forked from InfoProjekt/game
		
	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:
		
							parent
							
								
									96c0a691b7
								
							
						
					
					
						commit
						41f8b76b90
					
				
					 3 changed files with 929 additions and 817 deletions
				
			
		
							
								
								
									
										96
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						
									
										96
									
								
								classes.py
									
										
									
									
									
								
							|  | @ -34,12 +34,13 @@ fonts = { | |||
| } | ||||
| 
 | ||||
| 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.x = x | ||||
|         self.y = y | ||||
|         self.width = width | ||||
|         self.height = height | ||||
|         self.attributes = attributes | ||||
|         self.onclickFunction = onclickFunction | ||||
|         self.onePress = onePress | ||||
|         self.alreadyPressed = False | ||||
|  | @ -53,15 +54,15 @@ class Button(): | |||
| 
 | ||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') | ||||
| 
 | ||||
|     def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): | ||||
|     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 'play' in str(self.onclickFunction): | ||||
|                         self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                     if self.attributes: | ||||
|                         self.onclickFunction(*self.attributes) | ||||
|                         self.alreadyPressed = True | ||||
|                     else: | ||||
|                         self.onclickFunction() | ||||
|  | @ -74,6 +75,30 @@ class Button(): | |||
|         ]) | ||||
|         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): | ||||
|  | @ -147,6 +172,10 @@ class GameObjects(): | |||
|                 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: | ||||
|  | @ -154,20 +183,24 @@ class Scene(GameObjects): | |||
|         self.level = level | ||||
|         self.current_level = 0 | ||||
| 
 | ||||
|     def update(self, change:bool): | ||||
|     def update(self, change:bool, objects): | ||||
|         if change: | ||||
|             self.current_level += 1 | ||||
|         self.level[self.current_level].update() | ||||
|         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: | ||||
|             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: | ||||
|             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: | ||||
|  | @ -176,10 +209,11 @@ class Stage(GameObjects): | |||
|         self.rooms = rooms | ||||
|         self.current = 0 | ||||
|      | ||||
|     def update(self): | ||||
|     def update(self, objects): | ||||
|         for room in self.rooms: | ||||
|             if room.id == self.current: | ||||
|                 room.update() | ||||
|                 room.update(objects) | ||||
|                 self.background = room.background | ||||
|         keys = pygame.key.get_pressed() | ||||
|         if keys[pygame.K_RIGHT]: | ||||
|             self.current += 1 | ||||
|  | @ -191,6 +225,11 @@ class Stage(GameObjects): | |||
|             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) | ||||
|  | @ -200,31 +239,46 @@ class Room(GameObjects): | |||
|             self.locked = True | ||||
|         else: | ||||
|             self.locked = False | ||||
| 
 | ||||
|         self.objects.append(self.genWalls(WIDTH, HEIGHT)) | ||||
|         [self.objects[3].append(wall) for wall in 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)) | ||||
|         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): | ||||
|         pass | ||||
|     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[0]: | ||||
|             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.rect = pygame.Rect((x, y), self.background.get_size()) | ||||
|         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): | ||||
|         screen.blit(self.background, self.rect) | ||||
|         if not self.hidden: | ||||
|             screen.blit(self.background, self.rect) | ||||
|         else: | ||||
|             pygame.draw.rect(screen, '#e0a77f', self.rect, 2) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										84
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										84
									
								
								main.py
									
										
									
