forked from InfoProjekt/game
		
	Merge pull request 'manual merge of lyzzys updates into Development' (#60) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#60
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						commit
						96b15fd425
					
				
					 3 changed files with 27 additions and 16 deletions
				
			
		|  | @ -34,7 +34,7 @@ fonts = { | |||
| } | ||||
| 
 | ||||
| class Button(): | ||||
|     def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False): | ||||
|     def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): | ||||
|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||
|         self.x = x | ||||
|         self.y = y | ||||
|  | @ -44,7 +44,7 @@ class Button(): | |||
|         self.onePress = onePress | ||||
|         self.alreadyPressed = False | ||||
| 
 | ||||
|         with open('art/images/textbox.png', 'r') as tb: | ||||
|         with open(f'art/images/{image}', 'r') as tb: | ||||
|             self.box = pygame.image.load(tb) | ||||
|             self.box = pygame.transform.scale(self.box, (width, height)) | ||||
| 
 | ||||
|  | @ -53,7 +53,7 @@ class Button(): | |||
| 
 | ||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||
| 
 | ||||
|     def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||
|     def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): | ||||
|         mousePos = pygame.mouse.get_pos() | ||||
|         if self.buttonRect.collidepoint(mousePos): | ||||
|             if pygame.mouse.get_pressed(num_buttons=3)[0]: | ||||
|  |  | |||
							
								
								
									
										16
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										16
									
								
								main.py
									
										
									
									
									
								
							|  | @ -75,7 +75,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                  | ||||
|             for thing in objects[0]: | ||||
|                 thing.book.hidden = not freeze | ||||
|                 if not thing.update(pygame.key.get_pressed(), objects): | ||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): | ||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                 thing.draw(screen) | ||||
|          | ||||
|  | @ -135,9 +135,9 @@ 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, 'medieval', 48, "Play", play)) | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu)) | ||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||
|     objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) | ||||
|     #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: | ||||
|         for event in pygame.event.get(): | ||||
|             if event.type == pygame.QUIT: | ||||
|  | @ -150,7 +150,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         # fill the screen with an image to clear the screen | ||||
|         screen.blit(bg, (0, 0)) | ||||
|         for obj in objects: | ||||
|             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|             obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
| 
 | ||||
|         # flip() the display to put your work on screen | ||||
|         pygame.display.flip() | ||||
|  | @ -221,9 +221,9 @@ def main(): | |||
|     config = readConfig() | ||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||
|     WIDTH, HEIGHT = screen.get_size() | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) | ||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 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)) | ||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|      | ||||
|  |  | |||
							
								
								
									
										19
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										19
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,5 +1,6 @@ | |||
| import pygame as pg | ||||
| from classes import * | ||||
| 
 | ||||
| vec = pg.math.Vector2 | ||||
| fps = 60 | ||||
| 
 | ||||
|  | @ -195,8 +196,9 @@ class MainCharacter(Fighter): | |||
|             self.y = objects[3][0].height - 32 - self.rect.height + 1 | ||||
|         """ | ||||
|      | ||||
|     def attack(self, obj, moveto = vec(0,1)): | ||||
|     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) | ||||
|             else: | ||||
|  | @ -204,11 +206,11 @@ class MainCharacter(Fighter): | |||
|             obj[3].append(weapon) | ||||
|             self.lastAttack = pg.time.get_ticks() | ||||
| 
 | ||||
|     def update(self, keys, objects): | ||||
|     def update(self, keys, mouse, objects): | ||||
|         if not self.talking: | ||||
|             self.walk(keys, objects) | ||||
|             if keys[pg.K_f]: | ||||
|             self.attack(objects) | ||||
|                 self.attack(objects, vec(mouse)) | ||||
|         if self.health.health <= 0: | ||||
|             return False | ||||
|         else: | ||||
|  | @ -295,21 +297,30 @@ class Book(): | |||
|         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.buttons=[] | ||||
|         self.buttons_height = 150 | ||||
|      | ||||
|     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 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}.png', 'medieval', 23)) | ||||
|             self.buttons_height += 100 | ||||
| 
 | ||||
|     def update_spell(self): | ||||
|         self.current_sp = None | ||||
|          | ||||
|     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) | ||||
|  |  | |||
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