forked from InfoProjekt/game
Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game
This commit is contained in:
commit
1b6ccb17b0
4 changed files with 561 additions and 566 deletions
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After Width: | Height: | Size: 68 B |
544
classes.py
544
classes.py
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@ -1,260 +1,284 @@
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import pygame
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import pygame
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pygame.font.init()
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pygame.font.init()
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fonts = {
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fonts = {
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'medieval': 'medieval.ttf',
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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'pixel': 'yoster.ttf'
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}
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}
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class Button():
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class Button():
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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self.attributes = attributes
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self.attributes = attributes
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self.onclickFunction = onclickFunction
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.onePress = onePress
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self.alreadyPressed = False
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self.alreadyPressed = False
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with open(f'art/images/{image}', 'r') as tb:
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with open(f'art/images/{image}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.box = pygame.transform.scale(self.box, (width, height))
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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def update(self, screen):
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.onePress:
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if self.onePress:
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self.onclickFunction()
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self.onclickFunction()
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elif not self.alreadyPressed:
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elif not self.alreadyPressed:
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if self.attributes:
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if self.attributes:
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self.onclickFunction(*self.attributes)
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self.onclickFunction(*self.attributes)
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self.alreadyPressed = True
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self.alreadyPressed = True
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else:
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else:
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self.onclickFunction()
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self.onclickFunction()
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self.alreadyPressed = True
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self.alreadyPressed = True
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else:
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else:
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self.alreadyPressed = False
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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])
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screen.blit(self.box, self.buttonRect)
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screen.blit(self.box, self.buttonRect)
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class Label():
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class DropDown():
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None:
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def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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self.x = x
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self.rect = pygame.Rect(x, y, width, height)
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self.y = y
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.width = width
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self.main = main
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self.height = height
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self.options = options
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.draw_menu = False
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self.hidden = False
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self.menu_active = False
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with open(f'art/images/{sprite}', 'r') as tb:
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self.active_option = -1
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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with open('art/images/textbox.png', 'r') as tb:
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.box = pygame.image.load(tb)
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self.labelSurf = self.font.render(text, True, font_color)
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self.box = pygame.transform.scale(self.box, (width, height))
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def draw(self, screen):
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def draw(self, screen):
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if self.hidden:
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#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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return
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surface = self.font.render(self.main, 1, (0, 0, 0))
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self.box.blit(self.labelSurf, [
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self.box.blit(surface, [
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.rect.width/2 - surface.get_rect().width/2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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self.rect.height/2 - surface.get_rect().height/2
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])
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])
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screen.blit(self.box, self.labelRect)
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screen.blit(self.box, surface.get_rect(center = self.rect.center))
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if self.draw_menu:
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for i, text in enumerate(self.options):
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class DropDown():
