diff --git a/__pycache__/classes.cpython-311.pyc b/__pycache__/classes.cpython-311.pyc new file mode 100644 index 0000000..30ee14a Binary files /dev/null and b/__pycache__/classes.cpython-311.pyc differ diff --git a/__pycache__/main.cpython-311.pyc b/__pycache__/main.cpython-311.pyc new file mode 100644 index 0000000..97f41e9 Binary files /dev/null and b/__pycache__/main.cpython-311.pyc differ diff --git a/__pycache__/viecher.cpython-311.pyc b/__pycache__/viecher.cpython-311.pyc new file mode 100644 index 0000000..8b88d9e Binary files /dev/null and b/__pycache__/viecher.cpython-311.pyc differ diff --git a/art/image files/door.kra~ b/art/image files/door.kra~ new file mode 100644 index 0000000..12c1d83 Binary files /dev/null and b/art/image files/door.kra~ differ diff --git a/art/image files/field.kra~ b/art/image files/field.kra~ new file mode 100644 index 0000000..d08eb55 Binary files /dev/null and b/art/image files/field.kra~ differ diff --git a/art/image files/startscreen.kra~ b/art/image files/startscreen.kra~ new file mode 100644 index 0000000..d78c31c Binary files /dev/null and b/art/image files/startscreen.kra~ differ diff --git a/art/image files/textbox.png~ b/art/image files/textbox.png~ new file mode 100644 index 0000000..09a258c Binary files /dev/null and b/art/image files/textbox.png~ differ diff --git a/art/images/background/startscreen.png~ b/art/images/background/startscreen.png~ new file mode 100644 index 0000000..b3be1ca Binary files /dev/null and b/art/images/background/startscreen.png~ differ diff --git a/classes.py b/classes.py index 13327f2..30aa290 100644 --- a/classes.py +++ b/classes.py @@ -1,6 +1,6 @@ import pygame import random -from viecher import * +# from viecher import Skeleton, Zombie pygame.font.init() fonts = { @@ -198,12 +198,14 @@ class Scene(GameObjects): self.update() def update(self, change:int=None, objects=None): - self.level[self.current_level].update(change, objects) + obj = self.level[self.current_level].update(change, 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()""" + return obj + def draw(self, screen): """if isinstance(self.objects, list): for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: @@ -217,22 +219,26 @@ class Scene(GameObjects): 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.WIDTH = WIDTH + self.HEIGHT = HEIGHT self.stage = stage self.rooms = rooms self.current = 0 self.sortRooms(WIDTH) + for room in self.rooms: + if room.id == self.current: + room.objectCreation(WIDTH, HEIGHT) def update(self, target, objects): if target is not None: - old = self.current - self.current = target - + self.current = int(target) + for room in self.rooms: + if room.id == self.current: + obj = room.objectCreation(self.WIDTH, self.HEIGHT) + self.background = room.background + return obj + for room in self.rooms: - try: - if room.id == old: - objects = room.objects - except UnboundLocalError: - pass if room.id == self.current: room.update(objects) self.background = room.background @@ -272,7 +278,6 @@ class Stage(GameObjects): room.exits.append([rooms[i + 2].id, rooms[i + 2].type]) for room in self.rooms: - print(str(room.id) + str(room.exits)) room.createDoors(WIDTH) class Room(GameObjects): @@ -283,6 +288,7 @@ class Room(GameObjects): self.doors = [] if self.type == 'normal' or self.type == 'boss': self.locked = True + #self.objectCreation(WIDTH, HEIGHT) else: self.locked = False @@ -309,19 +315,26 @@ class Room(GameObjects): self.objects.append(self.doors) def objectCreation(self, WIDTH, HEIGHT): - main = [herbert] - self.objects[2] = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] - weapons = [] - others = [] - npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 200, 200), - NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)] - r = [main, mobs, npcs, weapons, others] - [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] + if self.type != 'boss': + self.objects[1] = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 2, 200) for i in range(0,random.randint(2, 5))] + [Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] + npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600), + NPC('fairy', 100, 'people/fairy.png', 0, 200, 200)] + rand = random.randint(0, 30) + if rand <= 25 and rand >= 15: + self.objects[2] = [random.choice(npcs)] + else: + self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)] + self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)] + return self.objects + def update(self, objects): if objects is not None: self.objects = objects if not self.objects[1]: + if self.type == 'boss': + print('yeahhh, you killed the boss') + self.objects[0][0].level.level = 100 self.locked = False for door in self.doors: door.update(False) @@ -365,4 +378,672 @@ class Door(GameObjects): screen.blit(self.background, self.rect) def update(self, islocked=True): - self.locked = islocked \ No newline at end of file + self.locked = islocked + + + +#Viecher +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.transform.scale2x(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) + #pygame.draw.rect(screen, '#ef0120', self.rect, 2) + +class NPC(Objects): + def __init__(self, name, ms, sprite, convo_scene, x, y) -> None: + super().