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