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4 changed files with 440 additions and 488 deletions

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@ -101,7 +101,7 @@ class Label():
return return
with open(f'art/images/box/{self.sprite}', 'r') as tb: with open(f'art/images/box/{self.sprite}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (self.width, self.height)) self.box = pygame.transform.scale(self.box, (self.width,self.height))
self.labelRect = pygame.Rect(self.x, self.y, 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.labelSurf = self.font.render(self.text, True, self.font_color)
self.box.blit(self.labelSurf, [ self.box.blit(self.labelSurf, [
@ -110,50 +110,6 @@ class Label():
]) ])
screen.blit(self.box, self.labelRect) screen.blit(self.box, self.labelRect)
class HealthBar(Label):
def __init__(self, text, hp, x, y=8, width=256, height=24, font='simple', font_size=20, font_color='#e3d807', sprite='bossbar') -> None:
super().__init__(x, y, width, height, text, font, font_size, font_color)
self.text = text.capitalize()
self.max = hp
self.sprite = [f'{sprite}_empty.png', f'{sprite}_full.png', f'{sprite}_edge.png']
self.box = []
self.filling_should = self.width
self.filling_is = self.filling_should
self.rect = pygame.Rect(0, 0, 0, 0)
self.percentage = 100
for sprite in self.sprite:
with open(f'art/images/box/{sprite}', 'r') as tb:
tmp = pygame.image.load(tb)
self.box.append(pygame.transform.scale(tmp, (width, height)))
def draw(self, screen):
if self.hidden:
return
for i, sprite in enumerate(self.sprite):
with open(f'art/images/box/{sprite}', 'r') as tb:
if i != 1:
self.box[i] = pygame.image.load(tb)
self.box[i] = pygame.transform.scale(self.box[i], (self.width, self.height))
else:
self.box[i] = pygame.image.load(tb)
if not self.filling_is <= self.filling_should:
self.filling_is -= 1.5
self.box[i] = pygame.transform.scale(self.box[i], (self.filling_is, self.height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(f'{self.text}: {self.percentage}%', True, self.font_color)
self.box[-1].blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
])
for box in self.box:
screen.blit(box, self.labelRect)
def update(self, objects):
for mob in objects[1]:
if isinstance(mob, Boss):
self.percentage = mob.health / (self.max / 100)
self.filling_should = self.width * (self.percentage / 100)
class DropDown(): class DropDown():
@ -362,7 +318,6 @@ class Room(GameObjects):
self.objects.append(self.doors) self.objects.append(self.doors)
def objectCreation(self, WIDTH, HEIGHT): def objectCreation(self, WIDTH, HEIGHT):
self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)]
if self.type != 'boss': 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))] 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), npcs = [NPC('vivi', 100, 'people/vivi.png', 0, 400, 600),
@ -372,7 +327,7 @@ class Room(GameObjects):
self.objects[2] = [random.choice(npcs)] self.objects[2] = [random.choice(npcs)]
else: else:
self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)] self.objects[1] = [Boss('reddy', 40, WIDTH / 2 - 16, HEIGHT /2 - 32, 50, 0.1, 1, 5, 5000)]
self.objects[4].append(HealthBar(self.objects[1][0].name, self.objects[1][0].health, WIDTH / 2 - 128)) self.objects[4] = [wall for wall in self.genWalls(WIDTH, HEIGHT)]
return self.objects return self.objects
@ -495,8 +450,7 @@ class Convo(Label):
['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.']], ['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', 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!']], ['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.']], ['vivi', 0, ['Wer bist du denn?', 'Aber du kannst gerne aus dem Fenster springen, solange es nicht in meinem Unterricht ist.']]
