Merge pull request 'Development' (#8) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#8
							
								
								
									
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								.idea/ideas.txt
									
										
									
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						|  | @ -38,6 +38,7 @@ Story: | |||
|         Henker | ||||
|         armer Bauer | ||||
|         "Hexe" | ||||
|         Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet | ||||
| 
 | ||||
|     Ziel(e) | ||||
|         -> Zurückkommen | ||||
|  |  | |||
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								art/images/people/oldlady.png
									
										
									
									
									
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								art/images/people/skeleton.png
									
										
									
									
									
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								art/images/weapons/empty.png
									
										
									
									
									
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|  | @ -52,7 +52,7 @@ class Button(): | |||
| 
 | ||||
|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||
| 
 | ||||
|         self.buttonSurf = self.font.render(buttonText, True, (0,0,0)) | ||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||
| 
 | ||||
|     def update(self, screen): | ||||
|         mousePos = pygame.mouse.get_pos() | ||||
|  | @ -76,7 +76,7 @@ class Button(): | |||
|         screen.blit(self.box, self.buttonRect) | ||||
| 
 | ||||
| class Label(): | ||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None: | ||||
|     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 | ||||
|  | @ -285,5 +285,5 @@ class Obstacle(GameObjects): | |||
|         if not self.hidden: | ||||
|             screen.blit(self.background, self.rect) | ||||
|         else: | ||||
|             pygame.draw.rect(screen, (0,0,0), self.rect, 2) | ||||
|             pygame.draw.rect(screen, '#e7f8e0', self.rect, 2) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										18
									
								
								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -14,6 +14,7 @@ def setUp(config): | |||
|     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(): | ||||
|  | @ -30,30 +31,31 @@ 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', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 0), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 1), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 2), | ||||
|             ] | ||||
|     return 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 = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||
|     mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))] | ||||
|     mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))] | ||||
|      | ||||
|     weapons = [] | ||||
|     others = [Fire('f1', 0, 200, 300)] | ||||
|     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] | ||||
|     objects = [main, mobs, npcs, weapons, others] | ||||
|     level = [] | ||||
|     rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects) | ||||
|     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((0,0,0)) | ||||
|         screen.fill('#000000') | ||||
|         events = pygame.event.get() | ||||
|         for event in events: | ||||
|             if event.type == pygame.QUIT: | ||||
|  |  | |||
							
								
								
