game/viecher.py
2024-02-22 20:34:45 +00:00

108 lines
No EOL
3.3 KiB
Python

import pygame
vec = pygame.math.Vector2
fps = 60
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 = pygame.image.load(i)
self.x = x
self.y = y
self.hidden = False
self.rect = pygame.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):
pass
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
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.attack_spell = weapon
self.shield_spell = shield
self.talking = False
def update(self, keys):
moveto=vec(0,0)
if keys[pygame.K_w] or keys[pygame.K_UP]:
moveto += vec(0,-1)
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
moveto += vec(-1,0)
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
moveto += vec(0,1)
if keys[pygame.K_d] or keys[pygame.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
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)
self.canAttack=True
def follow(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.canAttack==True:
obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
self.canAttack=False
def cooldown(self):
pass
def update(self,obj):
self.follow(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto) -> None:
super().__init__(name, ms, sprite, x, y)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto)
self.moveto = moveto
def update(self,objects):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0]/fps
self.y += self.moveto[1]/fps