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BIN
__pycache__/classes.cpython-311.pyc
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__pycache__/main.cpython-311.pyc
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__pycache__/viecher.cpython-311.pyc
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art/image files/dooor.kra
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art/image files/door.kra
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art/image files/door.kra~
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art/image files/field.kra~
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art/image files/startscreen.kra
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art/image files/startscreen.kra~
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art/image files/textbox.png~
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art/images/background/door_boss.png
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art/images/background/door_normal.png
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art/images/background/startscreen.png
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art/images/background/startscreen.png~
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art/images/box/bossbar_edge.png
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art/images/box/bossbar_empty.png
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art/images/box/bossbar_full.png
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After Width: | Height: | Size: 159 B |
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art/images/icon.png
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After Width: | Height: | Size: 488 KiB |
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art/images/people/cultist.png
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After Width: | Height: | Size: 380 B |
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art/images/people/dorfaelteste.png
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art/images/people/fairy.png
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art/images/people/vivi.png
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After Width: | Height: | Size: 497 B |
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art/images/people/zombiewalk.png
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After Width: | Height: | Size: 1.6 KiB |
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art/images/weapons/redblob.png
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After Width: | Height: | Size: 326 B |
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audio/music/middleages(1.1).mp3
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audio/music/middleages(1.2).mp3
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audio/music/middleages(2.1).mp3
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audio/music/middleages(2.2).mp3
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audio/music/thebritons(1.1).mp3
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audio/music/thebritons(1.2).mp3
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audio/soundeffects/arrowsound.mp3
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audio/soundeffects/cultistattack.mp3
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audio/soundeffects/door.mp3
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audio/soundeffects/firebalhitl.mp3
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audio/soundeffects/hitsound.mp3
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audio/soundeffects/oldmanattack.mp3
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audio/soundeffects/portalsound.mp3
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audio/soundeffects/reddyattack.mp3
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audio/soundeffects/wind.mp3
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audio/soundeffects/zombieattack.mp3
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861
classes.py
|
|
@ -1,5 +1,10 @@
|
||||||
import pygame
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import pygame
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||||||
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import random
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# from viecher import Skeleton, Zombie
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||||||
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from pygame import mixer
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||||||
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"""
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||||||
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cultistattack_sound = mixer.Sound('audio/soundeffects/cultistattack.mp3')
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||||||
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"""
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||||||
pygame.font.init()
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pygame.font.init()
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||||||
fonts = {
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fonts = {
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||||||
'medieval': 'medieval.ttf',
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'medieval': 'medieval.ttf',
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||||||
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@ -96,7 +101,7 @@ class Label():
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||||||
return
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return
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||||||
with open(f'art/images/box/{self.sprite}', 'r') as tb:
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
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||||||
self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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||||||
self.box = pygame.transform.scale(self.box, (self.width,self.height))
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self.box = pygame.transform.scale(self.box, (self.width, self.height))
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||||||
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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||||||
self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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||||||
self.box.blit(self.labelSurf, [
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self.box.blit(self.labelSurf, [
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||||||
|
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@ -105,6 +110,50 @@ class Label():
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||||||
])
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])
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||||||
screen.blit(self.box, self.labelRect)
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screen.blit(self.box, self.labelRect)
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||||||
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||||||
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class HealthBar(Label):
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def __init__(self, text, hp, x, y=8, width=256, height=24, font='simple', font_size=20, font_color='#e3d807', sprite='bossbar') -> None:
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||||||
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super().__init__(x, y, width, height, text, font, font_size, font_color)
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||||||
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self.text = text.capitalize()
|
||||||
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self.max = hp
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||||||
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self.sprite = [f'{sprite}_empty.png', f'{sprite}_full.png', f'{sprite}_edge.png']
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||||||
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self.box = []
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||||||
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self.filling_should = self.width
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||||||
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self.filling_is = self.filling_should
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||||||
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self.rect = pygame.Rect(0, 0, 0, 0)
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||||||
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self.percentage = 100
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||||||
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for sprite in self.sprite:
|
||||||
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with open(f'art/images/box/{sprite}', 'r') as tb:
|
||||||
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tmp = pygame.image.load(tb)
|
||||||
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self.box.append(pygame.transform.scale(tmp, (width, height)))
|
||||||
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|
||||||
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def draw(self, screen):
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||||||
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if self.hidden:
|
||||||
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return
|
||||||
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for i, sprite in enumerate(self.sprite):
|
||||||
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with open(f'art/images/box/{sprite}', 'r') as tb:
|
||||||
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if i != 1:
|
||||||
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self.box[i] = pygame.image.load(tb)
|
||||||
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self.box[i] = pygame.transform.scale(self.box[i], (self.width, self.height))
|
||||||
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else:
|
||||||
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self.box[i] = pygame.image.load(tb)
|
||||||