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rect = self.rect.copy()
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def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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rect.y += (i+1) * self.rect.height
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self.rect = pygame.Rect(x, y, width, height)
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rect.x = self.rect.x
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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self.main = main
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#msg = self.font.render(text, 1, (0, 0, 0))
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self.options = options
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#screen.blit(msg, msg.get_rect(center = rect.center))
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self.draw_menu = False
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surface = self.font.render(text, 1, (0, 0, 0))
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self.menu_active = False
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self.box.blit(surface, [
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self.active_option = -1
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rect.width/2 - surface.get_rect().width/2,
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rect.height/2 - surface.get_rect().height/2
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with open('art/images/textbox.png', 'r') as tb:
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])
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self.box = pygame.image.load(tb)
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screen.blit(self.box, rect)
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self.box = pygame.transform.scale(self.box, (width, height))
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def update(self, event_list):
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def draw(self, screen):
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mpos = pygame.mouse.get_pos()
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#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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self.menu_active = self.rect.collidepoint(mpos)
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surface = self.font.render(self.main, 1, (0, 0, 0))
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self.active_option = -1
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self.box.blit(surface, [
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for i in range(len(self.options)):
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self.rect.width/2 - surface.get_rect().width/2,
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rect = self.rect.copy()
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self.rect.height/2 - surface.get_rect().height/2
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rect.y += (i+1) * self.rect.height
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])
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if rect.collidepoint(mpos):
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screen.blit(self.box, surface.get_rect(center = self.rect.center))
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self.active_option = i
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break
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if self.draw_menu:
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for i, text in enumerate(self.options):
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if not self.menu_active and self.active_option == -1:
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rect = self.rect.copy()
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self.draw_menu = False
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rect.y += (i+1) * self.rect.height
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#self.draw_menu = True
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rect.x = self.rect.x
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#return -1
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#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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#msg = self.font.render(text, 1, (0, 0, 0))
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if self.menu_active:
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#screen.blit(msg, msg.get_rect(center = rect.center))
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self.draw_menu = not self.draw_menu
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surface = self.font.render(text, 1, (0, 0, 0))
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elif self.draw_menu and self.active_option >= 0:
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self.box.blit(surface, [
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self.draw_menu = False
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rect.width/2 - surface.get_rect().width/2,
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return self.active_option
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rect.height/2 - surface.get_rect().height/2
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return -1
|
])
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screen.blit(self.box, rect)
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|
|
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class GameObjects():
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def update(self, event_list):
|
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
|
mpos = pygame.mouse.get_pos()
|
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self.name = name
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self.menu_active = self.rect.collidepoint(mpos)
|
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self.type = _type
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self.active_option = -1
|
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self.background = bg
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for i in range(len(self.options)):
|
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if bg != None:
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rect = self.rect.copy()
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with open(bg, 'r') as bg:
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rect.y += (i+1) * self.rect.height
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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if rect.collidepoint(mpos):
|
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self.objects = objects
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self.active_option = i
|
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break
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def update(self, objects):
|
|
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return
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if not self.menu_active and self.active_option == -1:
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def draw(self, screen):