									
										891
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,443 +1,448 @@ | |||
| import pygame as pg | ||||
| from classes import * | ||||
| from main import * | ||||
| 
 | ||||
| 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.transform.scale2x(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) | ||||
|         pg.draw.rect(screen, (0,0,0), self.rect,  2) | ||||
| 
 | ||||
| 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(Label): | ||||
|     def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size) | ||||
|      | ||||
|     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, 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) | ||||
|         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||
|         self.freezing = True | ||||
| 
 | ||||
|     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) | ||||
|         pg.draw.rect(screen, (0,0,0), self.rect, 2) | ||||
|         if self.speech.hidden == False: | ||||
|             self.speech.draw(screen, self.x+20, self.y-100) | ||||
| 
 | ||||
|     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] + objects[3]) | ||||
|         if touches is not None and not isinstance(touches, Weapons): | ||||
|             if isinstance(touches, Obstacle): | ||||
|                 if not touches.collision: | ||||
|                     return | ||||
|                 if touches.type == 'wall': | ||||
|                     if touches.name == 'wall_l': | ||||
|                         self.x += (2 + (self.x - touches.rect.x)) | ||||
|                     elif touches.name == 'wall_r': | ||||
|                         self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) | ||||
|                     if touches.name == 'wall_t': | ||||
|                         self.y += (2 + (self.y - touches.rect.y)) | ||||
|                     elif touches.name == 'wall_b': | ||||
|                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) | ||||
|                     return | ||||
|                  | ||||
|             if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) | ||||
|             elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) | ||||
|             #if self.y <= touches.y: pass | ||||
|             #elif self.y > touches.y: pass | ||||
|             self.x -= moveto[0] * 2 / fps | ||||
|             self.y -= moveto[1] * 2 / fps | ||||
|             if isinstance(touches, NPC): | ||||
|                     touches.talk(objects) | ||||
|         """ | ||||
|         if self.x <= 32: | ||||
|             self.x = 33 | ||||
|         elif self.x >= objects[3][0].width - 32: | ||||
|             self.x = objects[3][0].width - 32 - self.rect.width + 1 | ||||
|         if self.y <= 32: | ||||
|             self.y = 33 | ||||
|         elif self.y >= objects[3][0].height - 32: | ||||
|             self.y = objects[3][0].height - 32 - self.rect.height + 1 | ||||
|         """ | ||||
|      | ||||
|     def attack(self, obj, mouse): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|             moveto = mouse- vec(self.x, self.y) | ||||
|             if self.book.current_sp == 'fireball': | ||||
|                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) | ||||
|             elif self.book.current_sp == 'windslash': | ||||
|                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) | ||||
|             else: | ||||
|                 return | ||||
|             obj[3].append(weapon) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
|     def update(self, keys, mouse, objects): | ||||
|         if not self.talking: | ||||
|             self.walk(keys, objects) | ||||
|             if keys[pg.K_f]: | ||||
|                 self.attack(objects, vec(mouse)) | ||||
|             self.speech.update(self) | ||||
|         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/main_attributes/{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/main_attributes/{parts}') as i: | ||||
|                 self.sprite.append(pg.image.load(i)) | ||||
| 
 | ||||
| 
 | ||||
| class Level(Label): | ||||
|     def __init__(self, x, y, width, height, text, font, font_size) -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size) | ||||
| 
 | ||||
| class Speech(Label): | ||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||
| 
 | ||||
|     def draw(self, screen, x, y): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|         super().draw(screen) | ||||
|      | ||||
|     def update(self, main): | ||||
|         if not self.hidden: | ||||
|             if not main.freezing: | ||||
|                 self.hidden = True | ||||
| 
 | ||||
| class Book(): | ||||
|     def __init__(self, x, y, spells, current_spell, current_shield) -> None: | ||||
|         with open(f'art/images/main_attributes/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 | ||||
|         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color=(0,0,0), sprite='empty.png'), | ||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color=(0,0,0), sprite='empty.png')] | ||||
|         self.buttons=[] | ||||
|         self.buttons_height = 400 | ||||
|      | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.rect.x, self.rect.y = self.x, self.y | ||||
|         screen.blit(self.sprite, self.rect) | ||||
|         for label in self.labels: | ||||
|             label.draw(screen) | ||||
|         for button in self.buttons: | ||||
|             button.update(screen) | ||||
|      | ||||
|     def addspell(self, spell): | ||||
|         if spell not in self.sp_list: | ||||
|             self.sp_list.append(spell) | ||||
|             self.current_sp = spell | ||||
|             self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) | ||||
|             self.buttons_height += 100 | ||||
| 
 | ||||
|     def update_spell(self, 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) | ||||
|      | ||||
