forked from InfoProjekt/game
		
	Update viecher.py
added animations for old man walking, old man attacking and zombie attacking
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							|  | @ -151,27 +151,78 @@ class Fighter(Objects): | |||
| 
 | ||||
| 
 | ||||
| class MainCharacter(Fighter): | ||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None: | ||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> 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, level, 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.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr I\'m freezing') | ||||
|         self.level = Level(1000, 38, 150, 40, level, 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.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing') | ||||
|         self.freezing = True | ||||
|         self.killed = killed #amount of mobs that were killed | ||||
|         self.killed = killed  # amount of mobs that were killed | ||||
|         self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png') | ||||
|         self.current_frame = 0 | ||||
|         self.animation_speed = 0.1   | ||||
|         self.last_frame_update = pg.time.get_ticks() | ||||
|         self.rect = pg.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height())   | ||||
|         self.is_attacking = False | ||||
| 
 | ||||
|     def load_frames(self, walk_sprite_sheet, attack_sprite_sheet): | ||||
|         self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=64) | ||||
|         self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64)  # Adjust frame width and height as needed | ||||
| 
 | ||||
|     def load_animation_frames(self, sprite_sheet, frame_width, frame_height): | ||||
|         sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet)) | ||||
|         animation_frames = [] | ||||
|         if frame_width == 40: | ||||
|             frames_coordinates = [ | ||||
|                 (frame_width, 0),    | ||||
|                 (frame_width*2, 0),   | ||||
|                 (frame_width*3, 0), | ||||
|                 (frame_width*4, 0), | ||||
|                 (frame_width*5, 0), | ||||
|                 (frame_width*6, 0), | ||||
|                 (frame_width*7, 0), | ||||
|                 (frame_width*8, 0), | ||||
|             ] | ||||
|         else: | ||||
|             frames_coordinates = [ | ||||
|                 (frame_width, 0),    | ||||
|                 (frame_width*2, 0),   | ||||
|                 (frame_width*3, 0), | ||||
|                 (frame_width*4, 0), | ||||
|                 (frame_width*5, 0), | ||||
|                 (frame_width*6, 0) | ||||
|             ] | ||||
|         for x, y in frames_coordinates: | ||||
|             frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) | ||||
|             frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) | ||||
|             animation_frames.append(frame) | ||||
|         return animation_frames | ||||
| 
 | ||||
| 
 | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         current_time = pg.time.get_ticks() | ||||
|         if self.is_attacking: | ||||
|             animation_frames = self.attack_frames | ||||
|         else: | ||||
|             animation_frames = self.walk_frames | ||||
| 
 | ||||
|         if current_time - self.last_frame_update > self.animation_speed * 1000: | ||||
|             self.current_frame = (self.current_frame + 1) % len(animation_frames) | ||||
|             self.last_frame_update = current_time | ||||
|         current_frame_image = animation_frames[self.current_frame] | ||||
|         screen.blit(current_frame_image, (self.x, self.y)) | ||||
| 
 | ||||
|         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.thinks.hidden == False: | ||||
|             self.thinks.draw(screen, self.x+20, self.y-100) | ||||
|             self.thinks.draw(screen, self.x + 20, self.y - 100) | ||||
| 
 | ||||
|     def hurt(self, damage, objects): | ||||
|         if not self.talking: | ||||
|  | @ -256,12 +307,31 @@ class MainCharacter(Fighter): | |||
|                 weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) | ||||
|             obj[3].append(weapon) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
|             if not self.is_attacking: | ||||
|                 self.current_frame = 0 | ||||
|                 self.is_attacking = True | ||||
| 
 | ||||
|     def update(self, keys, mouse, objects): | ||||
|         if not self.talking: | ||||
|             self.walk(keys, objects) | ||||
|             is_moving = False | ||||
|             if keys[pg.K_w] or keys[pg.K_UP] or keys[pg.K_a] or keys[pg.K_LEFT] or keys[pg.K_s] or keys[pg.K_DOWN] or keys[pg.K_d] or keys[pg.K_RIGHT]: | ||||
|                 is_moving = True | ||||
|             if is_moving: | ||||
|                 self.walk(keys, objects) | ||||
|                 self.is_attacking = False | ||||
|             else: | ||||
|                 current_time = pg.time.get_ticks() | ||||
|                 if current_time - self.last_frame_update > self.animation_speed * 1000: | ||||
|                     self.current_frame = (self.current_frame + 1) % len(self.walk_frames) | ||||
|                     self.last_frame_update = current_time | ||||
|                 if not self.is_attacking: | ||||
|                     self.current_frame = 0 | ||||
|             if pg.mouse.get_pressed()[0]: | ||||
|                 self.attack(objects, vec(mouse)) | ||||
|             if self.is_attacking: | ||||
|                 if self.current_frame == len(self.attack_frames) - 1: | ||||
|                     self.is_attacking = False | ||||
|                     self.current_frame = 0 | ||||
|         self.thinks.update(objects, self) | ||||
|         if self.health.health <= 0: | ||||
|             return 'village' | ||||
|  | @ -464,13 +534,44 @@ class Skeleton(Mobs): | |||
|      | ||||
| 
 | ||||
| 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 __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: | ||||
|         super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) | ||||
|         self.load_frames(f'art/images/{sprite_sheet}')  | ||||
|         self.current_frame = 0 | ||||
|         self.animation_speed = 250  | ||||
|         self.last_frame_update = pg.time.get_ticks() | ||||
|         self.hidden = False | ||||
|         self.rect = pg.Rect(x, y, 40, 64) | ||||
| 
 | ||||
|     def load_frames(self, sprite_sheet): | ||||
|         sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet).convert_alpha()) | ||||
|         frame_width = 40   | ||||
|         frame_height = 64 | ||||
|         frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] | ||||
|         self.animation_frames = [] | ||||
|         for x, y in frames_coordinates: | ||||
|             frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) | ||||
|             frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) | ||||
|             self.animation_frames.append(frame) | ||||
| 
 | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         current_time = pg.time.get_ticks() | ||||
|         if current_time - self.last_frame_update > self.animation_speed: | ||||
|             self.current_frame = (self.current_frame + 1) % len(self.animation_frames) | ||||
|             self.last_frame_update = current_time | ||||
|          | ||||
|         current_frame_image = self.animation_frames[self.current_frame] | ||||
|         screen.blit(current_frame_image, (self.x, self.y)) | ||||
| 
 | ||||
|         self.rect.topleft = (self.x, self.y) | ||||
|         pg.draw.rect(screen, '#ef0120', self.rect, 2) | ||||
|      | ||||
|      | ||||
|     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, MainCharacter)) | ||||
|             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage)) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
| class Rat(Mobs): | ||||
|  |  | |||
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