Dateien nach "/" hochladen

This commit is contained in:
Lyzzy 2024-02-22 20:34:45 +00:00
parent 66afe87660
commit 4b12f09ebd
2 changed files with 84 additions and 25 deletions

17
main.py
View file

@ -27,8 +27,11 @@ def quitGame():
quit()
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50))
main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)]
mobs=[]
mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200))
objects = [main,mobs]
while running:
screen.fill('#000000')
events = pygame.event.get()
@ -42,9 +45,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
for obj in objects:
obj.update(pygame.key.get_pressed())
obj.draw(screen)
for thing in objects[0]:
thing.update(pygame.key.get_pressed())
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
# flip() the display to put your work on screen
pygame.display.flip()

View file

@ -1,14 +1,15 @@
import pygame
vec = pygame.math.Vector2
fps = 60
class Character():
def __init__(self, name, ms, sprite) -> None:
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.image.load(i)
self.x = 524
self.y = 524
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())
@ -20,13 +21,13 @@ class Character():
screen.blit(self.sprite, self.rect)
class NPC(Character):
class NPC(Objects):
pass
class Fighter(Character):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite)
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
@ -34,23 +35,74 @@ class Fighter(Character):
self.attack_range = atr
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.attack_spell = weapon
self.shield_spell = shield
self.talking = False
def update(self, keys):
if keys[pygame.K_w]:
self.y -= self.speed / fps
if keys[pygame.K_a]:
self.x -= self.speed / fps
if keys[pygame.K_s]:
self.y += self.speed / fps
if keys[pygame.K_d]:
self.x += self.speed / fps
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
class Mobs(Fighter):
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
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)
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)
self.canAttack=True
def follow(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.canAttack==True:
obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
self.canAttack=False
def cooldown(self):
pass
def update(self,obj):
self.follow(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto) -> None:
super().__init__(name, ms, sprite, x, y)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto)
self.moveto = moveto
def update(self,objects):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0]/fps
self.y += self.moveto[1]/fps