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Author SHA1 Message Date
c17b65d2f3 added village somehow 2024-03-09 15:54:19 +01:00
67f1e081fa added village 2024-03-09 14:00:00 +01:00
4 changed files with 79 additions and 3 deletions

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art/images/portal.png Normal file

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70
main.py
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@ -52,7 +52,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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 = True #Gameplay is freezed in certain situations
freeze = False #Gameplay is freezed in certain situations
while running:
screen.fill('#000000')
@ -85,7 +85,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
@ -99,7 +99,71 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects[0][0].book.addspell('windslash')
scene.update(False, objects)
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()
clock.tick(fps) # limits FPS to 60
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs = []
weapons = []
others = [Fire('f1', 0, 200, 300), Portal('p1', 0, 1000, 500)]
npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
freeze = True #Gameplay is freezed in certain situations
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# 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))
"""
if not freeze:
objects = room.getObjects()
screen.blit(room.background, (32, 32))
for thing in objects[4]:
if thing.update(objects):
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for weapon in objects[3]:
weapon.update(objects)
weapon.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):
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)
objects[0][0].book.addspell('windslash')
room.update(objects)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
@ -148,7 +212,7 @@ 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, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, 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:

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@ -481,4 +481,16 @@ class Fire(Objects):
def update(self, objects):
self.warming(objects)
return False
class Portal(Objects):
def __init__(self, name, ms, x, y, sprite='portal.png') -> None:
super().__init__(name, ms, sprite, x, y)
def update(self, objects):
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and isinstance(touches, MainCharacter):
return True
else:
return False