|     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 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 Skeleton(Mobs): | ||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||
|      | ||||
|     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() | ||||
|      | ||||
| 
 | ||||
| class Zombie(Mobs): | ||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||
|      | ||||
|      | ||||
|     def attack(self, moveto, obj): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage)) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
| class Weapons(Objects): | ||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|         self.moveto = moveto | ||||
|         self.damage = damage | ||||
|         self.life_ticks= life_ticks | ||||
|         self.spawn_tick = pg.time.get_ticks() | ||||
|         pos = vec(1,0) | ||||
|         angle = pos.angle_to(moveto) | ||||
|         with open(f'art/images/{sprite}') as i: | ||||
|             self.sprite =pg.transform.scale2x(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) | ||||
|              | ||||
|     def move(self, objects): | ||||
|         self.moveto.scale_to_length(self.speed) | ||||
|         self.x += self.moveto[0] / fps | ||||
|         self.y += self.moveto[1] / fps | ||||
|         if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: | ||||
|             self.hidden = True | ||||
|             objects[3].remove(self) | ||||
| 
 | ||||
| class Spells(Weapons): | ||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
| 
 | ||||
| class Fireball(Spells): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, Mobs) | ||||
| 
 | ||||
| class Windslash(Spells): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=700) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, Mobs) | ||||
|      | ||||
|     def move(self, objects): | ||||
|         super().move(objects) | ||||
|         self.moveto = self.moveto.rotate(5) | ||||
| 
 | ||||
| 
 | ||||
| class Arrow(Weapons): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, MainCharacter) | ||||
| 
 | ||||
| 
 | ||||
| class Punch(Weapons): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/empty.png', life_ticks=100) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, MainCharacter) | ||||
| 
 | ||||
| class Fire(Objects): | ||||
|     def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|      | ||||
|     def warming(self, objects): | ||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) | ||||
|         if touches is not None and isinstance(touches, MainCharacter): | ||||
|             touches.freezing = False | ||||
| 
 | ||||
|     def update(self, objects): | ||||
|         self.warming(objects) | ||||
| 
 | ||||
| import pygame as pg | ||||
| from classes import * | ||||
| from main import * | ||||
| 
 | ||||
| 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.transform.scale2x(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) | ||||
|         pg.draw.rect(screen, '#ef0120', self.rect,  2) | ||||
| 
 | ||||
| class NPC(Objects): | ||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|         self.talking = False | ||||
|         self.hidden = False | ||||
|         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: | ||||
|             self.conversation.draw(screen) | ||||
|      | ||||
|     def update(self, keys, objects): | ||||
|         if self.talking: | ||||
|             self.conversation.update(keys, objects) | ||||
| 
 | ||||
| class Convo(Label): | ||||
|     def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size) | ||||
|      | ||||
|     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, 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) | ||||
|         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||
|         self.freezing = True | ||||
| 
 | ||||
|     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) | ||||
|         pg.draw.rect(screen, '#e900fa', self.rect, 2) | ||||
|         if self.speech.hidden == False: | ||||
|             self.speech.draw(screen, self.x+20, self.y-100) | ||||
| 
 | ||||
|     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[2] + objects[4]) | ||||
|         if touches is not None and not isinstance(touches, Weapons): | ||||
|             if isinstance(touches, Obstacle): | ||||
|                 if not touches.collision: | ||||
|                     return | ||||
|                 if touches.type == 'wall': | ||||
|                     if touches.name == 'wall_l': | ||||
|                         self.x += (2 + (self.x - touches.rect.x)) | ||||
|                     elif touches.name == 'wall_r': | ||||
|                         self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) | ||||
|                     if touches.name == 'wall_t': | ||||
|                         self.y += (2 + (self.y - touches.rect.y)) | ||||
|                     elif touches.name == 'wall_b': | ||||
|                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) | ||||
|                     return | ||||
|             elif isinstance(touches, NPC): | ||||
|                 if keys[pg.K_SPACE]: | ||||
|                     touches.talk(objects) | ||||
|                     return | ||||
|                 else: | ||||
|                     return | ||||
| 
 | ||||
|             if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) | ||||
|             elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) | ||||
|             #if self.y <= touches.y: pass | ||||
|             #elif self.y > touches.y: pass | ||||
|             self.x -= moveto[0] * 2 / fps | ||||
|             self.y -= moveto[1] * 2 / fps | ||||
| 
 | ||||
|         """ | ||||
|         if self.x <= 32: | ||||
|             self.x = 33 | ||||
|         elif self.x >= objects[3][0].width - 32: | ||||
|             self.x = objects[3][0].width - 32 - self.rect.width + 1 | ||||
|         if self.y <= 32: | ||||
|             self.y = 33 | ||||
|         elif self.y >= objects[3][0].height - 32: | ||||
|             self.y = objects[3][0].height - 32 - self.rect.height + 1 | ||||
