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Author SHA1 Message Date
ac1a7fe73a Dateien nach "/" hochladen 2024-03-04 13:30:24 +00:00
47 changed files with 554 additions and 1020 deletions

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.idea/ideas.txt generated
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@ -38,7 +38,6 @@ Story:
Henker Henker
armer Bauer armer Bauer
"Hexe" "Hexe"
Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
Ziel(e) Ziel(e)
-> Zurückkommen -> Zurückkommen

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@ -34,18 +34,17 @@ fonts = {
} }
class Button(): class Button():
def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None): def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x self.x = x
self.y = y self.y = y
self.width = width self.width = width
self.height = height self.height = height
self.attributes = attributes
self.onclickFunction = onclickFunction self.onclickFunction = onclickFunction
self.onePress = onePress self.onePress = onePress
self.alreadyPressed = False self.alreadyPressed = False
with open(f'art/images/box/{image}', 'r') as tb: with open('art/images/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
@ -54,15 +53,15 @@ class Button():
self.buttonSurf = self.font.render(buttonText, True, '#baab80') self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def update(self, screen): def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
mousePos = pygame.mouse.get_pos() mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos): if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(3)[0]: if pygame.mouse.get_pressed(num_buttons=3)[0]:
if self.onePress: if self.onePress:
self.onclickFunction() self.onclickFunction()
elif not self.alreadyPressed: elif not self.alreadyPressed:
if self.attributes: if 'play' in str(self.onclickFunction):
self.onclickFunction(*self.attributes) self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT)
self.alreadyPressed = True self.alreadyPressed = True
else: else:
self.onclickFunction() self.onclickFunction()
@ -75,37 +74,6 @@ class Button():
]) ])
screen.blit(self.box, self.buttonRect) screen.blit(self.box, self.buttonRect)
class Label():
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
self.x = x
self.y = y
self.width = width
self.height = height
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.font_color = font_color
self.text = text
self.hidden = False
self.sprite = sprite
with open(f'art/images/box/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
def draw(self, screen):
if self.hidden:
return
with open(f'art/images/box/{self.sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (self.width,self.height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(self.text, True, self.font_color)
self.box.blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
])
screen.blit(self.box, self.labelRect)
class DropDown(): class DropDown():
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
@ -117,7 +85,7 @@ class DropDown():
self.menu_active = False self.menu_active = False
self.active_option = -1 self.active_option = -1
with open('art/images/box/textbox.png', 'r') as tb: with open('art/images/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
@ -175,44 +143,31 @@ class GameObjects():
self.type = _type self.type = _type
self.background = bg self.background = bg
if bg != None: if bg != None:
if WIDTH != None and HEIGHT != None: with open(bg, 'r') as bg:
with open(bg, 'r') as bg: self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
else:
with open(bg, 'r') as bg:
self.background = pygame.transform.scale2x(pygame.image.load(bg))
self.objects = objects self.objects = objects
def update(self, objects):
return
def draw(self, screen):
return
class Scene(GameObjects): class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None: def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.level = level self.level = level
self.current_level = 0 self.current_level = 0
self.update()
def update(self, change:bool=False, objects=None): def update(self, change:bool):
if change: if change:
self.current_level += 1 self.current_level += 1
self.level[self.current_level].update(objects) self.level[self.current_level].update()
self.background = self.level[self.current_level].background if isinstance(self.objects, list):
"""if isinstance(self.objects, list): for obj in self.objects:
for obj in self.objects[0] + self.objects[1] + self.objects[2]: obj.update()
obj.update()"""
def draw(self, screen): 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]: for obj in self.objects:
obj.draw(screen) obj.draw(screen)
self.level[self.current_level].draw(screen) self.level[self.current_level].draw(screen)
def getObjects(self):
return self.level[self.current_level].getObjects()
class Stage(GameObjects): class Stage(GameObjects):
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
@ -221,11 +176,10 @@ class Stage(GameObjects):
self.rooms = rooms self.rooms = rooms
self.current = 0 self.current = 0
def update(self, objects): def update(self):
for room in self.rooms: for room in self.rooms:
if room.id == self.current: if room.id == self.current:
room.update(objects) room.update()
self.background = room.background
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]: if keys[pygame.K_RIGHT]:
self.current += 1 self.current += 1
@ -237,11 +191,6 @@ class Stage(GameObjects):
if room.id == self.current: if room.id == self.current:
room.draw(screen) room.draw(screen)
def getObjects(self):
for room in self.rooms:
if room.id == self.current:
return room.getObjects()
class Room(GameObjects): 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, exits:list, id:int) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
@ -251,58 +200,31 @@ class Room(GameObjects):
self.locked = True self.locked = True
else: else:
self.locked = False self.locked = False
[self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
self.objects.append(self.genWalls(WIDTH, HEIGHT))
def genWalls(self, WIDTH, HEIGHT): def genWalls(self, WIDTH, HEIGHT):
walls = [] walls = []
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT)) walls.append(pygame.Rect(0, 0, 4, HEIGHT))
