Merge branch 'InfoProjekt-Development1'
BIN
art/images/arrow.png
Normal file
|
After Width: | Height: | Size: 255 B |
BIN
art/images/dreiviertelheart.png
Normal file
|
After Width: | Height: | Size: 450 B |
BIN
art/images/fullheart.png
Normal file
|
After Width: | Height: | Size: 433 B |
BIN
art/images/halfheart.png
Normal file
|
After Width: | Height: | Size: 462 B |
BIN
art/images/label.png
Normal file
|
After Width: | Height: | Size: 635 B |
BIN
art/images/noheart.png
Normal file
|
After Width: | Height: | Size: 438 B |
BIN
art/images/oldman.png
Normal file
|
After Width: | Height: | Size: 674 B |
BIN
art/images/viertelheart.png
Normal file
|
After Width: | Height: | Size: 441 B |
BIN
art/sprite files/oldmanattack.png
Normal file
|
After Width: | Height: | Size: 5.9 KiB |
BIN
art/sprite files/oldmanwalk.png
Normal file
|
After Width: | Height: | Size: 2.1 KiB |
59
classes.py
|
|
@ -1,5 +1,4 @@
|
|||
import pygame
|
||||
import inspect
|
||||
|
||||
pygame.font.init()
|
||||
fonts = {
|
||||
|
|
@ -139,69 +138,23 @@ class DropDown():
|
|||
|
||||
|
||||
class GameObjects():
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
|
||||
def __init__(self, name:str, _type:str, bg, objects:list) -> None:
|
||||
self.name = name
|
||||
self.type = _type
|
||||
if bg != None:
|
||||
with open(bg, 'r') as bg:
|
||||
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
|
||||
self.background = bg
|
||||
self.objects = objects
|
||||
|
||||
|
||||
class Scene(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
self.level = level
|
||||
self.current_level = 0
|
||||
def __init__(self, name:str, _type:str, bg, objects:list) -> None:
|
||||
super().__init__(name, _type, bg, objects)
|
||||
|
||||
def update(self, change:bool):
|
||||
if change:
|
||||
self.current_level += 1
|
||||
self.level[self.current_level].update()
|
||||
for obj in self.objects:
|
||||
obj.update()
|
||||
|
||||
def draw(self, screen):
|
||||
for obj in self.objects:
|
||||
obj.draw(screen)
|
||||
self.level[self.current_level].draw(screen)
|
||||
|
||||
|
||||
class Level(GameObjects):
|
||||
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)
|
||||
self.stage = stage
|
||||
self.rooms = rooms
|
||||
self.current = 0
|
||||
|
||||
def update(self):
|
||||
for room in self.rooms:
|
||||
if room.id == self.current:
|
||||
room.update()
|
||||
keys = pygame.key.get_pressed()
|
||||
if keys[pygame.K_RIGHT]:
|
||||
self.current += 1
|
||||
if self.current >= len(self.rooms):
|
||||
return 1
|
||||
|
||||
def draw(self, screen):
|
||||
for room in self.rooms:
|
||||
if room.id == self.current:
|
||||
room.draw(screen)
|
||||
|
||||
class Room(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None:
|
||||
super().__init__(name, _type, bg, objects)
|
||||
self.exits = exits
|
||||
self.id = id
|
||||
if self.type == 'normal' or self.type == 'boss':
|
||||
self.locked = True
|
||||
else:
|
||||
self.locked = False
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
def draw(self, screen):
|
||||
screen.blit(self.background, (0, 0))
|
||||
|
||||
22
ideas.txt
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
Game:
|
||||
Rogue-like Game mit Story
|
||||
Pixel
|
||||
|
||||
viele Gegner:
|
||||
Skelette
|
||||
Zombies
|
||||
|
||||
Story:
|
||||
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
|
||||
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
|
||||
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
|
||||
-> Erwacht als magische Person in magischer Welt wieder
|
||||
Buch dient als Skillbaum (verschiedene Kapitel)
|
||||
Kampfmagier
|
||||
Heilender Magier -> Priester?
|
||||
Elementmagier(?)
|
||||
maybe noch irgendwas 4.
|
||||
|
||||
Ziel(e)
|
||||
-> Zurückkommen
|
||||
-> Happy werden (?)