['fairy', 0, ['Hello fellow traveler.', 'I am Aurelia, a Whisperwind Fairy.', '''Do not worry about me. I won't harm anybody.''', 'You should still be careful around other fairies, many of them are insidious.', 'But fear not lonely traveller, I will help you survive.', 'Please take this spell for your further journey']]
] ]
def draw(self, screen): def draw(self, screen):
@ -522,7 +476,7 @@ class Convo(Label):
for i in range(0,5): for i in range(0,5):
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25)) objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
elif convo[1] == 1: elif convo[1] == 1:
objects[0][0].level.level = 5 objects[0][0].level.level = 50
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat') while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
elif convo[0] == 'elder': elif convo[0] == 'elder':
if convo[1] == 0: if convo[1] == 0:

874
main.py
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@ -1,438 +1,436 @@
import pygame import pygame
import sys import sys
import json import json
import time import time
import random import random
from classes import * from classes import *
# from viecher import * # from viecher import *
from pygame import mixer from pygame import mixer
fps = 60 fps = 60
def setUp(config): def setUp(config):
pygame.init() pygame.init()
mixer.music.load('audio/music/thebritons(1.1).mp3') mixer.music.load('audio/music/thebritons(1.1).mp3')
mixer.music.play(-1) mixer.music.play(-1)
if config["fullscreen"]: if config["fullscreen"]:
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
else: else:
screen = pygame.display.set_mode(config["res"]) screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock() clock = pygame.time.Clock()
pygame.display.set_caption('Between The Pages') pygame.display.set_caption('Between The Pages')
with open('art/images/icon.png', 'r') as i: with open('art/images/icon.png', 'r') as i:
pygame.display.set_icon(pygame.image.load(i)) pygame.display.set_icon(pygame.image.load(i))
return screen, clock, True, False, "startscreen.png", [] return screen, clock, True, False, "startscreen.png", []
def readConfig(): def readConfig():
with open('config.json', 'r') as c: with open('config.json', 'r') as c:
json_data = c.read() json_data = c.read()
return json.loads(json_data) return json.loads(json_data)
def quitGame(): def quitGame():
#save progress somehow, if needed #save progress somehow, if needed
pygame.quit() pygame.quit()
quit() quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list): def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects = [] room_objects = []
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] #room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66))) room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)] room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
rooms = [ 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 _ in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, j) 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 _ 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(5, 10))
] ]
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.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, '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) #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 return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert] 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))] 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 = [] weapons = []
others = [] others = []
npcs = [] npcs = []
objects = [main, mobs, npcs, weapons, others] objects = [main, mobs, npcs, weapons, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations 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 = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
tbc_tick = 0 tbc_tick = 0
objects = scene.getObjects() objects = scene.getObjects()
while running: while running:
screen.fill('#000000') screen.fill('#000000')
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
quitGame() quitGame()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze freeze = not freeze
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
"""with open(background, 'r') as i: """with open(background, 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
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))
""" """
if isblack: if isblack:
if tbc_tick == 0: if tbc_tick == 0:
tbc_tick = pygame.time.get_ticks() tbc_tick = pygame.time.get_ticks()
elif tbc_tick + 5000 <= pygame.time.get_ticks(): elif tbc_tick + 5000 <= pygame.time.get_ticks():
quitGame() quitGame()
tbc.draw(screen) tbc.draw(screen)
elif not freeze: elif not freeze:
screen.blit(scene.background, (32, 32)) screen.blit(scene.background, (32, 32))
target = None target = None
for thing in objects[4]: for thing in objects[4]:
thing.draw(screen) thing.draw(screen)
if isinstance(thing, HealthBar):
thing.update(objects) for weapon in objects[3]:
weapon.update(objects)
for weapon in objects[3]: weapon.draw(screen)
weapon.update(objects)
weapon.draw(screen) for thing in objects[0]:
thing.book.hidden = not freeze
for thing in objects[0]: result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
thing.book.hidden = not freeze if objects[0][0].level.level >= 100:
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) isblack = True
if objects[0][0].level.level >= 100: if isinstance(result, str):
isblack = True if result == 'village':
if isinstance(result, str): village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if result == 'village': elif result == 'play':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif 'door-' in result:
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) target = result.split('-')[1]
elif 'door-' in result: objects[0][0].level.level += 25
target = result.split('-')[1] objects = scene.update(target, objects)
objects[0][0].level.level += 6.33 #play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
objects = scene.update(target, objects) else:
#play(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen)
else: else:
thing.draw(screen) thing.draw(screen)
else:
thing.draw(screen) for mob in objects[1]:
mob.update(objects)
for mob in objects[1]: mob.draw(screen)
mob.update(objects)
mob.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for npc in objects[2]: npc.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) objects[0][0].book.addspell('windslash')
