forked from InfoProjekt/game
308 lines
No EOL
12 KiB
Python
308 lines
No EOL
12 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, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
|
|
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
|
|
self.x = x
|
|
self.y = y
|
|
self.width = width
|
|
self.height = height
|
|
self.attributes = attributes
|
|
self.onclickFunction = onclickFunction
|
|
self.onePress = onePress
|
|
self.alreadyPressed = False
|
|
|
|
with open(f'art/images/box/{image}', '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 update(self, screen):
|
|
mousePos = pygame.mouse.get_pos()
|
|
if self.buttonRect.collidepoint(mousePos):
|
|
if pygame.mouse.get_pressed(3)[0]:
|
|
if self.onePress:
|
|
self.onclickFunction()
|
|
elif not self.alreadyPressed:
|
|
if self.attributes:
|
|
self.onclickFunction(*self.attributes)
|
|
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 Label():
|
|
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
|
|
self.x = x
|
|
self.y = y
|
|
self.width = width
|
|
self.height = height
|
|
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
|
|
self.font_color = font_color
|
|
self.text = text
|
|
self.hidden = False
|
|
self.sprite = sprite
|
|
with open(f'art/images/box/{sprite}', 'r') as tb:
|
|
self.box = pygame.image.load(tb)
|
|
self.box = pygame.transform.scale(self.box, (width, height))
|
|
|
|
|
|
def draw(self, screen):
|
|
if self.hidden:
|
|
return
|
|
with open(f'art/images/box/{self.sprite}', 'r') as tb:
|
|
self.box = pygame.image.load(tb)
|
|
self.box = pygame.transform.scale(self.box, (self.width,self.height))
|
|
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
|
|
self.labelSurf = self.font.render(self.text, True, self.font_color)
|
|
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 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/box/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:
|
|
if WIDTH != None and HEIGHT != None:
|
|
with open(bg, 'r') as bg:
|
|
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
|
|
|
|
def update(self, objects):
|
|
return
|
|
def draw(self, screen):
|
|
return
|
|
|
|
class Scene(GameObjects):
|
|
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
|
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
|
self.level = level
|
|
self.current_level = 0
|
|
self.update()
|
|
|
|
def update(self, change:bool=False, objects=None):
|
|
if change:
|
|
self.current_level += 1
|
|
self.level[self.current_level].update(objects)
|
|
self.background = self.level[self.current_level].background
|
|
"""if isinstance(self.objects, list):
|
|
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
|
obj.update()"""
|
|
|
|
def draw(self, screen):
|
|
if isinstance(self.objects, list):
|
|
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
|
|
obj.draw(screen)
|
|
self.level[self.current_level].draw(screen)
|
|
|
|
def getObjects(self):
|
|
return self.level[self.current_level].getObjects()
|
|
|
|
|
|
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, objects):
|
|
for room in self.rooms:
|
|
if room.id == self.current:
|
|
room.update(objects)
|
|
self.background = room.background
|
|
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)
|
|
|
|
def getObjects(self):
|
|
for room in self.rooms:
|
|
if room.id == self.current:
|
|
return room.getObjects()
|
|
|
|
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[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
|
|
|
def genWalls(self, WIDTH, HEIGHT):
|
|
walls = []
|
|
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
|
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
|
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
|
|
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
|
return walls
|
|
|
|
def update(self, objects):
|
|
if objects is not None:
|
|
self.objects = objects
|
|
if not self.objects[1]:
|
|
self.locked = False
|
|
return
|
|
|
|
def draw(self, screen):
|
|
screen.blit(self.background, (32, 32))
|
|
if isinstance(self.objects, list):
|
|
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
|
obj.draw(screen)
|
|
|
|
def getObjects(self):
|
|
return self.objects
|
|
|
|
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.hidden = hidden
|
|
self.width = WIDTH
|
|
self.height = HEIGHT
|
|
if self.background is not None:
|
|
self.rect = pygame.Rect((x, y), self.background.get_size())
|
|
else:
|
|
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
|
|
|
|
def draw(self, screen):
|
|
if not self.hidden:
|
|
screen.blit(self.background, self.rect)
|
|
else:
|
|
pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
|
|
|
|
class Door(GameObjects):
|
|
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, x: int, y: int, islocked=True) -> None:
|
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
|
self.rect = pygame.Rect((x, y), self.background.get_size())
|
|
self.locked = islocked
|
|
|
|
def draw(self, screen):
|
|
screen.blit(self.background, self.rect)
|
|
|
|
def update(self, islocked=True):
|
|
self.locked = islocked |