|         """ | ||||
|      | ||||
|     def attack(self, obj, mouse): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|             moveto = mouse- vec(self.x, self.y) | ||||
|             if self.book.current_sp == 'fireball': | ||||
|                 weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) | ||||
|             elif self.book.current_sp == 'windslash': | ||||
|                 weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) | ||||
|             else: | ||||
|                 return | ||||
|             obj[3].append(weapon) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
|     def update(self, keys, mouse, objects): | ||||
|         if not self.talking: | ||||
|             self.walk(keys, objects) | ||||
|             if keys[pg.K_f]: | ||||
|                 self.attack(objects, vec(mouse)) | ||||
|             self.speech.update(self) | ||||
|         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/main_attributes/{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/main_attributes/{parts}') as i: | ||||
|                 self.sprite.append(pg.image.load(i)) | ||||
| 
 | ||||
| 
 | ||||
| class Level(Label): | ||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||
| 
 | ||||
| class Speech(Label): | ||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None: | ||||
|         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||
| 
 | ||||
|     def draw(self, screen, x, y): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|         super().draw(screen) | ||||
|      | ||||
|     def update(self, main): | ||||
|         if not self.hidden: | ||||
|             if not main.freezing: | ||||
|                 self.hidden = True | ||||
| 
 | ||||
| class Book(): | ||||
|     def __init__(self, x, y, spells, current_spell, current_shield) -> None: | ||||
|         with open(f'art/images/main_attributes/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 | ||||
|         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), | ||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), | ||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), | ||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] | ||||
|         self.buttons=[] | ||||
|         self.buttons_height = 400 | ||||
|      | ||||
|     def draw(self, screen): | ||||
|         if self.hidden: | ||||
|             return | ||||
|         self.rect.x, self.rect.y = self.x, self.y | ||||
|         screen.blit(self.sprite, self.rect) | ||||
|         for label in self.labels: | ||||
|             label.draw(screen) | ||||
|         for button in self.buttons: | ||||
|             button.update(screen) | ||||
|      | ||||
|     def addspell(self, spell): | ||||
|         if spell not in self.sp_list: | ||||
|             self.sp_list.append(spell) | ||||
|             self.current_sp = spell | ||||
|             self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) | ||||
|             self.buttons_height += 100 | ||||
| 
 | ||||
|     def update_spell(self, 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) | ||||
|      | ||||
|     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 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 Skeleton(Mobs): | ||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||
|      | ||||
|     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() | ||||
|      | ||||
| 
 | ||||
| class Zombie(Mobs): | ||||
|     def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) | ||||
|      | ||||
|      | ||||
|     def attack(self, moveto, obj): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|             obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage)) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
| class Weapons(Objects): | ||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|         self.moveto = moveto | ||||
|         self.damage = damage | ||||
|         self.life_ticks= life_ticks | ||||
|         self.spawn_tick = pg.time.get_ticks() | ||||
|         pos = vec(1,0) | ||||
|         angle = pos.angle_to(moveto) | ||||
|          | ||||
|         self.sprite = pg.transform.rotate(self.sprite, -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) | ||||
|              | ||||
|     def move(self, objects): | ||||
|         self.moveto.scale_to_length(self.speed) | ||||
|         self.x += self.moveto[0] / fps | ||||
|         self.y += self.moveto[1] / fps | ||||
|         if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: | ||||
|             self.hidden = True | ||||
|             objects[3].remove(self) | ||||
| 
 | ||||
| class Spells(Weapons): | ||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
| 
 | ||||
| class Fireball(Spells): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, Mobs) | ||||
| 
 | ||||
| class Windslash(Spells): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=700) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, Mobs) | ||||
|      | ||||
|     def move(self, objects): | ||||
|         super().move(objects) | ||||
|         self.moveto = self.moveto.rotate(5) | ||||
| 
 | ||||
| 
 | ||||
| class Arrow(Weapons): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, MainCharacter) | ||||
| 
 | ||||
| 
 | ||||
| class Punch(Weapons): | ||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/empty.png', life_ticks=100) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         self.move(objects) | ||||
|         self.die(objects, MainCharacter) | ||||
| 
 | ||||
| class Fire(Objects): | ||||
|     def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|      | ||||
|     def warming(self, objects): | ||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) | ||||
|         if touches is not None and isinstance(touches, MainCharacter): | ||||
|             touches.freezing = False | ||||
| 
 | ||||
|     def update(self, objects): | ||||
|         self.warming(objects) | ||||
| 
 | ||||
|  |  | |||