game/viecher.py
SpagettiFisch 218eb2ea7e added some missing spaces lol
added character collisions (not great yet tho)
some simple background elements added and testet WIP
2024-02-29 14:25:23 +01:00

249 lines
8.4 KiB
Python

import pygame as pg
vec = pg.math.Vector2
fps = 60
pg.font.init()
fonts = {
'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf'
}
class Objects():
def __init__(self, name, ms, sprite, x, y) -> None:
self.name = name
self.speed = ms
with open(f'art/images/{sprite}') as i:
self.sprite = pg.image.load(i)
self.x = x
self.y = y
self.hidden = False
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
class NPC(Objects):
pass
class Fighter(Objects):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y)
self.health = health
self.damage = damage
self.level = level
self.attack_speed = asp
self.attack_range = atr
self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks()
self.hurtCooldown = 250
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.attack_spell = weapon
self.shield_spell = shield
self.talking = False
self.level = Level(1000, 38, level, 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)
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
self.health.draw(screen)
self.level.draw(screen)
def hurt(self, damage):
self.health.hurt(damage)
def walk(self, keys, objects):
moveto = vec(0, 0)
if keys[pg.K_w] or keys[pg.K_UP]:
moveto += vec(0, -1)
if keys[pg.K_a] or keys[pg.K_LEFT]:
moveto += vec(-1, 0)
if keys[pg.K_s] or keys[pg.K_DOWN]:
moveto += vec(0, 1)
if keys[pg.K_d] or keys[pg.K_RIGHT]:
moveto += vec(1, 0)
if not moveto == vec(0, 0):
moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps
self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
if touches is not None:
self.x -= moveto[0] / fps #change later
self.y -= moveto[1] / fps #change later
def update(self, keys, objects):
self.walk(keys, objects)
if self.health.health <= 0:
return False
else:
return True
class Hearts():
def __init__(self, health, sprite, x, y) -> None:
self.x = x
self.y = y
self.health = health
self.lastHurt = pg.time.get_ticks()
self.hurtCooldown = 1000
self.hidden = False
self.sprite=[]
for parts in sprite:
with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i))
self.rect = []
for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
def hurt(self,damage):
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
self.health -= damage
self.lastHurt = pg.time.get_ticks()
self.update()
def draw(self, screen):
if self.hidden:
return
for i in range(0, 5):
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
screen.blit(self.sprite[i], self.rect[i])
def update(self):
sprite = []
for i in range(0, 5):
if self.health >= 4 + 4 * i:
sprite.append('fullheart.png')
elif self.health == 3 + 4 * i:
sprite.append('dreiviertelheart.png')
elif self.health >= 2 + 4 * i:
sprite.append('halfheart.png')
elif self.health >= 1 + 4 * i:
sprite.append('viertelheart.png')
elif self.health <= 4 * i:
sprite.append('noheart.png')
self.sprite = []
for parts in sprite:
with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i))
class Level():
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
self.x = x
self.y = y
self.level = level
self.width = width
self.height = height
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
self.hidden = False
with open('art/images/label.png', 'r') as tb:
self.box = pg.image.load(tb)
self.box = pg.transform.scale(self.box, (width, height))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
def draw(self, screen):
self.box.blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
])
screen.blit(self.box, self.labelRect)
class Mobs(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2)
class Skeleton(Mobs):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
def chase(self, obj):
x = obj[0][0].x
y = obj[0][0].y
moveto = vec(x, y) - vec(self.x, self.y)
if not (moveto).length() <= self.attack_range:
moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps
self.y += moveto[1] / fps
else:
self.attack(moveto, obj)
def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
self.lastAttack = pg.time.get_ticks()
def update(self, obj):
self.chase(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto
self.damage = damage
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
pos = vec(1,0)
angle = pos.angle_to(moveto)
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
def die(self, objects):
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.hurt(self.damage)
self.hidden = True
def update(self, objects):
self.move()
self.die(objects)