__init__(name, ms, sprite, x, y) + self.talking = False + self.hidden = False + self.conversation = Convo(self, convo_scene) + self.lastUpdate = pygame.time.get_ticks() + + def talk(self, objects): + self.talking = True + objects[0][0].talking = True + + def draw(self, screen): + super().draw(screen) + if self.talking: + self.conversation.draw(screen) + + def update(self, keys, objects): + if self.name == 'oldlady': + if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]: + self.conversation.convo_scene = 1 + if self.lastUpdate + 200 < pygame.time.get_ticks(): + if self.talking: + self.conversation.update(keys, objects) + self.lastUpdate = pygame.time.get_ticks() + else: + touches = pygame.sprite.spritecollideany(self, objects[0]) + if touches is not None and keys[pygame.K_f] and isinstance(touches, MainCharacter): + self.talk(objects) + self.lastUpdate = pygame.time.get_ticks() + + +class Convo(Label): + def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: + super().__init__(x, y, width, height, text, font, font_size) + self.convo_act=0 + self.npc = npc + self.convo_scene = convo_scene + self.convos = [ + ['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']], + ['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']], + ['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], + ['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], + ['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']] + ] + + def draw(self, screen): + self.text = self.findConversation()[2][self.convo_act] + super().draw(screen) + + + def findConversation(self): + for convo in self.convos: + if convo[0] == self.npc.name and convo[1] == self.convo_scene: + return convo + return ['ERROR'] + + def update(self, keys, objects): + if keys[pygame.K_f]: + convo = self.findConversation() + if self.convo_act + 1 < len(convo[2]): + self.text = convo[2][self.convo_act] + self.convo_act += 1 + else: + if convo[0] == 'oldlady': + if convo[1] == 0: + for i in range(0,5): + objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) + elif convo[1] == 1: + objects[0][0].level.level = 50 + while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') + elif convo[0] == 'elder': + if convo[1] == 0: + objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300)) + self.convo_scene += 1 + elif convo[0] == 'vivi': + objects[0][0].health.health = 0 + self.convo_act = 0 + self.npc.talking = False + objects[0][0].talking = False + + +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 = pygame.time.get_ticks() + self.lastAttack = pygame.time.get_ticks() + self.hurtCooldown = 0 + + +class MainCharacter(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed=[]) -> 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, level, 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.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing') + self.freezing = True + self.killed = killed # amount of mobs that were killed + self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png') + self.current_frame = 0 + self.animation_speed = 0.1 + self.last_frame_update = pygame.time.get_ticks() + self.rect = pygame.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height()) + self.is_attacking = False + + def load_frames(self, walk_sprite_sheet, attack_sprite_sheet): + self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=66) + self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed + + def load_animation_frames(self, sprite_sheet, frame_width, frame_height): + sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet)) + animation_frames = [] + if frame_width == 40: + frames_coordinates = [ + (frame_width, 0), + (frame_width*2, 0), + (frame_width*3, 0), + (frame_width*4, 0), + (frame_width*5, 0), + (frame_width*6, 0), + (frame_width*7, 0), + (frame_width*8, 0), + ] + else: + frames_coordinates = [ + (frame_width, 0), + (frame_width*2, 0), + (frame_width*3, 0), + (frame_width*4, 0), + (frame_width*5, 0), + (frame_width*6, 0) + ] + for x, y in frames_coordinates: + frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA) + frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) + animation_frames.append(frame) + return animation_frames + + + def draw(self, screen): + if self.hidden: + return + current_time = pygame.time.get_ticks() + if self.is_attacking: + animation_frames = self.attack_frames + else: + animation_frames = self.walk_frames + + if current_time - self.last_frame_update > self.animation_speed * 1000: + self.current_frame = (self.current_frame + 1) % len(animation_frames) + self.last_frame_update = current_time + current_frame_image = animation_frames[self.current_frame] + screen.blit(current_frame_image, (self.x, self.y)) + + self.rect.x, self.rect.y = self.x, self.y + self.health.draw(screen) + self.level.draw(screen) + self.book.draw(screen) + #pygame.draw.rect(screen, '#e900fa', self.rect, 2) + if self.thinks.hidden == False: + self.thinks.draw(screen, self.x + 20, self.y - 100) + + def hurt(self, damage, objects): + if not self.talking: + self.health.hurt(damage) + + def obstacle_interaction(self, objects): + if len(objects) <= 5: + objects.append([]) + touches = pygame.sprite.spritecollideany(self, objects[4] + objects[5]) + if touches is not None: + if touches.name == 'fireplace': + self.freezing = False + elif touches.name == 'portal' and self.level.level != 1: + return 'play' + elif touches.name == 'house' and self.level.level != 1: + self.x = 500 + self.y = 400 + return 'house' + elif 'wall' in touches.name: + return 'wall' + elif isinstance(touches, Door): + if not touches.locked: + return f'door-{touches.target}' + else: + return True + + def walk(self, keys, objects): + 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 + touches = pygame.sprite.spritecollideany(self, objects[4]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + # print(touches.name) + 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 - touches.rect.width * 0.7)) + #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 < pygame.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, 10) + else: + weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) + obj[3].append(weapon) + self.lastAttack = pygame.time.get_ticks() + if not self.is_attacking: + self.current_frame = 0 + self.is_attacking = True + + def update(self, keys, mouse, objects): + if not self.talking: + is_moving = False + if keys[pygame.K_w] or keys[pygame.K_UP] or keys[pygame.K_a] or keys[pygame.K_LEFT] or keys[pygame.K_s] or keys[pygame.K_DOWN] or keys[pygame.K_d] or keys[pygame.K_RIGHT]: + is_moving = True + if is_moving: + self.walk(keys, objects) + self.is_attacking = False + else: + current_time = pygame.time.get_ticks() + if current_time - self.last_frame_update > self.animation_speed * 1000: + self.current_frame = (self.current_frame + 1) % len(self.walk_frames) + self.last_frame_update = current_time + if not self.is_attacking: + self.current_frame = 0 + if pygame.mouse.get_pressed()[0]: + self.attack(objects, vec(mouse)) + if self.is_attacking: + if self.current_frame == len(self.attack_frames) - 1: + self.is_attacking = False + self.current_frame = 0 + self.thinks.update(objects, self) + if self.health.health <= 0: + return 'village' + else: + return self.obstacle_interaction(objects) + +class Hearts(): + def __init__(self, health, sprite, x, y, hurtCooldown) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pygame.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(pygame.image.load(i)) + self.rect = [] + for each in self.sprite: + self.rect.append(pygame.Rect(self.x, self.y, each.get_width(), each.get_height())) + + def hurt(self,damage): + if self.lastHurt + self.hurtCooldown < pygame.time.get_ticks(): + self.health -= damage + self.lastHurt = pygame.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 round(self.health) >= 4 + 4 * i: + sprite.append('fullheart.png') + elif round(self.health) == 3 + 4 * i: + sprite.append('dreiviertelheart.png') + elif round(self.health) >= 2 + 4 * i: + sprite.append('halfheart.png') + elif round(self.health) >= 1 + 4 * i: + sprite.append('viertelheart.png') + elif round(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(pygame.image.load(i)) + + +class Level(Label): + def __init__(self, x, y, width, height, level, 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) + self.level = level + def draw(self, screen): + self.text = f'will to live: {self.level}%' + super().draw(screen) + +class Thinks(Label): + def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None: + super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) + self.scene = 0 + + def draw(self, screen, x, y): + if self.hidden: + return + self.x = x + self.y = y + super().draw(screen) + + def update(self, objects, main): + if not self.hidden: + if self.scene == 0 and not main.freezing: + self.scene = 1 + self.hidden = True + elif self.scene == 1 and main.talking: + self.scene = 2 + self.hidden = True + if self.scene == 1: + touches = pygame.sprite.spritecollideany(main, objects[2]) + if touches is not None and isinstance(touches, NPC): + self.text = 'I should press \"f\"' + self.hidden = False + else: + self.hidden = False + self.text = 'the lady over there' + +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 = pygame.image.load(i) + self.sprite = pygame.transform.scale(self.sprite, (1280, 720)) + 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()) + self.sp_list = spells + self.current_sp = current_spell + self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:", + "You are a homeless person. One cold day","you went to the library to warm up yourself.", + "There you got bored and found and opened me.", "This lead to you being thrown into this world.", + "But you can find a way out of here again."] + self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.", + "Click on a picture to choose your spell.", + "Talk to fairies to unlock new spells!"] + self.buttons=[] + self.buttons_y = 400 + self.buttons_x = 800 + + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + text_left_y = 100 + text_right_y = 100 + for text in self.text_left: + label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png') + label.draw(screen) + text_left_y += 50 + for text in self.text_right: + label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png') + label.draw(screen) + text_right_y += 50 + 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(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) + self.buttons_y += 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 + touches = pygame.sprite.spritecollideany(self, obj[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)) + + 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 - touches.rect.width * 0.66)) + else: + self.attack(moveto, obj) + + + def hurt(self, damage, objects): + self.health -= damage + if self.health <= 0: + objects[0][0].killed.append(self.name) + 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 < pygame.time.get_ticks(): + obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) + self.lastAttack = pygame.time.get_ticks() + + +class Zombie(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite_sheet='people/zombiewalk.png', drops=0) -> None: + super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) + self.load_frames(f'art/images/{sprite_sheet}') + self.current_frame = 0 + self.animation_speed = 250 + self.last_frame_update = pygame.time.get_ticks() + self.hidden = False + self.rect = pygame.Rect(x, y, 40, 64) + + def load_frames(self, sprite_sheet): + sprite_sheet = pygame.transform.scale2x(pygame.image.load(sprite_sheet).convert_alpha()) + frame_width = 40 + frame_height = 64 + frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] + self.animation_frames = [] + for x, y in frames_coordinates: + frame = pygame.Surface((frame_width, frame_height), pygame.SRCALPHA) + frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) + self.animation_frames.append(frame) + + def draw(self, screen): + if self.hidden: + return + current_time = pygame.time.get_ticks() + if current_time - self.last_frame_update > self.animation_speed: + self.current_frame = (self.current_frame + 1) % len(self.animation_frames) + self.last_frame_update = current_time + + current_frame_image = self.animation_frames[self.current_frame] + screen.blit(current_frame_image, (self.x, self.y)) + + self.rect.topleft = (self.x, self.y) + #pygame.draw.rect(screen, '#ef0120', self.rect, 2) + + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pygame.time.get_ticks(): + obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) + self.lastAttack = pygame.time.get_ticks() + +class Rat(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.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 < pygame.time.get_ticks(): + obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter)) + self.lastAttack = pygame.time.get_ticks() + +class Boss(Mobs): + def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/reddy.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 < pygame.time.get_ticks(): + obj[3].append(RedBlob("blob", 50, self.x, self.y, moveto, self.damage)) + self.lastAttack = pygame.time.get_ticks() + + def hurt(self, damage, objects, ticks): + if ticks > 1000: + damage /= 2 + self.health -= damage + if self.health <= 0: + objects[0][0].killed.append(self.name) + self.hidden = True + objects[1].remove(self) + + +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 = pygame.time.get_ticks() + pos = vec(1,0) + angle = pos.angle_to(moveto) + + self.sprite = pygame.transform.rotate(self.sprite, -angle) + + def die(self, objects, kills): + touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1]) + if kills == Mobs: + if touches is not None and isinstance(touches, Boss): + touches.hurt(self.damage, objects, self.life_ticks) + self.hidden = True + if self in objects[3]: + objects[3].remove(self) + return + + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + self.hidden = True + if self in objects[3]: + 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 pygame.