Merge pull request 'Collisions fixed' (#58) from Spafi/game:main into Development

Reviewed-on: InfoProjekt/game#58
This commit is contained in:
Spafi 2024-03-04 16:18:33 +00:00
commit 44793f22a5
3 changed files with 135 additions and 35 deletions

View file

@ -147,6 +147,10 @@ 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:
@ -158,15 +162,19 @@ class Scene(GameObjects):
if change:
self.current_level += 1
self.level[self.current_level].update()
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):
@ -180,6 +188,7 @@ class Stage(GameObjects):
for room in self.rooms:
if room.id == self.current:
room.update()
self.background = room.background
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
self.current += 1
@ -191,6 +200,11 @@ 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 +214,44 @@ 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
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)

77
main.py
View file

@ -27,13 +27,13 @@ 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[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[i] for i in range(0, random.randint(0, len(room_objects)))]], 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[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
]
return rooms
@ -43,6 +43,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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 = 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(), objects):
@ -75,10 +86,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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)
@ -150,27 +158,60 @@ 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()

View file

@ -1,4 +1,5 @@
import pygame as pg
from classes import *
vec = pg.math.Vector2
fps = 60
@ -52,6 +53,7 @@ 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:
@ -137,6 +139,7 @@ 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:
@ -154,14 +157,43 @@ 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 -= (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 -= (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, moveto = vec(0,1)):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():