InfoProjekt-Development3 #6
							
								
								
									
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								.idea/ideas.txt
									
										
									
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						|  | @ -38,6 +38,7 @@ Story: | ||||||
|         Henker |         Henker | ||||||
|         armer Bauer |         armer Bauer | ||||||
|         "Hexe" |         "Hexe" | ||||||
|  |         Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet | ||||||
| 
 | 
 | ||||||
|     Ziel(e) |     Ziel(e) | ||||||
|         -> Zurückkommen |         -> Zurückkommen | ||||||
|  |  | ||||||
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								art/images/background/river.png
									
										
									
									
									
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								art/images/people/oldlady.png
									
										
									
									
									
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								art/images/people/rat.png
									
										
									
									
									
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								art/images/people/skeleton.png
									
										
									
									
									
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								art/images/people/zombie.png
									
										
									
									
									
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								art/images/weapons/empty.png
									
										
									
									
									
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|  | @ -52,7 +52,7 @@ class Button(): | ||||||
| 
 | 
 | ||||||
|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) |         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||||
| 
 | 
 | ||||||
|         self.buttonSurf = self.font.render(buttonText, True, (0,0,0)) |         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||||
| 
 | 
 | ||||||
|     def update(self, screen): |     def update(self, screen): | ||||||
|         mousePos = pygame.mouse.get_pos() |         mousePos = pygame.mouse.get_pos() | ||||||
|  | @ -76,7 +76,7 @@ class Button(): | ||||||
|         screen.blit(self.box, self.buttonRect) |         screen.blit(self.box, self.buttonRect) | ||||||
| 
 | 
 | ||||||
| class Label(): | class Label(): | ||||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None: |     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None: | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.width = width |         self.width = width | ||||||
|  | @ -285,5 +285,5 @@ class Obstacle(GameObjects): | ||||||
|         if not self.hidden: |         if not self.hidden: | ||||||
|             screen.blit(self.background, self.rect) |             screen.blit(self.background, self.rect) | ||||||
|         else: |         else: | ||||||
|             pygame.draw.rect(screen, (0,0,0), self.rect, 2) |             pygame.draw.rect(screen, '#e7f8e0', self.rect, 2) | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
										16
									
								
								main.py
									
										
									
									
									
								
							
							
						
						|  | @ -14,6 +14,7 @@ def setUp(config): | ||||||
|     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') | ||||||
|     return screen, clock, True, True, "start.png", [] |     return screen, clock, True, True, "start.png", [] | ||||||
| 
 | 
 | ||||||
| def readConfig(): | def readConfig(): | ||||||
|  | @ -30,30 +31,31 @@ 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)] | ||||||
|     rooms = [ |     rooms = [ | ||||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 0), |         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 i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j) | ||||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 1), |         for j in range(random.randint(5, 10)) | ||||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [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, False], 2), |  | ||||||
|     ] |     ] | ||||||
|     return rooms |     #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 | ||||||
|          |          | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] |     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||||
|     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(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))] | ||||||
|      |      | ||||||
|     weapons = [] |     weapons = [] | ||||||
|     others = [Fire('f1', 0, 200, 300)] |     others = [Fire('f1', 0, 200, 300)] | ||||||
|     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] |     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] | ||||||
|     objects = [main, mobs, npcs, weapons, others] |     objects = [main, mobs, npcs, weapons, others] | ||||||
|     level = [] |     level = [] | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'background/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 | ||||||
| 
 | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill((0,0,0)) |         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: | ||||||
|  |  | ||||||
							
								
								
