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Author SHA1 Message Date
67ba9a62a1 Merge pull request 'Development' (#7) from InfoProjekt/game:Development into main
Reviewed-on: #7
2024-03-10 21:29:19 +00:00
73508253c4 Merge pull request 'storyline' (#79) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#79
2024-03-10 18:02:21 +00:00
f86f2e5dce added last part of tutorial 2024-03-10 18:42:40 +01:00
fc3773150a - 2024-03-10 16:19:57 +01:00
04547161a3 picture 2024-03-10 16:05:15 +01:00
93bbb0eb84 Stoorryy 2024-03-10 16:05:09 +01:00
4e976c3895 wuhu 2024-03-10 15:14:21 +01:00
e540693def story yea yea 2024-03-10 15:06:44 +01:00
248fc2a112 fix fix 2024-03-10 14:30:20 +01:00
726c5ee2a2 storyline 2024-03-10 14:23:22 +01:00
bb8ec349dd Merge branch 'main' of https://git.spafi.eu/Lyzzy/game 2024-03-10 13:04:29 +01:00
4d40e44e2d starting to add some storyline, added Rat 2024-03-10 12:58:59 +01:00
2a2d7b2765 Merge pull request 'Development' (#11) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#11
2024-03-10 11:51:09 +00:00
4a47efe94d Merge pull request 'changed NPC talk key to f and resolved merge conflicts' (#77) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#77
2024-03-10 11:46:45 +00:00
01c3aeae4a Merge pull request 'Development' (#10) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#10
2024-03-10 09:32:18 +00:00
3232096d66 Merge pull request 'changed stuff' (#76) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#76
2024-03-10 08:27:07 +00:00
6 changed files with 84 additions and 36 deletions

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@ -85,6 +85,7 @@ class Label():
self.font_color = font_color
self.text = text
self.hidden = False
self.sprite = sprite
with open(f'art/images/box/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
@ -93,6 +94,9 @@ class Label():
def draw(self, screen):
if self.hidden:
return
with open(f'art/images/box/{self.sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (self.width,self.height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(self.text, True, self.font_color)
self.box.blit(self.labelSurf, [

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@ -42,7 +42,7 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
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))]
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 = []
@ -115,7 +115,6 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
mobs = []
weapons = []
others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300),
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
@ -170,7 +169,6 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
room.update(objects)
else:
@ -187,7 +185,7 @@ def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
mobs = []
weapons = []
others = []
npcs = [NPC('oldman', 100, 'people/reddy.png', 0, 200, 200)]
npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0)
freeze = False #Gameplay is freezed in certain situations

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@ -1,6 +1,7 @@
import pygame as pg
from classes import *
from main import *
import random
vec = pg.math.Vector2
fps = 60
@ -74,7 +75,10 @@ class NPC(Objects):
if self.talking:
self.conversation.draw(screen)
def update(self, keys, objects):
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)
@ -93,28 +97,41 @@ class Convo(Label):
self.npc = npc
self.convo_scene = convo_scene
self.convos = [
['oldlady', 0, ['Hello', 'How are you?']],
['oldman', 0, ['Please help', 'there are so many bad people']]
['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!']]
]
def draw(self, screen):
self.text = self.findConversation()[self.convo_act]
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[2]
return convo
return ['ERROR']
def update(self, keys, objects):
if keys[pg.K_SPACE]:
if keys[pg.K_f]:
convo = self.findConversation()
if self.convo_act+1 < len(convo):
self.text = convo[self.convo_act]
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 = 5
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
if 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
self.convo_act = 0
self.npc.talking = False
objects[0][0].talking = False
@ -134,14 +151,15 @@ class Fighter(Objects):
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> 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, f'will to live: {level}%', 'simple', 20, )
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 Im freezing')
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
def draw(self, screen):
if self.hidden:
@ -164,9 +182,11 @@ class MainCharacter(Fighter):
if touches is not None:
if touches.name == 'fireplace':
self.freezing = False
elif touches.name == 'portal':
elif touches.name == 'portal' and self.level.level != 1:
return 'play'
elif touches.name == 'house':
elif touches.name == 'house' and self.level.level != 1:
self.x = 500
self.y = 400
return 'house'
elif 'wall' in touches.name:
return 'wall'
@ -205,11 +225,7 @@ class MainCharacter(Fighter):
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
return
elif isinstance(touches, NPC):
if keys[pg.K_f]:
touches.talk(objects)
return
else:
return
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 * 0.66))
@ -235,9 +251,9 @@ class MainCharacter(Fighter):
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, 5)
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
else:
return
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks()
@ -246,7 +262,7 @@ class MainCharacter(Fighter):
self.walk(keys, objects)
if pg.mouse.get_pressed()[0]:
self.attack(objects, vec(mouse))
self.thinks.update(self)
self.thinks.update(objects, self)
if self.health.health <= 0:
return 'village'
else:
@ -301,12 +317,17 @@ class Hearts():
class Level(Label):
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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:
@ -315,10 +336,22 @@ class Thinks(Label):
self.y = y
super().draw(screen)
def update(self, main):
def update(self, objects, main):
if not self.hidden:
if not main.freezing:
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:
@ -332,11 +365,12 @@ class Book():
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 get warm.",
"There you saw and opened me out of boedom.", "This lead to you being thrown in this world.",
"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.", "Click on a picture to choose your spell.",
"Talk to fairies to unlock new spells!"]
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
@ -410,6 +444,7 @@ class Mobs(Fighter):
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)
@ -435,7 +470,17 @@ class Zombie(Mobs):
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))
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):
@ -479,7 +524,7 @@ class Fireball(Spells):
self.die(objects, Mobs)
class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=700) -> None:
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):
@ -501,9 +546,10 @@ class Arrow(Weapons):
class Punch(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/empty.png', life_ticks=100) -> None:
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, MainCharacter)
self.die(objects, self.kills)