From 41f8b76b903e18b18677abf723775d662e36954b Mon Sep 17 00:00:00 2001 From: Lyzzy Date: Wed, 6 Mar 2024 17:40:02 +0000 Subject: [PATCH] added Label class Label class in classes, added text to book, changed wind spell a bit but dunno if really good --- classes.py | 514 ++++++++++++++++++++---------------- main.py | 472 ++++++++++++++++++--------------- viecher.py | 760 +++++++++++++++++++++++++++-------------------------- 3 files changed, 929 insertions(+), 817 deletions(-) diff --git a/classes.py b/classes.py index c7b3418..f8fffb8 100644 --- a/classes.py +++ b/classes.py @@ -1,230 +1,284 @@ -import pygame - -pygame.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 Button(): - def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): - self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) - self.x = x - self.y = y - self.width = width - self.height = height - self.onclickFunction = onclickFunction - self.onePress = onePress - self.alreadyPressed = False - - with open(f'art/images/{image}', 'r') as tb: - self.box = pygame.image.load(tb) - self.box = pygame.transform.scale(self.box, (width, height)) - - - self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) - - self.buttonSurf = self.font.render(buttonText, True, '#baab80') - - def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): - mousePos = pygame.mouse.get_pos() - if self.buttonRect.collidepoint(mousePos): - if pygame.mouse.get_pressed(num_buttons=3)[0]: - if self.onePress: - self.onclickFunction() - elif not self.alreadyPressed: - if 'play' in str(self.onclickFunction): - self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) - self.alreadyPressed = True - else: - self.onclickFunction() - self.alreadyPressed = True - else: - self.alreadyPressed = False - self.box.blit(self.buttonSurf, [ - self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, - self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 - ]) - screen.blit(self.box, self.buttonRect) - - -class DropDown(): - def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): - self.rect = pygame.Rect(x, y, width, height) - self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) - self.main = main - self.options = options - self.draw_menu = False - self.menu_active = False - self.active_option = -1 - - with open('art/images/textbox.png', 'r') as tb: - self.box = pygame.image.load(tb) - self.box = pygame.transform.scale(self.box, (width, height)) - - def draw(self, screen): - #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) - surface = self.font.render(self.main, 1, (0, 0, 0)) - self.box.blit(surface, [ - self.rect.width/2 - surface.get_rect().width/2, - self.rect.height/2 - surface.get_rect().height/2 - ]) - screen.blit(self.box, surface.get_rect(center = self.rect.center)) - - if self.draw_menu: - for i, text in enumerate(self.options): - rect = self.rect.copy() - rect.y += (i+1) * self.rect.height - rect.x = self.rect.x - #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) - #msg = self.font.render(text, 1, (0, 0, 0)) - #screen.blit(msg, msg.get_rect(center = rect.center)) - surface = self.font.render(text, 1, (0, 0, 0)) - self.box.blit(surface, [ - rect.width/2 - surface.get_rect().width/2, - rect.height/2 - surface.get_rect().height/2 - ]) - screen.blit(self.box, rect) - - def update(self, event_list): - mpos = pygame.mouse.get_pos() - self.menu_active = self.rect.collidepoint(mpos) - self.active_option = -1 - for i in range(len(self.options)): - rect = self.rect.copy() - rect.y += (i+1) * self.rect.height - if rect.collidepoint(mpos): - self.active_option = i - break - - if not self.menu_active and self.active_option == -1: - self.draw_menu = False - #self.draw_menu = True - #return -1 - if pygame.mouse.get_pressed(num_buttons=3)[0]: - if self.menu_active: - self.draw_menu = not self.draw_menu - elif self.draw_menu and self.active_option >= 0: - self.draw_menu = False - return self.active_option - return -1 - - -class GameObjects(): - def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: - self.name = name - self.type = _type - self.background = bg - if bg != None: - with open(bg, 'r') as bg: - self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) - 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 update(self, change:bool): - if change: - self.current_level += 1 - self.level[self.current_level].update() - if isinstance(self.objects, list): - for obj in self.objects: - obj.update() - - def draw(self, screen): - if isinstance(self.objects, list): - for obj in self.objects: - obj.draw(screen) - self.level[self.current_level].draw(screen) - - -class Stage(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) - self.exits = exits - self.id = id - if self.type == 'normal' or self.type == 'boss': - self.locked = True - else: - self.locked = False - - self.objects.append(self.genWalls(WIDTH, HEIGHT)) - - def genWalls(self, WIDTH, HEIGHT): - walls = [] - walls.append(pygame.Rect(0, 0, 4, HEIGHT)) - walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) - walls.append(pygame.Rect(0, 0, WIDTH, 4)) - walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) - return walls - - def update(self): - pass - - def draw(self, screen): - screen.blit(self.background, (32, 32)) - if isinstance(self.objects, list): - for obj in self.objects[0]: - obj.draw(screen) - -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.rect = pygame.Rect((x, y), self.background.get_size()) - - def draw(self, screen): - screen.blit(self.background, self.rect) +import pygame + +pygame.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 Button(): + def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None): + self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) + self.x = x + self.y = y + self.width = width + self.height = height + self.attributes = attributes + self.onclickFunction = onclickFunction + self.onePress = onePress + self.alreadyPressed = False + + with open(f'art/images/{image}', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (width, height)) + + + self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) + + self.buttonSurf = self.font.render(buttonText, True, '#baab80') + + def update(self, screen): + mousePos = pygame.mouse.get_pos() + if self.buttonRect.collidepoint(mousePos): + if pygame.mouse.get_pressed(num_buttons=3)[0]: + if self.onePress: + self.onclickFunction() + elif not self.alreadyPressed: + if self.attributes: + self.onclickFunction(*self.attributes) + self.alreadyPressed = True + else: + self.onclickFunction() + self.alreadyPressed = True + else: + self.alreadyPressed = False + self.box.blit(self.buttonSurf, [ + self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, + self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 + ]) + screen.blit(self.box, self.buttonRect) + +class Label(): + def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None: + self.x = x + self.y = y + self.width = width + self.height = height + self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) + self.hidden = False + with open(f'art/images/{sprite}', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (width, height)) + self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) + self.labelSurf = self.font.render(text, True, font_color) + + 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) + + + +class DropDown(): + def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): + self.rect = pygame.Rect(x, y, width, height) + self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) + self.main = main + self.options = options + self.draw_menu = False + self.menu_active = False + self.active_option = -1 + + with open('art/images/textbox.png', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (width, height)) + + def draw(self, screen): + #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) + surface = self.font.render(self.main, 1, (0, 0, 0)) + self.box.blit(surface, [ + self.rect.width/2 - surface.get_rect().width/2, + self.rect.height/2 - surface.get_rect().height/2 + ]) + screen.blit(self.box, surface.get_rect(center = self.rect.center)) + + if self.draw_menu: + for i, text in enumerate(self.options): + rect = self.rect.copy() + rect.y += (i+1) * self.rect.height + rect.x = self.rect.x + #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) + #msg = self.font.render(text, 1, (0, 0, 0)) + #screen.blit(msg, msg.get_rect(center = rect.center)) + surface = self.font.render(text, 1, (0, 0, 0)) + self.box.blit(surface, [ + rect.width/2 - surface.get_rect().width/2, + rect.height/2 - surface.get_rect().height/2 + ]) + screen.blit(self.box, rect) + + def update(self, event_list): + mpos = pygame.mouse.get_pos() + self.menu_active = self.rect.collidepoint(mpos) + self.active_option = -1 + for i in range(len(self.options)): + rect = self.rect.copy() + rect.y += (i+1) * self.rect.height + if rect.collidepoint(mpos): + self.active_option = i + break + + if not self.menu_active and self.active_option == -1: + self.draw_menu = False + #self.draw_menu = True + #return -1 + if pygame.mouse.get_pressed(num_buttons=3)[0]: + if self.menu_active: + self.draw_menu = not self.draw_menu + elif self.draw_menu and self.active_option >= 0: + self.draw_menu = False + return self.active_option + return -1 + + +class GameObjects(): + def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: + self.name = name + self.type = _type + self.background = bg + if bg != None: + with open(bg, 'r') as bg: + self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) + self.objects = objects + + def update(self, objects): + return + def draw(self, screen): + return + +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 update(self, change:bool, objects): + if change: + self.current_level += 1 + self.level[self.current_level].update(objects) + self.background = self.level[self.current_level].background + if isinstance(self.objects, list): + for obj in self.objects[0] + self.objects[1] + self.objects[2]: + obj.update() + + def draw(self, screen): + if isinstance(self.objects, list): + for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: + obj.draw(screen) + self.level[self.current_level].draw(screen) + + def getObjects(self): + return self.level[self.current_level].getObjects() + + +class Stage(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, objects): + for room in self.rooms: + if room.id == self.current: + room.update(objects) + self.background = room.background + 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) + + def getObjects(self): + for room in self.rooms: + if room.id == self.current: + return room.getObjects() + +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) + self.exits = exits + self.id = id + if self.type == 'normal' or self.type == 'boss': + self.locked = True + else: + self.locked = False + [self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] + + def genWalls(self, WIDTH, HEIGHT): + walls = [] + 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)) + walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4)) + walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) + return walls + + def update(self, objects): + self.objects = objects + if not self.objects[1]: + self.locked = False + return + + def draw(self, screen): + 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) + diff --git a/main.py b/main.py index ee279e0..0721bb2 100644 --- a/main.py +++ b/main.py @@ -1,214 +1,258 @@ -import pygame -import sys -import json -import time -import random -from classes import * -from viecher import * -fps = 60 - -def setUp(config): - pygame.init() - if config["fullscreen"]: - screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) - else: - screen = pygame.display.set_mode(config["res"]) - clock = pygame.time.Clock() - - return screen, clock, True, True, "start.png", [] - -def readConfig(): - with open('config.json', 'r') as c: - json_data = c.read() - return json.loads(json_data) - -def quitGame(): - #save progress somehow, if needed - pygame.quit() - quit() - -def genRooms(WIDTH, HEIGHT, type:str): - 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)) - rooms = [ - Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), - ] - return rooms - -def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): - 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))] - others = [] - npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] - objects = [main, mobs, npcs, others] - freeze = False #Gameplay is freezed in certain situations - - while running: - screen.fill('#000000') - events = pygame.event.get() - for event in events: - if event.type == pygame.QUIT: - quitGame() - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_e: #when book is open gameplay is freezed - freeze = not freeze - # RENDER YOUR GAME HERE - """with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) -""" - if not freeze: - for thing in objects[0]: - thing.book.hidden = not freeze - if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - thing.draw(screen) - - for mob in objects[1]: - mob.update(objects) - mob.draw(screen) - - for npc in objects[2]: - npc.update(pygame.key.get_pressed(), objects) - npc.draw(screen) - - for thing in objects[3]: - thing.update(objects) - thing.draw(screen) - else: - objects[0][0].book.hidden = not freeze - objects[0][0].book.draw(screen) - objects[0][0].book.update() - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(fps) # limits FPS to 60 - -def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): - objects = [] - # List that is displayed while selecting the window resolution level - resolution = [("1920x1080", "1920x1080"), - ("1920x1200", "1920x1200"), - ("1280x720", "1280x720"), - ("2560x1440", "2560x1440"), - ("3840x2160", "3840x2160")] - - # This function displays the currently selected options - - def printSettings(): - print("\n\n") - # 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]}") - - while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - # RENDER YOUR GAME