forked from InfoProjekt/game
starting to add some storyline, added Rat
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parent
01c3aeae4a
commit
4d40e44e2d
4 changed files with 30 additions and 12 deletions
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Before Width: | Height: | Size: 68 B After Width: | Height: | Size: 87 B |
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@ -85,6 +85,7 @@ class Label():
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self.font_color = font_color
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self.font_color = font_color
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self.text = text
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self.text = text
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self.hidden = False
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self.hidden = False
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self.sprite = sprite
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with open(f'art/images/box/{sprite}', 'r') as tb:
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.box = pygame.transform.scale(self.box, (width, height))
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@ -93,6 +94,9 @@ class Label():
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def draw(self, screen):
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def draw(self, screen):
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if self.hidden:
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if self.hidden:
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return
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return
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (self.width,self.height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.box.blit(self.labelSurf, [
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self.box.blit(self.labelSurf, [
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2
main.py
2
main.py
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@ -42,7 +42,7 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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main = [herbert]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 5))]+[Zombie(i, 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))]
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weapons = []
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weapons = []
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others = []
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others = []
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npcs = []
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npcs = []
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36
viecher.py
36
viecher.py
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@ -33,7 +33,7 @@ fonts = {
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'spacy': 'nasalization-rg.otf',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'f_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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'pixel': 'yoster.ttf'
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@ -75,13 +75,13 @@ class NPC(Objects):
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self.conversation.draw(screen)
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self.conversation.draw(screen)
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def update(self, keys, objects):
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def update(self, keys, objects):
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if self.lastUpdate + 200 < pg.time.get_ticks():
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if self.lastUpdate + 150 < pg.time.get_ticks():
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if self.talking:
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if self.talking:
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self.conversation.update(keys, objects)
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self.conversation.update(keys, objects)
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self.lastUpdate = pg.time.get_ticks()
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self.lastUpdate = pg.time.get_ticks()
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else:
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else:
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touches = pg.sprite.spritecollideany(self, objects[0])
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and keys[pg.K_SPACE] and isinstance(touches, MainCharacter):
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if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter):
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self.talk(objects)
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self.talk(objects)
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self.lastUpdate = pg.time.get_ticks()
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self.lastUpdate = pg.time.get_ticks()
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@ -93,28 +93,31 @@ class Convo(Label):
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self.npc = npc
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self.npc = npc
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self.convo_scene = convo_scene
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self.convo_scene = convo_scene
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self.convos = [
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self.convos = [
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['oldlady', 0, ['Hello', 'How are you?']],
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['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that','An experienced fighter could just kill them.', 'For them it only takes a mouseclick.']],
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['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 old wise man in the house.']],
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['oldman', 0, ['Please help', 'there are so many bad people']]
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['oldman', 0, ['Please help', 'there are so many bad people']]
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]
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]
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def draw(self, screen):
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def draw(self, screen):
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self.text = self.findConversation()[self.convo_act]
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self.text = self.findConversation()[2][self.convo_act]
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super().draw(screen)
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super().draw(screen)
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def findConversation(self):
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def findConversation(self):
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for convo in self.convos:
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for convo in self.convos:
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if convo[0] == self.npc.name and convo[1] == self.convo_scene:
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if convo[0] == self.npc.name and convo[1] == self.convo_scene:
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return convo[2]
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return convo
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return ['ERROR']
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return ['ERROR']
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def update(self, keys, objects):
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def update(self, keys, objects):
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if keys[pg.K_SPACE]:
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if keys[pg.K_f]:
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convo = self.findConversation()
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convo = self.findConversation()
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if self.convo_act+1 < len(convo):
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if self.convo_act+1 < len(convo[2]):
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self.text = convo[self.convo_act]
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self.text = convo[2][self.convo_act]
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self.convo_act += 1
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self.convo_act += 1
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else:
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else:
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if convo[0] == 'oldlady' and convo[1] == 0:
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objects[1].append(Rat('r1', 200, 1000, 350, 1, 1, 1, 100, 25))
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self.convo_act = 0
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self.convo_act = 0
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self.npc.talking = False
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self.npc.talking = False
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objects[0][0].talking = False
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objects[0][0].talking = False
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@ -138,7 +141,7 @@ class MainCharacter(Fighter):
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.book = Book(0, 0, [], None, None)
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self.book = Book(0, 0, [], None, None)
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self.talking = False
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self.talking = False
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20, )
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self.level = Level(1000, 38, 150, 40, level, 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, hurtCooldown=self.hurtCooldown)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.freezing = True
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self.freezing = True
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@ -301,8 +304,9 @@ class Hearts():
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class Level(Label):
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class Level(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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self.level = level
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class Thinks(Label):
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class Thinks(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
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def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
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@ -438,6 +442,16 @@ class Zombie(Mobs):
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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self.lastAttack = pg.time.get_ticks()
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class Rat(Mobs):
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', 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 attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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class Weapons(Objects):
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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super().__init__(name, ms, sprite, x, y)
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super().__init__(name, ms, sprite, x, y)
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