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BIN
.idea/InfoProjekt.xlsx
generated
Normal file
44
.idea/ideas.txt
generated
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
Anmerkungen in Klammern
|
||||
? - unsicher
|
||||
name? - Name noch unklar, bzw. steht zur Diskussion
|
||||
! - festgelegt / Einigung
|
||||
|
||||
Game:
|
||||
Rogue-like Game mit Story
|
||||
Pixel
|
||||
|
||||
viele Gegner:
|
||||
Skelette Schwert
|
||||
Zombies Knüppel
|
||||
Ratten -
|
||||
Kröten(?) -
|
||||
Gläubige(?) Bogen / Schwert
|
||||
|
||||
Story:
|
||||
Theme
|
||||
mittelalterlich(?)
|
||||
fairy-tale-like(?)
|
||||
medieval(!)
|
||||
|
||||
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
|
||||
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
|
||||
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
|
||||
-> Erwacht als magische Person in magischer Welt wieder
|
||||
Buch dient als Skillbaum (verschiedene Kapitel)
|
||||
Kampfmagier (name?)
|
||||
Heilender Magier -> Priester(name?)
|
||||
Elementmagier(?)
|
||||
Hexenkraft / Hexenwerke / Hexenmagie / Flüche (?)
|
||||
Kampf
|
||||
Faust
|
||||
Zauberstab - range und strength von Skills und Level(?) abhängig
|
||||
|
||||
NPCS
|
||||
Priester / Mönch (eher Mönch)
|
||||
Henker
|
||||
armer Bauer
|
||||
"Hexe"
|
||||
|
||||
Ziel(e)
|
||||
-> Zurückkommen
|
||||
-> Happy werden (?)
|
||||
0
storyline.txt → .idea/storyline.txt
generated
53
READ.ME
Normal file
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|
@ -0,0 +1,53 @@
|
|||
Brief Explanation of all files and classes and pygame
|
||||
|
||||
|
||||
Button CLass:
|
||||
Button(position_x, position_y, width, height, font key phrase/word (see dictionary), the function which should be executed, and if the function should be executed while holding the button or only once per press)
|
||||
|
||||
fonts = {
|
||||
'medieval': 'medieval.ttf',
|
||||
'minecraft': 'Minecraft Evenings.otf',
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||||
'3dpixel': '3D-Pixel.ttf',
|
||||
'8bit': '8bitlim.ttf',
|
||||
'8bito': '8blimro.ttf',
|
||||
'arcade': 'ARCADECLASSIC.ttf',
|
||||
'modern_game': 'astron boy video.otf',
|
||||
'modern': 'astron boy.otf',
|
||||
'wonder': 'Beyond Wonderland.ttf',
|
||||
'curved': 'Digitag.ttf',
|
||||
'simple': 'DisposableDroidBB.ttf',
|
||||
'rounded': 'dpcomic.ttf',
|
||||
'playfull': 'Endalian Script.ttf',
|
||||
'blocky': 'FREAKSOFNATURE.ttf',
|
||||
'catchy': 'Future TimeSplitters.otf',
|
||||
'simple_wide': 'Halo3.ttf',
|
||||
'simple_fat': 'INVASION2000.ttf',
|
||||
'very_gamy': 'ka1.ttf',
|
||||
'simple_round': 'Karma Suture.otf',
|
||||
'mono': 'manaspc.ttf',
|
||||
'damaged': 'Merchant Copy.ttf',
|
||||
'big_natural': 'MorialCitadel.TTF',
|
||||
'spacy': 'nasalization-rg.otf',
|
||||
'sci-fi': 'neuropol.otf',
|
||||
'hollow_big_edge': 'papercut.ttf',
|
||||
'space_shuttle': 'pdark.ttf',
|
||||
'thin': 'PixelFJVerdana12pt.ttf',
|
||||
'random': 'Seattle Avenue.ttf',
|
||||
'pixel': 'yoster.ttf'
|
||||
}
|
||||
|
||||
Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH
|
||||
|
||||
GameObjects for rooms, scenes and maybe MorialCitadel
|
||||
|
||||
Scene:
|
||||
type - normal, dungeon, cutscene
|
||||
objects - contain rooms, npcs, mobs, the character etc.
