Development #10
							
								
								
									
										
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								art/images/background/village.png
									
										
									
									
									
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|  | @ -171,8 +171,12 @@ 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): |     def update(self, objects): | ||||||
|  | @ -234,8 +238,6 @@ class Stage(GameObjects): | ||||||
|             if room.id == self.current: |             if room.id == self.current: | ||||||
|                 return room.getObjects() |                 return room.getObjects() | ||||||
| 
 | 
 | ||||||
|     def placeRooms(self): |  | ||||||
|          |  | ||||||
| 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) | ||||||
|  |  | ||||||
							
								
								
									
										165
									
								
								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -41,12 +41,11 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): | ||||||
|     return rooms |     return rooms | ||||||
|          |          | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] |     main = [herbert] | ||||||
|     mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))] |     mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))] | ||||||
|      |  | ||||||
|     weapons = [] |     weapons = [] | ||||||
|     others = [Fire('f1', 0, 200, 300)] |     others = [] | ||||||
|     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] |     npcs = [] | ||||||
|     objects = [main, mobs, npcs, weapons, others] |     objects = [main, mobs, npcs, weapons, others] | ||||||
|     level = [] |     level = [] | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) | ||||||
|  | @ -74,18 +73,21 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             objects = scene.getObjects() |             objects = scene.getObjects() | ||||||
|             screen.blit(scene.background, (32, 32)) |             screen.blit(scene.background, (32, 32)) | ||||||
|          |          | ||||||
|  |             for thing in objects[4]: | ||||||
|  |                 thing.draw(screen) | ||||||
|  | 
 | ||||||
|             for weapon in objects[3]: |             for weapon in objects[3]: | ||||||
|                 weapon.update(objects) |                 weapon.update(objects) | ||||||
|                 weapon.draw(screen) |                 weapon.draw(screen) | ||||||
|              |              | ||||||
|             for thing in objects[4]: |  | ||||||
|                 thing.update(objects) |  | ||||||
|                 thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|             for thing in objects[0]: |             for thing in objects[0]: | ||||||
|                 thing.book.hidden = not freeze |                 thing.book.hidden = not freeze | ||||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                 if result == 'village': | ||||||
|  |                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'play': | ||||||
|  |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 else: | ||||||
|                     thing.draw(screen) |                     thing.draw(screen) | ||||||
|          |          | ||||||
|             for mob in objects[1]: |             for mob in objects[1]: | ||||||
|  | @ -99,7 +101,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             objects[0][0].book.addspell('windslash') |             objects[0][0].book.addspell('windslash') | ||||||
|             scene.update(False, objects) |             scene.update(False, objects) | ||||||
| 
 | 
 | ||||||
|          |  | ||||||
|         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) | ||||||
|  | @ -109,6 +110,145 @@ 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('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300), | ||||||
|  |               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) | ||||||
|  |              | ||||||
|  |             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 house(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     main = [herbert] | ||||||
|  |     mobs = [] | ||||||
|  |     weapons = [] | ||||||
|  |     others = [] | ||||||
|  |     npcs = [NPC('oldman', 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  | ||||||
|  | @ -148,7 +288,7 @@ 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", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) |     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "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: | ||||||
|  | @ -265,4 +405,5 @@ 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() | ||||||
|  |  | ||||||
							
								
								
									
										122
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -58,16 +58,16 @@ class Objects(): | ||||||
|         pg.draw.rect(screen, '#ef0120', self.rect,  2) |         pg.draw.rect(screen, '#ef0120', self.rect,  2) | ||||||
| 
 | 
 | ||||||
| class NPC(Objects): | class NPC(Objects): | ||||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: |     def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
|         self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') |         self.conversation = Convo(self, convo_scene) | ||||||
|  |         self.lastUpdate = pg.time.get_ticks() | ||||||
|      |      | ||||||
|     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) | ||||||
|  | @ -75,21 +75,49 @@ class NPC(Objects): | ||||||
|             self.conversation.draw(screen) |             self.conversation.draw(screen) | ||||||
|      |      | ||||||
|     def update(self, keys, objects):  |     def update(self, keys, objects):  | ||||||
|  |         if  self.lastUpdate + 200 < pg.time.get_ticks(): | ||||||
|             if self.talking: |             if self.talking: | ||||||
|                 self.conversation.update(keys, objects) |                 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_SPACE] and isinstance(touches, MainCharacter): | ||||||
|  |                     self.talk(objects)  | ||||||
|  |                     self.lastUpdate = pg.time.get_ticks() | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| class Convo(Label): | class Convo(Label): | ||||||
|     def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: |     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) |         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, ['Hello', 'How are you?']], | ||||||
|  |             ['oldman', 0, ['Please help', 'there are so many bad people']] | ||||||
|  |         ] | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         self.text = self.findConversation()[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[2] | ||||||
|  |         return ['ERROR'] | ||||||
| 
 | 
 | ||||||
|     def update(self, keys, objects): |     def update(self, keys, objects): | ||||||
|         if keys[pg.K_SPACE]: |         if keys[pg.K_SPACE]: | ||||||
|             objects[0][0].book.addspell('fireball') |             convo = self.findConversation() | ||||||
|             self.talking = False |             if self.convo_act+1 < len(convo): | ||||||
|  |                 self.text = convo[self.convo_act] | ||||||
|  |                 self.convo_act += 1 | ||||||
|  |             else: | ||||||
|  |                 self.convo_act = 0 | ||||||
|  |                 self.npc.talking = False | ||||||
|                 objects[0][0].talking = False |                 objects[0][0].talking = False | ||||||
|             self.hidden = True |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Fighter(Objects): | class Fighter(Objects): | ||||||
|  | @ -112,7 +140,7 @@ class MainCharacter(Fighter): | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20, ) |         self.level = Level(1000, 38, 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.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') |         self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||||
|         self.freezing = True |         self.freezing = True | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|  | @ -124,13 +152,27 @@ class MainCharacter(Fighter): | ||||||
|         self.level.draw(screen) |         self.level.draw(screen) | ||||||
|         self.book.draw(screen) |         self.book.draw(screen) | ||||||
|         pg.draw.rect(screen, '#e900fa', self.rect, 2) |         pg.draw.rect(screen, '#e900fa', self.rect, 2) | ||||||
|         if self.speech.hidden == False: |         if self.thinks.hidden == False: | ||||||
|             self.speech.draw(screen, self.x+20, self.y-100) |             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': | ||||||
|  |                 return 'play' | ||||||
|  |             elif touches.name == 'house': | ||||||
|  |                 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]: | ||||||
|  | @ -150,7 +192,7 @@ class MainCharacter(Fighter): | ||||||
|         if touches is not None and not isinstance(touches, Weapons): |         if touches is not None and not isinstance(touches, Weapons): | ||||||
|             if isinstance(touches, Obstacle): |             if isinstance(touches, Obstacle): | ||||||
|                 if not touches.collision: |                 if not touches.collision: | ||||||
|                     print(touches.name) |                     # print(touches.name) | ||||||
|                     return |                     return | ||||||
|                 if touches.type == 'wall': |                 if touches.type == 'wall': | ||||||
|                     if touches.name == 'wall_l': |                     if touches.name == 'wall_l': | ||||||
|  | @ -204,11 +246,11 @@ class MainCharacter(Fighter): | ||||||
|             self.walk(keys, objects) |             self.walk(keys, objects) | ||||||
|             if pg.mouse.get_pressed()[0]: |             if pg.mouse.get_pressed()[0]: | ||||||
|                 self.attack(objects, vec(mouse)) |                 self.attack(objects, vec(mouse)) | ||||||
|             self.speech.update(self) |             self.thinks.update(self) | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return 'village' | ||||||
|         else: |         else: | ||||||
|             return True |             return self.obstacle_interaction(objects) | ||||||
| 
 | 
 | ||||||
| class Hearts(): | class Hearts(): | ||||||
|     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: |     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: | ||||||
|  | @ -262,8 +304,8 @@ class Level(Label): | ||||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: |     def __init__(self, x, y, width, height, 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) |         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||||
| 
 | 
 | ||||||
| class Speech(Label): | class Thinks(Label): | ||||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None: |     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) |         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen, x, y): |     def draw(self, screen, x, y): | ||||||
|  | @ -285,24 +327,36 @@ class Book(): | ||||||
|             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 = True |         self.hidden = False | ||||||
|         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.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), |         self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",  | ||||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), |                             "You are a homeless person.","One cold day you went to the library to get warm.",  | ||||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), |                             "There you saw and opened me out of boedom.", "This lead to you being thrown in this world.",  | ||||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] |                             "But you can find a way out of here again."]  | ||||||
|  |         self.text_right = ["This book will help you to survive.", "Click on a picture to choose your spell.", | ||||||
|  |                           "Talk to fairies to unlock new spells!"] | ||||||
|         self.buttons=[] |         self.buttons=[] | ||||||
|         self.buttons_height = 400 |         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) | ||||||
|         for label in self.labels: |         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) |             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: |         for button in self.buttons: | ||||||
|             button.update(screen) |             button.update(screen) | ||||||
|      |      | ||||||
|  | @ -310,8 +364,8 @@ class Book(): | ||||||
|         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(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_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_height += 100 |             self.buttons_y += 100 | ||||||
| 
 | 
 | ||||||
|     def update_spell(self, spell): |     def update_spell(self, spell): | ||||||
|         self.current_sp = spell |         self.current_sp = spell | ||||||
|  | @ -401,6 +455,7 @@ class Weapons(Objects): | ||||||
|         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 |             self.hidden = True | ||||||
|  |             if self in objects[3]: | ||||||
|                 objects[3].remove(self) |                 objects[3].remove(self) | ||||||
|              |              | ||||||
|     def move(self, objects): |     def move(self, objects): | ||||||
|  | @ -452,16 +507,3 @@ class Punch(Weapons): | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move(objects) |         self.move(objects) | ||||||
|         self.die(objects, MainCharacter) |         self.die(objects, MainCharacter) | ||||||
| 
 |  | ||||||
| class Fire(Objects): |  | ||||||
|     def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|      |  | ||||||
|     def warming(self, objects): |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) |  | ||||||
|         if touches is not None and isinstance(touches, MainCharacter): |  | ||||||
|             touches.freezing = False |  | ||||||
| 
 |  | ||||||
|     def update(self, objects): |  | ||||||
|         self.warming(objects) |  | ||||||
| 
 |  | ||||||
|  |  | ||||||