objects[0][0].book.addspell('fireball')
objects[0][0].book.addspell('windslash') scene.update(target, objects)
objects[0][0].book.addspell('fireball') scene.draw(screen)
scene.update(target, objects)
scene.draw(screen) else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(fps) # limits FPS to 60
clock.tick(fps) # limits FPS to 60 def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): mobs = []
main = [herbert] weapons = []
mobs = [] others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
weapons = [] Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500), npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)] objects = [main, mobs, npcs, weapons, others]
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)] room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
objects = [main, mobs, npcs, weapons, others] freeze = True #Gameplay is freezed in certain situations
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0) main[0].health.health = 20
freeze = True #Gameplay is freezed in certain situations
main[0].health.health = 20 while running:
screen.fill('#000000')
while running: events = pygame.event.get()
screen.fill('#000000') for event in events:
events = pygame.event.get() if event.type == pygame.QUIT:
for event in events: quitGame()
if event.type == pygame.QUIT: elif event.type == pygame.KEYDOWN:
quitGame() if event.key == pygame.K_e: #when book is open gameplay is freezed
elif event.type == pygame.KEYDOWN: freeze = not freeze
if event.key == pygame.K_e: #when book is open gameplay is freezed # RENDER YOUR GAME HERE
freeze = not freeze """with open(background, 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
"""with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen """
screen.blit(bg, (0, 0)) if not freeze:
""" objects = room.getObjects()
if not freeze: screen.blit(room.background, (32, 32))
objects = room.getObjects()
screen.blit(room.background, (32, 32)) for thing in objects[4]:
thing.draw(screen)
for thing in objects[4]:
thing.draw(screen) for weapon in objects[3]:
weapon.update(objects)
for weapon in objects[3]: weapon.draw(screen)
weapon.update(objects)
weapon.draw(screen) for thing in objects[0]:
thing.book.hidden = not freeze
for thing in objects[0]: result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
thing.book.hidden = not freeze if result == 'village':
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if result == 'village': elif result == 'play':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif result == 'house':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'house': else:
house(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen)
else:
thing.draw(screen) for mob in objects[1]:
mob.update(objects)
for mob in objects[1]: mob.draw(screen)
mob.update(objects)
mob.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for npc in objects[2]: npc.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) room.update(objects)
room.update(objects) else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(fps) # limits FPS to
clock.tick(fps) # limits FPS to def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): mobs = []
main = [herbert] weapons = []
mobs = [] others = []
weapons = [] npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
others = [] objects = [main, mobs, npcs, weapons, others]
npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)] room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
objects = [main, mobs, npcs, weapons, others] freeze = False #Gameplay is freezed in certain situations
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
freeze = False #Gameplay is freezed in certain situations while running:
screen.fill('#000000')
while running: events = pygame.event.get()
screen.fill('#000000') for event in events:
events = pygame.event.get() if event.type == pygame.QUIT:
for event in events: quitGame()
if event.type == pygame.QUIT: elif event.type == pygame.KEYDOWN:
quitGame() if event.key == pygame.K_e: #when book is open gameplay is freezed
elif event.type == pygame.KEYDOWN: freeze = not freeze
if event.key == pygame.K_e: #when book is open gameplay is freezed # RENDER YOUR GAME HERE
freeze = not freeze """with open(background, 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
"""with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen """
screen.blit(bg, (0, 0)) if not freeze:
""" objects = room.getObjects()
if not freeze: screen.blit(room.background, (32, 32))
objects = room.getObjects()
screen.blit(room.background, (32, 32)) for thing in objects[4]:
thing.draw(screen)
for thing in objects[4]:
thing.draw(screen) # for weapon in objects[3]:
# weapon.update(objects)
# for weapon in objects[3]: # weapon.draw(screen)
# weapon.update(objects)
# weapon.draw(screen) for thing in objects[0]:
thing.book.hidden = not freeze
for thing in objects[0]: result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
thing.book.hidden = not freeze if result == 'village':
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if result == 'village': elif result == 'play':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play': elif result == 'wall':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT) village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'wall': else:
village(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen)
else:
thing.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for npc in objects[2]: npc.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) objects[0][0].book.addspell('windslash')
room.update(objects)
objects[0][0].book.addspell('windslash')
room.update(objects) else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(fps) # limits FPS to
clock.tick(fps) # limits FPS to
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): # List that is displayed while selecting the window resolution level
objects = [] resolution = [("1920x1080", "1920x1080"),
# List that is displayed while selecting the window resolution level ("1920x1200", "1920x1200"),
resolution = [("1920x1080", "1920x1080"), ("1280x720", "1280x720"),
("1920x1200", "1920x1200"), ("2560x1440", "2560x1440"),
("1280x720", "1280x720"), ("3840x2160", "3840x2160")]
("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")] # This function displays the currently selected options
