forked from InfoProjekt/game
		
	InfoProjekt-Development3 #6
					 6 changed files with 112 additions and 41 deletions
				
			
		
							
								
								
									
										
											BIN
										
									
								
								art/images/background/house.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								art/images/background/house.png
									
										
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| After Width: | Height: | Size: 771 KiB | 
							
								
								
									
										
											BIN
										
									
								
								art/images/background/insideHouse.png
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								art/images/background/insideHouse.png
									
										
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| After Width: | Height: | Size: 197 KiB | 
| After Width: | Height: | Size: 626 B | 
|  | @ -171,8 +171,12 @@ class GameObjects(): | ||||||
|         self.type = _type |         self.type = _type | ||||||
|         self.background = bg |         self.background = bg | ||||||
|         if bg != None: |         if bg != None: | ||||||
|  |             if WIDTH != None and HEIGHT != None: | ||||||
|                 with open(bg, 'r') as bg: |                 with open(bg, 'r') as bg: | ||||||
|                     self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) |                     self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) | ||||||
|  |             else: | ||||||
|  |                 with open(bg, 'r') as bg: | ||||||
|  |                     self.background = pygame.transform.scale2x(pygame.image.load(bg))  | ||||||
|         self.objects = objects |         self.objects = objects | ||||||
| 
 | 
 | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|  | @ -287,3 +291,5 @@ class Obstacle(GameObjects): | ||||||
|         else: |         else: | ||||||
|             pygame.draw.rect(screen, '#e7f8e0', self.rect, 2) |             pygame.draw.rect(screen, '#e7f8e0', self.rect, 2) | ||||||
| 
 | 
 | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
|  |  | ||||||
							
								
								
									
										94
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										94
									
								
								main.py
									
										
									
									
									
								
							|  | @ -44,8 +44,8 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [herbert] |     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(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 = [] | ||||||
|     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] |     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) | ||||||
|  | @ -74,7 +74,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             screen.blit(scene.background, (32, 32)) |             screen.blit(scene.background, (32, 32)) | ||||||
|          |          | ||||||
|             for thing in objects[4]: |             for thing in objects[4]: | ||||||
|                 thing.update(objects) |  | ||||||
|                 thing.draw(screen) |                 thing.draw(screen) | ||||||
| 
 | 
 | ||||||
|             for weapon in objects[3]: |             for weapon in objects[3]: | ||||||
|  | @ -83,8 +82,12 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|              |              | ||||||
|             for thing in objects[0]: |             for thing in objects[0]: | ||||||
|                 thing.book.hidden = not freeze |                 thing.book.hidden = not freeze | ||||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|  |                 if result == 'village': | ||||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'play': | ||||||
|  |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 else: | ||||||
|                     thing.draw(screen) |                     thing.draw(screen) | ||||||
|          |          | ||||||
|             for mob in objects[1]: |             for mob in objects[1]: | ||||||
|  | @ -111,7 +114,9 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [herbert] |     main = [herbert] | ||||||
|     mobs = [] |     mobs = [] | ||||||
|     weapons = [] |     weapons = [] | ||||||
|     others = [Fire('f1', 0, 200, 300), Portal('p1', 0, 1000, 500)] |     others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 500, 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('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] | ||||||
|     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0) |     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0) | ||||||
|  | @ -139,8 +144,6 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|             screen.blit(room.background, (32, 32)) |             screen.blit(room.background, (32, 32)) | ||||||
|          |          | ||||||
|             for thing in objects[4]: |             for thing in objects[4]: | ||||||
|                 if thing.update(objects): |  | ||||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) |  | ||||||
|                 thing.draw(screen) |                 thing.draw(screen) | ||||||
| 
 | 
 | ||||||
|             for weapon in objects[3]: |             for weapon in objects[3]: | ||||||
|  | @ -149,8 +152,14 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
| 
 | 
 | ||||||
|             for thing in objects[0]: |             for thing in objects[0]: | ||||||
|                 thing.book.hidden = not freeze |                 thing.book.hidden = not freeze | ||||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|  |                 if result == 'village': | ||||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'play': | ||||||
|  |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'house': | ||||||
|  |                     house(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 else: | ||||||
|                     thing.draw(screen) |                     thing.draw(screen) | ||||||
|          |          | ||||||
|             for mob in objects[1]: |             for mob in objects[1]: | ||||||
|  | @ -171,7 +180,74 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         # flip() the display to put your work on screen |         # flip() the display to put your work on screen | ||||||
|         pygame.display.flip() |         pygame.display.flip() | ||||||
| 
 | 
 | ||||||
|         clock.tick(fps)  # limits FPS to 60 |         clock.tick(fps)  # limits FPS to  | ||||||
|  | 
 | ||||||
|  | def house(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|  |     main = [herbert] | ||||||
|  |     mobs = [] | ||||||
|  |     weapons = [] | ||||||
|  |     others = [] | ||||||
|  |     npcs = [NPC('oldman', 100, 'people/reddy.png', 1, 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 | ||||||
|  | 
 | ||||||
|  |     while running: | ||||||
|  |         screen.fill('#000000') | ||||||
|  |         events = pygame.event.get() | ||||||
|  |         for event in events: | ||||||
|  |             if event.type == pygame.QUIT: | ||||||
|  |                 quitGame() | ||||||
|  |             elif event.type == pygame.KEYDOWN: | ||||||
|  |                 if event.key == pygame.K_e: #when book is open gameplay is freezed | ||||||
|  |                     freeze = not freeze | ||||||
|  |         # RENDER YOUR GAME HERE | ||||||
|  |         """with open(background, 'r') as i: | ||||||
|  |             bg = pygame.image.load(i) | ||||||
|  |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|  |         # fill the screen with an image to clear the screen | ||||||
|  |         screen.blit(bg, (0, 0)) | ||||||
|  | """  | ||||||
|  |         if not freeze: | ||||||
|  |             objects = room.getObjects() | ||||||
|  |             screen.blit(room.background, (32, 32)) | ||||||
|  |          | ||||||
|  |             for thing in objects[4]: | ||||||
|  |                 thing.draw(screen) | ||||||
|  | 
 | ||||||
|  |             # for weapon in objects[3]: | ||||||
|  |             #     weapon.update(objects) | ||||||
|  |             #     weapon.draw(screen) | ||||||
|  | 
 | ||||||
|  |             for thing in objects[0]: | ||||||
|  |                 thing.book.hidden = not freeze | ||||||
|  |                 result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects) | ||||||
|  |                 if result == 'village': | ||||||
|  |                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'play': | ||||||
|  |                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 elif result == 'wall': | ||||||
|  |                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||||
|  |                 else: | ||||||
|  |                     thing.draw(screen) | ||||||
|  |          | ||||||
|  |             for npc in objects[2]: | ||||||
|  |                 npc.update(pygame.key.get_pressed(), objects) | ||||||
|  |                 npc.draw(screen) | ||||||
|  |              | ||||||
|  |             objects[0][0].book.addspell('windslash') | ||||||
|  |             room.update(objects) | ||||||
|  | 
 | ||||||
|  |         else: | ||||||
|  |             objects[0][0].book.hidden = not freeze | ||||||
|  |             objects[0][0].book.draw(screen) | ||||||
|  |             objects[0][0].book.update() | ||||||
|  |         # flip() the display to put your work on screen | ||||||
|  |         pygame.display.flip() | ||||||
|  | 
 | ||||||
|  |         clock.tick(fps)  # limits FPS to  | ||||||
|  | 
 | ||||||
|  | 
 | ||||||
| 
 | 
 | ||||||
| def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     objects = [] |     objects = [] | ||||||
|  |  | ||||||
							