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if not self.filling_is <= self.filling_should:
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||||||
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self.filling_is -= 1.5
|
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self.box[i] = pygame.transform.scale(self.box[i], (self.filling_is, self.height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(f'{self.text}: {self.percentage}%', True, self.font_color)
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||||||
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self.box[-1].blit(self.labelSurf, [
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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||||||
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])
|
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for box in self.box:
|
||||||
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screen.blit(box, self.labelRect)
|
||||||
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||||||
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def update(self, objects):
|
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for mob in objects[1]:
|
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if isinstance(mob, Boss):
|
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self.percentage = mob.health / (self.max / 100)
|
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self.filling_should = self.width * (self.percentage / 100)
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|
||||||
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|
||||||
class DropDown():
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class DropDown():
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@ -195,19 +244,19 @@ class Scene(GameObjects):
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||||||
self.current_level = 0
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self.current_level = 0
|
||||||
self.update()
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self.update()
|
||||||
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|
||||||
def update(self, change:bool=False, objects=None):
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def update(self, change:int=None, objects=None):
|
||||||
if change:
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obj = self.level[self.current_level].update(change, objects)
|
||||||
self.current_level += 1
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|
||||||
self.level[self.current_level].update(objects)
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|
||||||
self.background = self.level[self.current_level].background
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self.background = self.level[self.current_level].background
|
||||||
"""if isinstance(self.objects, list):
|
"""if isinstance(self.objects, list):
|
||||||
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
||||||
obj.update()"""
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obj.update()"""
|
||||||
|
|
||||||
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return obj
|
||||||
|
|
||||||
def draw(self, screen):
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def draw(self, screen):
|
||||||
if isinstance(self.objects, list):
|
"""if isinstance(self.objects, list):
|
||||||
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
|
||||||
obj.draw(screen)
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obj.draw(screen)"""
|
||||||
self.level[self.current_level].draw(screen)
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self.level[self.current_level].draw(screen)
|
||||||
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|
||||||
def getObjects(self):
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def getObjects(self):
|
||||||
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@ -217,20 +266,29 @@ class Scene(GameObjects):
|
||||||
class Stage(GameObjects):
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class Stage(GameObjects):
|
||||||
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
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def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
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self.WIDTH = WIDTH
|
||||||
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self.HEIGHT = HEIGHT
|
||||||
self.stage = stage
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self.stage = stage
|
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self.rooms = rooms
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self.rooms = rooms
|
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self.current = 0
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self.current = 0
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self.sortRooms(WIDTH)
|
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for room in self.rooms:
|
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if room.id == self.current:
|
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room.objectCreation(WIDTH, HEIGHT)
|
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def update(self, target, objects):
|
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if target is not None:
|
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self.current = int(target)
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for room in self.rooms:
|
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if room.id == self.current:
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obj = room.objectCreation(self.WIDTH, self.HEIGHT)
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self.background = room.background
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return obj
|
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|
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def update(self, objects):
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|
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for room in self.rooms:
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for room in self.rooms:
|
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if room.id == self.current:
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if room.id == self.current:
|
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room.update(objects)
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room.update(objects)
|
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self.background = room.background
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self.background = room.background
|
||||||
keys = pygame.key.get_pressed()
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|
||||||
if keys[pygame.K_RIGHT]:
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|
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self.current += 1
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|
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if self.current >= len(self.rooms):
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|
||||||
return 1
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|
||||||
|
|
||||||
def draw(self, screen):
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def draw(self, screen):
|
||||||
for room in self.rooms:
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for room in self.rooms:
|
||||||
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@ -242,16 +300,44 @@ class Stage(GameObjects):
|
||||||
if room.id == self.current:
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if room.id == self.current:
|
||||||
return room.getObjects()
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return room.getObjects()
|
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|
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def sortRooms(self, WIDTH):
|
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rooms = self.rooms
|
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for i, room in enumerate(rooms):
|
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if room.type != 'boss':
|
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i += 1
|
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rand = random.randint(0, 25)
|
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if rand < 7.5:
|
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if rooms[i].id <= room.id: i += 1
|
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room.exits.append([rooms[i].id, rooms[i].type])
|
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elif rand < 20:
|
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if rooms[i].id <= room.id: i += 1
|
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room.exits.append([rooms[i].id, rooms[i].type])
|
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if rand % 2 == 0: i += 1
|
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if not i >= len(self.rooms) - 2:
|
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
|
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else:
|
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if rooms[i].id <= room.id: i += 1
|
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room.exits.append([rooms[i].id, rooms[i].type])
|
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if rand % 2 == 0: i += 1
|
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if not i >= len(self.rooms) - 2:
|
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
|
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if not i >= len(self.rooms) - 3:
|
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room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
|
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|
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for room in self.rooms:
|
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room.createDoors(WIDTH)
|
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|
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class Room(GameObjects):
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class Room(GameObjects):
|
||||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
|
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
self.exits = exits
|
self.exits = []
|
||||||
self.id = id
|
self.id = id
|
||||||
|
self.doors = []
|
||||||
