diff --git a/classes.py b/classes.py index ec2c32c..c7044fe 100644 --- a/classes.py +++ b/classes.py @@ -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) \ No newline at end of file + if not self.hidden: + screen.blit(self.background, self.rect) + else: + pygame.draw.rect(screen, '#e0a77f', self.rect, 2) + diff --git a/main.py b/main.py index 840dfae..e88e1ac 100644 --- a/main.py +++ b/main.py @@ -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() diff --git a/viecher.py b/viecher.py index 4dfcf6c..477c160 100644 --- a/viecher.py +++ b/viecher.py @@ -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():