keys[pg.K_a] or keys[pg.K_LEFT]:
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moveto += vec(-1,0)
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moveto += vec(-1, 0)
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if keys[pg.K_s] or keys[pg.K_DOWN]:
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moveto += vec(0,1)
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moveto += vec(0, 1)
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if keys[pg.K_d] or keys[pg.K_RIGHT]:
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moveto += vec(1,0)
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if not moveto == vec(0,0):
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moveto += vec(1, 0)
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if not moveto == vec(0, 0):
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
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if touches is not None:
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self.x -= moveto[0] / fps #change later
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self.y -= moveto[1] / fps #change later
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def update(self, keys):
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self.walk(keys)
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def update(self, keys, objects):
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self.walk(keys, objects)
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if self.health.health <= 0:
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return False
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else:
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@ -127,7 +131,7 @@ class Hearts():
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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self.rect=[]
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self.rect = []
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for each in self.sprite:
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self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
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@ -140,24 +144,24 @@ class Hearts():
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def draw(self, screen):
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if self.hidden:
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return
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for i in range(0,5):
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self.rect[i].x, self.rect[i].y = self.x+i*20, self.y
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for i in range(0, 5):
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self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
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screen.blit(self.sprite[i], self.rect[i])
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def update(self):
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sprite = []
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for i in range(0,5):
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if self.health >= 4+4*i:
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for i in range(0, 5):
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if self.health >= 4 + 4 * i:
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sprite.append('fullheart.png')
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elif self.health == 3+4*i:
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elif self.health == 3 + 4 * i:
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sprite.append('dreiviertelheart.png')
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elif self.health >= 2+4*i:
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elif self.health >= 2 + 4 * i:
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sprite.append('halfheart.png')
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elif self.health >= 1+4*i:
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elif self.health >= 1 + 4 * i:
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sprite.append('viertelheart.png')
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elif self.health <= 4*i:
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elif self.health <= 4 * i:
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sprite.append('noheart.png')
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self.sprite=[]
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self.sprite = []
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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@ -180,8 +184,8 @@ class Level():
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def draw(self, screen):
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self.box.blit(self.labelSurf, [
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self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
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self.labelRect.height/2 - self.labelSurf.get_rect().height/2
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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])
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screen.blit(self.box, self.labelRect)
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@ -194,23 +198,23 @@ class Skeleton(Mobs):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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def chase(self,obj):
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x=obj[0][0].x
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y=obj[0][0].y
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moveto = vec(x,y) - vec(self.x,self.y)
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if not (moveto).length()<=self.attack_range:
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def chase(self, obj):
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x = obj[0][0].x
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y = obj[0][0].y
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moveto = vec(x, y) - vec(self.x, self.y)
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if not (moveto).length() <= self.attack_range:
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moveto.scale_to_length(self.speed)
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self.x += moveto[0]/fps
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self.y += moveto[1]/fps
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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else:
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self.attack(moveto,obj)
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self.attack(moveto, obj)
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def attack(self,moveto,obj):
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if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks():
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obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage))
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self.lastAttack=pg.time.get_ticks()
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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def update(self,obj):
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def update(self, obj):
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self.chase(obj)
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@ -231,15 +235,15 @@ class Arrow(Weapons):
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def move(self):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0]/fps
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self.y += self.moveto[1]/fps
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self.x += self.moveto[0] / fps
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self.y += self.moveto[1] / fps
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def die(self,objects):
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touches=pg.sprite.spritecollideany(self,objects[0])
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def die(self, objects):
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and isinstance(touches, MainCharacter):
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touches.hurt(self.damage)
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self.hidden=True
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self.hidden = True
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def update(self,objects):
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def update(self, objects):
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self.move()
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self.die(objects)
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