if self.type == 'normal' or self.type == 'boss':
|
if self.type == 'normal' or self.type == 'boss':
|
||||||
self.locked = True
|
self.locked = True
|
||||||
|
#self.objectCreation(WIDTH, HEIGHT)
|
||||||
else:
|
else:
|
||||||
self.locked = False
|
self.locked = False
|
||||||
[self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
|
||||||
|
|
||||||
def genWalls(self, WIDTH, HEIGHT):
|
def genWalls(self, WIDTH, HEIGHT):
|
||||||
walls = []
|
walls = []
|
||||||
|
|
@ -261,18 +347,54 @@ class Room(GameObjects):
|
||||||
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
||||||
return walls
|
return walls
|
||||||
|
|
||||||
|
def createDoors(self, WIDTH):
|
||||||
|
if not self.type == 'boss':
|
||||||
|
if len(self.exits) == 1:
|
||||||
|
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), self.exits[0][0]))
|
||||||
|
elif len(self.exits) == 2:
|
||||||
|
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
|
||||||
|
self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0]))
|
||||||
|
else:
|
||||||
|
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
|
||||||
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self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0]))
|
||||||
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self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0]))
|
||||||
|
|
||||||
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self.objects.append(self.doors)
|
||||||
|
|
||||||
|
def objectCreation(self, WIDTH, HEIGHT):
|
||||||
|
self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||||
|
if self.type != 'boss':
|
||||||
|
self.objects[1] = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 2, 200) for i in range(0,random.randint(2, 5))] + [Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))]
|
||||||
|
npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600),
|
||||||
|
NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)]
|
||||||
|
rand = random.randint(0, 30)
|
||||||
|
if rand <= 25 and rand >= 15:
|
||||||
|
self.objects[2] = [random.choice(npcs)]
|
||||||
|
else:
|
||||||
|
self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)]
|
||||||
|
self.objects[4].append(HealthBar(self.objects[1][0].name, self.objects[1][0].health, WIDTH / 2 - 128))
|
||||||
|
return self.objects
|
||||||
|
|
||||||
|
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
if objects is not None:
|
if objects is not None:
|
||||||
self.objects = objects
|
self.objects = objects
|
||||||
if not self.objects[1]:
|
if not self.objects[1]:
|
||||||
|
if self.type == 'boss':
|
||||||
|
print('yeahhh, you killed the boss')
|
||||||
|
self.objects[0][0].level.level = 100
|
||||||
self.locked = False
|
self.locked = False
|
||||||
|
for door in self.doors:
|
||||||
|
door.update(False)
|
||||||
return
|
return
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
screen.blit(self.background, (32, 32))
|
"""screen.blit(self.background, (32, 32))
|
||||||
if isinstance(self.objects, list):
|
if isinstance(self.objects, list):
|
||||||
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
||||||
obj.draw(screen)
|
obj.draw(screen)"""
|
||||||
|
for door in self.doors:
|
||||||
|
door.draw(screen)
|
||||||
|
|
||||||
def getObjects(self):
|
def getObjects(self):
|
||||||
return self.objects
|
return self.objects
|
||||||
|
|
@ -292,17 +414,710 @@ class Obstacle(GameObjects):
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
if not self.hidden:
|
if not self.hidden:
|
||||||
screen.blit(self.background, self.rect)
|
screen.blit(self.background, self.rect)
|
||||||
else:
|
|
||||||
pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
|
|
||||||
|
|
||||||
class Door(GameObjects):
|
class Door(GameObjects):
|
||||||
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, x: int, y: int, islocked=True) -> None:
|
def __init__(self, name: str, _type: str, x: int, target:int, y: int=16, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None:
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT)
|
||||||
self.rect = pygame.Rect((x, y), self.background.get_size())
|
self.rect = pygame.Rect((x, y), self.background.get_size())
|
||||||
self.locked = islocked
|
self.locked = islocked
|
||||||
|
self.target = target
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
screen.blit(self.background, self.rect)
|
screen.blit(self.background, self.rect)
|
||||||
|
|
||||||
def update(self, islocked=True):
|
def update(self, islocked=True):
|
||||||
self.locked = islocked
|
self.locked = islocked
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#Viecher
|
||||||
|
vec = pygame.math.Vector2
|
||||||
|
fps = 60
|
||||||
|
|
||||||
|
class Objects():
|
||||||
|
def __init__(self, name, ms, sprite, x, y) -> None:
|
||||||
|
self.name = name
|
||||||
|
self.speed = ms
|
||||||
|
with open(f'art/images/{sprite}') as i:
|
||||||
|
self.sprite = pygame.transform.scale2x(pygame.image.load(i))
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
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)
|
||||||
|
#pygame.draw.rect(screen, '#ef0120', self.rect, 2)
|
||||||
|
|
||||||
|
class NPC(Objects):
|
||||||
|
def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
self.talking = False
|
||||||
|
self.hidden = False
|
||||||
|
self.conversation = Convo(self, convo_scene)
|
||||||
|
self.lastUpdate = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
def talk(self, objects):
|
||||||
|
self.talking = True
|
||||||
|
objects[0][0].talking = True
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
super().draw(screen)
|
||||||
|
if self.talking:
|
||||||
|
self.conversation.draw(screen)
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if self.name == 'oldlady':
|
||||||
|
if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]:
|
||||||
|
self.conversation.convo_scene = 1
|
||||||
|
if self.lastUpdate + 200 < pygame.time.get_ticks():
|
||||||
|
if self.talking:
|
||||||
|
self.conversation.update(keys, objects)
|
||||||
|
self.lastUpdate = pygame.time.get_ticks()
|
||||||
|
else:
|
||||||
|
touches = pygame.sprite.spritecollideany(self, objects[0])
|
||||||
|
if touches is not None and keys[pygame.K_f] and isinstance(touches, MainCharacter):
|
||||||
|
self.talk(objects)
|
||||||
|
self.lastUpdate = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
|
||||||
|
class Convo(Label):
|
||||||
|
def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
||||||
|
super().__init__(x, y, width, height, text, font, font_size)
|
||||||
|
self.convo_act=0
|
||||||
|
self.npc = npc
|
||||||
|
self.convo_scene = convo_scene
|
||||||
|
self.convos = [
|
||||||
|
['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
|
||||||
|
['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
|
||||||
|
['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
||||||
|
['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
||||||
|
['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']],
|
||||||
|
['fairy', 0, ['Hello fellow traveler.', 'I am Aurelia, a Whisperwind Fairy.', '''Do not worry about me. I won't harm anybody.''', 'You should still be careful around other fairies, many of them are insidious.', 'But fear not lonely traveller, I will help you survive.', 'Please take this spell for your further journey']]
|
||||||
|
]
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
self.text = self.findConversation()[2][self.convo_act]
|
||||||
|
super().draw(screen)
|
||||||
|
|
||||||
|
|
||||||
|
def findConversation(self):
|
||||||
|
for convo in self.convos:
|
||||||
|
if convo[0] == self.npc.name and convo[1] == self.convo_scene:
|
||||||
|
return convo
|
||||||
|
return ['ERROR']
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if keys[pygame.K_f]:
|
||||||
|
convo = self.findConversation()
|
||||||
|
if self.convo_act + 1 < len(convo[2]):
|
||||||
|
self.text = convo[2][self.convo_act]
|
||||||
|
self.convo_act += 1
|
||||||
|
else:
|
||||||
|
if convo[0] == 'oldlady':
|
||||||
|
if convo[1] == 0:
|
||||||
|
for i in range(0,5):
|
||||||
|
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
|
||||||
|
elif convo[1] == 1:
|
||||||
|
objects[0][0].level.level = 5
|
||||||
|
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
|
||||||
|
elif convo[0] == 'elder':
|
||||||
|
if convo[1] == 0:
|
||||||
|
objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
|
||||||
|
self.convo_scene += 1
|
||||||
|
elif convo[0] == 'vivi':
|
||||||
|
objects[0][0].health.health = 0
|
||||||
|
self.convo_act = 0
|
||||||
|
self.npc.talking = False
|
||||||
|
objects[0][0].talking = False
|
||||||
|
|
||||||
|
|
||||||
|
class Fighter(Objects):
|
||||||
|
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
self.health = health
|
||||||
|
self.damage = damage
|
||||||
|
self.level = level
|
||||||
|
self.attack_speed = asp
|
||||||
|
self.attack_range = atr
|
||||||
|
self.lastHurt = pygame.time.get_ticks()
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
self.hurtCooldown = 0
|
||||||
|
|
||||||
|
|
||||||
|
class MainCharacter(Fighter):
|
||||||
|
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||||
|
self.book = Book(0, 0, [], None, None)
|
||||||
|
self.talking = False
|
||||||
|
self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20)
|
||||||
|
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y=50, hurtCooldown=self.hurtCooldown)
|
||||||
|
self.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing')
|
||||||
|
self.freezing = True
|
||||||
|
self.killed = killed # amount of mobs that were killed
|
||||||
|
self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png')
|
||||||
|
self.current_frame = 0
|
||||||
|
self.animation_speed = 0.1
|
||||||
|
self.last_frame_update = pygame.time.get_ticks()
|
||||||
|
self.rect = pygame.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height())
|
||||||
|
self.is_attacking = False
|
||||||
|
|
||||||
|
def load_frames(self, walk_sprite_sheet, attack_sprite_sheet):
|
||||||
|
self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=66)
|
||||||
|
self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed
|
||||||
|
|
||||||
|
def load_animation_frames(self, sprite_sheet, frame_width, frame_height):
|
||||||
|
sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet))
|
||||||
|
animation_frames = []
|
||||||
|
if frame_width == 40:
|
||||||
|
frames_coordinates = [
|
||||||
|
(frame_width, 0),
|
||||||
|
(frame_width*2, 0),
|
||||||
|
(frame_width*3, 0),
|
||||||
|
(frame_width*4, 0),
|
||||||
|
(frame_width*5, 0),
|
||||||
|
(frame_width*6, 0),
|
||||||
|
(frame_width*7, 0),
|
||||||
|
(frame_width*8, 0),
|
||||||
|
]
|
||||||
|
else:
|
||||||
|
frames_coordinates = [
|
||||||
|
(frame_width, 0),
|
||||||
|
(frame_width*2, 0),
|
||||||
|
(frame_width*3, 0),
|
||||||
|
(frame_width*4, 0),
|
||||||
|
(frame_width*5, 0),
|
||||||
|
(frame_width*6, 0)
|
||||||
|
]
|
||||||
|
for x, y in frames_coordinates:
|
||||||
|
frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA)
|
||||||
|
frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height))
|
||||||
|
animation_frames.append(frame)
|
||||||
|
return animation_frames
|
||||||
|
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
current_time = pygame.time.get_ticks()
|
||||||
|
if self.is_attacking:
|
||||||
|
animation_frames = self.attack_frames
|
||||||
|
else:
|
||||||
|
animation_frames = self.walk_frames
|
||||||
|
|
||||||
|
if current_time - self.last_frame_update > self.animation_speed * 1000:
|
||||||
|
self.current_frame = (self.current_frame + 1) % len(animation_frames)
|
||||||
|
self.last_frame_update = current_time
|
||||||
|
current_frame_image = animation_frames[self.current_frame]
|
||||||
|
screen.blit(current_frame_image, (self.x, self.y))
|
||||||
|
|
||||||
|
self.rect.x, self.rect.y = self.x, self.y
|
||||||
|
self.health.draw(screen)
|
||||||
|
self.level.draw(screen)
|
||||||
|
self.book.draw(screen)
|
||||||
|
#pygame.draw.rect(screen, '#e900fa', self.rect, 2)
|
||||||
|
if self.thinks.hidden == False:
|
||||||
|
self.thinks.draw(screen, self.x + 20, self.y - 100)
|
||||||
|
|
||||||
|
def hurt(self, damage, objects):
|
||||||
|
hit_sound = mixer.Sound('audio/soundeffects/hitsound.mp3')
|
||||||
|
hit_sound.set_volume(0.5)
|
||||||
|
if not self.talking:
|
||||||
|
hit_sound.play()
|
||||||
|
self.health.hurt(damage)
|
||||||
|
|
||||||
|
def obstacle_interaction(self, objects):
|
||||||
|
portal_sound = mixer.Sound('audio/soundeffects/portalsound.mp3')
|
||||||
|
door_sound = mixer.Sound('audio/soundeffects/door.mp3')
|
||||||
|
if len(objects) <= 5:
|
||||||
|
objects.append([])
|
||||||
|
touches = pygame.sprite.spritecollideany(self, objects[4] + objects[5])
|
||||||
|
if touches is not None:
|
||||||
|
if touches.name == 'fireplace':
|
||||||
|
self.freezing = False
|
||||||
|
elif touches.name == 'portal' and self.level.level != 1:
|
||||||
|
portal_sound.play()
|
||||||
|
return 'play'
|
||||||
|
elif touches.name == 'house' and self.level.level != 1:
|
||||||
|
door_sound.play()
|
||||||
|
self.x = 500
|
||||||
|
self.y = 400
|
||||||
|
return 'house'
|
||||||
|
elif 'wall' in touches.name:
|
||||||
|
return 'wall'
|
||||||
|
elif isinstance(touches, Door):
|
||||||
|
if not touches.locked:
|
||||||
|
door_sound.play()
|
||||||
|
return f'door-{touches.target}'
|
||||||
|
else:
|
||||||
|
return True
|
||||||
|
|
||||||
|
def walk(self, keys, objects):
|
||||||
|
moveto = vec(0, 0)
|
||||||
|
if keys[pygame.K_w] or keys[pygame.K_UP]:
|
||||||
|
moveto += vec(0, -1)
|
||||||
|
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
|
||||||
|
moveto += vec(-1, 0)
|
||||||
|
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
|
||||||
|
moveto += vec(0, 1)
|
||||||
|
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
|
||||||
|
touches = pygame.sprite.spritecollideany(self, objects[4])
|
||||||
|
if touches is not None and not isinstance(touches, Weapons):
|
||||||
|
if isinstance(touches, Obstacle):
|
||||||
|
if not touches.collision:
|
||||||
|
# print(touches.name)
|
||||||
|
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 - touches.rect.width * 0.7))
|
||||||
|
#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 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):
|
||||||
|
fireball_sound = mixer.Sound('audio/soundeffects/firebalhitl.mp3')
|
||||||
|
wind_sound = mixer.Sound('audio/soundeffects/wind.mp3')
|
||||||
|
oldmanattack_sound = mixer.Sound('audio/soundeffects/oldmanattack.mp3')
|
||||||
|
fireball_sound.set_volume(0.2)
|
||||||
|
wind_sound.set_volume(0.2)
|
||||||
|
oldmanattack_sound.set_volume(0.2)
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
||||||
|
moveto = mouse - vec(self.x, self.y)
|
||||||
|
if self.book.current_sp == 'fireball':
|
||||||
|
fireball_sound.play()
|
||||||
|
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
||||||
|
elif self.book.current_sp == 'windslash':
|
||||||
|
wind_sound.play()
|
||||||
|
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
|
||||||
|
else:
|
||||||
|
oldmanattack_sound.play()
|
||||||
|
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
|
||||||
|
obj[3].append(weapon)
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
if not self.is_attacking:
|
||||||
|
self.current_frame = 0
|
||||||
|
self.is_attacking = True
|
||||||
|
|
||||||
|
def update(self, keys, mouse, objects):
|
||||||
|
if not self.talking:
|
||||||
|
is_moving = False
|
||||||
|
if keys[pygame.K_w] or keys[pygame.K_UP] or keys[pygame.K_a] or keys[pygame.K_LEFT] or keys[pygame.K_s] or keys[pygame.K_DOWN] or keys[pygame.K_d] or keys[pygame.K_RIGHT]:
|
||||||
|
is_moving = True
|
||||||
|
if is_moving:
|
||||||
|
self.walk(keys, objects)
|
||||||
|
self.is_attacking = False
|
||||||
|
else:
|
||||||
|
current_time = pygame.time.get_ticks()
|
||||||
|
if current_time - self.last_frame_update > self.animation_speed * 1000:
|
||||||
|
self.current_frame = (self.current_frame + 1) % len(self.walk_frames)
|
||||||
|
self.last_frame_update = current_time
|
||||||
|
if not self.is_attacking:
|
||||||
|
self.current_frame = 0
|
||||||
|
if pygame.mouse.get_pressed()[0]:
|
||||||
|
self.attack(objects, vec(mouse))
|
||||||
|
if self.is_attacking:
|
||||||
|
if self.current_frame == len(self.attack_frames) - 1:
|
||||||
|
self.is_attacking = False
|
||||||
|
self.current_frame = 0
|
||||||
|
self.thinks.update(objects, self)
|
||||||
|
if self.health.health <= 0:
|
||||||
|
return 'village'
|
||||||
|
else:
|
||||||
|
return self.obstacle_interaction(objects)
|
||||||
|
|
||||||
|
class Hearts():
|
||||||
|
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.health = health
|
||||||
|
self.lastHurt = pygame.time.get_ticks()
|
||||||
|
self.hurtCooldown = hurtCooldown
|
||||||
|
self.hidden = False
|
||||||
|
self.sprite=[]
|
||||||
|
for parts in sprite:
|
||||||
|
with open(f'art/images/main_attributes/{parts}') as i:
|
||||||
|
self.sprite.append(pygame.image.load(i))
|
||||||
|
self.rect = []
|
||||||
|
for each in self.sprite:
|
||||||
|
self.rect.append(pygame.Rect(self.x, self.y, each.get_width(), each.get_height()))
|
||||||
|
|
||||||
|
def hurt(self,damage):
|
||||||
|
if self.lastHurt + self.hurtCooldown < pygame.time.get_ticks():
|
||||||
|
self.health -= damage
|
||||||
|
self.lastHurt = pygame.time.get_ticks()
|
||||||
|
self.update()
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
for i in range(0, 5):
|
||||||
|
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
|
||||||
|
screen.blit(self.sprite[i], self.rect[i])
|
||||||
|
|
||||||
|
def update(self):
|
||||||
|
sprite = []
|
||||||
|
for i in range(0, 5):
|
||||||
|
if round(self.health) >= 4 + 4 * i:
|
||||||
|
sprite.append('fullheart.png')
|
||||||
|
elif round(self.health) == 3 + 4 * i:
|
||||||
|
sprite.append('dreiviertelheart.png')
|
||||||
|
elif round(self.health) >= 2 + 4 * i:
|
||||||
|
sprite.append('halfheart.png')
|
||||||
|
elif round(self.health) >= 1 + 4 * i:
|
||||||
|
sprite.append('viertelheart.png')
|
||||||
|
elif round(self.health) <= 4 * i:
|
||||||
|
sprite.append('noheart.png')
|
||||||
|
self.sprite = []
|
||||||
|
for parts in sprite:
|
||||||
|
with open(f'art/images/main_attributes/{parts}') as i:
|
||||||
|
self.sprite.append(pygame.image.load(i))
|
||||||
|
|
||||||
|
|
||||||
|
class Level(Label):
|
||||||
|
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
||||||
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
self.level = level
|
||||||
|
def draw(self, screen):
|
||||||
|
self.text = f'will to live: {self.level}%'
|
||||||
|
super().draw(screen)
|
||||||
|
|
||||||
|
class Thinks(Label):
|
||||||
|
def __init__(self, x, y, width, height, text, font='simple_round', font_size=12, font_color='#000000', sprite='thinks.png') -> None:
|
||||||
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
self.scene = 0
|
||||||
|
|
||||||
|
def draw(self, screen, x, y):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
super().draw(screen)
|
||||||
|
|
||||||
|
def update(self, objects, main):
|
||||||
|
if not self.hidden:
|
||||||
|
if self.scene == 0 and not main.freezing:
|
||||||
|
self.scene = 1
|
||||||
|
self.hidden = True
|
||||||
|
elif self.scene == 1 and main.talking:
|
||||||
|
self.scene = 2
|
||||||
|
self.hidden = True
|
||||||
|
if self.scene == 1:
|
||||||
|
touches = pygame.sprite.spritecollideany(main, objects[2])
|
||||||
|
if touches is not None and isinstance(touches, NPC):
|
||||||
|
self.text = 'I should press "f"'
|
||||||
|
self.hidden = False
|
||||||
|
else:
|
||||||
|
self.hidden = False
|
||||||
|
self.text = 'the lady over there'
|
||||||
|
|
||||||
|
class Book():
|
||||||
|
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||||
|
with open(f'art/images/main_attributes/book.png') as i:
|
||||||
|
self.sprite = pygame.image.load(i)
|
||||||
|
self.sprite = pygame.transform.scale(self.sprite, (1280, 720))
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.hidden = False
|
||||||
|
self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||||
|
self.sp_list = spells
|
||||||
|
self.current_sp = current_spell
|
||||||
|
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
|
||||||
|
"You are a homeless person. One cold day","you went to the library to warm up yourself.",
|
||||||
|
"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
|
||||||
|
"But you can find a way out of here again."]
|
||||||
|
self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
|
||||||
|
"Click on a picture to choose your spell.",
|
||||||
|
"Talk to fairies to unlock new spells!"]
|
||||||
|
self.buttons=[]
|
||||||
|
self.buttons_y = 400
|
||||||
|
self.buttons_x = 800
|
||||||
|
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
self.rect.x, self.rect.y = self.x, self.y
|
||||||
|
screen.blit(self.sprite, self.rect)
|
||||||
|
text_left_y = 100
|
||||||
|
text_right_y = 100
|
||||||
|
for text in self.text_left:
|
||||||
|
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||||
|
label.draw(screen)
|
||||||
|
text_left_y += 50
|
||||||
|
for text in self.text_right:
|
||||||
|
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||||
|
label.draw(screen)
|
||||||
|
text_right_y += 50
|
||||||
|
for button in self.buttons:
|
||||||
|
button.update(screen)
|
||||||
|
|
||||||
|
def addspell(self, spell):
|
||||||
|
if spell not in self.sp_list:
|
||||||
|
self.sp_list.append(spell)
|
||||||
|
self.current_sp = spell
|
||||||
|
self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
||||||
|
self.buttons_y += 100
|
||||||
|
|
||||||
|
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)
|
||||||
|
self.drops = drops * (self.level / 2)
|
||||||
|
|
||||||
|
def chase(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
|
||||||
|
touches = pygame.sprite.spritecollideany(self, obj[4])
|
||||||
|
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))
|
||||||
|
|
||||||
|
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 - touches.rect.width * 0.66))
|
||||||
|
else:
|
||||||
|
self.attack(moveto, obj)
|
||||||
|
|
||||||
|
|
||||||
|
def hurt(self, damage, objects):
|
||||||
|
self.health -= damage
|
||||||
|
if self.health <= 0:
|
||||||
|
objects[0][0].killed.append(self.name)
|
||||||
|
self.hidden = True
|
||||||
|
objects[1].remove(self)
|
||||||
|
|
||||||
|
|
||||||
|
def update(self, obj):
|
||||||
|
self.chase(obj)
|
||||||
|
|
||||||
|
|
||||||
|
class Skeleton(Mobs):
|
||||||
|
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||||
|
|
||||||
|
def attack(self, moveto, obj):
|
||||||
|
arrow_sound = mixer.Sound('audio/soundeffects/arrowsound.mp3')
|
||||||
|
arrow_sound.set_volume(0.3)
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
||||||
|
arrow_sound.play()
|
||||||
|
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
|
||||||
|
class Zombie(Mobs):
|
||||||
|
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None:
|
||||||
|
super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops)
|
||||||
|
self.load_frames(f'art/images/{sprite_sheet}')
|
||||||
|
self.current_frame = 0
|
||||||
|
self.animation_speed = 250
|
||||||
|
self.last_frame_update = pygame.time.get_ticks()
|
||||||
|
self.hidden = False
|
||||||
|
self.rect = pygame.Rect(x, y, 40, 64)
|
||||||
|
|
||||||
|
def load_frames(self, sprite_sheet):
|
||||||
|
sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet).convert_alpha())
|
||||||
|
frame_width = 40
|
||||||
|
frame_height = 64
|
||||||
|
frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)]
|
||||||
|
self.animation_frames = []
|
||||||
|
for x, y in frames_coordinates:
|
||||||
|
frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA)
|
||||||
|
frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height))
|
||||||
|
self.animation_frames.append(frame)
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
current_time = pygame.time.get_ticks()
|
||||||
|
if current_time - self.last_frame_update > self.animation_speed:
|
||||||
|
self.current_frame = (self.current_frame + 1) % len(self.animation_frames)
|
||||||
|
self.last_frame_update = current_time
|
||||||
|
|
||||||
|
current_frame_image = self.animation_frames[self.current_frame]
|
||||||
|
screen.blit(current_frame_image, (self.x, self.y))
|
||||||
|
|
||||||
|
self.rect.topleft = (self.x, self.y)
|
||||||
|
#pygame.draw.rect(screen, '#ef0120', self.rect, 2)
|
||||||
|
|
||||||
|
|
||||||
|
def attack(self, moveto, obj):
|
||||||
|
zombieattack_sound = mixer.Sound('audio/soundeffects/zombieattack.mp3')
|
||||||
|
zombieattack_sound.set_volume(0.3)
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
||||||
|
zombieattack_sound.play()
|
||||||
|
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
class Rat(Mobs):
|
||||||
|
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||||
|
|
||||||
|
def attack(self, moveto, obj):
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
||||||
|
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
class Boss(Mobs):
|
||||||
|
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/reddy.png', drops=0) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||||
|
|
||||||
|
def attack(self, moveto, obj):
|
||||||
|
reddyattack_sound = mixer.Sound('audio/soundeffects/reddyattack.mp3')
|
||||||
|
reddyattack_sound.set_volume(0.8)
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks():
|
||||||
|
reddyattack_sound.play()
|
||||||
|
obj[3].append(RedBlob("blob", 50, self.x, self.y, moveto, self.damage))
|
||||||
|
self.lastAttack = pygame.time.get_ticks()
|
||||||
|
|
||||||
|
def hurt(self, damage, objects, ticks):
|
||||||
|
if ticks > 1000:
|
||||||
|
damage /= 2
|
||||||
|
self.health -= damage
|
||||||
|
if self.health <= 0:
|
||||||
|
objects[0][0].killed.append(self.name)
|
||||||
|
self.hidden = True
|
||||||
|
objects[1].remove(self)
|
||||||
|
|
||||||
|
|
||||||
|
class Weapons(Objects):
|
||||||
|
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 = pygame.time.get_ticks()
|
||||||
|
pos = vec(1,0)
|
||||||
|
angle = pos.angle_to(moveto)
|
||||||
|
|
||||||
|
self.sprite = pygame.transform.rotate(self.sprite, -angle)
|
||||||
|
|
||||||
|
def die(self, objects, kills):
|
||||||
|
touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||||
|
if kills == Mobs:
|
||||||
|
if touches is not None and isinstance(touches, Boss):
|
||||||
|
touches.hurt(self.damage, objects, self.life_ticks)
|
||||||
|
self.hidden = True
|
||||||
|
if self in objects[3]:
|
||||||
|
objects[3].remove(self)
|
||||||
|
return
|
||||||
|
|
||||||
|
if touches is not None and isinstance(touches, kills):
|
||||||
|
touches.hurt(self.damage, objects)
|
||||||
|
self.hidden = True
|
||||||
|
if self in objects[3]:
|
||||||
|
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 pygame.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, 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 = 'weapons/fireball.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, Mobs)
|
||||||
|
|
||||||
|
class Windslash(Spells):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
|
def update(self, objects):
|
||||||
|
self.move(objects)
|
||||||
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
|
def move(self, objects):
|
||||||
|
super().move(objects)
|
||||||
|
self.moveto = self.moveto.rotate(5)
|
||||||
|
|
||||||
|
class RedBlob(Spells):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/redblob.png', life_ticks=50000) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
|
|
||||||
|
def die(self, objects, kills):
|
||||||
|
touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||||
|
if touches is not None and isinstance(touches, kills):
|
||||||
|
touches.hurt(self.damage, objects)
|
||||||
|
|
||||||
|
def update(self, objects):
|
||||||
|
self.move(objects)
|
||||||
|
self.die(objects, MainCharacter)
|
||||||
|
|
||||||
|
|
||||||
|
class Arrow(Weapons):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/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)
|
||||||
|
|
||||||
|
class Punch(Weapons):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
self.kills = kills
|
||||||
|
|
||||||
|
def update(self, objects):
|
||||||
|
self.move(objects)
|
||||||
|
self.die(objects, self.kills)
|
||||||
55
main.py
|
|
@ -4,18 +4,23 @@ import json
|
||||||
import time
|