									
										41
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						|  | @ -55,13 +55,13 @@ class Objects(): | ||||||
|             return |             return | ||||||
|         self.rect.x, self.rect.y = self.x, self.y |         self.rect.x, self.rect.y = self.x, self.y | ||||||
|         screen.blit(self.sprite, self.rect) |         screen.blit(self.sprite, self.rect) | ||||||
|         pg.draw.rect(screen, (0,0,0), self.rect,  2) |         pg.draw.rect(screen, '#ef0120', self.rect,  2) | ||||||
| 
 | 
 | ||||||
| class NPC(Objects): | class NPC(Objects): | ||||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: |     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: | ||||||
|         self.talking = False |  | ||||||
|         self.hidden = True |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |         super().__init__(name, ms, sprite, x, y) | ||||||
|  |         self.talking = False | ||||||
|  |         self.hidden = False | ||||||
|         self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') |         self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') | ||||||
|      |      | ||||||
|     def talk(self, objects): |     def talk(self, objects): | ||||||
|  | @ -71,7 +71,7 @@ class NPC(Objects): | ||||||
|      |      | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         super().draw(screen) |         super().draw(screen) | ||||||
|         if self.talking == True: |         if self.talking: | ||||||
|             self.conversation.draw(screen) |             self.conversation.draw(screen) | ||||||
|      |      | ||||||
|     def update(self, keys, objects): |     def update(self, keys, objects): | ||||||
|  | @ -110,7 +110,7 @@ class MainCharacter(Fighter): | ||||||
|         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) |         super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) | ||||||
|         self.book = Book(0, 0, [], None, None) |         self.book = Book(0, 0, [], None, None) | ||||||
|         self.talking = False |         self.talking = False | ||||||
|         self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20) |         self.level = Level(1000, 38, 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, hurtCooldown=self.hurtCooldown) |         self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown) | ||||||
|         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') |         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||||
|         self.freezing = True |         self.freezing = True | ||||||
|  | @ -123,7 +123,7 @@ class MainCharacter(Fighter): | ||||||
|         self.health.draw(screen) |         self.health.draw(screen) | ||||||
|         self.level.draw(screen) |         self.level.draw(screen) | ||||||
|         self.book.draw(screen) |         self.book.draw(screen) | ||||||
|         pg.draw.rect(screen, (0,0,0), self.rect, 2) |         pg.draw.rect(screen, '#e900fa', self.rect, 2) | ||||||
|         if self.speech.hidden == False: |         if self.speech.hidden == False: | ||||||
|             self.speech.draw(screen, self.x+20, self.y-100) |             self.speech.draw(screen, self.x+20, self.y-100) | ||||||
| 
 | 
 | ||||||
|  | @ -146,7 +146,7 @@ class MainCharacter(Fighter): | ||||||
| 
 | 
 | ||||||
|         self.x += moveto[0] / fps |         self.x += moveto[0] / fps | ||||||
|         self.y += moveto[1] / fps  |         self.y += moveto[1] / fps  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) |         touches = pg.sprite.spritecollideany(self, objects[2] + objects[4]) | ||||||
|         if touches is not None and not isinstance(touches, Weapons): |         if touches is not None and not isinstance(touches, Weapons): | ||||||
|             if isinstance(touches, Obstacle): |             if isinstance(touches, Obstacle): | ||||||
|                 if not touches.collision: |                 if not touches.collision: | ||||||
|  | @ -161,6 +161,12 @@ class MainCharacter(Fighter): | ||||||
|                     elif touches.name == 'wall_b': |                     elif touches.name == 'wall_b': | ||||||
|                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) |                         self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) | ||||||
|                     return |                     return | ||||||
|  |             elif isinstance(touches, NPC): | ||||||
|  |                 if keys[pg.K_SPACE]: | ||||||
|  |                     touches.talk(objects) | ||||||
|  |                     return | ||||||
|  |                 else: | ||||||
|  |                     return | ||||||
| 
 | 
 | ||||||
|             if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) |             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)) |             elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) | ||||||
|  | @ -168,8 +174,7 @@ class MainCharacter(Fighter): | ||||||
|             #elif self.y > touches.y: pass |             #elif self.y > touches.y: pass | ||||||
|             self.x -= moveto[0] * 2 / fps |             self.x -= moveto[0] * 2 / fps | ||||||
|             self.y -= moveto[1] * 2 / fps |             self.y -= moveto[1] * 2 / fps | ||||||
|             if isinstance(touches, NPC): | 
 | ||||||
|                     touches.talk(objects) |  | ||||||
|         """ |         """ | ||||||
|         if self.x <= 32: |         if self.x <= 32: | ||||||
|             self.x = 33 |             self.x = 33 | ||||||
|  | @ -253,11 +258,11 @@ class Hearts(): | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| class Level(Label): | class Level(Label): | ||||||
|     def __init__(self, x, y, width, height, text, font, font_size) -> None: |     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None: | ||||||
|         super().__init__(x, y, width, height, text, font, font_size) |         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||||
| 
 | 
 | ||||||
| class Speech(Label): | class Speech(Label): | ||||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None: |     def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None: | ||||||
|         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) |         super().__init__(x, y, width, height, text, font, font_size, font_color, sprite) | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen, x, y): |     def draw(self, screen, x, y): | ||||||
|  | @ -283,10 +288,10 @@ class Book(): | ||||||
|         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) |         self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) | ||||||
|         self.sp_list = spells |         self.sp_list = spells | ||||||
|         self.current_sp = current_spell |         self.current_sp = current_spell | ||||||
|         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'), |         self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color=(0,0,0), sprite='empty.png'), |                        Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color=(0,0,0), sprite='empty.png'), |                        Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), | ||||||
|                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color=(0,0,0), sprite='empty.png')] |                        Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] | ||||||
|         self.buttons=[] |         self.buttons=[] | ||||||
|         self.buttons_height = 400 |         self.buttons_height = 400 | ||||||
|      |      | ||||||
|  | @ -369,8 +374,8 @@ class Weapons(Objects): | ||||||
|         self.spawn_tick = pg.time.get_ticks() |         self.spawn_tick = pg.time.get_ticks() | ||||||
|         pos = vec(1,0) |         pos = vec(1,0) | ||||||
|         angle = pos.angle_to(moveto) |         angle = pos.angle_to(moveto) | ||||||
|         with open(f'art/images/{sprite}') as i: |          | ||||||
|             self.sprite =pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle)) |         self.sprite = pg.transform.rotate(self.sprite, -angle) | ||||||
|      |      | ||||||
|     def die(self, objects, kills): |     def die(self, objects, kills): | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) |         touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) | ||||||
|  |  | ||||||