forked from InfoProjekt/game
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67ba9a62a1
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6 changed files with 84 additions and 36 deletions
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@ -85,6 +85,7 @@ class Label():
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self.font_color = font_color
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self.text = text
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self.hidden = False
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self.sprite = sprite
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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@ -93,6 +94,9 @@ class Label():
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def draw(self, screen):
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if self.hidden:
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return
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (self.width,self.height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.box.blit(self.labelSurf, [
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6
main.py
6
main.py
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@ -42,7 +42,7 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [herbert]
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mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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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))]
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weapons = []
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others = []
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npcs = []
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@ -115,7 +115,6 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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mobs = []
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weapons = []
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others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
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Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300),
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Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
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npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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@ -170,7 +169,6 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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room.update(objects)
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else:
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@ -187,7 +185,7 @@ def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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mobs = []
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weapons = []
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others = []
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npcs = [NPC('oldman', 100, 'people/reddy.png', 0, 200, 200)]
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npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
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freeze = False #Gameplay is freezed in certain situations
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110
viecher.py
110
viecher.py
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@ -1,6 +1,7 @@
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import pygame as pg
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from classes import *
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from main import *
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import random
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vec = pg.math.Vector2
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fps = 60
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@ -74,7 +75,10 @@ class NPC(Objects):
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if self.talking:
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self.conversation.draw(screen)
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def update(self, keys, objects):
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def update(self, keys, objects):
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if self.name == 'oldlady':
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if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]:
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self.conversation.convo_scene=1
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if self.lastUpdate + 200 < pg.time.get_ticks():
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if self.talking:
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self.conversation.update(keys, objects)
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@ -93,28 +97,41 @@ class Convo(Label):
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self.npc = npc
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self.convo_scene = convo_scene
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self.convos = [
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['oldlady', 0, ['Hello', 'How are you?']],
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['oldman', 0, ['Please help', 'there are so many bad people']]
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['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.']],
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['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.']],
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['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!']],
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['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!']]
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]
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def draw(self, screen):
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self.text = self.findConversation()[self.convo_act]
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self.text = self.findConversation()[2][self.convo_act]
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super().draw(screen)
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def findConversation(self):
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for convo in self.convos:
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if convo[0] == self.npc.name and convo[1] == self.convo_scene:
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return convo[2]
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return convo
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return ['ERROR']
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def update(self, keys, objects):
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if keys[pg.K_SPACE]:
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if keys[pg.K_f]:
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convo = self.findConversation()
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if self.convo_act+1 < len(convo):
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self.text = convo[self.convo_act]
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if self.convo_act+1 < len(convo[2]):
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self.text = convo[2][self.convo_act]
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self.convo_act += 1
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else:
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if convo[0] == 'oldlady':
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if convo[1] == 0:
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for i in range(0,5):
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objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
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elif convo[1] == 1:
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objects[0][0].level.level = 5
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while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
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if convo[0] == 'elder':
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if convo[1] == 0:
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objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
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self.convo_scene += 1
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self.convo_act = 0
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self.npc.talking = False
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objects[0][0].talking = False
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@ -134,14 +151,15 @@ class Fighter(Objects):
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.book = Book(0, 0, [], None, None)
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self.talking = False
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20, )
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self.level = Level(1000, 38, 150, 40, level, f'will to live: {level}%', 'simple', 20, )
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr I\'m freezing')
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self.freezing = True
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self.killed = killed #amount of mobs that were killed
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def draw(self, screen):
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if self.hidden:
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@ -164,9 +182,11 @@ class MainCharacter(Fighter):
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if touches is not None:
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if touches.name == 'fireplace':
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self.freezing = False
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elif touches.name == 'portal':
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elif touches.name == 'portal' and self.level.level != 1:
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return 'play'
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elif touches.name == 'house':
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elif touches.name == 'house' and self.level.level != 1:
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self.x = 500
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self.y = 400
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return 'house'
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elif 'wall' in touches.name:
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return 'wall'
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@ -205,11 +225,7 @@ class MainCharacter(Fighter):
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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return
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elif isinstance(touches, NPC):
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if keys[pg.K_f]:
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touches.talk(objects)
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return
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else:
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return
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return
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
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@ -235,9 +251,9 @@ class MainCharacter(Fighter):
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if self.book.current_sp == 'fireball':
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weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
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elif self.book.current_sp == 'windslash':
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weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
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weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
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else:
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return
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weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
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obj[3].append(weapon)
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self.lastAttack = pg.time.get_ticks()
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@ -246,7 +262,7 @@ class MainCharacter(Fighter):
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self.walk(keys, objects)
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if pg.mouse.get_pressed()[0]:
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self.attack(objects, vec(mouse))
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self.thinks.update(self)
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self.thinks.update(objects, self)
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if self.health.health <= 0:
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return 'village'
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else:
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@ -301,12 +317,17 @@ class Hearts():
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class Level(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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self.level = level
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def draw(self, screen):
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self.text = f'will to live: {self.level}%'
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super().draw(screen)
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class Thinks(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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self.scene = 0
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def draw(self, screen, x, y):
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if self.hidden:
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@ -315,10 +336,22 @@ class Thinks(Label):
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self.y = y
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super().draw(screen)
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def update(self, main):
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def update(self, objects, main):
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if not self.hidden:
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if not main.freezing:
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if self.scene == 0 and not main.freezing:
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self.scene = 1
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self.hidden = True
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elif self.scene == 1 and main.talking:
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self.scene = 2
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self.hidden = True
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if self.scene == 1:
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touches = pg.sprite.spritecollideany(main, objects[2])
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if touches is not None and isinstance(touches, NPC):
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self.text = 'I should press \"f\"'
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self.hidden = False
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else:
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self.hidden = False
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self.text = 'the lady over there'
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class Book():
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def __init__(self, x, y, spells, current_spell, current_shield) -> None:
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@ -332,11 +365,12 @@ class Book():
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self.sp_list = spells
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self.current_sp = current_spell
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self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
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"You are a homeless person.","One cold day you went to the library to get warm.",
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"There you saw and opened me out of boedom.", "This lead to you being thrown in this world.",
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"You are a homeless person. One cold day","you went to the library to warm up yourself.",
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"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
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"But you can find a way out of here again."]
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self.text_right = ["This book will help you to survive.", "Click on a picture to choose your spell.",
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"Talk to fairies to unlock new spells!"]
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self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
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"Click on a picture to choose your spell.",
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"Talk to fairies to unlock new spells!"]
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self.buttons=[]
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self.buttons_y = 400
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self.buttons_x = 800
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@ -410,6 +444,7 @@ class Mobs(Fighter):
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def hurt(self, damage, objects):
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self.health -= damage
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if self.health <= 0:
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objects[0][0].killed.append(self.name)
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self.hidden = True
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objects[1].remove(self)
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@ -435,7 +470,17 @@ class Zombie(Mobs):
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
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self.lastAttack = pg.time.get_ticks()
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class Rat(Mobs):
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def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
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self.lastAttack = pg.time.get_ticks()
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class Weapons(Objects):
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@ -479,7 +524,7 @@ class Fireball(Spells):
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self.die(objects, Mobs)
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class Windslash(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=700) -> None:
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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@ -501,9 +546,10 @@ class Arrow(Weapons):
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class Punch(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/empty.png', life_ticks=100) -> None:
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def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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self.kills = kills
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def update(self, objects):
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self.move(objects)
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self.die(objects, MainCharacter)
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self.die(objects, self.kills)
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