import time
|
||||||
import random
|
import random
|
||||||
from classes import *
|
from classes import *
|
||||||
from viecher import *
|
# from viecher import *
|
||||||
|
from pygame import mixer
|
||||||
fps = 60
|
fps = 60
|
||||||
|
|
||||||
def setUp(config):
|
def setUp(config):
|
||||||
pygame.init()
|
pygame.init()
|
||||||
|
mixer.music.load('audio/music/thebritons(1.1).mp3')
|
||||||
|
mixer.music.play(-1)
|
||||||
if config["fullscreen"]:
|
if config["fullscreen"]:
|
||||||
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||||
else:
|
else:
|
||||||
screen = pygame.display.set_mode(config["res"])
|
screen = pygame.display.set_mode(config["res"])
|
||||||
clock = pygame.time.Clock()
|
clock = pygame.time.Clock()
|
||||||
pygame.display.set_caption('Between The Pages')
|
pygame.display.set_caption('Between The Pages')
|
||||||
return screen, clock, True, True, "start.png", []
|
with open('art/images/icon.png', 'r') as i:
|
||||||
|
pygame.display.set_icon(pygame.image.load(i))
|
||||||
|
return screen, clock, True, False, "startscreen.png", []
|
||||||
|
|
||||||
def readConfig():
|
def readConfig():
|
||||||
with open('config.json', 'r') as c:
|
with open('config.json', 'r') as c:
|
||||||
|
|
@ -33,9 +38,11 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
|
||||||
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
|
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
|
||||||
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
|
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
|
||||||
rooms = [
|
rooms = [
|
||||||
Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
|
Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for _ in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j)
|
||||||
for j in range(random.randint(5, 10))
|
for j in range(random.randint(5, 10))
|
||||||
]
|
]
|
||||||
|
rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88))
|
||||||
|
#rooms = [Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)]
|
||||||
#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
|
#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
|
||||||
|
|
||||||
return rooms
|
return rooms
|
||||||
|
|
@ -52,6 +59,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
|
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
|
||||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||||
freeze = False #Gameplay is freezed in certain situations
|
freeze = False #Gameplay is freezed in certain situations
|
||||||
|
tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
|
||||||
|
tbc_tick = 0
|
||||||
|
objects = scene.getObjects()
|
||||||
|
|
||||||
while running:
|
while running:
|
||||||
screen.fill('#000000')
|
screen.fill('#000000')
|
||||||
|
|
@ -69,12 +79,21 @@ 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))
|
||||||
"""
|
"""
|
||||||
if not freeze:
|
if isblack:
|
||||||
objects = scene.getObjects()
|
if tbc_tick == 0:
|
||||||
|
tbc_tick = pygame.time.get_ticks()
|
||||||
|
elif tbc_tick + 5000 <= pygame.time.get_ticks():
|
||||||
|
quitGame()
|
||||||
|
tbc.draw(screen)
|
||||||
|
|
||||||
|
elif not freeze:
|
||||||
screen.blit(scene.background, (32, 32))
|
screen.blit(scene.background, (32, 32))
|
||||||
|
target = None
|
||||||
|
|
||||||
for thing in objects[4]:
|
for thing in objects[4]:
|
||||||
thing.draw(screen)
|
thing.draw(screen)
|
||||||
|
if isinstance(thing, HealthBar):
|
||||||
|
thing.update(objects)
|
||||||
|
|
||||||
for weapon in objects[3]:
|
for weapon in objects[3]:
|
||||||
weapon.update(objects)
|
weapon.update(objects)
|
||||||
|
|
@ -83,10 +102,20 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
for thing in objects[0]:
|
for thing in objects[0]:
|
||||||
thing.book.hidden = not freeze
|
thing.book.hidden = not freeze
|
||||||
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
||||||
|
if objects[0][0].level.level >= 100:
|
||||||
|
isblack = True
|
||||||
|
if isinstance(result, str):
|
||||||
if result == 'village':
|
if result == 'village':
|
||||||
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
elif result == 'play':
|
elif result == 'play':
|
||||||
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
elif 'door-' in result:
|
||||||
|
target = result.split('-')[1]
|
||||||
|
objects[0][0].level.level += 6.33
|
||||||
|
objects = scene.update(target, objects)
|
||||||
|
#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
else:
|
||||||
|
thing.draw(screen)
|
||||||
else:
|
else:
|
||||||
thing.draw(screen)
|
thing.draw(screen)
|
||||||
|
|
||||||
|
|
@ -99,7 +128,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
npc.draw(screen)
|
npc.draw(screen)
|
||||||
|
|
||||||
objects[0][0].book.addspell('windslash')
|
objects[0][0].book.addspell('windslash')
|
||||||
scene.update(False, objects)
|
objects[0][0].book.addspell('fireball')
|
||||||
|
scene.update(target, objects)
|
||||||
|
scene.draw(screen)
|
||||||
|
|
||||||
else:
|
else:
|
||||||
objects[0][0].book.hidden = not freeze
|
objects[0][0].book.hidden = not freeze
|
||||||
|
|
@ -114,11 +145,11 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
main = [herbert]
|
main = [herbert]
|
||||||
mobs = []
|
mobs = []
|
||||||
weapons = []
|
weapons = []
|
||||||
others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
|
others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
|
||||||
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
|
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
|
||||||
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
|
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
|
||||||
objects = [main, mobs, npcs, weapons, others]
|
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)
|
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
|
||||||
freeze = True #Gameplay is freezed in certain situations
|
freeze = True #Gameplay is freezed in certain situations
|
||||||
main[0].health.health = 20
|
main[0].health.health = 20
|
||||||
|
|
||||||
|
|
@ -185,9 +216,9 @@ def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
mobs = []
|
mobs = []
|
||||||
weapons = []
|
weapons = []
|
||||||
others = []
|
others = []
|
||||||
npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
|
npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
|
||||||
objects = [main, mobs, npcs, weapons, others]
|
objects = [main, mobs, npcs, weapons, others]
|
||||||
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
|
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
|
||||||
freeze = False #Gameplay is freezed in certain situations
|
freeze = False #Gameplay is freezed in certain situations
|
||||||
|
|
||||||
while running:
|
while running:
|
||||||
|
|
@ -310,7 +341,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
|
|
||||||
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
|
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))]
|
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 = []
|
others = []
|
||||||
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
||||||
objects = [main, mobs, npcs, others]
|
objects = [main, mobs, npcs, others]
|
||||||
|
|
@ -376,7 +407,7 @@ def main():
|
||||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 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))
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
|
||||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
|
||||||
"""while running:
|
"""while running:
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
|
|
|
||||||
555
viecher.py
|
|
@ -1,555 +0,0 @@
|
||||||
import pygame as pg
|
|
||||||
from classes import *
|
|
||||||
from main import *
|
|
||||||
import random
|
|
||||||
|
|
||||||
vec = pg.math.Vector2
|
|
||||||
fps = 60
|
|
||||||