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT)) walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT))
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4)) walls.append(pygame.Rect(0, 0, WIDTH, 4))
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
return walls return walls
def update(self, objects): def update(self):
if objects is not None: pass
self.objects = objects
if not self.objects[1]:
self.locked = False
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[0]:
obj.draw(screen) obj.draw(screen)
def getObjects(self):
return self.objects
class Obstacle(GameObjects): class Obstacle(GameObjects):
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.collision = collision self.collision = collision
self.hidden = hidden
self.width = WIDTH
self.height = HEIGHT
if self.background is not None:
self.rect = pygame.Rect((x, y), self.background.get_size())
else:
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
def draw(self, screen):
if not self.hidden:
screen.blit(self.background, self.rect)
else:
pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
class Door(GameObjects):
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, x: int, y: int, islocked=True) -> None:
super().__init__(name, _type, bg, 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
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):
self.locked = islocked

257
main.py
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@ -14,7 +14,7 @@ def setUp(config):
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')
return screen, clock, True, True, "start.png", [] return screen, clock, True, True, "start.png", []
def readConfig(): def readConfig():
@ -27,34 +27,26 @@ def quitGame():
pygame.quit() pygame.quit()
quit() quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list): def genRooms(WIDTH, HEIGHT, type:str):
room_objects = [] room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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)]
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', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
for j in range(random.randint(5, 10)) Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
] Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
#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
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 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))] 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))]
weapons = []
others = [] others = []
npcs = [] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, weapons, others] objects = [main, mobs, npcs, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations freeze = False #Gameplay is freezed in certain situations
while running: while running:
screen.fill('#000000') screen.fill((0,0,0))
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
@ -70,25 +62,11 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if not freeze: if not freeze:
objects = scene.getObjects()
screen.blit(scene.background, (32, 32))
for thing in objects[4]:
thing.draw(screen)
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
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) if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
if result == 'village': menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
for mob in objects[1]: for mob in objects[1]:
mob.update(objects) mob.update(objects)
@ -98,9 +76,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
npc.update(pygame.key.get_pressed(), objects) npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) npc.draw(screen)
objects[0][0].book.addspell('windslash') for thing in objects[3]:
scene.update(False, objects) thing.update(objects)
thing.draw(screen)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen) objects[0][0].book.draw(screen)
@ -110,143 +88,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
clock.tick(fps) # limits FPS to 60 clock.tick(fps) # limits FPS to 60
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
mobs = []
weapons = []
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)]
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
freeze = True #Gameplay is freezed in certain situations
main[0].health.health = 20
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# RENDER YOUR GAME HERE
"""with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
if not freeze:
objects = room.getObjects()
screen.blit(room.background, (32, 32))
for thing in objects[4]:
thing.draw(screen)
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'house':
house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
room.update(objects)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
mobs = []
weapons = []
others = []
npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
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)
freeze = False #Gameplay is freezed in certain situations
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# RENDER YOUR GAME HERE
"""with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
if not freeze:
objects = room.getObjects()
screen.blit(room.background, (32, 32))
for thing in objects[4]:
thing.draw(screen)
# for weapon in objects[3]:
# weapon.update(objects)
# weapon.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'wall':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
room.update(objects)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] objects = []
# List that is displayed while selecting the window resolution level # List that is displayed while selecting the window resolution level
@ -286,7 +127,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "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))
while running: while running:
@ -295,13 +136,13 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
running = False running = False
quitGame() quitGame()
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
with open(f'art/images/background/{background}', 'r') as i: with open(f'art/images/{background}', 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
for obj in objects: for obj in objects:
