Development #8
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.idea/InfoProjekt.xlsx
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44
.idea/ideas.txt
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Anmerkungen in Klammern
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? - unsicher
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name? - Name noch unklar, bzw. steht zur Diskussion
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! - festgelegt / Einigung
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Game:
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Rogue-like Game mit Story
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Pixel
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viele Gegner:
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Skelette Schwert
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Zombies Knüppel
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Ratten -
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Kröten(?) -
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Gläubige(?) Bogen / Schwert
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Story:
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Theme
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mittelalterlich(?)
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fairy-tale-like(?)
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medieval(!)
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Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
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er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
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findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
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-> Erwacht als magische Person in magischer Welt wieder
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Buch dient als Skillbaum (verschiedene Kapitel)
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Kampfmagier (name?)
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Heilender Magier -> Priester(name?)
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Elementmagier(?)
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Hexenkraft / Hexenwerke / Hexenmagie / Flüche (?)
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Kampf
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Faust
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Zauberstab - range und strength von Skills und Level(?) abhängig
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NPCS
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Priester / Mönch (eher Mönch)
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Henker
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armer Bauer
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"Hexe"
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Ziel(e)
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-> Zurückkommen
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-> Happy werden (?)
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51
.idea/storyline.txt
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Szene 1 - Startszene:
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Screen - Berlin, 1983, Winter
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Draußen in Stadt mit Häusern, kalt und schneeig,
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"*Brrr* I'm freezing. I guess I have to warm up myself in the library."
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-> bis in der library am Feuer oder so weiterhin frieren
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irgendwo info wasd to move around
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wenn am Feuer:
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"Now I'm feeling better. The winter days are so boring. Maybe I find a way to intertain myself in here?"
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Wenn iwie am richtigen Buch, was iwie hervorsticht
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"I really hate reading books, but this one looks interesting. Maybe I should have a look inside."
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anklicken?
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Animation er nimmt Buch (und klappt auf?)
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Wow * blackscreen Ende Szene 1
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-----------------------------------------
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Szene 2 - Aufwachen in einer neuen Welt:
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Zerfallene Bibo, selber Ort parallel Universe
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"Huh where am I? What happened??"
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geht aus Haus raus, wird von Monstern angegriffen,
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wenn 1 Hit kommt ältere Dame, tötet/verjagt Monster und Gespräch.
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Faselt irgendwie hä warum du nicht dich verteidigen oh du cooles Buch du auserwählter oder so.
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Sagt soll zum Dorf gehen wegen Baum und gibt ihm noch irgendwas, muss aber selbst woanders hin.
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und Achtung vor Monstern!
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------------------------------------------
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auf Weg dann neue Welle Monster, lernt sich iwie zu verteidigen(Buch)
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------------------------------------------
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Im Dorf beim Dorfältesten melden,
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Hallo du uns helfen musst wegen Böse bitte bitte, wir dir auch mit Unterkunft und Essen und so helfen.
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Innerer Konflikt weil ihm in altem Leben auch nicht von Allgemeinheit geholfen, und er siehts nicht ein...
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------------------------------------------
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erst durch erneuter Begegnung mit alter Dame wegen nem Happening einsicht...
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------------------------------------------
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dann Kämpfi gegen böse um zum Boss zu kommen und boss kämpfi...
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------------------------------------------
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am Ende er als Held gefeiert
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und irgendwie Auswahl, ob da bleiben oder Weg zurück suchen aber im alten Leben was ändern
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53
READ.ME
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Brief Explanation of all files and classes and pygame
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Button CLass:
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Button(position_x, position_y, width, height, font key phrase/word (see dictionary), the function which should be executed, and if the function should be executed while holding the button or only once per press)
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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Pygame window: (0, 0) is in the top left corner, the height and width are stored in HEIGHT and WIDTH
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GameObjects for rooms, scenes and maybe MorialCitadel
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Scene:
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type - normal, dungeon, cutscene
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objects - contain rooms, npcs, mobs, the character etc.
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Room:
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type - normal, shop, special (?), boss
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objects - npcs, mobs, the character etc.
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exits - position of exits --> [top:bool, right:bool, down:bool, left:bool]; 1 to 4 exits per room
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locked - bool if the room is unlocked; locked upon first entering unless all mobs are dead
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BIN
art/image files/exit.png
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Before Width: | Height: | Size: 738 B After Width: | Height: | Size: 738 B |
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art/image files/field.kra
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art/image files/field.png
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Before Width: | Height: | Size: 544 B After Width: | Height: | Size: 544 B |
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art/image files/mauer.png
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Before Width: | Height: | Size: 629 B After Width: | Height: | Size: 629 B |
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art/image files/mauer_down-left.png
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Before Width: | Height: | Size: 724 B After Width: | Height: | Size: 724 B |
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art/image files/mauer_down-right.png
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Before Width: | Height: | Size: 703 B After Width: | Height: | Size: 703 B |
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art/image files/mauer_down.png
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Before Width: | Height: | Size: 651 B After Width: | Height: | Size: 651 B |
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art/image files/mauer_left.png
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Before Width: | Height: | Size: 706 B After Width: | Height: | Size: 706 B |
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art/image files/mauer_right.png
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Before Width: | Height: | Size: 694 B After Width: | Height: | Size: 694 B |
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art/image files/mauer_top-left.png
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Before Width: | Height: | Size: 731 B After Width: | Height: | Size: 731 B |
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art/image files/mauer_top-right.png
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Before Width: | Height: | Size: 719 B After Width: | Height: | Size: 719 B |
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art/image files/mauer_top.png
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Before Width: | Height: | Size: 657 B After Width: | Height: | Size: 657 B |
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art/image files/new_game.png
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Before Width: | Height: | Size: 974 B After Width: | Height: | Size: 974 B |
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art/image files/options.png
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Before Width: | Height: | Size: 808 B After Width: | Height: | Size: 808 B |
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art/image files/set1.png
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Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 38 KiB |
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art/images/arrow.png
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Before Width: | Height: | Size: 255 B After Width: | Height: | Size: 255 B |
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art/images/blau1.kra
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art/images/blau1.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/blau2.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/blau3.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/book.png
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Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 128 KiB |
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art/images/dirt1.png
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Before Width: | Height: | Size: 106 KiB After Width: | Height: | Size: 106 KiB |
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art/images/dirt2.png
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Before Width: | Height: | Size: 77 KiB After Width: | Height: | Size: 77 KiB |
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art/images/dreiviertelheart.png
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Before Width: | Height: | Size: 450 B After Width: | Height: | Size: 450 B |
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art/images/fireball.png
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Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 495 B |
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art/images/fullheart.png
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Before Width: | Height: | Size: 433 B After Width: | Height: | Size: 433 B |
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art/images/grass.png
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Before Width: | Height: | Size: 131 KiB After Width: | Height: | Size: 131 KiB |
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art/images/halfheart.png
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Before Width: | Height: | Size: 462 B After Width: | Height: | Size: 462 B |
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art/images/label.png
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Before Width: | Height: | Size: 635 B After Width: | Height: | Size: 635 B |
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art/images/noheart.png
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Before Width: | Height: | Size: 438 B After Width: | Height: | Size: 438 B |
BIN
art/images/oldman.png
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Before Width: | Height: | Size: 674 B After Width: | Height: | Size: 674 B |
BIN
art/images/reddy.png
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Before Width: | Height: | Size: 654 B After Width: | Height: | Size: 654 B |
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art/images/river1.png
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Before Width: | Height: | Size: 120 KiB After Width: | Height: | Size: 120 KiB |
BIN
art/images/rot1.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/rot2.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/rot3.png
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
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art/images/start.png
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Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
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art/images/textbox.png
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Before Width: | Height: | Size: 644 B After Width: | Height: | Size: 644 B |
BIN
art/images/viertelheart.png
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Before Width: | Height: | Size: 441 B After Width: | Height: | Size: 441 B |
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art/sprite files/oldmanattack.png
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Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 5.9 KiB |
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art/sprite files/oldmanwalk.png
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
230
classes.py
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import pygame
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pygame.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Button():
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def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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with open('art/images/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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if 'play' in str(self.onclickFunction):
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self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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self.alreadyPressed = True
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else:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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screen.blit(self.box, self.buttonRect)
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class DropDown():
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def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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self.rect = pygame.Rect(x, y, width, height)
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.main = main
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self.options = options
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self.draw_menu = False
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self.menu_active = False
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self.active_option = -1
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with open('art/images/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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def draw(self, screen):
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#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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surface = self.font.render(self.main, 1, (0, 0, 0))