|
|
||||||
|
|
||||||
pg.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 Objects():
|
|
||||||
def __init__(self, name, ms, sprite, x, y) -> None:
|
|
||||||
self.name = name
|
|
||||||
self.speed = ms
|
|
||||||
with open(f'art/images/{sprite}') as i:
|
|
||||||
self.sprite = pg.transform.scale2x(pg.image.load(i))
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.hidden = False
|
|
||||||
self.rect = pg.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)
|
|
||||||
pg.draw.rect(screen, '#ef0120', self.rect, 2)
|
|
||||||
|
|
||||||
class NPC(Objects):
|
|
||||||
def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y)
|
|
||||||
self.talking = False
|
|
||||||
self.hidden = False
|
|
||||||
self.conversation = Convo(self, convo_scene)
|
|
||||||
self.lastUpdate = pg.time.get_ticks()
|
|
||||||
|
|
||||||
def talk(self, objects):
|
|
||||||
self.talking = True
|
|
||||||
objects[0][0].talking = True
|
|
||||||
|
|
||||||
def draw(self, screen):
|
|
||||||
super().draw(screen)
|
|
||||||
if self.talking:
|
|
||||||
self.conversation.draw(screen)
|
|
||||||
|
|
||||||
def update(self, keys, objects):
|
|
||||||
if self.name == 'oldlady':
|
|
||||||
if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]:
|
|
||||||
self.conversation.convo_scene=1
|
|
||||||
if self.lastUpdate + 200 < pg.time.get_ticks():
|
|
||||||
if self.talking:
|
|
||||||
self.conversation.update(keys, objects)
|
|
||||||
self.lastUpdate = pg.time.get_ticks()
|
|
||||||
else:
|
|
||||||
touches = pg.sprite.spritecollideany(self, objects[0])
|
|
||||||
if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter):
|
|
||||||
self.talk(objects)
|
|
||||||
self.lastUpdate = pg.time.get_ticks()
|
|
||||||
|
|
||||||
|
|
||||||
class Convo(Label):
|
|
||||||
def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
|
||||||
super().__init__(x, y, width, height, text, font, font_size)
|
|
||||||
self.convo_act=0
|
|
||||||
self.npc = npc
|
|
||||||
self.convo_scene = convo_scene
|
|
||||||
self.convos = [
|
|
||||||
['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
|
|
||||||
['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
|
|
||||||
['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
|
||||||
['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']]
|
|
||||||
]
|
|
||||||
|
|
||||||
def draw(self, screen):
|
|
||||||
self.text = self.findConversation()[2][self.convo_act]
|
|
||||||
super().draw(screen)
|
|
||||||
|
|
||||||
|
|
||||||
def findConversation(self):
|
|
||||||
for convo in self.convos:
|
|
||||||
if convo[0] == self.npc.name and convo[1] == self.convo_scene:
|
|
||||||
return convo
|
|
||||||
return ['ERROR']
|
|
||||||
|
|
||||||
def update(self, keys, objects):
|
|
||||||
if keys[pg.K_f]:
|
|
||||||
convo = self.findConversation()
|
|
||||||
if self.convo_act+1 < len(convo[2]):
|
|
||||||
self.text = convo[2][self.convo_act]
|
|
||||||
self.convo_act += 1
|
|
||||||
else:
|
|
||||||
if convo[0] == 'oldlady':
|
|
||||||
if convo[1] == 0:
|
|
||||||
for i in range(0,5):
|
|
||||||
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
|
|
||||||
elif convo[1] == 1:
|
|
||||||
objects[0][0].level.level = 5
|
|
||||||
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
|
|
||||||
if convo[0] == 'elder':
|
|
||||||
if convo[1] == 0:
|
|
||||||
objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
|
|
||||||
self.convo_scene += 1
|
|
||||||
self.convo_act = 0
|
|
||||||
self.npc.talking = False
|
|
||||||
objects[0][0].talking = False
|
|
||||||
|
|
||||||
|
|
||||||
class Fighter(Objects):
|
|
||||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y)
|
|
||||||
self.health = health
|
|
||||||
self.damage = damage
|
|
||||||
self.level = level
|
|
||||||
self.attack_speed = asp
|
|
||||||
self.attack_range = atr
|
|
||||||
self.lastHurt = pg.time.get_ticks()
|
|
||||||
self.lastAttack = pg.time.get_ticks()
|
|
||||||
self.hurtCooldown = 0
|
|
||||||
|
|
||||||
|
|
||||||
class MainCharacter(Fighter):
|
|
||||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
|
||||||
self.book = Book(0, 0, [], None, None)
|
|
||||||
self.talking = False
|
|
||||||
self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20, )
|
|
||||||
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
|
|
||||||
self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr I\'m freezing')
|
|
||||||
self.freezing = True
|
|
||||||
self.killed = killed #amount of mobs that were killed
|
|
||||||
|
|
||||||
def draw(self, screen):
|
|
||||||
if self.hidden:
|
|
||||||
return
|
|
||||||
self.rect.x, self.rect.y = self.x, self.y
|
|
||||||
screen.blit(self.sprite, self.rect)
|
|
||||||
self.health.draw(screen)
|
|
||||||
self.level.draw(screen)
|
|
||||||
self.book.draw(screen)
|
|
||||||
pg.draw.rect(screen, '#e900fa', self.rect, 2)
|
|
||||||
if self.thinks.hidden == False:
|
|
||||||
self.thinks.draw(screen, self.x+20, self.y-100)
|
|
||||||
|
|
||||||
def hurt(self, damage, objects):
|
|
||||||
if not self.talking:
|
|
||||||
self.health.hurt(damage)
|
|
||||||
|
|
||||||
def obstacle_interaction(self, objects):
|
|
||||||
touches = pg.sprite.spritecollideany(self, objects[4])
|
|
||||||
if touches is not None:
|
|
||||||
if touches.name == 'fireplace':
|
|
||||||
self.freezing = False
|
|
||||||
elif touches.name == 'portal' and self.level.level != 1:
|
|
||||||
return 'play'
|
|
||||||
elif touches.name == 'house' and self.level.level != 1:
|
|
||||||
self.x = 500
|
|
||||||
self.y = 400
|
|
||||||
return 'house'
|
|
||||||
elif 'wall' in touches.name:
|
|
||||||
return 'wall'
|
|
||||||
else:
|
|
||||||
return True
|
|
||||||
|
|
||||||
def walk(self, keys, objects):
|
|
||||||
moveto = vec(0, 0)
|
|
||||||
if keys[pg.K_w] or keys[pg.K_UP]:
|
|
||||||
moveto += vec(0, -1)
|
|
||||||
if keys[pg.K_a] or keys[pg.K_LEFT]:
|
|
||||||
moveto += vec(-1, 0)
|
|
||||||
if keys[pg.K_s] or keys[pg.K_DOWN]:
|
|
||||||
moveto += vec(0, 1)
|
|
||||||
if keys[pg.K_d] or keys[pg.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
|
|
||||||
touches = pg.sprite.spritecollideany(self, objects[2] + objects[4])
|
|
||||||
if touches is not None and not isinstance(touches, Weapons):
|
|
||||||
if isinstance(touches, Obstacle):
|
|
||||||
if not touches.collision:
|
|
||||||
# print(touches.name)
|
|
||||||
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
|
|
||||||
elif isinstance(touches, NPC):
|
|
||||||
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 - touches.rect.width * 0.66))
|
|
||||||
#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 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, 10)
|
|
||||||
else:
|
|
||||||
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
|
|
||||||
obj[3].append(weapon)
|
|
||||||
self.lastAttack = pg.time.get_ticks()
|
|
||||||
|
|
||||||
def update(self, keys, mouse, objects):
|
|
||||||
if not self.talking:
|
|
||||||
self.walk(keys, objects)
|
|
||||||
if pg.mouse.get_pressed()[0]:
|
|
||||||
self.attack(objects, vec(mouse))
|
|
||||||
self.thinks.update(objects, self)
|
|
||||||
if self.health.health <= 0:
|
|
||||||
return 'village'
|
|
||||||
else:
|
|
||||||
return self.obstacle_interaction(objects)
|
|
||||||
|
|
||||||
class Hearts():
|
|
||||||
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.health = health
|
|
||||||
self.lastHurt = pg.time.get_ticks()
|
|
||||||
self.hurtCooldown = hurtCooldown
|
|
||||||
self.hidden = False
|
|
||||||
self.sprite=[]
|
|
||||||
for parts in sprite:
|
|
||||||
with open(f'art/images/main_attributes/{parts}') as i:
|
|
||||||
self.sprite.append(pg.image.load(i))
|
|
||||||
self.rect = []
|
|
||||||
for each in self.sprite:
|
|
||||||
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
