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() pygame.display.set_caption('Between The Pages') 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, objects:list): room_objects = [] #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/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 = [ 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) for j in range(random.randint(5, 10)) ] #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 def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): main = [herbert] 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))] weapons = [] others = [] npcs = [] objects = [main, mobs, npcs, weapons, 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 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 = 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]: thing.book.hidden = not freeze result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) 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) 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') scene.update(False, 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 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): 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, '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, "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/{background}', 'r') as i: bg = pygame.image.load(i) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) # fill the screen with an image to clear the screen screen.blit(bg, (0, 0)) for obj in objects: obj.update(screen) # 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): 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 = [] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) 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', [ # 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: screen.fill('#000000') events = pygame.event.get() for event in events: if event.type == pygame.QUIT: running = False quitGame() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_e: #when book is open gameplay is freezed freeze = not freeze 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 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, 'textbox.png', 'medieval', 48, "Play", play)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) 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__': herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) main()