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self.box.blit(surface, [
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self.rect.width/2 - surface.get_rect().width/2,
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self.rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, surface.get_rect(center = self.rect.center))
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if self.draw_menu:
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for i, text in enumerate(self.options):
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rect = self.rect.copy()
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rect.y += (i+1) * self.rect.height
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rect.x = self.rect.x
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#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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#msg = self.font.render(text, 1, (0, 0, 0))
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#screen.blit(msg, msg.get_rect(center = rect.center))
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surface = self.font.render(text, 1, (0, 0, 0))
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self.box.blit(surface, [
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rect.width/2 - surface.get_rect().width/2,
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rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, rect)
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|
||||||
|
def update(self, event_list):
|
||||||
|
mpos = pygame.mouse.get_pos()
|
||||||
|
self.menu_active = self.rect.collidepoint(mpos)
|
||||||
|
self.active_option = -1
|
||||||
|
for i in range(len(self.options)):
|
||||||
|
rect = self.rect.copy()
|
||||||
|
rect.y += (i+1) * self.rect.height
|
||||||
|
if rect.collidepoint(mpos):
|
||||||
|
self.active_option = i
|
||||||
|
break
|
||||||
|
|
||||||
|
if not self.menu_active and self.active_option == -1:
|
||||||
|
self.draw_menu = False
|
||||||
|
#self.draw_menu = True
|
||||||
|
#return -1
|
||||||
|
if pygame.mouse.get_pressed(num_buttons=3)[0]:
|
||||||
|
if self.menu_active:
|
||||||
|
self.draw_menu = not self.draw_menu
|
||||||
|
elif self.draw_menu and self.active_option >= 0:
|
||||||
|
self.draw_menu = False
|
||||||
|
return self.active_option
|
||||||
|
return -1
|
||||||
|
|
||||||
|
|
||||||
|
class GameObjects():
|
||||||
|
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
|
||||||
|
self.name = name
|
||||||
|
self.type = _type
|
||||||
|
self.background = bg
|
||||||
|
if bg != None:
|
||||||
|
with open(bg, 'r') as bg:
|
||||||
|
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
|
||||||
|
self.objects = objects
|
||||||
|
|
||||||
|
|
||||||
|
class Scene(GameObjects):
|
||||||
|
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
|
||||||
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
|
self.level = level
|
||||||
|
self.current_level = 0
|
||||||
|
|
||||||
|
def update(self, change:bool):
|
||||||
|
if change:
|
||||||
|
self.current_level += 1
|
||||||
|
self.level[self.current_level].update()
|
||||||
|
if isinstance(self.objects, list):
|
||||||
|
for obj in self.objects:
|
||||||
|
obj.update()
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if isinstance(self.objects, list):
|
||||||
|
for obj in self.objects:
|
||||||
|
obj.draw(screen)
|
||||||
|
self.level[self.current_level].draw(screen)
|
||||||
|
|
||||||
|
|
||||||
|
class Stage(GameObjects):
|
||||||
|
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)
|
||||||
|
self.stage = stage
|
||||||
|
self.rooms = rooms
|
||||||
|
self.current = 0
|
||||||
|
|
||||||
|
def update(self):
|
||||||
|
for room in self.rooms:
|
||||||
|
if room.id == self.current:
|
||||||
|
room.update()
|
||||||
|
keys = pygame.key.get_pressed()
|
||||||
|
if keys[pygame.K_RIGHT]:
|
||||||
|
self.current += 1
|
||||||
|
if self.current >= len(self.rooms):
|
||||||
|
return 1
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
for room in self.rooms:
|
||||||
|
if room.id == self.current:
|
||||||
|
room.draw(screen)
|
||||||
|
|
||||||
|
class Room(GameObjects):
|
||||||
|
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)
|
||||||
|
self.exits = exits
|
||||||
|
self.id = id
|
||||||
|
if self.type == 'normal' or self.type == 'boss':
|
||||||
|
self.locked = True
|
||||||
|
else:
|
||||||
|
self.locked = False
|
||||||
|
|
||||||
|
self.objects.append(self.genWalls(WIDTH, HEIGHT))
|
||||||
|
|
||||||
|
def genWalls(self, WIDTH, HEIGHT):
|
||||||
|
walls = []
|
||||||
|
walls.append(pygame.Rect(0, 0, 4, HEIGHT))
|
||||||
|
walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT))
|
||||||
|
walls.append(pygame.Rect(0, 0, WIDTH, 4))
|
||||||
|
walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
|
||||||
|
return walls
|
||||||
|
|
||||||
|
def update(self):
|
||||||
|
pass
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
screen.blit(self.background, (32, 32))
|
||||||
|
if isinstance(self.objects, list):
|
||||||
|
for obj in self.objects[0]:
|
||||||
|
obj.draw(screen)
|
||||||
|
|
||||||
|
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:
|
||||||
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
|
self.collision = collision
|
||||||
|
self.rect = pygame.Rect((x, y), self.background.get_size())
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
screen.blit(self.background, self.rect)
|
||||||
7
config.json
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
{
|
||||||
|
"screen":
|
||||||
|
{
|
||||||
|
"res":[1280, 720],
|
||||||
|
"fullscreen": false
|
||||||
|
}
|
||||||
|
}
|
||||||
BIN
fonts/3D-Pixel.ttf
Normal file
BIN
fonts/8bitlim.ttf
Normal file
BIN
fonts/8bitlimo.ttf
Normal file
BIN
fonts/8bitlimr.ttf
Normal file
BIN
fonts/8blimro.ttf
Normal file
BIN
fonts/ARCADECLASSIC.TTF
Normal file
BIN
fonts/Beyond Wonderland.ttf
Normal file
BIN
fonts/Digitag.ttf
Normal file
BIN
fonts/DisposableDroidBB.ttf
Normal file
BIN
fonts/DisposableDroidBB_bld.ttf
Normal file
BIN
fonts/DisposableDroidBB_bldital.ttf
Normal file
BIN
fonts/DisposableDroidBB_ital.ttf
Normal file
BIN
fonts/Endalian Script.ttf
Normal file
BIN
fonts/FREAKSOFNATURE.ttf
Normal file
BIN
fonts/FREAKSOFNATUREMASSIVE.ttf
Normal file
BIN
fonts/Future TimeSplitters.otf
Normal file
BIN
fonts/Halo3.ttf
Normal file
BIN
fonts/INVASION2000.TTF
Normal file
BIN
fonts/Karma Future.otf
Normal file
BIN
fonts/Karma Suture.otf
Normal file
BIN
fonts/Merchant Copy Doublesize.ttf
Normal file
BIN
fonts/Merchant Copy Wide.ttf
Normal file
BIN
fonts/Merchant Copy.ttf
Normal file
BIN
fonts/Minecraft Evenings.otf
Normal file
BIN
fonts/MoriaCitadel.TTF
Normal file
BIN
fonts/PixelFJVerdana12pt.ttf
Normal file
BIN
fonts/Seattle Avenue.ttf
Normal file
BIN
fonts/SeattleAvenue.otf
Normal file
BIN
fonts/astron boy italic.otf
Normal file
BIN
fonts/astron boy video.otf
Normal file
BIN
fonts/astron boy wonder.otf
Normal file
BIN
fonts/astron boy.otf
Normal file
BIN
fonts/dpcomic.ttf
Normal file
BIN
fonts/ka1.ttf
Normal file
BIN
fonts/kirbyss.ttf
Normal file
BIN
fonts/manaspc.ttf
Normal file
BIN
fonts/medieval.ttf
Normal file
BIN
fonts/nasalization-rg.otf
Normal file
BIN
fonts/neuropol.otf
Normal file
BIN
fonts/papercut.ttf
Normal file
BIN
fonts/pcsenior.ttf
Normal file
BIN
fonts/pdark.ttf
Normal file
BIN
fonts/yoster.ttf
Normal file
214
main.py
Normal file
|
|
@ -0,0 +1,214 @@
|
||||||
|
import pygame
|
||||||
|
import sys
|
||||||
|
import json
|
||||||
|
import time
|
||||||
|
import random
|
||||||
|
from classes import *
|
||||||
|
from viecher import *
|
||||||
|
fps = 60
|
||||||
|
|
||||||
|
def setUp(config):
|
||||||
|
pygame.init()
|
||||||
|
if config["fullscreen"]:
|
||||||
|
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||||
|
else:
|
||||||
|
screen = pygame.display.set_mode(config["res"])
|
||||||
|
clock = pygame.time.Clock()
|
||||||
|
|
||||||
|
return screen, clock, True, True, "start.png", []
|
||||||
|
|
||||||
|
def readConfig():
|
||||||
|
with open('config.json', 'r') as c:
|
||||||
|
json_data = c.read()
|
||||||
|
return json.loads(json_data)
|
||||||
|
|
||||||
|
def quitGame():
|
||||||
|
#save progress somehow, if needed
|
||||||
|
pygame.quit()
|
||||||
|
quit()
|
||||||
|
|
||||||
|
def genRooms(WIDTH, HEIGHT, type:str):
|
||||||
|
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))
|
||||||
|
rooms = [
|
||||||
|
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),
|
||||||
|
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),
|
||||||
|
]
|
||||||
|
return rooms
|
||||||
|
|
||||||
|
def play(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]
|
||||||
|
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:
|
||||||
|
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
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
clock.tick(fps) # limits FPS to 60
|
||||||
|
|
||||||
|
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
|
objects = []
|
||||||
|
# List that is displayed while selecting the window resolution level
|
||||||
|
resolution = [("1920x1080", "1920x1080"),
|
||||||
|
("1920x1200", "1920x1200"),
|
||||||
|
("1280x720", "1280x720"),
|
||||||
|
("2560x1440", "2560x1440"),
|
||||||
|
("3840x2160", "3840x2160")]
|
||||||
|
|
||||||
|
# This function displays the currently selected options
|
||||||
|
|
||||||
|
def printSettings():
|
||||||
|
print("\n\n")
|
||||||
|
# getting the data using "get_input_data" method of the Menu class
|
||||||
|
settingsData = settings.get_input_data()
|
||||||
|
|
||||||
|
for key in settingsData.keys():
|
||||||
|
print(f"{key}\t:\t{settingsData[key]}")
|
||||||
|
|
||||||
|
while running:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
running = False
|
||||||
|
# RENDER YOUR GAME HERE
|
||||||
|
with open(background, 'r') as i:
|
||||||
|
bg = pygame.image.load(i)
|
||||||
|
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||||
|
# fill the screen with an image to clear the screen
|
||||||
|
screen.blit(bg, (0, 0))
|
||||||
|
for obj in objects:
|
||||||
|
obj.process(screen)
|
||||||
|
|
||||||
|
# flip() the display to put your work on screen
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
clock.tick(60) # limits FPS to 60
|
||||||
|
|
||||||
|
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
|
objects = []
|
||||||
|
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play))
|
||||||
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
|
||||||
|
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||||
|
while running:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
running = False
|
||||||
|
quitGame()
|
||||||
|
# RENDER YOUR GAME HERE
|
||||||
|
with open(f'art/images/{background}', 'r') as i:
|
||||||
|
bg = pygame.image.load(i)
|
||||||
|
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||||
|
# fill the screen with an image to clear the screen
|
||||||
|
screen.blit(bg, (0, 0))
|
||||||
|
for obj in objects:
|
||||||
|
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
|
||||||
|
# flip() the display to put your work on screen
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
clock.tick(60) # limits FPS to 60
|
||||||
|
|
||||||
|
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
|
level = []
|
||||||
|
rooms = genRooms(WIDTH, HEIGHT, 'grass')
|
||||||
|
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
|
||||||
|
|
||||||
|
level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
|
||||||
|
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('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
|
||||||
|
]))
|
||||||
|
|
||||||
|
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||||
|
|
||||||
|
# RENDER YOUR GAME HERE
|
||||||
|
while True:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
running = False
|
||||||
|
quitGame()
|
||||||
|
screen.fill('#000000')
|
||||||
|
scene.update(False)
|
||||||
|
scene.draw(screen)
|
||||||
|
# flip() the display to put your work on screen
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
clock.tick(60) # limits FPS to 60
|
||||||
|
|
||||||
|
def main():
|
||||||
|
config = readConfig()
|
||||||
|
screen, clock, running, isblack, background, objects = setUp(config["screen"])
|
||||||
|
WIDTH, HEIGHT = screen.get_size()
|
||||||
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
|
||||||
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
|
||||||
|
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||||
|
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
|
||||||
|
"""while running:
|
||||||
|
for event in pygame.event.get():
|
||||||
|
if event.type == pygame.QUIT:
|
||||||
|
running = False
|
||||||
|
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
if not isblack:
|
||||||
|
with open(background, 'r') as i:
|
||||||
|
bg = pygame.image.load(i)
|
||||||
|
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||||
|
# fill the screen with a color to wipe away anything from last frame
|
||||||
|
screen.blit(bg, (0, 0))
|
||||||
|
|
||||||
|
# RENDER YOUR GAME HERE
|
||||||
|
|
||||||
|
else:
|
||||||
|
for obj in objects:
|
||||||
|
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
# flip() the display to put your work on screen
|
||||||
|
pygame.display.flip()
|
||||||
|
|
||||||
|
clock.tick(60) # limits FPS to 60"""
|
||||||
|
|
||||||
|
pygame.quit()
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
main()
|
||||||
BIN
test.png
Normal file
|
Before Width: | Height: | Size: 529 KiB After Width: | Height: | Size: 529 KiB |
BIN
test1.png
Normal file
|
Before Width: | Height: | Size: 179 KiB After Width: | Height: | Size: 179 KiB |
BIN
test2.png
Normal file
|
Before Width: | Height: | Size: 166 KiB After Width: | Height: | Size: 166 KiB |
361
viecher.py
Normal file
|
|
@ -0,0 +1,361 @@
|
||||||
|
import pygame as pg
|
||||||
|
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.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)
|
||||||
|
|
||||||
|
class NPC(Objects):
|
||||||
|
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
|
||||||
|
self.talking = False
|
||||||
|
self.hidden = True
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
|
||||||
|
|
||||||
|
def talk(self, objects):
|
||||||
|
self.talking = True
|
||||||
|
objects[0][0].talking = True
|
||||||
|
self.conversation.hidden = False
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
super().draw(screen)
