added Label class

Label class in classes, added text to book, changed wind spell a bit but dunno if really good
This commit is contained in:
Lyzzy 2024-03-06 17:40:02 +00:00
parent 96c0a691b7
commit 41f8b76b90
3 changed files with 929 additions and 817 deletions

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@ -1,230 +1,284 @@
import pygame import pygame
pygame.font.init() pygame.font.init()
fonts = { fonts = {
'medieval': 'medieval.ttf', 'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf', 'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf', '3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf', '8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf', '8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf', 'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf', 'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf', 'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf', 'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf', 'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf', 'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf', 'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf', 'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf', 'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf', 'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf', 'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf', 'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf', 'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf', 'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf', 'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf', 'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF', 'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf', 'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf', 'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf', 'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf', 'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf', 'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf', 'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf' 'pixel': 'yoster.ttf'
} }
class Button(): class Button():
def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): 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.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x self.x = x
self.y = y self.y = y
self.width = width self.width = width
self.height = height self.height = height
self.onclickFunction = onclickFunction self.attributes = attributes
self.onePress = onePress self.onclickFunction = onclickFunction
self.alreadyPressed = False self.onePress = onePress
self.alreadyPressed = False
with open(f'art/images/{image}', 'r') as tb:
self.box = pygame.image.load(tb) with open(f'art/images/{image}', 'r') as tb:
self.box = pygame.transform.scale(self.box, (width, height)) 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.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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() def update(self, screen):
if self.buttonRect.collidepoint(mousePos): mousePos = pygame.mouse.get_pos()
if pygame.mouse.get_pressed(num_buttons=3)[0]: if self.buttonRect.collidepoint(mousePos):
if self.onePress: if pygame.mouse.get_pressed(num_buttons=3)[0]:
self.onclickFunction() if self.onePress:
elif not self.alreadyPressed: self.onclickFunction()
if 'play' in str(self.onclickFunction): elif not self.alreadyPressed:
self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) if self.attributes:
self.alreadyPressed = True self.onclickFunction(*self.attributes)
else: self.alreadyPressed = True
self.onclickFunction() else:
self.alreadyPressed = True self.onclickFunction()
else: self.alreadyPressed = True
self.alreadyPressed = False else:
self.box.blit(self.buttonSurf, [ self.alreadyPressed = False
self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, self.box.blit(self.buttonSurf, [
self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 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) ])
screen.blit(self.box, self.buttonRect)
class DropDown(): class Label():
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None:
self.rect = pygame.Rect(x, y, width, height) self.x = x
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.y = y
self.main = main self.width = width
self.options = options self.height = height
self.draw_menu = False self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.menu_active = False self.hidden = False
self.active_option = -1 with open(f'art/images/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb)
with open('art/images/textbox.png', 'r') as tb: self.box = pygame.transform.scale(self.box, (width, height))
self.box = pygame.image.load(tb) self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.box = pygame.transform.scale(self.box, (width, height)) self.labelSurf = self.font.render(text, True, font_color)
def draw(self, screen): def draw(self, screen):
