Merge pull request 'Development' (#8) from InfoProjekt/game:Development into main

Reviewed-on: #8
This commit is contained in:
Lyzzy 2024-03-07 15:35:48 +00:00
commit 569b3394a0
42 changed files with 462 additions and 454 deletions

1
.idea/ideas.txt generated
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@ -38,6 +38,7 @@ Story:
Henker
armer Bauer
"Hexe"
Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
Ziel(e)
-> Zurückkommen

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@ -52,7 +52,7 @@ class Button():
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = self.font.render(buttonText, True, (0,0,0))
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def update(self, screen):
mousePos = pygame.mouse.get_pos()
@ -76,7 +76,7 @@ class Button():
screen.blit(self.box, self.buttonRect)
class Label():
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None:
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
self.x = x
self.y = y
self.width = width
@ -285,5 +285,5 @@ class Obstacle(GameObjects):
if not self.hidden:
screen.blit(self.background, self.rect)
else:
pygame.draw.rect(screen, (0,0,0), self.rect, 2)
pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)

18
main.py
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@ -14,6 +14,7 @@ def setUp(config):
else:
screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock()
pygame.display.set_caption('Between The Pages')
return screen, clock, True, True, "start.png", []
def readConfig():
@ -30,30 +31,31 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects = []
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
rooms = [
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 0),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 1),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 2),
]
return 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, [True, True, True, True], j)
for j in range(random.randint(5, 10))
]
#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
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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))]
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))]
weapons = []
others = [Fire('f1', 0, 200, 300)]
npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects)
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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
while running:
screen.fill((0,0,0))
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:

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@ -1,443 +1,448 @@
import pygame as pg
from classes import *
from main import *
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, (0,0,0), self.rect, 2)
class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
self.talking = False
self.hidden = True
super().__init__(name, ms, sprite, x, y)
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
def talk(self, objects):
self.talking = True
objects[0][0].talking = True
self.conversation.hidden = False
def draw(self, screen):
super().draw(screen)
if self.talking == True:
self.conversation.draw(screen)
def update(self, keys, objects):
if self.talking:
self.conversation.update(keys, objects)
class Convo(Label):
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
super().__init__(x, y, width, height, text, font, font_size)
def update(self, keys, objects):
if keys[pg.K_SPACE]:
objects[0][0].book.addspell('fireball')
self.talking = False
objects[0][0].talking = False
self.hidden = True
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) -> 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, 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.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
self.freezing = True
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)
self.book.draw(screen)
pg.draw.rect(screen, (0,0,0), self.rect, 2)
if self.speech.hidden == False:
self.speech.draw(screen, self.x+20, self.y-100)
def hurt(self, damage, objects):
if not self.talking:
self.health.hurt(damage)
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[1] + objects[2] + objects[3])
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))
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))
#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 isinstance(touches, NPC):
touches.talk(objects)
"""
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, 5)
else:
return
obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects):
if not self.talking:
self.walk(keys, objects)
if keys[pg.K_f]:
self.attack(objects, vec(mouse))
self.speech.update(self)
if self.health.health <= 0:
return False
else:
return True
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, text, font, font_size) -> None:
super().__init__(x, y, width, height, text, font, font_size)
class Speech(Label):
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None:
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
def draw(self, screen, x, y):
if self.hidden:
return
self.x = x
self.y = y
super().draw(screen)
def update(self, main):
if not self.hidden:
if not main.freezing:
self.hidden = True
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 = True
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.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'),
Label(100, 150, 500, 50, "this book will help you to survive.", font_color=(0,0,0), sprite='empty.png'),
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color=(0,0,0), sprite='empty.png'),
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color=(0,0,0), sprite='empty.png')]
self.buttons=[]
self.buttons_height = 400
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
for label in self.labels:
label.draw(screen)
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(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 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
else:
self.attack(moveto, obj)
def hurt(self, damage, objects):
self.health -= damage
if self.health <= 0:
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='people/zombie.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))
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)
with open(f'art/images/{sprite}') as i:
self.sprite =pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -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
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=700) -> 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, sprite = 'weapons/empty.png', life_ticks=100) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, MainCharacter)
class Fire(Objects):
def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None:
super().__init__(name, ms, sprite, x, y)
def warming(self, objects):
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.freezing = False
def update(self, objects):
self.warming(objects)
import pygame as pg
from classes import *
from main import *
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_act, x, y) -> None:
super().__init__(name, ms, sprite, x, y)
self.talking = False
self.hidden = False
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
def talk(self, objects):
self.talking = True
objects[0][0].talking = True
self.conversation.hidden = False
def draw(self, screen):
super().draw(screen)
if self.talking:
self.conversation.draw(screen)
def update(self, keys, objects):
if self.talking:
self.conversation.update(keys, objects)
class Convo(Label):
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
super().__init__(x, y, width, height, text, font, font_size)
def update(self, keys, objects):
if keys[pg.K_SPACE]:
objects[0][0].book.addspell('fireball')
self.talking = False
objects[0][0].talking = False
self.hidden = True
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) -> 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, 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.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
self.freezing = True
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)
self.book.draw(screen)
pg.draw.rect(screen, '#e900fa', self.rect, 2)
if self.speech.hidden == False:
self.speech.draw(screen, self.x+20, self.y-100)
def hurt(self, damage, objects):
if not self.talking:
self.health.hurt(damage)
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:
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):
if keys[pg.K_SPACE]:
touches.talk(objects)
return
else:
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))
#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, 5)
else:
return
obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects):
if not self.talking:
self.walk(keys, objects)
if keys[pg.K_f]:
self.attack(objects, vec(mouse))
self.speech.update(self)
if self.health.health <= 0:
return False
else:
return True
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, 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)
class Speech(Label):
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None:
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
def draw(self, screen, x, y):
if self.hidden:
return
self.x = x
self.y = y
super().draw(screen)
def update(self, main):
if not self.hidden:
if not main.freezing:
self.hidden = True
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 = True
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.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')]
self.buttons=[]
self.buttons_height = 400
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
for label in self.labels:
label.draw(screen)
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(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 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
else:
self.attack(moveto, obj)
def hurt(self, damage, objects):
self.health -= damage
if self.health <= 0:
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='people/zombie.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))
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
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=700) -> 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, sprite = 'weapons/empty.png', life_ticks=100) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, MainCharacter)
class Fire(Objects):
def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None:
super().__init__(name, ms, sprite, x, y)
def warming(self, objects):
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.freezing = False
def update(self, objects):
self.warming(objects)