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self.draw_menu = False
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return
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#self.draw_menu = True
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#return -1
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class Scene(GameObjects):
|
if pygame.mouse.get_pressed(num_buttons=3)[0]:
|
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
|
if self.menu_active:
|
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.draw_menu = not self.draw_menu
|
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self.level = level
|
elif self.draw_menu and self.active_option >= 0:
|
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self.current_level = 0
|
self.draw_menu = False
|
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|
return self.active_option
|
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def update(self, change:bool, objects):
|
return -1
|
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if change:
|
|
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self.current_level += 1
|
|
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self.level[self.current_level].update(objects)
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class GameObjects():
|
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self.background = self.level[self.current_level].background
|
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
|
||||||
if isinstance(self.objects, list):
|
self.name = name
|
||||||
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
self.type = _type
|
||||||
obj.update()
|
self.background = bg
|
||||||
|
if bg != None:
|
||||||
def draw(self, screen):
|
with open(bg, 'r') as bg:
|
||||||
if isinstance(self.objects, list):
|
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
|
||||||
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
|
self.objects = objects
|
||||||
obj.draw(screen)
|
|
||||||
self.level[self.current_level].draw(screen)
|
def update(self, objects):
|
||||||
|
return
|
||||||
def getObjects(self):
|
def draw(self, screen):
|
||||||
return self.level[self.current_level].getObjects()
|
return
|
||||||
|
|
||||||
|
class Scene(GameObjects):
|
||||||
class Stage(GameObjects):
|
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
|
||||||
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
self.level = level
|
||||||
self.stage = stage
|
self.current_level = 0
|
||||||
self.rooms = rooms
|
|
||||||
self.current = 0
|
def update(self, change:bool, objects):
|
||||||
|
if change:
|
||||||
def update(self, objects):
|
self.current_level += 1
|
||||||
for room in self.rooms:
|
self.level[self.current_level].update(objects)
|
||||||
if room.id == self.current:
|
self.background = self.level[self.current_level].background
|
||||||
room.update(objects)
|
if isinstance(self.objects, list):
|
||||||
self.background = room.background
|
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
||||||
keys = pygame.key.get_pressed()
|
obj.update()
|
||||||
if keys[pygame.K_RIGHT]:
|
|
||||||
self.current += 1
|
def draw(self, screen):
|
||||||
if self.current >= len(self.rooms):
|
if isinstance(self.objects, list):
|
||||||
return 1
|
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
|
||||||
|
obj.draw(screen)
|
||||||
def draw(self, screen):
|
self.level[self.current_level].draw(screen)
|
||||||
for room in self.rooms:
|
|
||||||
if room.id == self.current:
|
def getObjects(self):
|
||||||
room.draw(screen)
|
return self.level[self.current_level].getObjects()
|
||||||
|
|
||||||
def getObjects(self):
|
|
||||||
for room in self.rooms:
|
class Stage(GameObjects):
|
||||||
if room.id == self.current:
|
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
|
||||||
return room.getObjects()
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
|
self.stage = stage
|
||||||
class Room(GameObjects):
|
self.rooms = rooms
|
||||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
|
self.current = 0
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
|
||||||
self.exits = exits
|
def update(self, objects):
|
||||||
self.id = id
|
for room in self.rooms:
|
||||||
if self.type == 'normal' or self.type == 'boss':
|
if room.id == self.current:
|
||||||
self.locked = True
|
room.update(objects)
|
||||||
else:
|
self.background = room.background
|
||||||
self.locked = False
|
keys = pygame.key.get_pressed()
|
||||||
[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
if keys[pygame.K_RIGHT]:
|
||||||
|
self.current += 1
|
||||||
def genWalls(self, WIDTH, HEIGHT):
|
if self.current >= len(self.rooms):
|
||||||
walls = []
|
return 1
|
||||||
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
|
||||||
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
def draw(self, screen):
|
||||||
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
|
for room in self.rooms:
|
||||||
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
if room.id == self.current:
|
||||||
return walls
|
room.draw(screen)
|
||||||
|
|
||||||
def update(self, objects):
|
def getObjects(self):
|
||||||
self.objects = objects
|
for room in self.rooms:
|
||||||
if not self.objects[1]:
|
if room.id == self.current:
|
||||||
self.locked = False
|
return room.getObjects()
|
||||||
return
|
|
||||||
|
class Room(GameObjects):
|
||||||
def draw(self, screen):
|
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
|
||||||
screen.blit(self.background, (32, 32))
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
if isinstance(self.objects, list):
|
self.exits = exits
|
||||||
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
self.id = id
|
||||||
obj.draw(screen)
|
if self.type == 'normal' or self.type == 'boss':
|
||||||
|
self.locked = True
|
||||||
def getObjects(self):
|
else:
|
||||||
return self.objects
|
self.locked = False
|
||||||
|
[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||||
class Obstacle(GameObjects):
|
|
||||||
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
|
def genWalls(self, WIDTH, HEIGHT):
|
||||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
walls = []
|
||||||
self.collision = collision
|
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
||||||
self.hidden = hidden
|
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
||||||
self.width = WIDTH
|
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
|
||||||
self.height = HEIGHT
|
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
||||||
if self.background is not None:
|
return walls
|
||||||
self.rect = pygame.Rect((x, y), self.background.get_size())
|
|
||||||
else:
|
def update(self, objects):
|
||||||
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
|
self.objects = objects
|
||||||
|
if not self.objects[1]:
|
||||||
def draw(self, screen):
|
self.locked = False
|
||||||
if not self.hidden:
|
return
|
||||||
screen.blit(self.background, self.rect)
|
|
||||||
else:
|
def draw(self, screen):
|
||||||
pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
|
screen.blit(self.background, (32, 32))
|
||||||
|
if isinstance(self.objects, list):
|
||||||
|
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
||||||
|
obj.draw(screen)
|
||||||
|
|
||||||
|
def getObjects(self):
|
||||||
|
return self.objects
|
||||||
|
|
||||||
|
class Obstacle(GameObjects):
|
||||||
|
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
|
||||||
|
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||||
|
self.collision = collision
|
||||||
|
self.hidden = hidden
|
||||||
|
self.width = WIDTH
|
||||||
|
self.height = HEIGHT
|
||||||
|
if self.background is not None:
|
||||||
|
self.rect = pygame.Rect((x, y), self.background.get_size())
|
||||||
|
else:
|
||||||
|
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
|
||||||
|
|
||||||
|
def draw(self, screen):
|
||||||
|
if not self.hidden:
|
||||||
|
screen.blit(self.background, self.rect)
|
||||||
|
else:
|
||||||
|
pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
|
||||||
|
|
||||||
|
|
|
||||||
518
main.py
518
main.py
|
|
@ -1,260 +1,258 @@
|
||||||
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 *
|
||||||
fps = 60
|
fps = 60
|
||||||
|
|
||||||
def setUp(config):
|
def setUp(config):
|
||||||
pygame.init()
|
pygame.init()
|
||||||
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()
|
||||||
|
return screen, clock, True, True, "start.png", []
|
||||||
return screen, clock, True, True, "start.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 = [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/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
|
||||||
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
|
rooms = [
|
||||||
rooms = [
|
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
|
||||||
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
|
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
|
||||||
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
|
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
|
||||||
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
|
]
|
||||||
]
|
return rooms
|
||||||
return rooms
|
|
||||||
|
|
||||||
|
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
|
||||||
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
|
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))]
|
||||||
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))]
|
others = []
|
||||||
others = []
|
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
||||||
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
objects = [main, mobs, npcs, others]
|
||||||
objects = [main, mobs, npcs, 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
|
|
||||||
|
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 not freeze:
|
||||||
if not freeze:
|
scene.update(False, objects)
|
||||||
scene.update(False, objects)
|
objects = scene.getObjects()
|
||||||
objects = scene.getObjects()
|
screen.blit(scene.background, (32, 32))
|
||||||
screen.blit(scene.background, (32, 32))
|
for thing in objects[3]:
|
||||||
for thing in objects[3]:
|
thing.update(objects)
|
||||||
thing.update(objects)
|
thing.draw(screen)
|
||||||
thing.draw(screen)
|
|
||||||
|
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):
|
||||||
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
|
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
thing.draw(screen)
|
||||||
thing.draw(screen)
|
|
||||||
|
for mob in objects[1]:
|
||||||
for mob in objects[1]:
|
mob.update(objects)
|
||||||
mob.update(objects)
|
mob.draw(screen)
|
||||||
mob.draw(screen)
|
|
||||||
|
for npc in objects[2]:
|
||||||
for npc in objects[2]:
|
npc.update(pygame.key.get_pressed(), objects)
|
||||||
npc.update(pygame.key.get_pressed(), objects)
|
npc.draw(screen)
|
||||||
npc.draw(screen)
|
|
||||||
|
objects[0][0].book.addspell('windslash')
|
||||||
if objects[1] ==[]:
|
|
||||||
objects[0][0].book.addspell('windslash')
|
|
||||||
|
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 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", play, 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", play, 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}', 'r') as i:
|
||||||
# RENDER YOUR GAME HERE
|
bg = pygame.image.load(i)
|
||||||
with open(f'art/images/{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__':
|
||||||
|
main()
|
||||||
if __name__ == '__main__':
|
|
||||||
main()
|
|
||||||
|
|
|
||||||
65
viecher.py
65
viecher.py
|
|
@ -78,29 +78,9 @@ class NPC(Objects):
|
||||||
if self.talking:
|
if self.talking:
|
||||||
self.conversation.update(keys, objects)
|
self.conversation.update(keys, objects)
|
||||||
|
|
||||||
class Convo():
|
class Convo(Label):
|
||||||
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
||||||
self.x = x
|
super().__init__(x, y, width, height, text, font, font_size)
|
||||||
self.y = y
|
|
||||||
self.width = width
|
|
||||||
self.height = height
|
|
||||||
self.hidden = False
|
|
||||||
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
|
|
||||||
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):
|
|
||||||
if self.hidden:
|
|
||||||
return
|
|
||||||
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)
|
|
||||||
|
|
||||||
def update(self, keys, objects):
|
def update(self, keys, objects):
|
||||||
if keys[pg.K_SPACE]:
|
if keys[pg.K_SPACE]:
|
||||||
|
|
@ -130,7 +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, level, 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)
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
|
|
@ -267,27 +247,9 @@ class Hearts():
|
||||||
self.sprite.append(pg.image.load(i))
|
self.sprite.append(pg.image.load(i))
|
||||||
|
|
||||||
|
|
||||||
class Level():
|
class Level(Label):
|
||||||
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
|
def __init__(self, x, y, width, height, text, font, font_size) -> None:
|
||||||
self.x = x
|
super().__init__(x, y, width, height, text, font, font_size)
|
||||||
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 Book():
|
class Book():
|
||||||
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||||
|
|
@ -300,14 +262,20 @@ 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='#000000', 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='#000000', 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 = 150
|
self.buttons_height = 400
|
||||||
|
|
||||||
def draw(self, screen):
|
def draw(self, screen):
|
||||||
if self.hidden:
|
if self.hidden:
|
||||||
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)
|
||||||
|
for label in self.labels:
|
||||||
|
label.draw(screen)
|
||||||
for button in self.buttons:
|
for button in self.buttons:
|
||||||
button.update(screen)
|
button.update(screen)
|
||||||
|
|
||||||
|
|
@ -398,12 +366,17 @@ class Fireball(Spells):
|
||||||
self.die(objects, Mobs)
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
class Windslash(Spells):
|
class Windslash(Spells):
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=250) -> None:
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
self.move(objects)
|
self.move(objects)
|
||||||
self.die(objects, Mobs)
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
|
def move(self, objects):
|
||||||
|
super().move(objects)
|
||||||
|
self.moveto = self.moveto.rotate(5)
|
||||||
|
|
||||||
|
|
||||||
class Arrow(Weapons):
|
class Arrow(Weapons):
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue