forked from InfoProjekt/game
Merge branch 'main' of https://git.spafi.eu/Lyzzy/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
commit
b7fb7e1f1e
5 changed files with 111 additions and 45 deletions
BIN
art/images/fireplace.png
Normal file
BIN
art/images/fireplace.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 255 B |
BIN
art/images/speech.png
Normal file
BIN
art/images/speech.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 329 B |
23
classes.py
23
classes.py
|
|
@ -45,19 +45,19 @@ 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))
|
||||
|
||||
|
||||
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
|
||||
|
||||
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
|
||||
self.buttonSurf = self.font.render(buttonText, True, (0,0,0))
|
||||
|
||||
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 = (0,0,0), 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, (0,0,0), self.rect, 2)
|
||||
|
||||
|
|
|
|||
27
main.py
27
main.py
|
|
@ -42,19 +42,21 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
|
|||
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)
|
||||
rooms = genRooms(WIDTH, HEIGHT, 'background/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('#000000')
|
||||
screen.fill((0,0,0))
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
|
|
@ -72,10 +74,15 @@ 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):
|
||||
|
|
@ -151,7 +158,7 @@ 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
|
||||
|
|
|
|||
106
viecher.py
106
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.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, (0,0,0), self.rect, 2)
|
||||
|
||||
class NPC(Objects):
|
||||
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
|
||||
|
|
@ -112,7 +112,9 @@ class MainCharacter(Fighter):
|
|||
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
|
||||
|
|
@ -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, (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:
|
||||
|
|
@ -194,6 +198,7 @@ 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 +214,7 @@ 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:
|
||||
|
|
@ -243,7 +248,7 @@ 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))
|
||||
|
||||
|
||||
|
|
@ -251,9 +256,25 @@ 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/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
|
||||
|
|
@ -262,10 +283,10 @@ class Book():
|
|||
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.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
|
||||
|
||||
|
|
@ -295,10 +316,6 @@ 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 +327,39 @@ 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)
|
||||
|
|
@ -336,7 +370,7 @@ class Weapons(Objects):
|
|||
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.scale2x(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])
|
||||
|
|
@ -358,7 +392,7 @@ 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 +400,7 @@ 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 +413,31 @@ 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)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue