game/classes.py
SpagettiFisch 218eb2ea7e added some missing spaces lol
added character collisions (not great yet tho)
some simple background elements added and testet WIP
2024-02-29 14:25:23 +01:00

230 lines
No EOL
8.4 KiB
Python

import pygame
pygame.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 Button():
def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x
self.y = y
self.width = width
self.height = height
self.onclickFunction = onclickFunction
self.onePress = onePress
self.alreadyPressed = False
with open('art/images/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]:
if self.onePress:
self.onclickFunction()
elif not self.alreadyPressed:
if 'play' in str(self.onclickFunction):
self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT)
self.alreadyPressed = True
else:
self.onclickFunction()
self.alreadyPressed = True
else:
self.alreadyPressed = False
self.box.blit(self.buttonSurf, [
self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
])
screen.blit(self.box, self.buttonRect)
class DropDown():
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
self.rect = pygame.Rect(x, y, width, height)
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.main = main
self.options = options
self.draw_menu = False
self.menu_active = False
self.active_option = -1
with open('art/images/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
def draw(self, screen):
#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
surface = self.font.render(self.main, 1, (0, 0, 0))
self.box.blit(surface, [
self.rect.width/2 - surface.get_rect().width/2,
self.rect.height/2 - surface.get_rect().height/2
])
screen.blit(self.box, surface.get_rect(center = self.rect.center))
if self.draw_menu:
for i, text in enumerate(self.options):
rect = self.rect.copy()
rect.y += (i+1) * self.rect.height
rect.x = self.rect.x
#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
#msg = self.font.render(text, 1, (0, 0, 0))
#screen.blit(msg, msg.get_rect(center = rect.center))
surface = self.font.render(text, 1, (0, 0, 0))
self.box.blit(surface, [
rect.width/2 - surface.get_rect().width/2,
rect.height/2 - surface.get_rect().height/2
])
screen.blit(self.box, rect)
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)