|
||||
61
main.py
|
|
@ -2,6 +2,7 @@ import pygame
|
|||
import sys
|
||||
import json
|
||||
import time
|
||||
import random
|
||||
from classes import *
|
||||
from viecher import *
|
||||
fps = 60
|
||||
|
|
@ -13,7 +14,7 @@ def setUp(config):
|
|||
else:
|
||||
screen = pygame.display.set_mode(config["res"])
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
|
||||
return screen, clock, True, True, "start.png", []
|
||||
|
||||
def readConfig():
|
||||
|
|
@ -27,8 +28,11 @@ def quitGame():
|
|||
quit()
|
||||
|
||||
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = [[], [], []] #0 - maincharacter stuff; 1 - mobs; 2 - npcs
|
||||
objects[0].append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50))
|
||||
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
|
||||
mobs=[Skeleton(i, 50, 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2,8))]
|
||||
others = []
|
||||
objects = [main, mobs, others]
|
||||
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
|
|
@ -42,9 +46,20 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
for obj in objects:
|
||||
obj.update(pygame.key.get_pressed())
|
||||
obj.draw(screen)
|
||||
for thing in objects[0]:
|
||||
if thing.update(pygame.key.get_pressed()) ==False:
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
thing.draw(screen)
|
||||
|
||||
for mob in objects[1]:
|
||||
mob.update(objects)
|
||||
mob.draw(screen)
|
||||
|
||||
for thing in objects[2]:
|
||||
thing.update(objects)
|
||||
thing.draw(screen)
|
||||
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
|
|
@ -103,7 +118,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
|
||||
|
|
@ -112,38 +126,6 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
level = []
|
||||
level.append(Level('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', [
|
||||
Room('blau1', 'normal', 'art/images/blau1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
|
||||
Room('blau2', 'normal', 'art/images/blau2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
|
||||
Room('blau3', 'normal', 'art/images/blau3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
|
||||
]))
|
||||
|
||||
level.append(Level('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
|
||||
Room('red1', 'normal', 'art/images/rot1.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
|
||||
Room('red2', 'normal', 'art/images/rot2.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
|
||||
Room('red3', 'normal', 'art/images/rot3.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
|
||||
]))
|
||||
|
||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
|
||||
scene.update()
|
||||
scene.draw(screen)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
|
||||
|
||||
def main():
|
||||
config = readConfig()
|
||||
screen, clock, running, isblack, background, objects = setUp(config["screen"])
|
||||
|
|
@ -151,7 +133,6 @@ def main():
|
|||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
"""while running:
|
||||
for event in pygame.event.get():
|
||||
|
|
|
|||
235
viecher.py
|
|
@ -1,17 +1,52 @@
|
|||
import pygame
|
||||
import pygame as pg
|
||||
vec = pg.math.Vector2
|
||||
fps = 60
|
||||
|
||||
class Character():
|
||||
def __init__(self, name, ms, sprite) -> None:
|
||||
|
||||
pg.font.init()
|
||||
fonts = {
|
||||
'medieval': 'medieval.ttf',
|
||||
'minecraft': 'Minecraft Evenings.otf',
|
||||
'3dpixel': '3D-Pixel.ttf',
|
||||
'8bit': '8bitlim.ttf',
|
||||
'8bito': '8blimro.ttf',
|
||||
'arcade': 'ARCADECLASSIC.ttf',
|
||||
'modern_game': 'astron boy video.otf',
|
||||
'modern': 'astron boy.otf',
|
||||
'wonder': 'Beyond Wonderland.ttf',
|
||||
'curved': 'Digitag.ttf',
|
||||
'simple': 'DisposableDroidBB.ttf',
|
||||
'rounded': 'dpcomic.ttf',
|
||||
'playfull': 'Endalian Script.ttf',
|
||||
'blocky': 'FREAKSOFNATURE.ttf',
|
||||
'catchy': 'Future TimeSplitters.otf',
|
||||
'simple_wide': 'Halo3.ttf',
|
||||
'simple_fat': 'INVASION2000.ttf',
|
||||
'very_gamy': 'ka1.ttf',
|
||||
'simple_round': 'Karma Suture.otf',
|
||||
'mono': 'manaspc.ttf',
|
||||
'damaged': 'Merchant Copy.ttf',
|
||||
'big_natural': 'MorialCitadel.TTF',
|
||||
'spacy': 'nasalization-rg.otf',
|
||||
'sci-fi': 'neuropol.otf',
|
||||
'hollow_big_edge': 'papercut.ttf',
|
||||
'space_shuttle': 'pdark.ttf',
|
||||
'thin': 'PixelFJVerdana12pt.ttf',
|
||||
'random': 'Seattle Avenue.ttf',
|
||||
'pixel': 'yoster.ttf'
|
||||
}
|
||||
|
||||
class Objects():
|
||||
def __init__(self, name, ms, sprite, x, y) -> None:
|
||||
self.name = name
|
||||
self.speed = ms
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pygame.image.load(i)
|
||||
self.x = 524
|
||||
self.y = 524
|
||||
self.sprite = pg.image.load(i)
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.hidden = False
|
||||
|
||||
self.rect = pygame.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())
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
|
|
@ -20,37 +55,191 @@ class Character():
|
|||
screen.blit(self.sprite, self.rect)
|
||||
|
||||
|
||||
class NPC(Character):
|
||||
class NPC(Objects):
|
||||
pass
|
||||
|
||||
|
||||
class Fighter(Character):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite)
|
||||
class Fighter(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.health = health