obj.update(screen) obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
@ -309,60 +150,27 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
clock.tick(60) # limits FPS to 60 clock.tick(60) # limits FPS to 60
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)]
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 = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'grass')
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ])) ]))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
while True: while True:
screen.fill('#000000') for event in pygame.event.get():
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
running = False running = False
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: screen.fill('#000000')
if event.key == pygame.K_e: #when book is open gameplay is freezed scene.update(False)
freeze = not freeze scene.draw(screen)
if not freeze:
objects = scene.getObjects()
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
for thing in objects[3]:
thing.update(objects)
thing.draw(screen)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen # flip() the display to put your work on screen
pygame.display.flip() pygame.display.flip()
@ -403,5 +211,4 @@ def main():
pygame.quit() pygame.quit()
if __name__ == '__main__': if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main() main()

View file

@ -1,8 +1,4 @@
import pygame as pg import pygame as pg
from classes import *
from main import *
import random
vec = pg.math.Vector2 vec = pg.math.Vector2
fps = 60 fps = 60
@ -45,7 +41,7 @@ class Objects():
self.name = name self.name = name
self.speed = ms self.speed = ms
with open(f'art/images/{sprite}') as i: with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.scale2x(pg.image.load(i)) self.sprite = pg.image.load(i)
self.x = x self.x = x
self.y = y self.y = y
self.hidden = False self.hidden = False
@ -56,85 +52,60 @@ class Objects():
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ef0120', self.rect, 2)
class NPC(Objects): class NPC(Objects):
def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
super().__init__(name, ms, sprite, x, y)
self.talking = False self.talking = False
self.hidden = False self.hidden = True
self.conversation = Convo(self, convo_scene) super().__init__(name, ms, sprite, x, y)
self.lastUpdate = pg.time.get_ticks() self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
def talk(self, objects): def talk(self, objects):
self.talking = True self.talking = True
objects[0][0].talking = True objects[0][0].talking = True
self.conversation.hidden = False
def draw(self, screen): def draw(self, screen):
super().draw(screen) super().draw(screen)
if self.talking: if self.talking == True:
self.conversation.draw(screen) self.conversation.draw(screen)
def update(self, keys, objects): def update(self, keys, objects):
if self.name == 'oldlady': if self.talking:
if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]: self.conversation.update(keys, objects)
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():
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
self.x = x
self.y = y
self.width = width
self.height = height
self.hidden = False
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
with open('art/images/label.png', 'r') as tb:
self.box = pg.image.load(tb)
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
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): def draw(self, screen):
self.text = self.findConversation()[2][self.convo_act] if self.hidden:
super().draw(screen) return
self.box.blit(self.labelSurf, [
self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
def findConversation(self): self.labelRect.height/2 - self.labelSurf.get_rect().height/2
for convo in self.convos: ])
if convo[0] == self.npc.name and convo[1] == self.convo_scene: screen.blit(self.box, self.labelRect)
return convo
return ['ERROR']
def update(self, keys, objects): def update(self, keys, objects):
if keys[pg.K_f]: if keys[pg.K_SPACE]:
convo = self.findConversation() objects[0][0].book.addspell('fireball')
if self.convo_act+1 < len(convo[2]): self.talking = False
self.text = convo[2][self.convo_act] objects[0][0].talking = False
self.convo_act += 1 self.hidden = True
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): class Fighter(Objects):
@ -151,15 +122,12 @@ class Fighter(Objects):
class MainCharacter(Fighter): class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.book = Book(0, 0, [], None, None) self.book = Book(0, 0, [], None, None)
self.talking = False self.talking = False
self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20, ) self.level = Level(1000, 38, level, 150, 40, 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.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): def draw(self, screen):
if self.hidden: if self.hidden:
@ -169,30 +137,11 @@ class MainCharacter(Fighter):
self.health.draw(screen) self.health.draw(screen)
self.level.draw(screen) self.level.draw(screen)
self.book.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): def hurt(self, damage, objects):
if not self.talking: if not self.talking:
self.health.hurt(damage) 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): def walk(self, keys, objects):
moveto = vec(0, 0) moveto = vec(0, 0)
if keys[pg.K_w] or keys[pg.K_UP]: if keys[pg.K_w] or keys[pg.K_UP]:
@ -205,68 +154,33 @@ class MainCharacter(Fighter):
moveto += vec(1, 0) moveto += vec(1, 0)
if not moveto == vec(0, 0): if not moveto == vec(0, 0):
moveto.scale_to_length(self.speed) moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / fps self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[2] + objects[4]) touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
if touches is not None and not isinstance(touches, Weapons): if touches is not None:
if isinstance(touches, Obstacle): self.x -= moveto[0]*1.5 / fps #change later
if not touches.collision: self.y -= moveto[1]*1.5 / fps #change later
# print(touches.name) if isinstance(touches, NPC):
return touches.talk(objects)
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)) def attack(self, obj, moveto = vec(0,1)):
