Merge pull request 'main' (#72) from Spafi/game:main into Development

Reviewed-on: InfoProjekt/game#72
This commit is contained in:
Spafi 2024-03-07 14:27:03 +00:00
commit 9396218a11
41 changed files with 125 additions and 52 deletions

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@ -45,7 +45,7 @@ class Button():
self.onePress = onePress
self.alreadyPressed = False
with open(f'art/images/{image}', 'r') as tb:
with open(f'art/images/box/{image}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
@ -57,7 +57,7 @@ class Button():
def update(self, screen):
mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]:
if pygame.mouse.get_pressed(3)[0]:
if self.onePress:
self.onclickFunction()
elif not self.alreadyPressed:
@ -76,22 +76,25 @@ 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 = '#1E90FF', 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
self.height = height
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.font_color = font_color
self.text = text
self.hidden = False
with open(f'art/images/{sprite}', 'r') as tb:
with open(f'art/images/box/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, font_color)
def draw(self, screen):
if self.hidden:
return
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(self.text, True, self.font_color)
self.box.blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
@ -110,7 +113,7 @@ class DropDown():
self.menu_active = False
self.active_option = -1
with open('art/images/textbox.png', 'r') as tb:
with open('art/images/box/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
@ -178,7 +181,7 @@ class GameObjects():
return
class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.level = level
self.current_level = 0
@ -282,5 +285,5 @@ class Obstacle(GameObjects):
if not self.hidden:
screen.blit(self.background, self.rect)
else:
pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)

37
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():
@ -29,21 +30,24 @@ def quitGame():
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/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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], [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], [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], [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, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others]
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))]
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, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
@ -69,10 +73,15 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
if not freeze:
objects = scene.getObjects()
screen.blit(scene.background, (32, 32))
for thing in objects[3]:
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
for thing in objects[4]:
thing.update(objects)
thing.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
@ -148,7 +157,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
running = False
quitGame()
# RENDER YOUR GAME HERE
with open(f'art/images/{background}', 'r') as i:
with open(f'art/images/background/{background}', 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen

View file

@ -44,7 +44,7 @@ class Objects():
self.name = name
self.speed = ms
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.scale2x(pg.image.load(i))
self.sprite = pg.transform.scale2x(pg.image.load(i))
self.x = x
self.y = y
self.hidden = False
@ -55,7 +55,7 @@ class Objects():
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ff0000', self.rect, 2)
pg.draw.rect(screen, '#ef0120', self.rect, 2)
class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
@ -110,9 +110,11 @@ class MainCharacter(Fighter):
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.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
@ -121,7 +123,9 @@ class MainCharacter(Fighter):
self.health.draw(screen)
self.level.draw(screen)
self.book.draw(screen)
pg.draw.rect(screen, '#ff00ee', self.rect, 2)
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:
@ -142,7 +146,7 @@ class MainCharacter(Fighter):
self.x += moveto[0] / fps
self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
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:
@ -157,15 +161,20 @@ class MainCharacter(Fighter):
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 isinstance(touches, NPC):
touches.talk(objects)
"""
if self.x <= 32:
self.x = 33
@ -194,6 +203,7 @@ class MainCharacter(Fighter):
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:
@ -209,7 +219,7 @@ class Hearts():
self.hidden = False
self.sprite=[]
for parts in sprite:
with open(f'art/images/{parts}') as i:
with open(f'art/images/main_attributes/{parts}') as i:
self.sprite.append(pg.image.load(i))
self.rect = []
for each in self.sprite:
@ -243,17 +253,33 @@ class Hearts():
sprite.append('noheart.png')
self.sprite = []
for parts in sprite:
with open(f'art/images/{parts}') as i:
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)
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/book.png') as i:
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
@ -295,10 +321,6 @@ 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)
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)
def chase(self, obj):
x = obj[0][0].x
@ -310,22 +332,39 @@ class Skeleton(Mobs):
self.y += moveto[1] / fps
else:
self.attack(moveto, obj)
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()
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)
@ -335,8 +374,8 @@ class Weapons(Objects):
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))
self.sprite = pg.transform.rotate(self.sprite, -angle)
def die(self, objects, kills):
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
@ -358,7 +397,7 @@ class Spells(Weapons):
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
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):
@ -366,7 +405,7 @@ class Fireball(Spells):
self.die(objects, Mobs)
class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
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):
@ -379,9 +418,31 @@ class Windslash(Spells):
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
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)