Dateien nach "/" hochladen

This commit is contained in:
Lyzzy 2024-03-05 15:48:06 +00:00
parent b29a279fb1
commit 4cfb4b92f0
3 changed files with 29 additions and 17 deletions

View file

@ -34,7 +34,7 @@ fonts = {
}
class Button():
def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False):
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.x = x
self.y = y
@ -44,7 +44,7 @@ class Button():
self.onePress = onePress
self.alreadyPressed = False
with open('art/images/textbox.png', 'r') as tb:
with open(f'art/images/{image}', 'r') as tb:
self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height))
@ -53,7 +53,7 @@ class Button():
self.buttonSurf = self.font.render(buttonText, True, '#baab80')
def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None):
mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]:
@ -227,4 +227,4 @@ class Obstacle(GameObjects):
self.rect = pygame.Rect((x, y), self.background.get_size())
def draw(self, screen):
screen.blit(self.background, self.rect)
screen.blit(self.background, self.rect)

16
main.py
View file

@ -64,7 +64,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
if not freeze:
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects):
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
@ -127,9 +127,9 @@ 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, 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
@ -142,7 +142,7 @@ 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.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen
pygame.display.flip()
@ -180,9 +180,9 @@ 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, 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
#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)

View file

@ -1,4 +1,6 @@
import pygame as pg
from classes import *
vec = pg.math.Vector2
fps = 60
@ -163,8 +165,9 @@ class MainCharacter(Fighter):
if isinstance(touches, NPC):
touches.talk(objects)
def attack(self, obj, moveto = vec(0,1)):
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)
else:
@ -172,11 +175,11 @@ class MainCharacter(Fighter):
obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks()
def update(self, keys, objects):
def update(self, keys, mouse, objects):
if not self.talking:
self.walk(keys, objects)
if keys[pg.K_f]:
self.attack(objects)
if keys[pg.K_f]:
self.attack(objects, vec(mouse))
if self.health.health <= 0:
return False
else:
@ -263,21 +266,30 @@ 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.buttons=[]
self.buttons_height = 150
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
for button in self.buttons:
button.update(screen)
def addspell(self, spell):
if spell not in self.sp_list:
self.sp_list.append(spell)
self.current_sp = spell
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23))
self.buttons_height += 100
def update_spell(self):
self.current_sp = None
def update(self):
pass
class Mobs(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)