#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0) if self.hidden:
surface = self.font.render(self.main, 1, (0, 0, 0)) return
self.box.blit(surface, [ self.box.blit(self.labelSurf, [
self.rect.width/2 - surface.get_rect().width/2, self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.rect.height/2 - surface.get_rect().height/2 self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
]) ])
screen.blit(self.box, surface.get_rect(center = self.rect.center)) screen.blit(self.box, self.labelRect)
if self.draw_menu:
for i, text in enumerate(self.options):
rect = self.rect.copy() class DropDown():
rect.y += (i+1) * self.rect.height def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
rect.x = self.rect.x self.rect = pygame.Rect(x, y, width, height)
#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
#msg = self.font.render(text, 1, (0, 0, 0)) self.main = main
#screen.blit(msg, msg.get_rect(center = rect.center)) self.options = options
surface = self.font.render(text, 1, (0, 0, 0)) self.draw_menu = False
self.box.blit(surface, [ self.menu_active = False
rect.width/2 - surface.get_rect().width/2, self.active_option = -1
rect.height/2 - surface.get_rect().height/2
]) with open('art/images/textbox.png', 'r') as tb:
screen.blit(self.box, rect) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
def update(self, event_list):
mpos = pygame.mouse.get_pos() def draw(self, screen):
self.menu_active = self.rect.collidepoint(mpos) #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
self.active_option = -1 surface = self.font.render(self.main, 1, (0, 0, 0))
for i in range(len(self.options)): self.box.blit(surface, [
rect = self.rect.copy() self.rect.width/2 - surface.get_rect().width/2,
rect.y += (i+1) * self.rect.height self.rect.height/2 - surface.get_rect().height/2
if rect.collidepoint(mpos): ])
self.active_option = i screen.blit(self.box, surface.get_rect(center = self.rect.center))
break
if self.draw_menu:
if not self.menu_active and self.active_option == -1: for i, text in enumerate(self.options):
self.draw_menu = False rect = self.rect.copy()
#self.draw_menu = True rect.y += (i+1) * self.rect.height
#return -1 rect.x = self.rect.x
if pygame.mouse.get_pressed(num_buttons=3)[0]: #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
if self.menu_active: #msg = self.font.render(text, 1, (0, 0, 0))
self.draw_menu = not self.draw_menu #screen.blit(msg, msg.get_rect(center = rect.center))
elif self.draw_menu and self.active_option >= 0: surface = self.font.render(text, 1, (0, 0, 0))
self.draw_menu = False self.box.blit(surface, [
return self.active_option rect.width/2 - surface.get_rect().width/2,
return -1 rect.height/2 - surface.get_rect().height/2
])
screen.blit(self.box, rect)
class GameObjects():
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None: def update(self, event_list):
self.name = name mpos = pygame.mouse.get_pos()
self.type = _type self.menu_active = self.rect.collidepoint(mpos)
self.background = bg self.active_option = -1
if bg != None: for i in range(len(self.options)):
with open(bg, 'r') as bg: rect = self.rect.copy()
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) rect.y += (i+1) * self.rect.height
self.objects = objects if rect.collidepoint(mpos):
self.active_option = i
break
class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: if not self.menu_active and self.active_option == -1:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) self.draw_menu = False
self.level = level #self.draw_menu = True
self.current_level = 0 #return -1
if pygame.mouse.get_pressed(num_buttons=3)[0]:
def update(self, change:bool): if self.menu_active:
if change: self.draw_menu = not self.draw_menu
self.current_level += 1 elif self.draw_menu and self.active_option >= 0:
self.level[self.current_level].update() self.draw_menu = False
if isinstance(self.objects, list): return self.active_option
for obj in self.objects: return -1
obj.update()
def draw(self, screen): class GameObjects():
if isinstance(self.objects, list): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
for obj in self.objects: self.name = name
obj.draw(screen) self.type = _type
self.level[self.current_level].draw(screen) self.background = bg
if bg != None:
with open(bg, 'r') as bg:
class Stage(GameObjects): self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: self.objects = objects
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.stage = stage def update(self, objects):
self.rooms = rooms return
self.current = 0 def draw(self, screen):
return
def update(self):
for room in self.rooms: class Scene(GameObjects):
if room.id == self.current: def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
room.update() super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
keys = pygame.key.get_pressed() self.level = level
if keys[pygame.K_RIGHT]: self.current_level = 0
self.current += 1
if self.current >= len(self.rooms): def update(self, change:bool, objects):
return 1 if change:
self.current_level += 1
def draw(self, screen): self.level[self.current_level].update(objects)
for room in self.rooms: self.background = self.level[self.current_level].background
if room.id == self.current: if isinstance(self.objects, list):
room.draw(screen) for obj in self.objects[0] + self.objects[1] + self.objects[2]:
obj.update()
class Room(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: def draw(self, screen):
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) if isinstance(self.objects, list):
self.exits = exits for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
self.id = id obj.draw(screen)
if self.type == 'normal' or self.type == 'boss': self.level[self.current_level].draw(screen)
self.locked = True
else: def getObjects(self):
self.locked = False return self.level[self.current_level].getObjects()
self.objects.append(self.genWalls(WIDTH, HEIGHT))
class Stage(GameObjects):
def genWalls(self, WIDTH, HEIGHT): def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
walls = [] super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
walls.append(pygame.Rect(0, 0, 4, HEIGHT)) self.stage = stage
walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) self.rooms = rooms
walls.append(pygame.Rect(0, 0, WIDTH, 4)) self.current = 0
walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
return walls def update(self, objects):
for room in self.rooms:
def update(self): if room.id == self.current:
pass room.update(objects)
self.background = room.background
def draw(self, screen): keys = pygame.key.get_pressed()
screen.blit(self.background, (32, 32)) if keys[pygame.K_RIGHT]:
if isinstance(self.objects, list): self.current += 1
for obj in self.objects[0]: if self.current >= len(self.rooms):
obj.draw(screen) return 1
class Obstacle(GameObjects): def draw(self, screen):
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: for room in self.rooms:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) if room.id == self.current:
self.collision = collision room.draw(screen)
self.rect = pygame.Rect((x, y), self.background.get_size())
def getObjects(self):
def draw(self, screen): for room in self.rooms:
screen.blit(self.background, self.rect) 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)

472
main.py
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@ -1,214 +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): 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', [[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', [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', [], 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', [], 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]
freeze = False #Gameplay is freezed in certain situations level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
while running: level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
screen.fill('#000000') scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
events = pygame.event.get() freeze = False #Gameplay is freezed in certain situations
for event in events:
if event.type == pygame.QUIT: while running:
quitGame() screen.fill('#000000')
elif event.type == pygame.KEYDOWN: events = pygame.event.get()
if event.key == pygame.K_e: #when book is open gameplay is freezed for event in events:
freeze = not freeze if event.type == pygame.QUIT:
# RENDER YOUR GAME HERE quitGame()
"""with open(background, 'r') as i: elif event.type == pygame.KEYDOWN:
bg = pygame.image.load(i) if event.key == pygame.K_e: #when book is open gameplay is freezed
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) freeze = not freeze
# fill the screen with an image to clear the screen # RENDER YOUR GAME HERE
screen.blit(bg, (0, 0)) """with open(background, 'r') as i:
""" bg = pygame.image.load(i)
if not freeze: bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
for thing in objects[0]: # fill the screen with an image to clear the screen
thing.book.hidden = not freeze screen.blit(bg, (0, 0))
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): """
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) if not freeze:
thing.draw(screen) scene.update(False, objects)
objects = scene.getObjects()
for mob in objects[1]: screen.blit(scene.background, (32, 32))
mob.update(objects) for thing in objects[3]:
mob.draw(screen) thing.update(objects)
thing.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects) for thing in objects[0]:
npc.draw(screen) thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
for thing in objects[3]: menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.update(objects) thing.draw(screen)
thing.draw(screen)
else: for mob in objects[1]:
objects[0][0].book.hidden = not freeze mob.update(objects)
objects[0][0].book.draw(screen) mob.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen for npc in objects[2]:
pygame.display.flip() npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
clock.tick(fps) # limits FPS to 60
objects[0][0].book.addspell('windslash')
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
# List that is displayed while selecting the window resolution level else:
resolution = [("1920x1080", "1920x1080"), objects[0][0].book.hidden = not freeze
("1920x1200", "1920x1200"), objects[0][0].book.draw(screen)
("1280x720", "1280x720"), objects[0][0].book.update()
("2560x1440", "2560x1440"), # flip() the display to put your work on screen
("3840x2160", "3840x2160")] pygame.display.flip()
# This function displays the currently selected options clock.tick(fps) # limits FPS to 60
def printSettings(): def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
print("\n\n") objects = []
# getting the data using "get_input_data" method of the Menu class # List that is displayed while selecting the window resolution level
settingsData = settings.get_input_data() resolution = [("1920x1080", "1920x1080"),
("1920x1200", "1920x1200"),
for key in settingsData.keys(): ("1280x720", "1280x720"),
print(f"{key}\t:\t{settingsData[key]}") ("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")]
while running:
for event in pygame.event.get(): # This function displays the currently selected options
if event.type == pygame.QUIT:
running = False def printSettings():
# RENDER YOUR GAME HERE print("\n\n")
with open(background, 'r') as i: # getting the data using "get_input_data" method of the Menu class
bg = pygame.image.load(i) settingsData = settings.get_input_data()
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen for key in settingsData.keys():
screen.blit(bg, (0, 0)) print(f"{key}\t:\t{settingsData[key]}")
for obj in objects:
obj.process(screen) while running:
for event in pygame.event.get():
# flip() the display to put your work on screen if event.type == pygame.QUIT:
pygame.display.flip() running = False
# RENDER YOUR GAME HERE
clock.tick(60) # limits FPS to 60 with open(background, 'r') as i:
bg = pygame.image.load(i)
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
objects = [] # fill the screen with an image to clear the screen
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) screen.blit(bg, (0, 0))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) for obj in objects:
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) obj.process(screen)
while running:
for event in pygame.event.get(): # flip() the display to put your work on screen
if event.type == pygame.QUIT: pygame.display.flip()
running = False
quitGame() clock.tick(60) # limits FPS to 60
# RENDER YOUR GAME HERE
with open(f'art/images/{background}', 'r') as i: def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
bg = pygame.image.load(i) objects = []
bg = pygame.transform.scale(bg, (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]))
# fill the screen with an image to clear the screen #objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
screen.blit(bg, (0, 0)) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
for obj in objects: while running:
obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) for event in pygame.event.get():
if event.type == pygame.QUIT:
# flip() the display to put your work on screen running = False
pygame.display.flip() quitGame()
# RENDER YOUR GAME HERE
clock.tick(60) # limits FPS to 60 with open(f'art/images/{background}', 'r') as i:
bg = pygame.image.load(i)
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
level = [] # fill the screen with an image to clear the screen
rooms = genRooms(WIDTH, HEIGHT, 'grass') screen.blit(bg, (0, 0))
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) for obj in objects:
obj.update(screen)
level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0), # flip() the display to put your work on screen
Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1), pygame.display.flip()
Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
])) clock.tick(60) # limits FPS to 60
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
# RENDER YOUR GAME HERE 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))]
while True: others = []
for event in pygame.event.get(): npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
if event.type == pygame.QUIT: objects = [main, mobs, npcs, others]
running = False level = []
quitGame() rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
screen.fill('#000000') level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene.update(False) freeze = False #Gameplay is freezed in certain situations
scene.draw(screen)
# flip() the display to put your work on screen #level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
pygame.display.flip() # 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),
clock.tick(60) # limits FPS to 60 # Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ]))
def main():
config = readConfig() scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size() # RENDER YOUR GAME HERE
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play)) while True:
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu)) screen.fill('#000000')
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) events = pygame.event.get()
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) for event in events:
test(screen, clock, running, background, isblack, WIDTH, HEIGHT) if event.type == pygame.QUIT:
running = False
"""while running: quitGame()
for event in pygame.event.get(): elif event.type == pygame.KEYDOWN:
if event.type == pygame.QUIT: if event.key == pygame.K_e: #when book is open gameplay is freezed
running = False freeze = not freeze
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack: if not freeze:
with open(background, 'r') as i: objects = scene.getObjects()
bg = pygame.image.load(i) for thing in objects[0]:
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) thing.book.hidden = not freeze
# fill the screen with a color to wipe away anything from last frame if not thing.update(pygame.key.get_pressed(), objects):
screen.blit(bg, (0, 0)) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
# RENDER YOUR GAME HERE
for mob in objects[1]:
else: mob.update(objects)
for obj in objects: mob.draw(screen)
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen for npc in objects[2]:
pygame.display.flip() npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
clock.tick(60) # limits FPS to 60"""
for thing in objects[3]:
pygame.quit() thing.update(objects)
thing.draw(screen)
if __name__ == '__main__':
main() 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()

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@ -1,373 +1,387 @@
import pygame as pg import pygame as pg
from classes import * from classes import *
from main import *
vec = pg.math.Vector2
fps = 60 vec = pg.math.Vector2
fps = 60
pg.font.init()
fonts = { pg.font.init()
'medieval': 'medieval.ttf', fonts = {
'minecraft': 'Minecraft Evenings.otf', 'medieval': 'medieval.ttf',
'3dpixel': '3D-Pixel.ttf', 'minecraft': 'Minecraft Evenings.otf',
'8bit': '8bitlim.ttf', '3dpixel': '3D-Pixel.ttf',
'8bito': '8blimro.ttf', '8bit': '8bitlim.ttf',
'arcade': 'ARCADECLASSIC.ttf', '8bito': '8blimro.ttf',
'modern_game': 'astron boy video.otf', 'arcade': 'ARCADECLASSIC.ttf',
'modern': 'astron boy.otf', 'modern_game': 'astron boy video.otf',
'wonder': 'Beyond Wonderland.ttf', 'modern': 'astron boy.otf',
'curved': 'Digitag.ttf', 'wonder': 'Beyond Wonderland.ttf',
'simple': 'DisposableDroidBB.ttf', 'curved': 'Digitag.ttf',
'rounded': 'dpcomic.ttf', 'simple': 'DisposableDroidBB.ttf',
'playfull': 'Endalian Script.ttf', 'rounded': 'dpcomic.ttf',
'blocky': 'FREAKSOFNATURE.ttf', 'playfull': 'Endalian Script.ttf',
'catchy': 'Future TimeSplitters.otf', 'blocky': 'FREAKSOFNATURE.ttf',
'simple_wide': 'Halo3.ttf', 'catchy': 'Future TimeSplitters.otf',
'simple_fat': 'INVASION2000.ttf', 'simple_wide': 'Halo3.ttf',
'very_gamy': 'ka1.ttf', 'simple_fat': 'INVASION2000.ttf',
'simple_round': 'Karma Suture.otf', 'very_gamy': 'ka1.ttf',
'mono': 'manaspc.ttf', 'simple_round': 'Karma Suture.otf',
'damaged': 'Merchant Copy.ttf', 'mono': 'manaspc.ttf',
'big_natural': 'MorialCitadel.TTF', 'damaged': 'Merchant Copy.ttf',
'spacy': 'nasalization-rg.otf', 'big_natural': 'MorialCitadel.TTF',
'sci-fi': 'neuropol.otf', 'spacy': 'nasalization-rg.otf',
'hollow_big_edge': 'papercut.ttf', 'sci-fi': 'neuropol.otf',
'space_shuttle': 'pdark.ttf', 'hollow_big_edge': 'papercut.ttf',
'thin': 'PixelFJVerdana12pt.ttf', 'space_shuttle': 'pdark.ttf',
'random': 'Seattle Avenue.ttf', 'thin': 'PixelFJVerdana12pt.ttf',
'pixel': 'yoster.ttf' 'random': 'Seattle Avenue.ttf',
} 'pixel': 'yoster.ttf'
}
class Objects():
def __init__(self, name, ms, sprite, x, y) -> None: class Objects():
self.name = name def __init__(self, name, ms, sprite, x, y) -> None:
self.speed = ms self.name = name
with open(f'art/images/{sprite}') as i: self.speed = ms
self.sprite = pg.image.load(i) with open(f'art/images/{sprite}') as i:
self.x = x self.sprite = pg.image.load(i)
self.y = y self.x = x
self.hidden = False self.y = y
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) 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: def draw(self, screen):
return if self.hidden:
self.rect.x, self.rect.y = self.x, self.y return
screen.blit(self.sprite, self.rect) self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
class NPC(Objects): pg.draw.rect(screen, '#ff0000', self.rect, 2)
def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
self.talking = False class NPC(Objects):
self.hidden = True def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
super().__init__(name, ms, sprite, x, y) self.talking = False
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') self.hidden = True
super().__init__(name, ms, sprite, x, y)
def talk(self, objects): self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
self.talking = True
objects[0][0].talking = True def talk(self, objects):
self.conversation.hidden = False self.talking = True
objects[0][0].talking = True
def draw(self, screen): self.conversation.hidden = False
super().draw(screen)
if self.talking == True: def draw(self, screen):
self.conversation.draw(screen) super().draw(screen)
if self.talking == True:
def update(self, keys, objects): self.conversation.draw(screen)
if self.talking:
self.conversation.update(keys, objects) def update(self, keys, objects):
if self.talking:
class Convo(): self.conversation.update(keys, objects)
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
self.x = x class Convo(Label):
self.y = y def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
self.width = width super().__init__(x, y, width, height, text, font, font_size)
self.height = height
self.hidden = False def update(self, keys, objects):
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) if keys[pg.K_SPACE]:
with open('art/images/label.png', 'r') as tb: objects[0][0].book.addspell('fireball')
self.box = pg.image.load(tb) self.talking = False
self.box = pg.transform.scale(self.box, (width, height)) objects[0][0].talking = False
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height) self.hidden = True
self.labelSurf = self.font.render(text, True, '#1E90FF')
def draw(self, screen):
if self.hidden: class Fighter(Objects):
return def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
self.box.blit(self.labelSurf, [ super().__init__(name, ms, sprite, x, y)
self.labelRect.width/2 - self.labelSurf.get_rect().width/2, self.health = health
self.labelRect.height/2 - self.labelSurf.get_rect().height/2 self.damage = damage
]) self.level = level
screen.blit(self.box, self.labelRect) self.attack_speed = asp
self.attack_range = atr
def update(self, keys, objects): self.lastHurt = pg.time.get_ticks()
if keys[pg.K_SPACE]: self.lastAttack = pg.time.get_ticks()
objects[0][0].book.addspell('fireball') self.hurtCooldown = 0
self.talking = False
objects[0][0].talking = False
self.hidden = True 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
class Fighter(Objects): self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
super().__init__(name, ms, sprite, x, y)
self.health = health def draw(self, screen):
self.damage = damage if self.hidden:
self.level = level return
self.attack_speed = asp self.rect.x, self.rect.y = self.x, self.y
self.attack_range = atr screen.blit(self.sprite, self.rect)
self.lastHurt = pg.time.get_ticks() self.health.draw(screen)
self.lastAttack = pg.time.get_ticks() self.level.draw(screen)
self.hurtCooldown = 0 self.book.draw(screen)
pg.draw.rect(screen, '#ff00ee', self.rect, 2)
class MainCharacter(Fighter): def hurt(self, damage, objects):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: if not self.talking:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) self.health.hurt(damage)
self.book = Book(0, 0, [], None, None)
self.talking = False def walk(self, keys, objects):
self.level = Level(1000, 38, level, 150, 40, f'will to live: {level}%', 'simple', 20) moveto = vec(0, 0)
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown) if keys[pg.K_w] or keys[pg.K_UP]:
moveto += vec(0, -1)
def draw(self, screen): if keys[pg.K_a] or keys[pg.K_LEFT]:
if self.hidden: moveto += vec(-1, 0)
return if keys[pg.K_s] or keys[pg.K_DOWN]:
self.rect.x, self.rect.y = self.x, self.y moveto += vec(0, 1)
screen.blit(self.sprite, self.rect) if keys[pg.K_d] or keys[pg.K_RIGHT]:
self.health.draw(screen) moveto += vec(1, 0)
self.level.draw(screen) if not moveto == vec(0, 0):
self.book.draw(screen) moveto.scale_to_length(self.speed)
def hurt(self, damage, objects): self.x += moveto[0] / fps
if not self.talking: self.y += moveto[1] / fps
self.health.hurt(damage) touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
if touches is not None and not isinstance(touches, Weapons):
def walk(self, keys, objects): if isinstance(touches, Obstacle):
moveto = vec(0, 0) if not touches.collision:
if keys[pg.K_w] or keys[pg.K_UP]: return
moveto += vec(0, -1) if touches.type == 'wall':
if keys[pg.K_a] or keys[pg.K_LEFT]: if touches.name == 'wall_l':
moveto += vec(-1, 0) self.x += (2 + (self.x - touches.rect.x))
if keys[pg.K_s] or keys[pg.K_DOWN]: elif touches.name == 'wall_r':
moveto += vec(0, 1) self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
if keys[pg.K_d] or keys[pg.K_RIGHT]: if touches.name == 'wall_t':
moveto += vec(1, 0) self.y += (2 + (self.y - touches.rect.y))
if not moveto == vec(0, 0): elif touches.name == 'wall_b':
moveto.scale_to_length(self.speed) self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
self.x += moveto[0] / fps return
self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
if touches is not None: elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
self.x -= moveto[0]*1.5 / fps #change later #if self.y <= touches.y: pass
self.y -= moveto[1]*1.5 / fps #change later #elif self.y > touches.y: pass
if isinstance(touches, NPC): self.x -= moveto[0] * 2 / fps
touches.talk(objects) self.y -= moveto[1] * 2 / fps
if isinstance(touches, NPC):
def attack(self, obj, mouse): touches.talk(objects)
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): """
moveto = mouse- vec(self.x, self.y) if self.x <= 32:
if self.book.current_sp == 'fireball': self.x = 33
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) elif self.x >= objects[3][0].width - 32:
else: self.x = objects[3][0].width - 32 - self.rect.width + 1
return if self.y <= 32:
obj[3].append(weapon) self.y = 33
self.lastAttack = pg.time.get_ticks() elif self.y >= objects[3][0].height - 32:
self.y = objects[3][0].height - 32 - self.rect.height + 1
def update(self, keys, mouse, objects): """
if not self.talking:
self.walk(keys, objects) def attack(self, obj, mouse):
if keys[pg.K_f]: if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
self.attack(objects, vec(mouse)) moveto = mouse- vec(self.x, self.y)
if self.health.health <= 0: if self.book.current_sp == 'fireball':
return False weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
else: elif self.book.current_sp == 'windslash':
return True weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
else:
class Hearts(): return
def __init__(self, health, sprite, x, y, hurtCooldown) -> None: obj[3].append(weapon)
self.x = x self.lastAttack = pg.time.get_ticks()
self.y = y
self.health = health def update(self, keys, mouse, objects):
self.lastHurt = pg.time.get_ticks() if not self.talking:
self.hurtCooldown = hurtCooldown self.walk(keys, objects)
self.hidden = False if keys[pg.K_f]:
self.sprite=[] self.attack(objects, vec(mouse))
for parts in sprite: if self.health.health <= 0:
with open(f'art/images/{parts}') as i: return False
self.sprite.append(pg.image.load(i)) else:
self.rect = [] return True
for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) class Hearts():
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
def hurt(self,damage): self.x = x
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): self.y = y
self.health -= damage self.health = health
self.lastHurt = pg.time.get_ticks() self.lastHurt = pg.time.get_ticks()
self.update() self.hurtCooldown = hurtCooldown
self.hidden = False
def draw(self, screen): self.sprite=[]
if self.hidden: for parts in sprite:
return with open(f'art/images/{parts}') as i:
for i in range(0, 5): self.sprite.append(pg.image.load(i))
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y self.rect = []
screen.blit(self.sprite[i], self.rect[i]) for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
def update(self):
sprite = [] def hurt(self,damage):
for i in range(0, 5): if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
if self.health >= 4 + 4 * i: self.health -= damage
sprite.append('fullheart.png') self.lastHurt = pg.time.get_ticks()
elif self.health == 3 + 4 * i: self.update()
sprite.append('dreiviertelheart.png')
elif self.health >= 2 + 4 * i: def draw(self, screen):
sprite.append('halfheart.png') if self.hidden:
elif self.health >= 1 + 4 * i: return
sprite.append('viertelheart.png') for i in range(0, 5):
elif self.health <= 4 * i: self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
sprite.append('noheart.png') screen.blit(self.sprite[i], self.rect[i])
self.sprite = []
for parts in sprite: def update(self):
with open(f'art/images/{parts}') as i: sprite = []
self.sprite.append(pg.image.load(i)) for i in range(0, 5):
if self.health >= 4 + 4 * i:
sprite.append('fullheart.png')
class Level(): elif self.health == 3 + 4 * i:
def __init__(self, x, y, level, width, height, text, font, font_size) -> None: sprite.append('dreiviertelheart.png')
self.x = x elif self.health >= 2 + 4 * i:
self.y = y sprite.append('halfheart.png')
self.level = level elif self.health >= 1 + 4 * i:
self.width = width sprite.append('viertelheart.png')
self.height = height elif self.health <= 4 * i:
self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size) sprite.append('noheart.png')
self.hidden = False self.sprite = []
with open('art/images/label.png', 'r') as tb: for parts in sprite:
self.box = pg.image.load(tb) with open(f'art/images/{parts}') as i:
self.box = pg.transform.scale(self.box, (width, height)) self.sprite.append(pg.image.load(i))
self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, '#1E90FF')
class Level(Label):
def draw(self, screen): def __init__(self, x, y, width, height, text, font, font_size) -> None:
self.box.blit(self.labelSurf, [ super().__init__(x, y, width, height, text, font, font_size)
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 class Book():
]) def __init__(self, x, y, spells, current_spell, current_shield) -> None:
screen.blit(self.box, self.labelRect) with open(f'art/images/book.png') as i:
self.sprite = pg.image.load(i)
class Book(): self.sprite = pg.transform.scale(self.sprite, (1280, 720))
def __init__(self, x, y, spells, current_spell, current_shield) -> None: self.x = x
with open(f'art/images/book.png') as i: self.y = y
self.sprite = pg.image.load(i) self.hidden = True
self.sprite = pg.transform.scale(self.sprite, (1280, 720)) self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
self.x = x self.sp_list = spells
self.y = y self.current_sp = current_spell
self.hidden = True self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height()) Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
self.sp_list = spells Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
self.current_sp = current_spell 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 button in self.buttons: for label in self.labels:
button.update(screen) label.draw(screen)
for button in self.buttons:
def addspell(self, spell): button.update(screen)
if spell not in self.sp_list:
self.sp_list.append(spell) def addspell(self, spell):
self.current_sp = spell if spell not in self.sp_list:
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23)) self.sp_list.append(spell)
self.buttons_height += 100 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))
def update_spell(self): self.buttons_height += 100
self.current_sp = None
def update_spell(self, spell):
def update(self): self.current_sp = spell
pass
def update(self):
class Mobs(Fighter): pass
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: class Mobs(Fighter):
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
self.drops = drops * (self.level / 2) 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: class Skeleton(Mobs):
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) 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 def chase(self, obj):
y = obj[0][0].y x = obj[0][0].x
moveto = vec(x, y) - vec(self.x, self.y) y = obj[0][0].y
if not (moveto).length() <= self.attack_range: moveto = vec(x, y) - vec(self.x, self.y)
moveto.scale_to_length(self.speed) if not (moveto).length() <= self.attack_range:
self.x += moveto[0] / fps moveto.scale_to_length(self.speed)
self.y += moveto[1] / fps self.x += moveto[0] / fps
else: self.y += moveto[1] / fps
self.attack(moveto, obj) else:
self.attack(moveto, obj)
def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): def attack(self, moveto, obj):
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
self.lastAttack = 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 def hurt(self, damage, objects):
if self.health <= 0: self.health -= damage
self.hidden = True if self.health <= 0:
objects[1].remove(self) self.hidden = True
objects[1].remove(self)
def update(self, obj):
self.chase(obj) def update(self, obj):
self.chase(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: class Weapons(Objects):
super().__init__(name, ms, sprite, x, y) def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
self.moveto = moveto super().__init__(name, ms, sprite, x, y)
self.damage = damage self.moveto = moveto
pos = vec(1,0) self.damage = damage
angle = pos.angle_to(moveto) self.life_ticks= life_ticks
with open(f'art/images/{sprite}') as i: self.spawn_tick = pg.time.get_ticks()
self.sprite = pg.transform.rotate(pg.image.load(i), -angle) pos = vec(1,0)
angle = pos.angle_to(moveto)
def die(self, objects, kills): with open(f'art/images/{sprite}') as i:
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects) def die(self, objects, kills):
self.hidden = True touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
objects[3].remove(self) if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects)
class Spells(Weapons): self.hidden = True
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: objects[3].remove(self)
super().__init__(name, ms, sprite, x, y, moveto, damage)
def move(self, objects):
class Fireball(Spells): self.moveto.scale_to_length(self.speed)
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None: self.x += self.moveto[0] / fps
super().__init__(name, ms, sprite, x, y, moveto, damage) self.y += self.moveto[1] / fps
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
def move(self): self.hidden = True
self.moveto.scale_to_length(self.speed) objects[3].remove(self)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps class Spells(Weapons):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
def update(self, objects): super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
self.move()
self.die(objects, Mobs) class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
class Arrow(Weapons): super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage) def update(self, objects):
self.move(objects)
def move(self): self.die(objects, Mobs)
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps class Windslash(Spells):
self.y += self.moveto[1] / fps 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() def update(self, objects):
self.die(objects, MainCharacter) 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)