forked from InfoProjekt/game
added village
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2970e5cecd
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2 changed files with 65 additions and 1 deletions
BIN
art/images/background/village.png
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BIN
art/images/background/village.png
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After Width: | Height: | Size: 2.8 KiB |
66
main.py
66
main.py
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@ -109,6 +109,70 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(fps) # limits FPS to 60
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def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs = []
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weapons = []
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others = [Fire('f1', 0, 200, 300)]
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npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
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freeze = True #Gameplay is freezed in certain situations
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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objects = room.getObjects()
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screen.blit(room.background, (32, 32))
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[4]:
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thing.update(objects)
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thing.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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room.update(objects)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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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(fps) # limits FPS to 60
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def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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# List that is displayed while selecting the window resolution level
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@ -148,7 +212,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
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while running:
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