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=1000) -> 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 RedBlob(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/redblob.png', life_ticks=50000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + + def die(self, objects, kills): + touches = pygame.sprite.spritecollideany(self, objects[0] + objects[1]) + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + + def update(self, objects): + self.move(objects) + self.die(objects, MainCharacter) + + +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, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + self.kills = kills + + def update(self, objects): + self.move(objects) + self.die(objects, self.kills) diff --git a/main.py b/main.py index a52a1f1..d89cf4e 100644 --- a/main.py +++ b/main.py @@ -4,7 +4,7 @@ import json import time import random from classes import * -from viecher import * +# from viecher import * from pygame import mixer fps = 60 @@ -39,20 +39,21 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] 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, j) - for j in range(random.randint(5, 10)) + for j in range(random.randint(1, 1)) ] rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)) + #rooms = [Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)] #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 = [herbert] - # mobs = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] - # weapons = [] - # others = [] - # npcs = [] - # objects = [main, mobs, npcs, weapons, others] + main = [herbert] + mobs = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))] + weapons = [] + others = [] + npcs = [] + objects = [main, mobs, npcs, weapons, others] level = [] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) @@ -60,7 +61,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): freeze = False #Gameplay is freezed in certain situations tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png') tbc_tick = 0 - + objects = scene.getObjects() while running: screen.fill('#000000') @@ -84,8 +85,8 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): elif tbc_tick + 5000 <= pygame.time.get_ticks(): quitGame() tbc.draw(screen) + elif not freeze: - objects = scene.getObjects() screen.blit(scene.background, (32, 32)) target = None @@ -109,7 +110,8 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): elif 'door-' in result: target = result.split('-')[1] objects[0][0].level.level += 25 - play(screen, clock, running, background, isblack, WIDTH, HEIGHT) + objects = scene.update(target, objects) + #play(screen, clock, running, background, isblack, WIDTH, HEIGHT) else: thing.draw(screen) else: @@ -313,7 +315,7 @@ 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", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) + 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 - 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: diff --git a/viecher.py b/viecher.py index 91aae11..e69de29 100644 --- a/viecher.py +++ b/viecher.py @@ -1,663 +0,0 @@ -import pygame as pg -from classes import * -from main import * -import random - -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_scene, x, y) -> None: - super().__init__(name, ms, sprite, x, y) - self.talking = False - self.hidden = False - self.conversation = Convo(self, convo_scene) - self.lastUpdate = pg.time.get_ticks() - - def talk(self, objects): - self.talking = True - objects[0][0].talking = True - - def draw(self, screen): - super().draw(screen) - if self.talking: - self.conversation.draw(screen) - - def update(self, keys, objects): - if self.name == 'oldlady': - if self.conversation.convo_scene == 0 and 'rat' in objects[0][0].killed and objects[1]==[]: - self.conversation.convo_scene = 1 - if self.lastUpdate + 200 < pg.time.get_ticks(): - if self.talking: - self.conversation.update(keys, objects) - self.lastUpdate = pg.time.get_ticks() - else: - touches = pg.sprite.spritecollideany(self, objects[0]) - if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter): - self.talk(objects) - self.lastUpdate = pg.time.get_ticks() - - -class Convo(Label): - def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: - super().__init__(x, y, width, height, text, font, font_size) - self.convo_act=0 - self.npc = npc - self.convo_scene = convo_scene - self.convos = [ - ['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']], - ['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']], - ['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], - ['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']], - ['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']] - ] - - def draw(self, screen): - self.text = self.findConversation()[2][self.convo_act] - super().draw(screen) - - - def findConversation(self): - for convo in self.convos: - if convo[0] == self.npc.name and convo[1] == self.convo_scene: - return convo - return ['ERROR'] - - def update(self, keys, objects): - if keys[pg.K_f]: - convo = self.findConversation() - if self.convo_act + 1 < len(convo[2]): - self.text = convo[2][self.convo_act] - self.convo_act += 1 - else: - if convo[0] == 