|
||||||
|
if self.talking == True:
|
||||||
|
self.conversation.draw(screen)
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if self.talking:
|
||||||
|
self.conversation.update(keys, objects)
|
||||||
|
|
||||||
|
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')
|
||||||
|
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
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)
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if keys[pg.K_SPACE]:
|
||||||
|
objects[0][0].book.addspell('fireball')
|
||||||
|
self.talking = False
|
||||||
|
objects[0][0].talking = False
|
||||||
|
self.hidden = True
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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) -> 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, 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)
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
def hurt(self, damage, objects):
|
||||||
|
if not self.talking:
|
||||||
|
self.health.hurt(damage)
|
||||||
|
|
||||||
|
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[1] + objects[2])
|
||||||
|
if touches is not None:
|
||||||
|
self.x -= moveto[0]*1.5 / fps #change later
|
||||||
|
self.y -= moveto[1]*1.5 / fps #change later
|
||||||
|
if isinstance(touches, NPC):
|
||||||
|
touches.talk(objects)
|
||||||
|
|
||||||
|
def attack(self, obj, moveto = vec(0,1)):
|
||||||
|
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||||
|
if self.book.current_sp == 'fireball':
|
||||||
|
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
||||||
|
else:
|
||||||
|
return
|
||||||
|
obj[3].append(weapon)
|
||||||
|
self.lastAttack = pg.time.get_ticks()
|
||||||
|
|
||||||
|
def update(self, keys, objects):
|
||||||
|
if not self.talking:
|
||||||
|
self.walk(keys, objects)
|
||||||
|
if keys[pg.K_f]:
|
||||||
|
self.attack(objects)
|
||||||
|
if self.health.health <= 0:
|
||||||
|
return False
|
||||||
|
else:
|
||||||
|
return True
|
||||||
|
|
||||||
|
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/{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/{parts}') as i:
|
||||||
|
self.sprite.append(pg.image.load(i))
|
||||||
|
|
||||||
|
|
||||||
|
class Level():
|
||||||
|
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
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 draw(self, screen):
|
||||||
|
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 Book():
|
||||||
|
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||||
|
with open(f'art/images/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 = True
|
||||||
|
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
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
self.rect.x, self.rect.y = self.x, self.y
|
||||||
|
screen.blit(self.sprite, self.rect)
|
||||||
|
|
||||||
|
def addspell(self, spell):
|
||||||
|
if spell not in self.sp_list:
|
||||||
|
self.sp_list.append(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)
|
||||||
|
|
||||||
|
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):
|
||||||
|
x = obj[0][0].x
|
||||||
|
y = obj[0][0].y
|
||||||
|
moveto = vec(x, y) - vec(self.x, self.y)
|
||||||
|
if not (moveto).length() <= self.attack_range:
|
||||||
|
moveto.scale_to_length(self.speed)
|
||||||
|
self.x += moveto[0] / fps
|
||||||
|
self.y += moveto[1] / fps
|
||||||
|
else:
|
||||||
|
self.attack(moveto, obj)
|
||||||
|
|
||||||
|
def attack(self, moveto, obj):
|
||||||
|
if self.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()
|
||||||
|
|
||||||
|
def hurt(self, damage, objects):
|
||||||
|
self.health -= damage
|
||||||
|
if self.health <= 0:
|
||||||
|
self.hidden = True
|
||||||
|
objects[1].remove(self)
|
||||||
|
|
||||||
|
def update(self, obj):
|
||||||
|
self.chase(obj)
|
||||||
|
|
||||||
|
|
||||||
|
class Weapons(Objects):
|
||||||
|
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
self.moveto = moveto
|
||||||
|
self.damage = damage
|
||||||
|
pos = vec(1,0)
|
||||||
|
angle = pos.angle_to(moveto)
|
||||||
|
with open(f'art/images/{sprite}') as i:
|
||||||
|
self.sprite = pg.transform.rotate(pg.image.load(i), -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
|
||||||
|
objects[3].remove(self)
|
||||||
|
|
||||||
|
class Spells(Weapons):
|
||||||
|
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y, moveto, damage)
|
||||||
|
|
||||||
|
class Fireball(Spells):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None:
|
||||||
|
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):
|
||||||
|
self.move()
|
||||||
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
|
class Arrow(Weapons):
|
||||||
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
|
||||||
|
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):
|
||||||
|
self.move()
|
||||||
|
self.die(objects, MainCharacter)
|
||||||