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5 changed files with 112 additions and 11 deletions

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@ -151,27 +151,78 @@ class Fighter(Objects):
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None:
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.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.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
screen.blit(self.sprite, self.rect)
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)
self.thinks.draw(screen, self.x + 20, self.y - 100)
def hurt(self, damage, objects):
if not self.talking:
@ -256,12 +307,31 @@ class MainCharacter(Fighter):
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:
self.walk(keys, objects)
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'
@ -464,13 +534,44 @@ class Skeleton(Mobs):
class Zombie(Mobs):
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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))
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
self.lastAttack = pg.time.get_ticks()
class Rat(Mobs):