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								.idea/InfoProjekt.xlsx
									
										
									
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						|  | @ -1,44 +0,0 @@ | |||
| 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 (?) | ||||
							
								
								
									
										53
									
								
								READ.ME
									
										
									
									
									
								
							
							
						
						|  | @ -1,53 +0,0 @@ | |||
| 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', | ||||
|     '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 | ||||
| 
 | ||||
| 
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										160
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,160 +0,0 @@ | |||
| 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 | ||||
|  | @ -1,7 +0,0 @@ | |||
| { | ||||
|     "screen": | ||||
|     { | ||||
|         "res":[1280, 720], | ||||
|         "fullscreen": false | ||||
|     } | ||||
| } | ||||
							
								
								
									
										
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										22
									
								
								ideas.txt
									
										
									
									
									
										Normal file
									
								
							
							
						
						|  | @ -0,0 +1,22 @@ | |||
| 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
									
										
									
									
									
								
							
							
						
						|  | @ -1,147 +0,0 @@ | |||
| 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() | ||||
							
								
								
									
										
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								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,56 +0,0 @@ | |||
| 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) | ||||