diff --git a/art/images/fireball_icon.png b/art/images/fireball_icon.png new file mode 100644 index 0000000..15ca554 Binary files /dev/null and b/art/images/fireball_icon.png differ diff --git a/art/images/windslash.png b/art/images/windslash.png new file mode 100644 index 0000000..03b463e Binary files /dev/null and b/art/images/windslash.png differ diff --git a/art/images/windslash_icon.png b/art/images/windslash_icon.png new file mode 100644 index 0000000..5f6ddd3 Binary files /dev/null and b/art/images/windslash_icon.png differ diff --git a/classes.py b/classes.py index c7b3418..5cf904f 100644 --- a/classes.py +++ b/classes.py @@ -34,12 +34,13 @@ fonts = { } class Button(): - def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): + def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None): self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.x = x self.y = y self.width = width self.height = height + self.attributes = attributes self.onclickFunction = onclickFunction self.onePress = onePress self.alreadyPressed = False @@ -53,15 +54,15 @@ class Button(): self.buttonSurf = self.font.render(buttonText, True, '#baab80') - def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): + def update(self, screen): mousePos = pygame.mouse.get_pos() if self.buttonRect.collidepoint(mousePos): if pygame.mouse.get_pressed(num_buttons=3)[0]: if self.onePress: self.onclickFunction() elif not self.alreadyPressed: - if 'play' in str(self.onclickFunction): - self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) + if self.attributes: + self.onclickFunction(*self.attributes) self.alreadyPressed = True else: self.onclickFunction() @@ -147,6 +148,10 @@ class GameObjects(): self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) self.objects = objects + def update(self, objects): + return + def draw(self, screen): + return class Scene(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: @@ -154,19 +159,23 @@ class Scene(GameObjects): self.level = level self.current_level = 0 - def update(self, change:bool): + def update(self, change:bool, objects): if change: self.current_level += 1 - self.level[self.current_level].update() + self.level[self.current_level].update(objects) + self.background = self.level[self.current_level].background if isinstance(self.objects, list): - for obj in self.objects: + for obj in self.objects[0] + self.objects[1] + self.objects[2]: obj.update() def draw(self, screen): if isinstance(self.objects, list): - for obj in self.objects: + for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: obj.draw(screen) self.level[self.current_level].draw(screen) + + def getObjects(self): + return self.level[self.current_level].getObjects() class Stage(GameObjects): @@ -176,10 +185,11 @@ class Stage(GameObjects): self.rooms = rooms self.current = 0 - def update(self): + def update(self, objects): for room in self.rooms: if room.id == self.current: - room.update() + room.update(objects) + self.background = room.background keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT]: self.current += 1 @@ -191,6 +201,11 @@ class Stage(GameObjects): if room.id == self.current: room.draw(screen) + def getObjects(self): + for room in self.rooms: + if room.id == self.current: + return room.getObjects() + class Room(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) @@ -200,31 +215,46 @@ class Room(GameObjects): self.locked = True else: self.locked = False - - self.objects.append(self.genWalls(WIDTH, HEIGHT)) + [self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] def genWalls(self, WIDTH, HEIGHT): walls = [] - walls.append(pygame.Rect(0, 0, 4, HEIGHT)) - walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) - walls.append(pygame.Rect(0, 0, WIDTH, 4)) - walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) + walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT)) + walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT)) + walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4)) + walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) return walls - def update(self): - pass - + def update(self, objects): + self.objects = objects + if not self.objects[1]: + self.locked = False + return + def draw(self, screen): screen.blit(self.background, (32, 32)) if isinstance(self.objects, list): - for obj in self.objects[0]: + for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]: obj.draw(screen) + def getObjects(self): + return self.objects + class Obstacle(GameObjects): def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.collision = collision - self.rect = pygame.Rect((x, y), self.background.get_size()) + self.hidden = hidden + self.width = WIDTH + self.height = HEIGHT + if self.background is not None: + self.rect = pygame.Rect((x, y), self.background.get_size()) + else: + self.rect = pygame.Rect(x, y, WIDTH, HEIGHT) def draw(self, screen): - screen.blit(self.background, self.rect) + if not self.hidden: + screen.blit(self.background, self.rect) + else: + pygame.draw.rect(screen, '#e0a77f', self.rect, 2) + diff --git a/main.py b/main.py index ee279e0..c603d3b 100644 --- a/main.py +++ b/main.py @@ -27,22 +27,27 @@ def quitGame(): pygame.quit() quit() -def genRooms(WIDTH, HEIGHT, type:str): +def genRooms(WIDTH, HEIGHT, type:str, objects:list): 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/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) rooms = [ - Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), + 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, 5)]], 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, 5)]], 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, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), ] 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] + level = [] + rooms = genRooms(WIDTH, HEIGHT, '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: @@ -62,6 +67,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ if not freeze: + scene.update(False, objects) + objects = scene.getObjects() + screen.blit(scene.background, (32, 32)) + for thing in objects[3]: + 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): @@ -76,9 +88,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): npc.update(pygame.key.get_pressed(), objects) npc.draw(screen) - for thing in objects[3]: - thing.update(objects) - thing.draw(screen) + if objects[1] ==[]: + objects[0][0].book.addspell('windslash') + + else: objects[0][0].book.hidden = not freeze objects[0][0].book.draw(screen) @@ -127,7 +140,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): objects = [] - objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) + objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) while running: @@ -142,7 +155,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): # fill the screen with an image to clear the screen screen.blit(bg, (0, 0)) for obj in objects: - obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) + obj.update(screen) # flip() the display to put your work on screen pygame.display.flip() @@ -150,27 +163,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(60) # limits FPS to 60 def test(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] level = [] - rooms = genRooms(WIDTH, HEIGHT, 'grass') + rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) + freeze = False #Gameplay is freezed in certain situations - level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ - Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), - Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), - Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), - ])) + #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ + # Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), + # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), + # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), + # ])) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) # RENDER YOUR GAME HERE while True: - for event in pygame.event.get(): + screen.fill('#000000') + events = pygame.event.get() + for event in events: if event.type == pygame.QUIT: running = False quitGame() - screen.fill('#000000') - scene.update(False) - scene.draw(screen) + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + + if not freeze: + objects = scene.getObjects() + for thing in objects[0]: + thing.book.hidden = not freeze + if not thing.update(pygame.key.get_pressed(), objects): + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + for thing in objects[3]: + thing.update(objects) + thing.draw(screen) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() # flip() the display to put your work on screen pygame.display.flip() diff --git a/viecher.py b/viecher.py index e7e0ee3..f233ef3 100644 --- a/viecher.py +++ b/viecher.py @@ -1,5 +1,6 @@ import pygame as pg from classes import * +from main import * vec = pg.math.Vector2 fps = 60 @@ -54,6 +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) class NPC(Objects): def __init__(self, name, ms, sprite, convo_act, x, y) -> None: @@ -139,6 +141,7 @@ class MainCharacter(Fighter): self.health.draw(screen) self.level.draw(screen) self.book.draw(screen) + pg.draw.rect(screen, '#ff00ee', self.rect, 2) def hurt(self, damage, objects): if not self.talking: @@ -156,20 +159,51 @@ class MainCharacter(Fighter): moveto += vec(1, 0) if not moveto == vec(0, 0): moveto.scale_to_length(self.speed) + self.x += moveto[0] / fps self.y += moveto[1] / fps - touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) - if touches is not None: - self.x -= moveto[0]*1.5 / fps #change later - self.y -= moveto[1]*1.5 / fps #change later + touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + return + if touches.type == 'wall': + if touches.name == 'wall_l': + self.x += (2 + (self.x - touches.rect.x)) + elif touches.name == 'wall_r': + self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) + if touches.name == 'wall_t': + self.y += (2 + (self.y - touches.rect.y)) + elif touches.name == 'wall_b': + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) + 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 + elif self.x >= objects[3][0].width - 32: + self.x = objects[3][0].width - 32 - self.rect.width + 1 + if self.y <= 32: + self.y = 33 + elif self.y >= objects[3][0].height - 32: + self.y = objects[3][0].height - 32 - self.rect.height + 1 + """ def attack(self, obj, mouse): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): moveto = mouse- vec(self.x, self.y) if self.book.current_sp == 'fireball': weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) + elif self.book.current_sp == 'windslash': + weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) else: return obj[3].append(weapon) @@ -281,15 +315,14 @@ class Book(): if spell not in self.sp_list: self.sp_list.append(spell) self.current_sp = spell - self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23)) + self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) self.buttons_height += 100 - def update_spell(self): - self.current_sp = None - + def update_spell(self, spell): + self.current_sp = spell + def update(self): pass - 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) @@ -326,10 +359,12 @@ class Skeleton(Mobs): class Weapons(Objects): - def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: super().__init__(name, ms, sprite, x, y) self.moveto = moveto self.damage = damage + self.life_ticks= life_ticks + self.spawn_tick = pg.time.get_ticks() pos = vec(1,0) angle = pos.angle_to(moveto) with open(f'art/images/{sprite}') as i: @@ -341,33 +376,39 @@ class Weapons(Objects): touches.hurt(self.damage, objects) self.hidden = True objects[3].remove(self) + + def move(self, objects): + self.moveto.scale_to_length(self.speed) + self.x += self.moveto[0] / fps + self.y += self.moveto[1] / fps + if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: + self.hidden = True + objects[3].remove(self) class Spells(Weapons): - def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + 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') -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) def update(self, objects): - self.move() + self.move(objects) self.die(objects, Mobs) - -class Arrow(Weapons): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps +class Windslash(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=150) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) def update(self, objects): - self.move() + self.move(objects) + self.die(objects, Mobs) + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite = '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)