# This function displays the currently selected options def printSettings():
print("\n\n")
def printSettings(): # getting the data using "get_input_data" method of the Menu class
print("\n\n") settingsData = settings.get_input_data()
# getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data() for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}")
for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}") while running:
for event in pygame.event.get():
while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: # RENDER YOUR GAME HERE
running = False with open(background, 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen for obj in objects:
screen.blit(bg, (0, 0)) obj.process(screen)
for obj in objects:
obj.process(screen) # flip() the display to put your work on screen
pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60
clock.tick(60) # limits FPS to 60 def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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 = [] #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, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) while running:
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) for event in pygame.event.get():
while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: quitGame()
running = False # RENDER YOUR GAME HERE
quitGame() with open(f'art/images/background/{background}', 'r') as i:
# RENDER YOUR GAME HERE bg = pygame.image.load(i)
with open(f'art/images/background/{background}', 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with an image to clear the screen
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with an image to clear the screen for obj in objects:
screen.blit(bg, (0, 0)) obj.update(screen)
for obj in objects:
obj.update(screen) # flip() the display to put your work on screen
pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60
clock.tick(60) # limits FPS to 60 def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0, random.randint(2, 8))]
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] others = []
mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0, random.randint(2, 8))] npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
others = [] objects = [main, mobs, npcs, others]
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] level = []
objects = [main, mobs, npcs, others] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level = [] level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) freeze = False #Gameplay is freezed in certain situations
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ # Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), # ]))
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ])) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) # RENDER YOUR GAME HERE
while True:
# RENDER YOUR GAME HERE screen.fill('#000000')
while True: events = pygame.event.get()
screen.fill('#000000') for event in events:
events = pygame.event.get() if event.type == pygame.QUIT:
for event in events: running = False
if event.type == pygame.QUIT: quitGame()
running = False elif event.type == pygame.KEYDOWN:
quitGame() if event.key == pygame.K_e: #when book is open gameplay is freezed
elif event.type == pygame.KEYDOWN: freeze = not freeze
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze if not freeze:
objects = scene.getObjects()
if not freeze: for thing in objects[0]:
objects = scene.getObjects() thing.book.hidden = not freeze
for thing in objects[0]: if not thing.update(pygame.key.get_pressed(), objects):
thing.book.hidden = not freeze menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not thing.update(pygame.key.get_pressed(), objects): thing.draw(screen)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen) for mob in objects[1]:
mob.update(objects)
for mob in objects[1]: mob.draw(screen)
mob.update(objects)
mob.draw(screen) for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
for npc in objects[2]: npc.draw(screen)
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen) for thing in objects[3]:
thing.update(objects)
for thing in objects[3]: thing.draw(screen)
thing.update(objects)
thing.draw(screen) else:
objects[0][0].book.hidden = not freeze
else: objects[0][0].book.draw(screen)
objects[0][0].book.hidden = not freeze objects[0][0].book.update()
objects[0][0].book.draw(screen) # flip() the display to put your work on screen
objects[0][0].book.update() pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60
clock.tick(60) # limits FPS to 60 def main():
config = readConfig()
def main(): screen, clock, running, isblack, background, objects = setUp(config["screen"])
config = readConfig() WIDTH, HEIGHT = screen.get_size()
screen, clock, running, isblack, background, objects = setUp(config["screen"]) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
WIDTH, HEIGHT = screen.get_size() #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) #test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT) """while running:
for event in pygame.event.get():
"""while running: if event.type == pygame.QUIT:
for event in pygame.event.get(): running = False
if event.type == pygame.QUIT: #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
running = False if not isblack:
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) with open(background, 'r') as i:
if not isblack: bg = pygame.image.load(i)
with open(background, 'r') as i: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
bg = pygame.image.load(i) # fill the screen with a color to wipe away anything from last frame
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) screen.blit(bg, (0, 0))
# fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0)) # RENDER YOUR GAME HERE
# RENDER YOUR GAME HERE else:
for obj in objects:
else: obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
for obj in objects: # flip() the display to put your work on screen
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) pygame.display.flip()
# flip() the display to put your work on screen
pygame.display.flip() clock.tick(60) # limits FPS to 60"""
clock.tick(60) # limits FPS to 60""" pygame.quit()
pygame.quit() if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
if __name__ == '__main__': main()
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main()