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			ef9e7a6ef1
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| ef9e7a6ef1 | |||
| 4b12f09ebd | 
					 2 changed files with 84 additions and 25 deletions
				
			
		
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						
									
										17
									
								
								main.py
									
										
									
									
									
								
							|  | @ -27,8 +27,11 @@ def quitGame(): | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     objects = [] |     main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)] | ||||||
|     objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) |     mobs=[] | ||||||
|  |     mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200)) | ||||||
|  |     objects = [main,mobs] | ||||||
|  | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill('#000000') | ||||||
|         events = pygame.event.get() |         events = pygame.event.get() | ||||||
|  | @ -42,9 +45,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
| """  | """  | ||||||
|         for obj in objects: |         for thing in objects[0]: | ||||||
|             obj.update(pygame.key.get_pressed()) |             thing.update(pygame.key.get_pressed()) | ||||||
|             obj.draw(screen) |             thing.draw(screen) | ||||||
|  |          | ||||||
|  |         for mob in objects[1]: | ||||||
|  |             mob.update(objects) | ||||||
|  |             mob.draw(screen) | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
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								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										92
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,14 +1,15 @@ | ||||||
| import pygame | import pygame | ||||||
|  | vec = pygame.math.Vector2 | ||||||
| fps = 60 | fps = 60 | ||||||
| 
 | 
 | ||||||
| class Character(): | class Objects(): | ||||||
|     def __init__(self, name, ms, sprite) -> None: |     def __init__(self, name, ms, sprite, x, y) -> None: | ||||||
|         self.name = name |         self.name = name | ||||||
|         self.speed = ms |         self.speed = ms | ||||||
|         with open(f'art/images/{sprite}') as i: |         with open(f'art/images/{sprite}') as i: | ||||||
|             self.sprite = pygame.image.load(i) |             self.sprite = pygame.image.load(i) | ||||||
|         self.x = 524 |         self.x = x | ||||||
|         self.y = 524 |         self.y = y | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
| 
 | 
 | ||||||
|         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) | ||||||
|  | @ -20,13 +21,13 @@ class Character(): | ||||||
|         screen.blit(self.sprite, self.rect) |         screen.blit(self.sprite, self.rect) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class NPC(Character): | class NPC(Objects): | ||||||
|     pass |     pass | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Fighter(Character): | class Fighter(Objects): | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: | ||||||
|         super().__init__(name, ms, sprite) |         super().__init__(name, ms, sprite, x, y) | ||||||
|         self.health = health |         self.health = health | ||||||
|         self.damage = damage |         self.damage = damage | ||||||
|         self.level = level |         self.level = level | ||||||
|  | @ -34,23 +35,74 @@ class Fighter(Character): | ||||||
|         self.attack_range = atr |         self.attack_range = atr | ||||||
| 
 | 
 | ||||||
| class MainCharacter(Fighter): | class MainCharacter(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: | ||||||
|         super().__init__(name, ms, sprite, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.attack_spell = weapon |         self.attack_spell = weapon | ||||||
|         self.shield_spell = shield |         self.shield_spell = shield | ||||||
|         self.talking = False |         self.talking = False | ||||||
| 
 | 
 | ||||||
|     def update(self, keys): |     def update(self, keys): | ||||||
|         if keys[pygame.K_w]: |         moveto=vec(0,0) | ||||||
|             self.y -= self.speed / fps |         if keys[pygame.K_w] or keys[pygame.K_UP]: | ||||||
|         if keys[pygame.K_a]: |             moveto += vec(0,-1) | ||||||
|             self.x -= self.speed / fps |         if keys[pygame.K_a] or keys[pygame.K_LEFT]: | ||||||
|         if keys[pygame.K_s]: |             moveto += vec(-1,0) | ||||||
|             self.y += self.speed / fps |         if keys[pygame.K_s] or keys[pygame.K_DOWN]: | ||||||
|         if keys[pygame.K_d]: |             moveto += vec(0,1) | ||||||
|             self.x += self.speed / fps |         if keys[pygame.K_d] or keys[pygame.K_RIGHT]: | ||||||
|  |             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 | ||||||
|  |          | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| class Mobs(Fighter): | class Mobs(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: |     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: | ||||||
|         super().__init__(name, ms, sprite, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.drops = drops * (self.level / 2) |         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) | ||||||
|  |         self.canAttack=True | ||||||
|  |      | ||||||
|  |     def follow(self,obj): | ||||||
|  |         x=obj[0][0].x | ||||||
|  |         y=obj[0][0].y | ||||||
|  |         moveto = vec(x,y) - vec(self.x,self.y) | ||||||
|  |         if not (moveto).length()<=self.attack_range: | ||||||
|  |             moveto.scale_to_length(self.speed) | ||||||
|  |             self.x += moveto[0]/fps | ||||||
|  |             self.y += moveto[1]/fps | ||||||
|  |         else: | ||||||
|  |             self.attack(moveto,obj) | ||||||
|  | 
 | ||||||
|  |     def attack(self,moveto,obj): | ||||||
|  |         if self.canAttack==True: | ||||||
|  |             obj[1].append(Arrow("arrow",100,self.x,self.y,moveto)) | ||||||
|  |         self.canAttack=False | ||||||
|  |      | ||||||
|  |     def cooldown(self): | ||||||
|  |         pass | ||||||
|  |          | ||||||
|  | 
 | ||||||
|  |     def update(self,obj): | ||||||
|  |         self.follow(obj) | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | class Weapons(Objects): | ||||||
|  |     def __init__(self, name, ms, sprite, x, y, moveto) -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y) | ||||||
|  | 
 | ||||||
|  | class Arrow(Weapons): | ||||||
|  |     def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None: | ||||||
|  |         super().__init__(name, ms, sprite, x, y, moveto) | ||||||
|  |         self.moveto = moveto | ||||||
|  |      | ||||||
|  |     def update(self,objects): | ||||||
|  |         self.moveto.scale_to_length(self.speed) | ||||||
|  |         self.x += self.moveto[0]/fps | ||||||
|  |         self.y += self.moveto[1]/fps | ||||||
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