|
|
||||||
|
|
||||||
def hurt(self,damage):
|
|
||||||
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
|
|
||||||
self.health -= damage
|
|
||||||
self.lastHurt = pg.time.get_ticks()
|
|
||||||
self.update()
|
|
||||||
|
|
||||||
def draw(self, screen):
|
|
||||||
if self.hidden:
|
|
||||||
return
|
|
||||||
for i in range(0, 5):
|
|
||||||
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
|
|
||||||
screen.blit(self.sprite[i], self.rect[i])
|
|
||||||
|
|
||||||
def update(self):
|
|
||||||
sprite = []
|
|
||||||
for i in range(0, 5):
|
|
||||||
if self.health >= 4 + 4 * i:
|
|
||||||
sprite.append('fullheart.png')
|
|
||||||
elif self.health == 3 + 4 * i:
|
|
||||||
sprite.append('dreiviertelheart.png')
|
|
||||||
elif self.health >= 2 + 4 * i:
|
|
||||||
sprite.append('halfheart.png')
|
|
||||||
elif self.health >= 1 + 4 * i:
|
|
||||||
sprite.append('viertelheart.png')
|
|
||||||
elif self.health <= 4 * i:
|
|
||||||
sprite.append('noheart.png')
|
|
||||||
self.sprite = []
|
|
||||||
for parts in sprite:
|
|
||||||
with open(f'art/images/main_attributes/{parts}') as i:
|
|
||||||
self.sprite.append(pg.image.load(i))
|
|
||||||
|
|
||||||
|
|
||||||
class Level(Label):
|
|
||||||
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
|
||||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
|
||||||
self.level = level
|
|
||||||
def draw(self, screen):
|
|
||||||
self.text = f'will to live: {self.level}%'
|
|
||||||
super().draw(screen)
|
|
||||||
|
|
||||||
class Thinks(Label):
|
|
||||||
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
|
|
||||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
|
||||||
self.scene = 0
|
|
||||||
|
|
||||||
def draw(self, screen, x, y):
|
|
||||||
if self.hidden:
|
|
||||||
return
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
super().draw(screen)
|
|
||||||
|
|
||||||
def update(self, objects, main):
|
|
||||||
if not self.hidden:
|
|
||||||
if self.scene == 0 and not main.freezing:
|
|
||||||
self.scene = 1
|
|
||||||
self.hidden = True
|
|
||||||
elif self.scene == 1 and main.talking:
|
|
||||||
self.scene = 2
|
|
||||||
self.hidden = True
|
|
||||||
if self.scene == 1:
|
|
||||||
touches = pg.sprite.spritecollideany(main, objects[2])
|
|
||||||
if touches is not None and isinstance(touches, NPC):
|
|
||||||
self.text = 'I should press \"f\"'
|
|
||||||
self.hidden = False
|
|
||||||
else:
|
|
||||||
self.hidden = False
|
|
||||||
self.text = 'the lady over there'
|
|
||||||
|
|
||||||
class Book():
|
|
||||||
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
|
||||||
with open(f'art/images/main_attributes/book.png') as i:
|
|
||||||
self.sprite = pg.image.load(i)
|
|
||||||
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.hidden = False
|
|
||||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
|
||||||
self.sp_list = spells
|
|
||||||
self.current_sp = current_spell
|
|
||||||
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
|
|
||||||
"You are a homeless person. One cold day","you went to the library to warm up yourself.",
|
|
||||||
"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
|
|
||||||
"But you can find a way out of here again."]
|
|
||||||
self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
|
|
||||||
"Click on a picture to choose your spell.",
|
|
||||||
"Talk to fairies to unlock new spells!"]
|
|
||||||
self.buttons=[]
|
|
||||||
self.buttons_y = 400
|
|
||||||
self.buttons_x = 800
|
|
||||||
|
|
||||||
|
|
||||||
def draw(self, screen):
|
|
||||||
if self.hidden:
|
|
||||||
return
|
|
||||||
self.rect.x, self.rect.y = self.x, self.y
|
|
||||||
screen.blit(self.sprite, self.rect)
|
|
||||||
text_left_y = 100
|
|
||||||
text_right_y = 100
|
|
||||||
for text in self.text_left:
|
|
||||||
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
|
||||||
label.draw(screen)
|
|
||||||
text_left_y += 50
|
|
||||||
for text in self.text_right:
|
|
||||||
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
|
||||||
label.draw(screen)
|
|
||||||
text_right_y += 50
|
|
||||||
for button in self.buttons:
|
|
||||||
button.update(screen)
|
|
||||||
|
|
||||||
def addspell(self, spell):
|
|
||||||
if spell not in self.sp_list:
|
|
||||||
self.sp_list.append(spell)
|
|
||||||
self.current_sp = spell
|
|
||||||
self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
|
||||||
self.buttons_y += 100
|
|
||||||
|
|
||||||
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)
|
|
||||||
self.drops = drops * (self.level / 2)
|
|
||||||
|
|
||||||
def chase(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
|
|
||||||
touches = pg.sprite.spritecollideany(self, obj[4])
|
|
||||||
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))
|
|
||||||
|
|
||||||
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 - touches.rect.width * 0.66))
|
|
||||||
else:
|
|
||||||
self.attack(moveto, obj)
|
|
||||||
|
|
||||||
|
|
||||||
def hurt(self, damage, objects):
|
|
||||||
self.health -= damage
|
|
||||||
if self.health <= 0:
|
|
||||||
objects[0][0].killed.append(self.name)
|
|
||||||
self.hidden = True
|
|
||||||
objects[1].remove(self)
|
|
||||||
|
|
||||||
|
|
||||||
def update(self, obj):
|
|
||||||
self.chase(obj)
|
|
||||||
|
|
||||||
|
|
||||||
class Skeleton(Mobs):
|
|
||||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
|
||||||
|
|
||||||
def attack(self, moveto, obj):
|
|
||||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
|
||||||
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
|
||||||
self.lastAttack = pg.time.get_ticks()
|
|
||||||
|
|
||||||
|
|
||||||
class Zombie(Mobs):
|
|
||||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
|
||||||
|
|
||||||
|
|
||||||
def attack(self, moveto, obj):
|
|
||||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
|
||||||
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
|
||||||
self.lastAttack = pg.time.get_ticks()
|
|
||||||
|
|
||||||
class Rat(Mobs):
|
|
||||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
|
||||||
|
|
||||||
|
|
||||||
def attack(self, moveto, obj):
|
|
||||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
|
||||||
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
|
||||||
self.lastAttack = pg.time.get_ticks()
|
|
||||||
|
|
||||||
class Weapons(Objects):
|
|
||||||
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)
|
|
||||||
|
|
||||||
self.sprite = pg.transform.rotate(self.sprite, -angle)
|
|
||||||
|
|
||||||
def die(self, objects, kills):
|
|
||||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
|
||||||
if touches is not None and isinstance(touches, kills):
|
|
||||||
touches.hurt(self.damage, objects)
|
|
||||||
self.hidden = True
|
|
||||||
if self in objects[3]:
|
|
||||||
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, 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 = 'weapons/fireball.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, Mobs)
|
|
||||||
|
|
||||||
class Windslash(Spells):
|
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
||||||
|
|
||||||
def update(self, objects):
|
|
||||||
self.move(objects)
|
|
||||||
self.die(objects, Mobs)
|
|
||||||
|
|
||||||
def move(self, objects):
|
|
||||||
super().move(objects)
|
|
||||||
self.moveto = self.moveto.rotate(5)
|
|
||||||
|
|
||||||
|
|
||||||
class Arrow(Weapons):
|
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/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)
|
|
||||||
|
|
||||||
|
|
||||||
class Punch(Weapons):
|
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
||||||
self.kills = kills
|
|
||||||
|
|
||||||
def update(self, objects):
|
|
||||||
self.move(objects)
|
|
||||||
self.die(objects, self.kills)
|
|
||||||