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a/art/images/arrow.png b/art/images/weapons/arrow.png similarity index 100% rename from art/images/arrow.png rename to art/images/weapons/arrow.png diff --git a/art/images/weapons/empty.png b/art/images/weapons/empty.png new file mode 100644 index 0000000..3c86ed1 Binary files /dev/null and b/art/images/weapons/empty.png differ diff --git a/art/images/fireball.png b/art/images/weapons/fireball.png similarity index 100% rename from art/images/fireball.png rename to art/images/weapons/fireball.png diff --git a/art/images/windslash.png b/art/images/weapons/windslash.png similarity index 100% rename from art/images/windslash.png rename to art/images/weapons/windslash.png diff --git a/classes.py b/classes.py index 089c2b5..bc89d1e 100644 --- a/classes.py +++ b/classes.py @@ -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) diff --git a/main.py b/main.py index f4796ed..f471a37 100644 --- a/main.py +++ b/main.py @@ -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 diff --git a/viecher.py b/viecher.py index 2264d9c..fdebe16 100644 --- a/viecher.py +++ b/viecher.py @@ -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) +