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										59
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,4 +1,5 @@ | ||||||
| import pygame | import pygame | ||||||
|  | import inspect | ||||||
| 
 | 
 | ||||||
| pygame.font.init() | pygame.font.init() | ||||||
| fonts = { | fonts = { | ||||||
|  | @ -138,23 +139,69 @@ class DropDown(): | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class GameObjects(): | class GameObjects(): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: | ||||||
|         self.name = name |         self.name = name | ||||||
|         self.type = _type |         self.type = _type | ||||||
|         self.background = bg |         if bg != None: | ||||||
|  |             with open(bg, 'r') as bg: | ||||||
|  |                 self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) | ||||||
|         self.objects = objects |         self.objects = objects | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Scene(GameObjects): | class Scene(GameObjects): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: | ||||||
|         super().__init__(name, _type, bg, objects) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|  |         self.level = level | ||||||
|  |         self.current_level = 0 | ||||||
| 
 | 
 | ||||||
|  |     def update(self, change:bool): | ||||||
|  |         if change: | ||||||
|  |             self.current_level += 1 | ||||||
|  |         self.level[self.current_level].update() | ||||||
|  |         for obj in self.objects: | ||||||
|  |             obj.update() | ||||||
|  |          | ||||||
|  |     def draw(self, screen): | ||||||
|  |         for obj in self.objects: | ||||||
|  |             obj.draw(screen) | ||||||
|  |         self.level[self.current_level].draw(screen) | ||||||
|  |          | ||||||
|  | 
 | ||||||
|  | class Level(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.stage = stage | ||||||
|  |         self.rooms = rooms | ||||||
|  |         self.current = 0 | ||||||
|  |      | ||||||
|  |     def update(self): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.update() | ||||||
|  |         keys = pygame.key.get_pressed() | ||||||
|  |         if keys[pygame.K_RIGHT]: | ||||||
|  |             self.current += 1 | ||||||
|  |         if self.current >= len(self.rooms): | ||||||
|  |             return 1 | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         for room in self.rooms: | ||||||
|  |             if room.id == self.current: | ||||||
|  |                 room.draw(screen) | ||||||
| 
 | 
 | ||||||
| class Room(GameObjects): | class Room(GameObjects): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: | ||||||
|         super().__init__(name, _type, bg, objects) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|         self.exits = exits |         self.exits = exits | ||||||
|  |         self.id = id | ||||||
|         if self.type == 'normal' or self.type == 'boss': |         if self.type == 'normal' or self.type == 'boss': | ||||||
|             self.locked = True |             self.locked = True | ||||||
|         else: |         else: | ||||||
|             self.locked = False |             self.locked = False | ||||||
|  | 
 | ||||||
|  |     def update(self): | ||||||
|  |         pass | ||||||
|  | 
 | ||||||
|  |     def draw(self, screen): | ||||||
|  |         screen.blit(self.background, (0, 0)) | ||||||
|  |          | ||||||
							
								
								
									
										22
									
								
								ideas.txt
									
										
									
									
									
								
							
							
						
						|  | @ -1,22 +0,0 @@ | ||||||
| Game: |  | ||||||
|     Rogue-like Game mit Story |  | ||||||
|     Pixel |  | ||||||
| 
 |  | ||||||
|     viele Gegner: |  | ||||||
|         Skelette |  | ||||||
|         Zombies |  | ||||||
| 
 |  | ||||||
| Story: |  | ||||||
|     Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter. |  | ||||||
|         er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo |  | ||||||
|         findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig |  | ||||||
|         -> Erwacht als magische Person in magischer Welt wieder |  | ||||||
|             Buch dient als Skillbaum (verschiedene Kapitel) |  | ||||||
|                 Kampfmagier |  | ||||||
|                 Heilender Magier -> Priester? |  | ||||||
|                 Elementmagier(?) |  | ||||||
|                 maybe noch irgendwas 4. |  | ||||||
| 
 |  | ||||||
|     Ziel(e) |  | ||||||
|         -> Zurückkommen |  | ||||||
|         -> Happy werden (?) |  | ||||||
							
								
								
									
										59
									
								
								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -2,7 +2,6 @@ import pygame | ||||||
| import sys | import sys | ||||||
| import json | import json | ||||||
| import time | import time | ||||||
| import random |  | ||||||
| from classes import * | from classes import * | ||||||
| from viecher import * | from viecher import * | ||||||
| fps = 60 | fps = 60 | ||||||
|  | @ -28,11 +27,8 @@ def quitGame(): | ||||||
|     quit() |     quit() | ||||||
| 
 | 
 | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] |     objects = [[], [], []] #0 - maincharacter stuff; 1 - mobs; 2 - npcs | ||||||
|     mobs=[Skeleton(i, 50, 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2,8))] |     objects[0].append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50)) | ||||||
|     others = [] |  | ||||||
|     objects = [main, mobs, others] |  | ||||||
| 
 |  | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill('#000000') | ||||||
|         events = pygame.event.get() |         events = pygame.event.get() | ||||||
|  | @ -46,20 +42,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
| """  | """  | ||||||
|         for thing in objects[0]: |         for obj in objects: | ||||||
|             if thing.update(pygame.key.get_pressed()) ==False: |             obj.update(pygame.key.get_pressed()) | ||||||
|                 menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |             obj.draw(screen) | ||||||
|             thing.draw(screen) |  | ||||||
|          |  | ||||||
|         for mob in objects[1]: |  | ||||||
|             mob.update(objects) |  | ||||||
|             mob.draw(screen) |  | ||||||
|          |  | ||||||
|         for thing in objects[2]: |  | ||||||
|             thing.update(objects) |  | ||||||
|             thing.draw(screen) |  | ||||||
| 
 |  | ||||||
|          |  | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|  | @ -118,6 +103,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|         screen.blit(bg, (0, 0)) |         screen.blit(bg, (0, 0)) | ||||||
|  |          | ||||||
|         for obj in objects: |         for obj in objects: | ||||||
|             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) |             obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
| 
 | 
 | ||||||
|  | @ -126,6 +112,38 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 | 
 | ||||||
|         clock.tick(60)  # limits FPS to 60 |         clock.tick(60)  # limits FPS to 60 | ||||||
| 
 | 
 | ||||||
|  | def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     level = [] | ||||||
|  |     level.append(Level('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', [ | ||||||
|  |         Room('blau1', 'normal', 'art/images/blau1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), | ||||||
|  |         Room('blau2', 'normal', 'art/images/blau2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), | ||||||
|  |         Room('blau3', 'normal', 'art/images/blau3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), | ||||||
|  |             ])) | ||||||
|  |      | ||||||
|  |     level.append(Level('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ | ||||||
|  |         Room('red1', 'normal', 'art/images/rot1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), | ||||||
|  |         Room('red2', 'normal', 'art/images/rot2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), | ||||||
|  |         Room('red3', 'normal', 'art/images/rot3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2), | ||||||
|  |             ])) | ||||||
|  |      | ||||||
|  |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
|  | 
 | ||||||
|  |     # RENDER YOUR GAME HERE | ||||||
|  |     while True: | ||||||
|  |         for event in pygame.event.get(): | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 running = False | ||||||
|  |                 quitGame() | ||||||
|  |              | ||||||
|  |             scene.update() | ||||||
|  |             scene.draw(screen) | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(60)  # limits FPS to 60 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
| def main(): | def main(): | ||||||
|     config = readConfig() |     config = readConfig() | ||||||
|     screen, clock, running, isblack, background, objects = setUp(config["screen"]) |     screen, clock, running, isblack, background, objects = setUp(config["screen"]) | ||||||
|  | @ -133,6 +151,7 @@ def main(): | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu)) | ||||||
|     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) |     #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame)) | ||||||
|  |     test(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|     """while running: |     """while running: | ||||||
|         for event in pygame.event.get(): |         for event in pygame.event.get(): | ||||||
|  |  | ||||||
							
								
								
									
										235
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -1,52 +1,17 @@ | ||||||
| import pygame as pg | import pygame | ||||||
| vec = pg.math.Vector2 |  | ||||||
| fps = 60 | fps = 60 | ||||||
| 
 | 
 | ||||||
| 
 | class Character(): | ||||||
| pg.font.init() |     def __init__(self, name, ms, sprite) -> None: | ||||||
| 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.name = name | ||||||
|         self.speed = ms |         self.speed = ms | ||||||
|         with open(f'art/images/{sprite}') as i: |         with open(f'art/images/{sprite}') as i: | ||||||
|             self.sprite = pg.image.load(i) |             self.sprite = pygame.image.load(i) | ||||||
|         self.x = x |         self.x = 524 | ||||||
|         self.y = y |         self.y = 524 | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
| 
 | 
 | ||||||
|         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |         self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) | ||||||
|      |      | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|  | @ -55,191 +20,37 @@ class Objects(): | ||||||
|         screen.blit(self.sprite, self.rect) |         screen.blit(self.sprite, self.rect) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class NPC(Objects): | class NPC(Character): | ||||||
|     pass |     pass | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Fighter(Objects): | class Fighter(Character): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite) | ||||||
|         self.health = health |         self.health = health | ||||||
|         self.damage = damage |         self.damage = damage | ||||||
|         self.level = level |         self.level = level | ||||||
|         self.attack_speed = asp |         self.attack_speed = asp | ||||||
|         self.attack_range = atr |         self.attack_range = atr | ||||||
|         self.lastHurt = pg.time.get_ticks() |  | ||||||
|         self.lastAttack = pg.time.get_ticks() |  | ||||||
|         self.hurtCooldown = 1000 |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| 
 | 
 | ||||||
| class MainCharacter(Fighter): | class MainCharacter(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, health, damage, level, asp, atr) | ||||||
|         self.attack_spell = weapon |         self.attack_spell = weapon | ||||||
|         self.shield_spell = shield |         self.shield_spell = shield | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20) |  | ||||||
|         self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50) |  | ||||||
|      |  | ||||||
|     def draw(self, screen): |  | ||||||
|         if self.hidden: |  | ||||||
|             return |  | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |  | ||||||
|         screen.blit(self.sprite, self.rect) |  | ||||||
|         self.health.draw(screen) |  | ||||||
|         self.level.draw(screen) |  | ||||||
| 
 |  | ||||||
|     def hurt(self,damage): |  | ||||||
|         self.health.hurt(damage) |  | ||||||
|      |  | ||||||
|     def walk(self,keys): |  | ||||||
|         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 |  | ||||||
| 
 | 
 | ||||||
|     def update(self, keys): |     def update(self, keys): | ||||||
|         self.walk(keys) |         if keys[pygame.K_w]: | ||||||
|         if self.health.health <= 0: |             self.y -= self.speed / fps | ||||||
|             return False |         if keys[pygame.K_a]: | ||||||
|         else: |             self.x -= self.speed / fps | ||||||
|             return True |         if keys[pygame.K_s]: | ||||||
| 
 |             self.y += self.speed / fps | ||||||
| class Hearts(): |         if keys[pygame.K_d]: | ||||||
|     def __init__(self, health, sprite, x, y) -> None: |             self.x += self.speed / fps | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.health = health |  | ||||||
|         self.lastHurt = pg.time.get_ticks() |  | ||||||
|         self.hurtCooldown = 1000 |  | ||||||
|         self.hidden = False |  | ||||||
|         self.sprite=[] |  | ||||||
|         for parts in sprite: |  | ||||||
|             with open(f'art/images/{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/{parts}') as i: |  | ||||||
|                 self.sprite.append(pg.image.load(i)) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Level(): |  | ||||||
|     def __init__(self, x, y, level, width, height, text, font, font_size) -> None: |  | ||||||
|         self.x = x |  | ||||||
|         self.y = y |  | ||||||
|         self.level = level |  | ||||||
|         self.width = width |  | ||||||
|         self.height = height |  | ||||||
|         self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) |  | ||||||
|         self.hidden = False |  | ||||||
|         with open('art/images/label.png', 'r') as tb: |  | ||||||
|             self.box = pg.image.load(tb) |  | ||||||
|             self.box = pg.transform.scale(self.box, (width, height)) |  | ||||||
|         self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) |  | ||||||
|         self.labelSurf = self.font.render(text, True, '#1E90FF') |  | ||||||
| 
 |  | ||||||
|     def draw(self, screen): |  | ||||||
|         self.box.blit(self.labelSurf, [ |  | ||||||
|             self.labelRect.width/2 - self.labelSurf.get_rect().width/2, |  | ||||||
|             self.labelRect.height/2 - self.labelSurf.get_rect().height/2 |  | ||||||
|         ]) |  | ||||||
|         screen.blit(self.box, self.labelRect) |  | ||||||
| 
 | 
 | ||||||
| class Mobs(Fighter): | class Mobs(Fighter): | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: |     def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None: | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, health, damage, level, asp, atr) | ||||||
|         self.drops = drops * (self.level / 2) |         self.drops = drops * (self.level / 2) | ||||||
| 
 |  | ||||||
| class Skeleton(Mobs): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) |  | ||||||
|      |  | ||||||
|     def chase(self,obj): |  | ||||||
|         x=obj[0][0].x |  | ||||||
|         y=obj[0][0].y |  | ||||||
|         moveto = vec(x,y) - vec(self.x,self.y) |  | ||||||
|         if not (moveto).length()<=self.attack_range: |  | ||||||
|             moveto.scale_to_length(self.speed) |  | ||||||
|             self.x += moveto[0]/fps |  | ||||||
|             self.y += moveto[1]/fps |  | ||||||
|         else: |  | ||||||
|             self.attack(moveto,obj) |  | ||||||
| 
 |  | ||||||
|     def attack(self,moveto,obj): |  | ||||||
|         if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks(): |  | ||||||
|             obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage)) |  | ||||||
|             self.lastAttack=pg.time.get_ticks() |  | ||||||
| 
 |  | ||||||
|     def update(self,obj): |  | ||||||
|         self.chase(obj) |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Weapons(Objects): |  | ||||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|         self.moveto = moveto |  | ||||||
|         self.damage = damage |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Arrow(Weapons): |  | ||||||
|     def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage) |  | ||||||
|         pos = vec(1,0) |  | ||||||
|         angle = pos.angle_to(moveto) |  | ||||||
|         with open(f'art/images/{sprite}') as i: |  | ||||||
|             self.sprite = pg.transform.rotate(pg.image.load(i), angle) |  | ||||||
| 
 |  | ||||||
|     def move(self): |  | ||||||
|         self.moveto.scale_to_length(self.speed) |  | ||||||
|         self.x += self.moveto[0]/fps |  | ||||||
|         self.y += self.moveto[1]/fps |  | ||||||
|      |  | ||||||
|     def die(self,objects): |  | ||||||
|         touches=pg.sprite.spritecollideany(self,objects[0]) |  | ||||||
|         if  touches is not None and isinstance(touches, MainCharacter): |  | ||||||
|             touches.hurt(self.damage) |  | ||||||
|             self.hidden=True |  | ||||||
|      |  | ||||||
|     def update(self,objects): |  | ||||||
|         self.move() |  | ||||||
|         self.die(objects) |  | ||||||