HERE - with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) - for obj in objects: - obj.process(screen) - - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60 - -def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): - objects = [] - objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) - #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 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) - while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - quitGame() - # RENDER YOUR GAME HERE - with open(f'art/images/{background}', 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with an image to clear the screen - screen.blit(bg, (0, 0)) - for obj in objects: - obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) - - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60 - -def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): - level = [] - rooms = genRooms(WIDTH, HEIGHT, 'grass') - level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) - - level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [ - Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), - 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) - - # RENDER YOUR GAME HERE - while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - quitGame() - screen.fill('#000000') - scene.update(False) - 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"]) - WIDTH, HEIGHT = screen.get_size() - #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, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) - #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - test(screen, clock, running, background, isblack, WIDTH, HEIGHT) - - """while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - if not isblack: - with open(background, 'r') as i: - bg = pygame.image.load(i) - bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) - # fill the screen with a color to wipe away anything from last frame - screen.blit(bg, (0, 0)) - - # RENDER YOUR GAME HERE - - else: - for obj in objects: - obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) - # flip() the display to put your work on screen - pygame.display.flip() - - clock.tick(60) # limits FPS to 60""" - - pygame.quit() - -if __name__ == '__main__': - main() +import pygame +import sys +import json +import time +import random +from classes import * +from viecher import * +fps = 60 + +def setUp(config): + pygame.init() + if config["fullscreen"]: + screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN) + else: + screen = pygame.display.set_mode(config["res"]) + clock = pygame.time.Clock() + return screen, clock, True, True, "start.png", [] + +def readConfig(): + with open('config.json', 'r') as c: + json_data = c.read() + return json.loads(json_data) + +def quitGame(): + #save progress somehow, if needed + pygame.quit() + quit() + +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.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) + 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], 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), + ] + return rooms + + +def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): + 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))] + others = [] + npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] + objects = [main, mobs, npcs, others] + level = [] + rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) + level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) + scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) + freeze = False #Gameplay is freezed in certain situations + + while running: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + # RENDER YOUR GAME HERE + """with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) +""" + if not freeze: + scene.update(False, objects) + objects = scene.getObjects() + screen.blit(scene.background, (32, 32)) + for thing in objects[3]: + thing.update(objects) + thing.draw(screen) + + for thing in objects[0]: + thing.book.hidden = not freeze + if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + objects[0][0].book.addspell('windslash') + + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(fps) # limits FPS to 60 + +def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): + objects = [] + # List that is displayed while selecting the window resolution level + resolution = [("1920x1080", "1920x1080"), + ("1920x1200", "1920x1200"), + ("1280x720", "1280x720"), + ("2560x1440", "2560x1440"), + ("3840x2160", "3840x2160")] + + # This function displays the currently selected options + + def printSettings(): + print("\n\n") + # 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]}") + + while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + # RENDER YOUR GAME HERE + with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) + for obj in objects: + obj.process(screen) + + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60 + +def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): + objects = [] + 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, "Options", uwu)) + objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) + while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + quitGame() + # RENDER YOUR GAME HERE + with open(f'art/images/{background}', 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with an image to clear the screen + screen.blit(bg, (0, 0)) + for obj in objects: + obj.update(screen) + + # flip() the display to put your work on screen + pygame.display.flip() + + 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)] + 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 = [] + npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] + objects = [main, mobs, npcs, others] + level = [] + rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) + 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), + # 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) + + # RENDER YOUR GAME HERE + while True: + screen.fill('#000000') + events = pygame.event.get() + for event in events: + if event.type == pygame.QUIT: + running = False + quitGame() + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_e: #when book is open gameplay is freezed + freeze = not freeze + + if not freeze: + objects = scene.getObjects() + for thing in objects[0]: + thing.book.hidden = not freeze + if not thing.update(pygame.key.get_pressed(), objects): + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + thing.draw(screen) + + for mob in objects[1]: + mob.update(objects) + mob.draw(screen) + + for npc in objects[2]: + npc.update(pygame.key.get_pressed(), objects) + npc.draw(screen) + + for thing in objects[3]: + thing.update(objects) + thing.draw(screen) + + else: + objects[0][0].book.hidden = not freeze + objects[0][0].book.draw(screen) + objects[0][0].book.update() + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60 + +def main(): + config = readConfig() + screen, clock, running, isblack, background, objects = setUp(config["screen"]) + WIDTH, HEIGHT = screen.get_size() + #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, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) + #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) + menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + test(screen, clock, running, background, isblack, WIDTH, HEIGHT) + + """while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + #menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) + if not isblack: + with open(background, 'r') as i: + bg = pygame.image.load(i) + bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) + # fill the screen with a color to wipe away anything from last frame + screen.blit(bg, (0, 0)) + + # RENDER YOUR GAME HERE + + else: + for obj in objects: + obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT) + # flip() the display to put your work on screen + pygame.display.flip() + + clock.tick(60) # limits FPS to 60""" + + pygame.quit() + +if __name__ == '__main__': + main() diff --git a/viecher.py b/viecher.py index e7e0ee3..de1eb4c 100644 --- a/viecher.py +++ b/viecher.py @@ -1,373 +1,387 @@ -import pygame as pg -from classes import * - -vec = pg.math.Vector2 -fps = 60 - - -pg.font.init() -fonts = { - 'medieval': 'medieval.ttf', - 'minecraft': 'Minecraft Evenings.otf', - '3dpixel': '3D-Pixel.ttf', - '8bit': '8bitlim.ttf', - '8bito': '8blimro.ttf', - 'arcade': 'ARCADECLASSIC.ttf', - 'modern_game': 'astron boy video.otf', - 'modern': 'astron boy.otf', - 'wonder': 'Beyond Wonderland.ttf', - 'curved': 'Digitag.ttf', - 'simple': 'DisposableDroidBB.ttf', - 'rounded': 'dpcomic.ttf', - 'playfull': 'Endalian Script.ttf', - 'blocky': 'FREAKSOFNATURE.ttf', - 'catchy': 'Future TimeSplitters.otf', - 'simple_wide': 'Halo3.ttf', - 'simple_fat': 'INVASION2000.ttf', - 'very_gamy': 'ka1.ttf', - 'simple_round': 'Karma Suture.otf', - 'mono': 'manaspc.ttf', - 'damaged': 'Merchant Copy.ttf', - 'big_natural': 'MorialCitadel.TTF', - 'spacy': 'nasalization-rg.otf', - 'sci-fi': 'neuropol.otf', - 'hollow_big_edge': 'papercut.ttf', - 'space_shuttle': 'pdark.ttf', - 'thin': 'PixelFJVerdana12pt.ttf', - 'random': 'Seattle Avenue.ttf', - 'pixel': 'yoster.ttf' -} - -class Objects(): - def __init__(self, name, ms, sprite, x, y) -> None: - self.name = name - self.speed = ms - with open(f'art/images/{sprite}') as i: - self.sprite = pg.image.load(i) - self.x = x - self.y = y - self.hidden = False - self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - -class NPC(Objects): - def __init__(self, name, ms, sprite, convo_act, x, y) -> None: - self.talking = False - self.hidden = True - super().__init__(name, ms, sprite, x, y) - self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') - - def talk(self, objects): - self.talking = True - objects[0][0].talking = True - self.conversation.hidden = False - - def draw(self, screen): - super().draw(screen) - if self.talking == True: - self.conversation.draw(screen) - - def update(self, keys, objects): - if self.talking: - self.conversation.update(keys, objects) - -class Convo(): - def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: - self.x = x - 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): - if keys[pg.K_SPACE]: - objects[0][0].book.addspell('fireball') - self.talking = False - objects[0][0].talking = False - self.hidden = True - - - - -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 = 0 - - -class MainCharacter(Fighter): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) - self.book = Book(0, 0, [], None, None) - 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, hurtCooldown=self.hurtCooldown) - - 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) - self.book.draw(screen) - - def hurt(self, damage, objects): - if not self.talking: - self.health.hurt(damage) - - def walk(self, keys, objects): - moveto = vec(0, 0) - if keys[pg.K_w] or keys[pg.K_UP]: - moveto += vec(0, -1) - if keys[pg.K_a] or keys[pg.K_LEFT]: - moveto += vec(-1, 0) - if keys[pg.K_s] or keys[pg.K_DOWN]: - moveto += vec(0, 1) - if keys[pg.K_d] or keys[pg.K_RIGHT]: - moveto += vec(1, 0) - if not moveto == vec(0, 0): - moveto.scale_to_length(self.speed) - self.x += moveto[0] / fps - self.y += moveto[1] / fps - touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) - if touches is not None: - self.x -= moveto[0]*1.5 / fps #change later - self.y -= moveto[1]*1.5 / fps #change later - if isinstance(touches, NPC): - touches.talk(objects) - - def attack(self, obj, mouse): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - moveto = mouse- vec(self.x, self.y) - if self.book.current_sp == 'fireball': - weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) - else: - return - obj[3].append(weapon) - self.lastAttack = pg.time.get_ticks() - - def update(self, keys, mouse, objects): - if not self.talking: - self.walk(keys, objects) - if keys[pg.K_f]: - self.attack(objects, vec(mouse)) - if self.health.health <= 0: - return False - else: - return True - -class Hearts(): - def __init__(self, health, sprite, x, y, hurtCooldown) -> None: - self.x = x - self.y = y - self.health = health - self.lastHurt = pg.time.get_ticks() - self.hurtCooldown = hurtCooldown - 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 Book(): - def __init__(self, x, y, spells, current_spell, current_shield) -> None: - with open(f'art/images/book.png') as i: - self.sprite = pg.image.load(i) - self.sprite = pg.transform.scale(self.sprite, (1280, 720)) - self.x = x - self.y = y - self.hidden = True - self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) - self.sp_list = spells - self.current_sp = current_spell - self.buttons=[] - self.buttons_height = 150 - - def draw(self, screen): - if self.hidden: - return - self.rect.x, self.rect.y = self.x, self.y - screen.blit(self.sprite, self.rect) - for button in self.buttons: - button.update(screen) - - def addspell(self, spell): - if spell not in self.sp_list: - self.sp_list.append(spell) - self.current_sp = spell - self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23)) - self.buttons_height += 100 - - def update_spell(self): - self.current_sp = None - - def update(self): - pass - -class Mobs(Fighter): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) - self.drops = drops * (self.level / 2) - -class Skeleton(Mobs): - def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: - super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) - - def chase(self, obj): - x = obj[0][0].x - y = obj[0][0].y - moveto = vec(x, y) - vec(self.x, self.y) - if not (moveto).length() <= self.attack_range: - moveto.scale_to_length(self.speed) - self.x += moveto[0] / fps - self.y += moveto[1] / fps - else: - self.attack(moveto, obj) - - def attack(self, moveto, obj): - if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): - obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) - self.lastAttack = pg.time.get_ticks() - - def hurt(self, damage, objects): - self.health -= damage - if self.health <= 0: - self.hidden = True - objects[1].remove(self) - - 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 - 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 die(self, objects, kills): - touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) - if touches is not None and isinstance(touches, kills): - touches.hurt(self.damage, objects) - self.hidden = True - objects[3].remove(self) - -class Spells(Weapons): - def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - -class Fireball(Spells): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps - - def update(self, objects): - self.move() - self.die(objects, Mobs) - -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) - - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps - - def update(self, objects): - self.move() - self.die(objects, MainCharacter) +import pygame as pg +from classes import * +from main import * + +vec = pg.math.Vector2 +fps = 60 + + +pg.font.init() +fonts = { + 'medieval': 'medieval.ttf', + 'minecraft': 'Minecraft Evenings.otf', + '3dpixel': '3D-Pixel.ttf', + '8bit': '8bitlim.ttf', + '8bito': '8blimro.ttf', + 'arcade': 'ARCADECLASSIC.ttf', + 'modern_game': 'astron boy video.otf', + 'modern': 'astron boy.otf', + 'wonder': 'Beyond Wonderland.ttf', + 'curved': 'Digitag.ttf', + 'simple': 'DisposableDroidBB.ttf', + 'rounded': 'dpcomic.ttf', + 'playfull': 'Endalian Script.ttf', + 'blocky': 'FREAKSOFNATURE.ttf', + 'catchy': 'Future TimeSplitters.otf', + 'simple_wide': 'Halo3.ttf', + 'simple_fat': 'INVASION2000.ttf', + 'very_gamy': 'ka1.ttf', + 'simple_round': 'Karma Suture.otf', + 'mono': 'manaspc.ttf', + 'damaged': 'Merchant Copy.ttf', + 'big_natural': 'MorialCitadel.TTF', + 'spacy': 'nasalization-rg.otf', + 'sci-fi': 'neuropol.otf', + 'hollow_big_edge': 'papercut.ttf', + 'space_shuttle': 'pdark.ttf', + 'thin': 'PixelFJVerdana12pt.ttf', + 'random': 'Seattle Avenue.ttf', + 'pixel': 'yoster.ttf' +} + +class Objects(): + def __init__(self, name, ms, sprite, x, y) -> None: + self.name = name + self.speed = ms + with open(f'art/images/{sprite}') as i: + self.sprite = pg.image.load(i) + self.x = x + self.y = y + self.hidden = False + self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + pg.draw.rect(screen, '#ff0000', self.rect, 2) + +class NPC(Objects): + def __init__(self, name, ms, sprite, convo_act, x, y) -> None: + self.talking = False + self.hidden = True + super().__init__(name, ms, sprite, x, y) + self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') + + def talk(self, objects): + self.talking = True + objects[0][0].talking = True + self.conversation.hidden = False + + def draw(self, screen): + super().draw(screen) + if self.talking == True: + self.conversation.draw(screen) + + def update(self, keys, objects): + if self.talking: + self.conversation.update(keys, objects) + +class Convo(Label): + def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: + super().__init__(x, y, width, height, text, font, font_size) + + def update(self, keys, objects): + if keys[pg.K_SPACE]: + objects[0][0].book.addspell('fireball') + self.talking = False + objects[0][0].talking = False + self.hidden = True + + + + +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 = 0 + + +class MainCharacter(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) + self.book = Book(0, 0, [], None, None) + self.talking = False + 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) + + 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) + self.book.draw(screen) + pg.draw.rect(screen, '#ff00ee', self.rect, 2) + + def hurt(self, damage, objects): + if not self.talking: + self.health.hurt(damage) + + def walk(self, keys, objects): + moveto = vec(0, 0) + if keys[pg.K_w] or keys[pg.K_UP]: + moveto += vec(0, -1) + if keys[pg.K_a] or keys[pg.K_LEFT]: + moveto += vec(-1, 0) + if keys[pg.K_s] or keys[pg.K_DOWN]: + moveto += vec(0, 1) + if keys[pg.K_d] or keys[pg.K_RIGHT]: + moveto += vec(1, 0) + if not moveto == vec(0, 0): + moveto.scale_to_length(self.speed) + + self.x += moveto[0] / fps + self.y += moveto[1] / fps + touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) + if touches is not None and not isinstance(touches, Weapons): + if isinstance(touches, Obstacle): + if not touches.collision: + return + if touches.type == 'wall': + if touches.name == 'wall_l': + self.x += (2 + (self.x - touches.rect.x)) + elif touches.name == 'wall_r': + self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) + if touches.name == 'wall_t': + self.y += (2 + (self.y - touches.rect.y)) + elif touches.name == 'wall_b': + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) + return + + if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) + elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) + #if