diff --git a/art/images/background/village.png b/art/images/background/village.png new file mode 100644 index 0000000..e77a738 Binary files /dev/null and b/art/images/background/village.png differ diff --git a/main.py b/main.py index 748560b..c91e67d 100644 --- a/main.py +++ b/main.py @@ -109,6 +109,70 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): clock.tick(fps) # limits FPS to 60 +def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] + mobs = [] + weapons = [] + others = [Fire('f1', 0, 200, 300)] + npcs = [NPC('name', 100, 'people/oldlady.png', 1, 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 + + 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 weapon in objects[3]: + weapon.update(objects) + weapon.draw(screen) + + for thing in objects[4]: + thing.update(objects) + thing.draw(screen) + + for thing in objects[0]: + thing.book.hidden = not freeze + if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), 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) + + 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 60 + def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): objects = [] # List that is displayed while selecting the window resolution level @@ -148,7 +212,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) + 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: