forked from InfoProjekt/game
managed the room thing, you can now actually switch rooms
the boss is killable you get a tbc screen after killing the boss Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
parent
04e0b68cd7
commit
fb3ba25b89
11 changed files with 715 additions and 695 deletions
BIN
__pycache__/classes.cpython-311.pyc
Normal file
BIN
__pycache__/classes.cpython-311.pyc
Normal file
Binary file not shown.
BIN
__pycache__/main.cpython-311.pyc
Normal file
BIN
__pycache__/main.cpython-311.pyc
Normal file
Binary file not shown.
BIN
__pycache__/viecher.cpython-311.pyc
Normal file
BIN
__pycache__/viecher.cpython-311.pyc
Normal file
Binary file not shown.
BIN
art/image files/door.kra~
Normal file
BIN
art/image files/door.kra~
Normal file
Binary file not shown.
BIN
art/image files/field.kra~
Normal file
BIN
art/image files/field.kra~
Normal file
Binary file not shown.
BIN
art/image files/startscreen.kra~
Normal file
BIN
art/image files/startscreen.kra~
Normal file
Binary file not shown.
BIN
art/image files/textbox.png~
Normal file
BIN
art/image files/textbox.png~
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 607 B |
BIN
art/images/background/startscreen.png~
Normal file
BIN
art/images/background/startscreen.png~
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 4.3 MiB |
715
classes.py
715
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),
|
||||
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)]
|
||||
r = [main, mobs, npcs, weapons, others]
|
||||
[self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||
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)
|
||||
|
|
@ -366,3 +379,671 @@ class Door(GameObjects):
|
|||
|
||||
def update(self, islocked=True):
|
||||
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)
|
||||
|
|
|
|||
26
main.py
26
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:
|
||||
|
|
|
|||
663
viecher.py
663
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)
|
||||
Loading…
Add table
Reference in a new issue