self.y <= touches.y: pass + #elif self.y > touches.y: pass + self.x -= moveto[0] * 2 / fps + self.y -= moveto[1] * 2 / fps + if isinstance(touches, NPC): + touches.talk(objects) + """ + if self.x <= 32: + self.x = 33 + elif self.x >= objects[3][0].width - 32: + self.x = objects[3][0].width - 32 - self.rect.width + 1 + if self.y <= 32: + self.y = 33 + elif self.y >= objects[3][0].height - 32: + self.y = objects[3][0].height - 32 - self.rect.height + 1 + """ + + def attack(self, obj, mouse): + if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): + moveto = mouse- vec(self.x, self.y) + if self.book.current_sp == 'fireball': + weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) + elif self.book.current_sp == 'windslash': + weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) + else: + return + obj[3].append(weapon) + self.lastAttack = pg.time.get_ticks() + + def update(self, keys, mouse, objects): + if not self.talking: + self.walk(keys, objects) + if keys[pg.K_f]: + self.attack(objects, vec(mouse)) + if self.health.health <= 0: + return False + else: + return True + +class Hearts(): + def __init__(self, health, sprite, x, y, hurtCooldown) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pg.time.get_ticks() + self.hurtCooldown = hurtCooldown + 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(Label): + def __init__(self, x, y, width, height, text, font, font_size) -> None: + super().__init__(x, y, width, height, text, font, font_size) + +class Book(): + def __init__(self, x, y, spells, current_spell, current_shield) -> None: + with open(f'art/images/book.png') as i: + self.sprite = pg.image.load(i) + self.sprite = pg.transform.scale(self.sprite, (1280, 720)) + self.x = x + self.y = y + self.hidden = True + self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) + self.sp_list = spells + 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_height = 400 + + def draw(self, screen): + if self.hidden: + return + self.rect.x, self.rect.y = self.x, self.y + screen.blit(self.sprite, self.rect) + for label in self.labels: + label.draw(screen) + for button in self.buttons: + button.update(screen) + + def addspell(self, spell): + if spell not in self.sp_list: + self.sp_list.append(spell) + self.current_sp = spell + self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) + self.buttons_height += 100 + + def update_spell(self, spell): + self.current_sp = spell + + def update(self): + pass +class Mobs(Fighter): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) + self.drops = drops * (self.level / 2) + +class Skeleton(Mobs): + def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: + super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) + + def chase(self, obj): + x = obj[0][0].x + y = obj[0][0].y + moveto = vec(x, y) - vec(self.x, self.y) + if not (moveto).length() <= self.attack_range: + moveto.scale_to_length(self.speed) + self.x += moveto[0] / fps + self.y += moveto[1] / fps + else: + self.attack(moveto, obj) + + def attack(self, moveto, obj): + if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): + obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) + self.lastAttack = pg.time.get_ticks() + + def hurt(self, damage, objects): + self.health -= damage + if self.health <= 0: + self.hidden = True + objects[1].remove(self) + + def update(self, obj): + self.chase(obj) + + +class Weapons(Objects): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y) + self.moveto = moveto + self.damage = damage + self.life_ticks= life_ticks + self.spawn_tick = pg.time.get_ticks() + 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 die(self, objects, kills): + touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) + if touches is not None and isinstance(touches, kills): + touches.hurt(self.damage, objects) + self.hidden = True + objects[3].remove(self) + + def move(self, objects): + self.moveto.scale_to_length(self.speed) + self.x += self.moveto[0] / fps + self.y += self.moveto[1] / fps + if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: + self.hidden = True + objects[3].remove(self) + +class Spells(Weapons): + def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + +class Fireball(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + +class Windslash(Spells): + 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) + + def update(self, objects): + self.move(objects) + self.die(objects, Mobs) + + def move(self, objects): + super().move(objects) + self.moveto = self.moveto.rotate(5) + + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) + + def update(self, objects): + self.move(objects) + self.die(objects, MainCharacter)