|
||||
|
||||
Room:
|
||||
type - normal, shop, special (?), boss
|
||||
objects - npcs, mobs, the character etc.
|
||||
exits - position of exits --> [top:bool, right:bool, down:bool, left:bool]; 1 to 4 exits per room
|
||||
locked - bool if the room is unlocked; locked upon first entering unless all mobs are dead
|
||||
|
||||
|
||||
BIN
art/image files/exit.png
Normal file
|
After Width: | Height: | Size: 738 B |
BIN
art/image files/field.kra
Normal file
BIN
art/image files/field.png
Normal file
|
After Width: | Height: | Size: 544 B |
BIN
art/image files/mauer.png
Normal file
|
After Width: | Height: | Size: 629 B |
BIN
art/image files/mauer_down-left.png
Normal file
|
After Width: | Height: | Size: 724 B |
BIN
art/image files/mauer_down-right.png
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|
After Width: | Height: | Size: 703 B |
BIN
art/image files/mauer_down.png
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|
After Width: | Height: | Size: 651 B |
BIN
art/image files/mauer_left.png
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|
After Width: | Height: | Size: 706 B |
BIN
art/image files/mauer_right.png
Normal file
|
After Width: | Height: | Size: 694 B |
BIN
art/image files/mauer_top-left.png
Normal file
|
After Width: | Height: | Size: 731 B |
BIN
art/image files/mauer_top-right.png
Normal file
|
After Width: | Height: | Size: 719 B |
BIN
art/image files/mauer_top.png
Normal file
|
After Width: | Height: | Size: 657 B |
BIN
art/image files/new_game.png
Normal file
|
After Width: | Height: | Size: 974 B |
BIN
art/image files/options.png
Normal file
|
After Width: | Height: | Size: 808 B |
BIN
art/image files/set1.png
Normal file
|
After Width: | Height: | Size: 38 KiB |
BIN
art/images/reddy.png
Normal file
|
After Width: | Height: | Size: 654 B |
BIN
art/images/start.png
Normal file
|
After Width: | Height: | Size: 2.3 MiB |
BIN
art/images/textbox.png
Normal file
|
After Width: | Height: | Size: 644 B |
160
classes.py
Normal file
|
|
@ -0,0 +1,160 @@
|
|||
import pygame
|
||||
|
||||
pygame.font.init()
|
||||
fonts = {
|
||||
'medieval': 'medieval.ttf',
|
||||
'minecraft': 'Minecraft Evenings.otf',
|
||||
'3dpixel': '3D-Pixel.ttf',
|
||||
'8bit': '8bitlim.ttf',
|
||||
'8bito': '8blimro.ttf',
|
||||
'arcade': 'ARCADECLASSIC.ttf',
|
||||
'modern_game': 'astron boy video.otf',
|
||||
'modern': 'astron boy.otf',
|
||||
'wonder': 'Beyond Wonderland.ttf',
|
||||
'curved': 'Digitag.ttf',
|
||||
'simple': 'DisposableDroidBB.ttf',
|
||||
'rounded': 'dpcomic.ttf',
|
||||
'playfull': 'Endalian Script.ttf',
|
||||
'blocky': 'FREAKSOFNATURE.ttf',
|
||||
'catchy': 'Future TimeSplitters.otf',
|
||||
'simple_wide': 'Halo3.ttf',
|
||||
'simple_fat': 'INVASION2000.ttf',
|
||||
'very_gamy': 'ka1.ttf',
|
||||
'simple_round': 'Karma Suture.otf',
|
||||
'mono': 'manaspc.ttf',
|
||||
'damaged': 'Merchant Copy.ttf',
|
||||
'big_natural': 'MorialCitadel.TTF',
|
||||
'spacy': 'nasalization-rg.otf',
|
||||
'sci-fi': 'neuropol.otf',
|
||||
'hollow_big_edge': 'papercut.ttf',
|
||||
'space_shuttle': 'pdark.ttf',
|
||||
'thin': 'PixelFJVerdana12pt.ttf',
|
||||