'oldlady': - if convo[1] == 0: - for i in range(0,5): - objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) - elif convo[1] == 1: - objects[0][0].level.level = 50 - while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') - elif convo[0] == 'elder': - if convo[1] == 0: - objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300)) - self.convo_scene += 1 - elif convo[0] == 'vivi': - objects[0][0].health.health = 0 - self.convo_act = 0 - self.npc.talking = False - objects[0][0].talking = False - - -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, killed=[]) -> 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, level, 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.thinks = Thinks(self.x + 20, self.y - 50, 150, 100, 'brr I\'m freezing') - self.freezing = True - self.killed = killed # amount of mobs that were killed - self.load_frames(f'art/images/people/oldmanwalk.png', f'art/images/people/oldmanattack.png') - self.current_frame = 0 - self.animation_speed = 0.1 - self.last_frame_update = pg.time.get_ticks() - self.rect = pg.Rect(x, y, self.walk_frames[0].get_width(), self.walk_frames[0].get_height()) - self.is_attacking = False - - def load_frames(self, walk_sprite_sheet, attack_sprite_sheet): - self.walk_frames = self.load_animation_frames(walk_sprite_sheet, frame_width=40, frame_height=64) - self.attack_frames = self.load_animation_frames(attack_sprite_sheet, frame_width=66, frame_height=64) # Adjust frame width and height as needed - - def load_animation_frames(self, sprite_sheet, frame_width, frame_height): - sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet)) - animation_frames = [] - if frame_width == 40: - frames_coordinates = [ - (frame_width, 0), - (frame_width*2, 0), - (frame_width*3, 0), - (frame_width*4, 0), - (frame_width*5, 0), - (frame_width*6, 0), - (frame_width*7, 0), - (frame_width*8, 0), - ] - else: - frames_coordinates = [ - (frame_width, 0), - (frame_width*2, 0), - (frame_width*3, 0), - (frame_width*4, 0), - (frame_width*5, 0), - (frame_width*6, 0) - ] - for x, y in frames_coordinates: - frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) - frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) - animation_frames.append(frame) - return animation_frames - - - def draw(self, screen): - if self.hidden: - return - current_time = pg.time.get_ticks() - if self.is_attacking: - animation_frames = self.attack_frames - else: - animation_frames = self.walk_frames - - if current_time - self.last_frame_update > self.animation_speed * 1000: - self.current_frame = (self.current_frame + 1) % len(animation_frames) - self.last_frame_update = current_time - current_frame_image = animation_frames[self.current_frame] - screen.blit(current_frame_image, (self.x, self.y)) - - self.rect.x, self.rect.y = self.x, self.y - self.health.draw(screen) - self.level.draw(screen) - self.book.draw(screen) - pg.draw.rect(screen, '#e900fa', self.rect, 2) - if self.thinks.hidden == False: - self.thinks.draw(screen, self.x + 20, self.y - 100) - - def hurt(self, damage, objects): - if not self.talking: - self.health.hurt(damage) - - def obstacle_interaction(self, objects): - if len(objects) <= 5: - objects.append([]) - touches = pg.sprite.spritecollideany(self, objects[4] + objects[5]) - if touches is not None: - if touches.name == 'fireplace': - self.freezing = False - elif touches.name == 'portal' and self.level.level != 1: - return 'play' - elif touches.name == 'house' and self.level.level != 1: - self.x = 500 - self.y = 400 - return 'house' - elif 'wall' in touches.name: - return 'wall' - elif isinstance(touches, Door): - if not touches.locked: - return f'door-{touches.target}' - else: - return True - - 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[4]) - if touches is not None and not isinstance(touches, Weapons): - if isinstance(touches, Obstacle): - if not touches.collision: - # print(touches.name) - 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 - touches.rect.width * 0.7)) - #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, 10) - else: - weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500) - obj[3].append(weapon) - self.lastAttack = pg.time.get_ticks() - if not self.is_attacking: - self.current_frame = 0 - self.is_attacking = True - - def update(self, keys, mouse, objects): - if not self.talking: - is_moving = False - if keys[pg.K_w] or keys[pg.K_UP] or keys[pg.K_a] or keys[pg.K_LEFT] or keys[pg.K_s] or keys[pg.K_DOWN] or keys[pg.K_d] or keys[pg.K_RIGHT]: - is_moving = True - if is_moving: - self.walk(keys, objects) - self.is_attacking = False - else: - current_time = pg.time.get_ticks() - if current_time - self.last_frame_update > self.animation_speed * 1000: - self.current_frame = (self.current_frame + 1) % len(self.walk_frames) - self.last_frame_update = current_time - if not self.is_attacking: - self.current_frame = 0 - if pg.mouse.get_pressed()[0]: - self.attack(objects, vec(mouse)) - if self.is_attacking: - if self.current_frame == len(self.attack_frames) - 1: - self.is_attacking = False - self.current_frame = 0 - self.thinks.update(objects, self) - if self.health.health <= 0: - return 'village' - else: - return self.obstacle_interaction(objects) - -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, level, 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) - self.level = level - def draw(self, screen): - self.text = f'will to live: {self.level}%' - super().draw(screen) - -class Thinks(Label): - def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None: - super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) - self.scene = 0 - - def draw(self, screen, x, y): - if self.hidden: - return - self.x = x - self.y = y - super().draw(screen) - - def update(self, objects, main): - if not self.hidden: - if self.scene == 0 and not main.freezing: - self.scene = 1 - self.hidden = True - elif self.scene == 1 and main.talking: - self.scene = 2 - self.hidden = True - if self.scene == 1: - touches = pg.sprite.spritecollideany(main, objects[2]) - if touches is not None and isinstance(touches, NPC): - self.text = 'I should press \"f\"' - self.hidden = False - else: - self.hidden = False - self.text = 'the lady over there' - -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 = False - 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.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:", - "You are a homeless person. One cold day","you went to the library to warm up yourself.", - "There you got bored and found and opened me.", "This lead to you being thrown into this world.", - "But you can find a way out of here again."] - self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.", - "Click on a picture to choose your spell.", - "Talk to fairies to unlock new spells!"] - self.buttons=[] - self.buttons_y = 400 - self.buttons_x = 800 - - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - text_left_y = 100 - text_right_y = 100 - for text in self.text_left: - label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png') - label.draw(screen) - text_left_y += 50 - for text in self.text_right: - label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png') - label.draw(screen) - text_right_y += 50 - 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(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) - self.buttons_y += 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 - touches = pg.sprite.spritecollideany(self, obj[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)) - - 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 - touches.rect.width * 0.66)) - else: - self.attack(moveto, obj) - - - def hurt(self, damage, objects): - self.health -= damage - if self.health <= 0: - objects[0][0].killed.append(self.name) - 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_sheet='people/zombiewalk.png', drops=0) -> None: - super().__init__(name, ms, sprite_sheet, x, y, health, damage, level, asp, atr, drops) - self.load_frames(f'art/images/{sprite_sheet}') - self.current_frame = 0 - self.animation_speed = 250 - self.last_frame_update = pg.time.get_ticks() - self.hidden = False - self.rect = pg.Rect(x, y, 40, 64) - - def load_frames(self, sprite_sheet): - sprite_sheet = pg.transform.scale2x(pg.image.load(sprite_sheet).convert_alpha()) - frame_width = 40 - frame_height = 64 - frames_coordinates = [(40, 0),(80, 0),(120, 0),(160, 0),(200, 0),(240, 0),(280, 0), (320, 0)] - self.animation_frames = [] - for x, y in frames_coordinates: - frame = pg.Surface((frame_width, frame_height), pg.SRCALPHA) - frame.blit(sprite_sheet, (0, 0), (x, y, frame_width, frame_height)) - self.animation_frames.append(frame) - - def draw(self, screen): - if self.hidden: - return - current_time = pg.time.get_ticks() - if current_time - self.last_frame_update > self.animation_speed: - self.current_frame = (self.current_frame + 1) % len(self.animation_frames) - self.last_frame_update = current_time - - current_frame_image = self.animation_frames[self.current_frame] - screen.blit(current_frame_image, (self.x, self.y)) - - self.rect.topleft = (self.x, self.y) - pg.draw.rect(screen, '#ef0120', self.rect, 2) - - - 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, MainCharacter)) - self.lastAttack = pg.time.get_ticks() - -class Rat(Mobs): - def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.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, MainCharacter)) - 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 - if self in objects[3]: - 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=1000) -> 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, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) - self.kills = kills - - def update(self, objects): - self.move(objects) - self.die(objects, self.kills)