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(): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
moveto = mouse - vec(self.x, self.y)
if self.book.current_sp == 'fireball': if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) 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: else:
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) return
obj[3].append(weapon) obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects): def update(self, keys, objects):
if not self.talking: if not self.talking:
self.walk(keys, objects) self.walk(keys, objects)
if pg.mouse.get_pressed()[0]: if keys[pg.K_f]:
self.attack(objects, vec(mouse)) self.attack(objects)
self.thinks.update(objects, self)
if self.health.health <= 0: if self.health.health <= 0:
return 'village' return False
else: else:
return self.obstacle_interaction(objects) return True
class Hearts(): class Hearts():
def __init__(self, health, sprite, x, y, hurtCooldown) -> None: def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
@ -278,7 +192,7 @@ class Hearts():
self.hidden = False self.hidden = False
self.sprite=[] self.sprite=[]
for parts in sprite: for parts in sprite:
with open(f'art/images/main_attributes/{parts}') as i: with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
self.rect = [] self.rect = []
for each in self.sprite: for each in self.sprite:
@ -312,106 +226,67 @@ class Hearts():
sprite.append('noheart.png') sprite.append('noheart.png')
self.sprite = [] self.sprite = []
for parts in sprite: for parts in sprite:
with open(f'art/images/main_attributes/{parts}') as i: with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
class Level(Label): class Level():
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: def __init__(self, x, y, level, width, height, text, font, font_size) -> 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.x = x
self.y = y self.y = y
super().draw(screen) self.level = level
self.width = width
self.height = height
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
self.hidden = False
with open('art/images/label.png', 'r') as tb:
self.box = pg.image.load(tb)
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
def update(self, objects, main): def draw(self, screen):
if not self.hidden: self.box.blit(self.labelSurf, [
if self.scene == 0 and not main.freezing: self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.scene = 1 self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
self.hidden = True ])
elif self.scene == 1 and main.talking: screen.blit(self.box, self.labelRect)
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(): class Book():
def __init__(self, x, y, spells, current_spell, current_shield) -> None: def __init__(self, x, y, spells, current_spell, current_shield) -> None:
with open(f'art/images/main_attributes/book.png') as i: with open(f'art/images/book.png') as i:
self.sprite = pg.image.load(i) self.sprite = pg.image.load(i)
self.sprite = pg.transform.scale(self.sprite, (1280, 720)) self.sprite = pg.transform.scale(self.sprite, (1280, 720))
self.x = x self.x = x
self.y = y self.y = y
self.hidden = False self.hidden = True
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
self.sp_list = spells self.sp_list = spells
self.current_sp = current_spell 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): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) 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): def addspell(self, spell):
if spell not in self.sp_list: if spell not in self.sp_list:
self.sp_list.append(spell) self.sp_list.append(spell)
self.current_sp = 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): def update(self):
pass pass
class Mobs(Fighter): class Mobs(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2) self.drops = drops * (self.level / 2)
class Skeleton(Mobs):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
def chase(self, obj): def chase(self, obj):
x = obj[0][0].x x = obj[0][0].x
y = obj[0][0].y y = obj[0][0].y
@ -420,136 +295,67 @@ class Mobs(Fighter):
moveto.scale_to_length(self.speed) moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / 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: else:
self.attack(moveto, obj) 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): def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
def hurt(self, damage, objects):
self.health -= damage
if self.health <= 0:
self.hidden = True
objects[1].remove(self)
class Zombie(Mobs): def update(self, obj):
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None: self.chase(obj)
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): class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
super().__init__(name, ms, sprite, x, y) super().__init__(name, ms, sprite, x, y)
self.moveto = moveto self.moveto = moveto
self.damage = damage self.damage = damage
self.life_ticks= life_ticks
self.spawn_tick = pg.time.get_ticks()
pos = vec(1,0) pos = vec(1,0)
angle = pos.angle_to(moveto) angle = pos.angle_to(moveto)
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.rotate(self.sprite, -angle) self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
def die(self, objects, kills): def die(self, objects, kills):
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
if touches is not None and isinstance(touches, kills): if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects) 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 self.hidden = True
objects[3].remove(self) objects[3].remove(self)
class Spells(Weapons): class Spells(Weapons):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage)
class Fireball(Spells): class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
def update(self, objects): def update(self, objects):
self.move(objects) self.move()
self.die(objects, Mobs) 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): class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None: def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
def update(self, objects): def update(self, objects):
self.move(objects) self.move()
self.die(objects, MainCharacter) 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)