'random': 'Seattle Avenue.ttf',
|
||||
'pixel': 'yoster.ttf'
|
||||
}
|
||||
|
||||
class Button():
|
||||
def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
|
||||
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.onclickFunction = onclickFunction
|
||||
self.onePress = onePress
|
||||
self.alreadyPressed = False
|
||||
|
||||
with open('art/images/textbox.png', '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')
|
||||
|
||||
def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
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)
|
||||
self.alreadyPressed = True
|
||||
else:
|
||||
self.onclickFunction()
|
||||
self.alreadyPressed = True
|
||||
else:
|
||||
self.alreadyPressed = False
|
||||
self.box.blit(self.buttonSurf, [
|
||||
self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
|
||||
self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, self.buttonRect)
|
||||
|
||||
|
||||
class DropDown():
|
||||
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
|
||||
self.rect = pygame.Rect(x, y, width, height)
|
||||
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
self.main = main
|
||||
self.options = options
|
||||
self.draw_menu = False
|
||||
self.menu_active = False
|
||||
self.active_option = -1
|
||||
|
||||
with open('art/images/textbox.png', 'r') as tb:
|
||||
self.box = pygame.image.load(tb)
|
||||
self.box = pygame.transform.scale(self.box, (width, height))
|
||||
|
||||
def draw(self, screen):
|
||||
#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
|
||||
surface = self.font.render(self.main, 1, (0, 0, 0))
|
||||
self.box.blit(surface, [
|
||||
self.rect.width/2 - surface.get_rect().width/2,
|
||||
self.rect.height/2 - surface.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, surface.get_rect(center = self.rect.center))
|
||||
|
||||
if self.draw_menu:
|
||||
for i, text in enumerate(self.options):
|
||||
rect = self.rect.copy()
|
||||
rect.y += (i+1) * self.rect.height
|
||||
rect.x = self.rect.x
|
||||
#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
|
||||
#msg = self.font.render(text, 1, (0, 0, 0))
|
||||
#screen.blit(msg, msg.get_rect(center = rect.center))
|
||||
surface = self.font.render(text, 1, (0, 0, 0))
|
||||
self.box.blit(surface, [
|
||||
rect.width/2 - surface.get_rect().width/2,
|
||||
rect.height/2 - surface.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, rect)
|
||||
|
||||
def update(self, event_list):
|
||||
mpos = pygame.mouse.get_pos()
|
||||
self.menu_active = self.rect.collidepoint(mpos)
|
||||
self.active_option = -1
|
||||
for i in range(len(self.options)):
|
||||
rect = self.rect.copy()
|
||||
rect.y += (i+1) * self.rect.height
|
||||
if rect.collidepoint(mpos):
|
||||
self.active_option = i
|
||||
break
|
||||
|
||||
if not self.menu_active and self.active_option == -1:
|
||||
self.draw_menu = False
|
||||
#self.draw_menu = True
|
||||
#return -1
|
||||
if pygame.mouse.get_pressed(num_buttons=3)[0]:
|
||||
if self.menu_active:
|
||||
self.draw_menu = not self.draw_menu
|
||||
elif self.draw_menu and self.active_option >= 0:
|
||||
self.draw_menu = False
|
||||
return self.active_option
|
||||
return -1
|
||||
|
||||
|
||||
class GameObjects():
|
||||
def __init__(self, name:str, _type:str, bg, objects:list) -> None:
|
||||
self.name = name
|
||||
self.type = _type
|
||||
self.background = bg
|
||||
self.objects = objects
|
||||
|
||||
|
||||
class Scene(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list) -> None:
|
||||
super().__init__(name, _type, bg, objects)
|
||||
|
||||
|
||||
class Room(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None:
|
||||
super().__init__(name, _type, bg, objects)
|
||||
self.exits = exits
|
||||
if self.type == 'normal' or self.type == 'boss':
|
||||
self.locked = True
|
||||
else:
|
||||
self.locked = False
|
||||
7
config.json
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
"screen":
|
||||
{
|
||||
"res":[1280, 720],
|
||||
"fullscreen": false
|
||||
}
|
||||
}
|
||||
BIN
fonts/3D-Pixel.ttf
Normal file
BIN
fonts/8bitlim.ttf
Normal file
BIN
fonts/8bitlimo.ttf
Normal file
BIN
fonts/8bitlimr.ttf
Normal file
BIN
fonts/8blimro.ttf
Normal file
BIN
fonts/ARCADECLASSIC.TTF
Normal file
BIN
fonts/Beyond Wonderland.ttf
Normal file
BIN
fonts/Digitag.ttf
Normal file
BIN
fonts/DisposableDroidBB.ttf
Normal file
BIN
fonts/DisposableDroidBB_bld.ttf
Normal file
BIN
fonts/DisposableDroidBB_bldital.ttf
Normal file
BIN
fonts/DisposableDroidBB_ital.ttf
Normal file
BIN
fonts/Endalian Script.ttf
Normal file
BIN
fonts/FREAKSOFNATURE.ttf
Normal file
BIN
fonts/FREAKSOFNATUREMASSIVE.ttf
Normal file
BIN
fonts/Future TimeSplitters.otf
Normal file
BIN
fonts/Halo3.ttf
Normal file
BIN
fonts/INVASION2000.TTF
Normal file
BIN
fonts/Karma Future.otf
Normal file
BIN
fonts/Karma Suture.otf
Normal file
BIN
fonts/Merchant Copy Doublesize.ttf
Normal file
BIN
fonts/Merchant Copy Wide.ttf
Normal file
BIN
fonts/Merchant Copy.ttf
Normal file
BIN
fonts/Minecraft Evenings.otf
Normal file
BIN
fonts/MoriaCitadel.TTF
Normal file
BIN
fonts/PixelFJVerdana12pt.ttf
Normal file
BIN
fonts/Seattle Avenue.ttf
Normal file
BIN
fonts/SeattleAvenue.otf
Normal file
BIN
fonts/astron boy italic.otf
Normal file
BIN
fonts/astron boy video.otf
Normal file
BIN
fonts/astron boy wonder.otf
Normal file
BIN
fonts/astron boy.otf
Normal file
BIN
fonts/dpcomic.ttf
Normal file
BIN
fonts/ka1.ttf
Normal file
BIN
fonts/kirbyss.ttf
Normal file
BIN
fonts/manaspc.ttf
Normal file
BIN
fonts/medieval.ttf
Normal file
BIN
fonts/nasalization-rg.otf
Normal file
BIN
fonts/neuropol.otf
Normal file
BIN
fonts/papercut.ttf
Normal file
BIN
fonts/pcsenior.ttf
Normal file
BIN
fonts/pdark.ttf
Normal file
BIN
fonts/yoster.ttf
Normal file
22
ideas.txt
|
|
@ -1,22 +0,0 @@
|
|||
Game:
|
||||
Rogue-like Game mit Story
|
||||
Pixel
|
||||
|
||||
viele Gegner:
|
||||
Skelette
|
||||
Zombies
|
||||
|
||||
Story:
|
||||
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
|
||||
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
|
||||
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
|
||||
-> Erwacht als magische Person in magischer Welt wieder
|
||||
Buch dient als Skillbaum (verschiedene Kapitel)
|
||||
Kampfmagier
|
||||
Heilender Magier -> Priester?
|
||||
Elementmagier(?)
|
||||
maybe noch irgendwas 4.
|
||||
|
||||
Ziel(e)
|
||||
-> Zurückkommen
|
||||
-> Happy werden (?)
|
||||
147
main.py
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
import pygame
|
||||
import sys
|
||||
import json
|
||||
import time
|
||||
from classes import *
|
||||
from viecher import *
|
||||
fps = 60
|
||||
|
||||
def setUp(config):
|
||||
pygame.init()
|
||||
if config["fullscreen"]:
|
||||
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||
else:
|
||||
screen = pygame.display.set_mode(config["res"])
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
return screen, clock, True, True, "start.png", []
|
||||
|
||||
def readConfig():
|
||||
with open('config.json', 'r') as c:
|
||||
json_data = c.read()
|
||||
return json.loads(json_data)
|
||||
|
||||
def quitGame():
|
||||
#save progress somehow, if needed
|
||||
pygame.quit()
|
||||
quit()
|
||||
|
||||
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50))
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
"""with open(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
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
for obj in objects:
|
||||
obj.update(pygame.key.get_pressed())
|
||||
obj.draw(screen)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(fps) # limits FPS to 60
|
||||
|
||||
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
# List that is displayed while selecting the window resolution level
|
||||
resolution = [("1920x1080", "1920x1080"),
|
||||
("1920x1200", "1920x1200"),
|
||||
("1280x720", "1280x720"),
|
||||
("2560x1440", "2560x1440"),
|
||||
("3840x2160", "3840x2160")]
|
||||
|
||||
# This function displays the currently selected options
|
||||
|
||||
def printSettings():
|
||||
print("\n\n")
|
||||
# getting the data using "get_input_data" method of the Menu class
|
||||
settingsData = settings.get_input_data()
|
||||
|
||||
for key in settingsData.keys():
|
||||
print(f"{key}\t:\t{settingsData[key]}")
|
||||
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(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
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.process(screen)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(f'art/images/{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
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def main():
|
||||
config = readConfig()
|
||||
screen, clock, running, isblack, background, objects = setUp(config["screen"])
|
||||
WIDTH, HEIGHT = screen.get_size()
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
"""while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
if not isblack:
|
||||
with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with a color to wipe away anything from last frame
|
||||
screen.blit(bg, (0, 0))
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
|
||||
else:
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60"""
|
||||
|
||||
pygame.quit()
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
BIN
test.png
Normal file
|
After Width: | Height: | Size: 529 KiB |
56
viecher.py
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
import pygame
|
||||
fps = 60
|
||||
|
||||
class Character():
|
||||
def __init__(self, name, ms, sprite) -> None:
|
||||
self.name = name
|
||||
self.speed = ms
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pygame.image.load(i)
|
||||
self.x = 524
|
||||
self.y = 524
|
||||
self.hidden = False
|
||||
|
||||
self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
|
||||
|
||||
class NPC(Character):
|
||||
pass
|
||||
|
||||
|
||||
class Fighter(Character):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite)
|
||||
self.health = health
|
||||
self.damage = damage
|
||||
self.level = level
|
||||
self.attack_speed = asp
|
||||
self.attack_range = atr
|
||||
|
||||
class MainCharacter(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
self.attack_spell = weapon
|
||||
self.shield_spell = shield
|
||||
self.talking = False
|
||||
|
||||
def update(self, keys):
|
||||
if keys[pygame.K_w]:
|
||||
self.y -= self.speed / fps
|
||||
if keys[pygame.K_a]:
|
||||
self.x -= self.speed / fps
|
||||
if keys[pygame.K_s]:
|
||||
self.y += self.speed / fps
|
||||
if keys[pygame.K_d]:
|
||||
self.x += self.speed / fps
|
||||
|
||||
class Mobs(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
self.drops = drops * (self.level / 2)
|
||||