									
									
								
							|  | @ -14,7 +14,6 @@ def setUp(config): | |||
|     else: | ||||
|         screen = pygame.display.set_mode(config["res"]) | ||||
|     clock = pygame.time.Clock() | ||||
|      | ||||
|     return screen, clock, True, True, "start.png", [] | ||||
| 
 | ||||
| def readConfig(): | ||||
|  | @ -27,22 +26,27 @@ def quitGame(): | |||
|     pygame.quit() | ||||
|     quit() | ||||
| 
 | ||||
| def genRooms(WIDTH, HEIGHT, type:str): | ||||
| 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', [[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), | ||||
|         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: | ||||
|  | @ -62,6 +66,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         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): | ||||
|  | @ -76,9 +87,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                 npc.update(pygame.key.get_pressed(), objects) | ||||
|                 npc.draw(screen) | ||||
|              | ||||
|             for thing in objects[3]: | ||||
|                 thing.update(objects) | ||||
|                 thing.draw(screen) | ||||
|             objects[0][0].book.addspell('windslash') | ||||
| 
 | ||||
|          | ||||
|         else: | ||||
|             objects[0][0].book.hidden = not freeze | ||||
|             objects[0][0].book.draw(screen) | ||||
|  | @ -127,7 +138,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
| 
 | ||||
| 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, 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: | ||||
|  | @ -142,7 +153,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         # fill the screen with an image to clear the screen | ||||
|         screen.blit(bg, (0, 0)) | ||||
|         for obj in objects: | ||||
|             obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|             obj.update(screen) | ||||
| 
 | ||||
|         # flip() the display to put your work on screen | ||||
|         pygame.display.flip() | ||||
|  | @ -150,27 +161,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         clock.tick(60)  # limits FPS to 60 | ||||
| 
 | ||||
| def test(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||
|     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') | ||||
|     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), | ||||
|             ])) | ||||
|     #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(): | ||||
|         screen.fill('#000000') | ||||
|         events = pygame.event.get() | ||||
|         for event in events: | ||||
|             if event.type == pygame.QUIT: | ||||
|                 running = False | ||||
|                 quitGame() | ||||
|             screen.fill('#000000') | ||||
|             scene.update(False) | ||||
|             scene.draw(screen) | ||||
|             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() | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										160
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										160
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,5 +1,6 @@ | |||
| import pygame as pg | ||||
| from classes import * | ||||
| from main import * | ||||
| 
 | ||||
| vec = pg.math.Vector2 | ||||
| fps = 60 | ||||
|  | @ -54,6 +55,7 @@ class Objects(): | |||
|             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: | ||||
|  | @ -76,29 +78,9 @@ class NPC(Objects): | |||
|         if self.talking: | ||||
|             self.conversation.update(keys, objects) | ||||
| 
 | ||||
| class Convo(): | ||||
| class Convo(Label): | ||||
|     def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: | ||||
|         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) | ||||
|         super().__init__(x, y, width, height, text, font, font_size) | ||||
|      | ||||
|     def update(self, keys, objects): | ||||
|         if keys[pg.K_SPACE]: | ||||
|  | @ -128,7 +110,7 @@ class MainCharacter(Fighter): | |||
|         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.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): | ||||
|  | @ -139,6 +121,7 @@ class MainCharacter(Fighter): | |||
|         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: | ||||
|  | @ -156,20 +139,51 @@ class MainCharacter(Fighter): | |||
|             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 | ||||
|         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) | ||||
|  | @ -233,27 +247,9 @@ class Hearts(): | |||
|                 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 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: | ||||
|  | @ -266,14 +262,20 @@ class Book(): | |||
|         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 = 150 | ||||
|         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) | ||||
|      | ||||
|  | @ -281,15 +283,14 @@ class Book(): | |||
|         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.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): | ||||
|         self.current_sp = None | ||||
|     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) | ||||
|  | @ -326,10 +327,12 @@ class Skeleton(Mobs): | |||
| 
 | ||||
| 
 | ||||
| class Weapons(Objects): | ||||
|     def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: | ||||
|     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: | ||||
|  | @ -342,32 +345,43 @@ class Weapons(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) -> None: | ||||
|         super().__init__(name, ms, sprite, x, y, moveto, damage) | ||||
|     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') -> 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 __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() | ||||
|         self.move(objects) | ||||
|         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 | ||||
| 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() | ||||
|         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) | ||||
|  |  | |||
		Loading…
	
	Add table
		
		Reference in a new issue