								
								
									
										45
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										45
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -136,6 +136,20 @@ class MainCharacter(Fighter): | ||||||
|         if not self.talking: |         if not self.talking: | ||||||
|             self.health.hurt(damage) |             self.health.hurt(damage) | ||||||
|      |      | ||||||
|  |     def obstacle_interaction(self, objects): | ||||||
|  |         touches = pg.sprite.spritecollideany(self, objects[4]) | ||||||
|  |         if touches is not None: | ||||||
|  |             if touches.name == 'fireplace': | ||||||
|  |                 self.freezing = False | ||||||
|  |             elif touches.name == 'portal': | ||||||
|  |                 return 'play' | ||||||
|  |             elif touches.name == 'house': | ||||||
|  |                 return 'house' | ||||||
|  |             elif 'wall' in touches.name: | ||||||
|  |                 return 'wall' | ||||||
|  |         else: | ||||||
|  |              return True | ||||||
|  |      | ||||||
|     def walk(self, keys, objects): |     def walk(self, keys, objects): | ||||||
|         moveto = vec(0, 0) |         moveto = vec(0, 0) | ||||||
|         if keys[pg.K_w] or keys[pg.K_UP]: |         if keys[pg.K_w] or keys[pg.K_UP]: | ||||||
|  | @ -155,7 +169,7 @@ class MainCharacter(Fighter): | ||||||
|         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: | ||||||
|                     print(touches.name) |                     # print(touches.name) | ||||||
|                     return |                     return | ||||||
|                 if touches.type == 'wall': |                 if touches.type == 'wall': | ||||||
|                     if touches.name == 'wall_l': |                     if touches.name == 'wall_l': | ||||||
|  | @ -211,9 +225,9 @@ class MainCharacter(Fighter): | ||||||
|                 self.attack(objects, vec(mouse)) |                 self.attack(objects, vec(mouse)) | ||||||
|             self.thinks.update(self) |             self.thinks.update(self) | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return 'village' | ||||||
|         else: |         else: | ||||||
|             return True |             return self.obstacle_interaction(objects) | ||||||
| 
 | 
 | ||||||
| class Hearts(): | class Hearts(): | ||||||
|     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: |     def __init__(self, health, sprite, x, y, hurtCooldown) -> None: | ||||||
|  | @ -470,28 +484,3 @@ class Punch(Weapons): | ||||||
|     def update(self, objects): |     def update(self, objects): | ||||||
|         self.move(objects) |         self.move(objects) | ||||||
|         self.die(objects, MainCharacter) |         self.die(objects, MainCharacter) | ||||||
| 
 |  | ||||||
| class Fire(Objects): |  | ||||||
|     def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|      |  | ||||||
|     def warming(self, objects): |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) |  | ||||||
|         if touches is not None and isinstance(touches, MainCharacter): |  | ||||||
|             touches.freezing = False |  | ||||||
| 
 |  | ||||||
|     def update(self, objects): |  | ||||||
|         self.warming(objects) |  | ||||||
|         return False |  | ||||||
| 
 |  | ||||||
| 
 |  | ||||||
| class Portal(Objects): |  | ||||||
|     def __init__(self, name, ms, x, y, sprite='portal.png') -> None: |  | ||||||
|         super().__init__(name, ms, sprite, x, y) |  | ||||||
|      |  | ||||||
|     def update(self, objects): |  | ||||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) |  | ||||||
|         if touches is not None and isinstance(touches, MainCharacter): |  | ||||||
|             return True |  | ||||||
|         else: |  | ||||||
|             return False |  | ||||||
		Loading…
	
	Add table
		
		Reference in a new issue