|
||||
self.damage = damage
|
||||
self.level = level
|
||||
self.attack_speed = asp
|
||||
self.attack_range = atr
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
self.hurtCooldown = 1000
|
||||
|
||||
|
||||
|
||||
class MainCharacter(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||
self.attack_spell = weapon
|
||||
self.shield_spell = shield
|
||||
self.talking = False
|
||||
self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20)
|
||||
self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50)
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
self.health.draw(screen)
|
||||
self.level.draw(screen)
|
||||
|
||||
def hurt(self,damage):
|
||||
self.health.hurt(damage)
|
||||
|
||||
def walk(self,keys):
|
||||
moveto=vec(0,0)
|
||||
if keys[pg.K_w] or keys[pg.K_UP]:
|
||||
moveto += vec(0,-1)
|
||||
if keys[pg.K_a] or keys[pg.K_LEFT]:
|
||||
moveto += vec(-1,0)
|
||||
if keys[pg.K_s] or keys[pg.K_DOWN]:
|
||||
moveto += vec(0,1)
|
||||
if keys[pg.K_d] or keys[pg.K_RIGHT]:
|
||||
moveto += vec(1,0)
|
||||
if not moveto == vec(0,0):
|
||||
moveto.scale_to_length(self.speed)
|
||||
self.x += moveto[0] / fps
|
||||
self.y += moveto[1] / fps
|
||||
|
||||
def update(self, keys):
|
||||
if keys[pygame.K_w]:
|
||||
self.y -= self.speed / fps
|
||||
if keys[pygame.K_a]:
|
||||
self.x -= self.speed / fps
|
||||
if keys[pygame.K_s]:
|
||||
self.y += self.speed / fps
|
||||
if keys[pygame.K_d]:
|
||||
self.x += self.speed / fps
|
||||
self.walk(keys)
|
||||
if self.health.health <= 0:
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
class Hearts():
|
||||
def __init__(self, health, sprite, x, y) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.health = health
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.hurtCooldown = 1000
|
||||
self.hidden = False
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
self.rect=[]
|
||||
for each in self.sprite:
|
||||
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
|
||||
|
||||
def hurt(self,damage):
|
||||
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
|
||||
self.health -= damage
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.update()
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
for i in range(0,5):
|
||||
self.rect[i].x, self.rect[i].y = self.x+i*20, self.y
|
||||
screen.blit(self.sprite[i], self.rect[i])
|
||||
|
||||
def update(self):
|
||||
sprite = []
|
||||
for i in range(0,5):
|
||||
if self.health >= 4+4*i:
|
||||
sprite.append('fullheart.png')
|
||||
elif self.health == 3+4*i:
|
||||
sprite.append('dreiviertelheart.png')
|
||||
elif self.health >= 2+4*i:
|
||||
sprite.append('halfheart.png')
|
||||
elif self.health >= 1+4*i:
|
||||
sprite.append('viertelheart.png')
|
||||
elif self.health <= 4*i:
|
||||
sprite.append('noheart.png')
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
|
||||
|
||||
class Level():
|
||||
def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.level = level
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
self.hidden = False
|
||||
with open('art/images/label.png', 'r') as tb:
|
||||
self.box = pg.image.load(tb)
|
||||
self.box = pg.transform.scale(self.box, (width, height))
|
||||
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
|
||||
self.labelSurf = self.font.render(text, True, '#1E90FF')
|
||||
|
||||
def draw(self, screen):
|
||||
self.box.blit(self.labelSurf, [
|
||||
self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
|
||||
self.labelRect.height/2 - self.labelSurf.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, self.labelRect)
|
||||
|
||||
class Mobs(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||
self.drops = drops * (self.level / 2)
|
||||
|
||||
class Skeleton(Mobs):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
def chase(self,obj):
|
||||
x=obj[0][0].x
|
||||
y=obj[0][0].y
|
||||
moveto = vec(x,y) - vec(self.x,self.y)
|
||||
if not (moveto).length()<=self.attack_range:
|
||||
moveto.scale_to_length(self.speed)
|
||||
self.x += moveto[0]/fps
|
||||
self.y += moveto[1]/fps
|
||||
else:
|
||||
self.attack(moveto,obj)
|
||||
|
||||
def attack(self,moveto,obj):
|
||||
if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks():
|
||||
obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage))
|
||||
self.lastAttack=pg.time.get_ticks()
|
||||
|
||||
def update(self,obj):
|
||||
self.chase(obj)
|
||||
|
||||
|
||||
class Weapons(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.moveto = moveto
|
||||
self.damage = damage
|
||||
|
||||
|
||||
class Arrow(Weapons):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage)
|
||||
pos = vec(1,0)
|
||||
angle = pos.angle_to(moveto)
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.transform.rotate(pg.image.load(i), angle)
|
||||
|
||||
def move(self):
|
||||
self.moveto.scale_to_length(self.speed)
|
||||
self.x += self.moveto[0]/fps
|
||||
self.y += self.moveto[1]/fps
|
||||
|
||||
def die(self,objects):
|
||||
touches=pg.sprite.spritecollideany(self,objects[0])
|
||||
if touches is not None and isinstance(touches, MainCharacter):
|
||||
touches.hurt(self.damage)
|
||||
self.hidden=True
|
||||
|
||||
def update(self,objects):
|
||||
self.move()
|
||||
self.die(objects)
|
||||