Merge pull request 'Development' (#8) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#8
1
.idea/ideas.txt
generated
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@ -38,6 +38,7 @@ Story:
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Henker
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Henker
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armer Bauer
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armer Bauer
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"Hexe"
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"Hexe"
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Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
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Ziel(e)
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Ziel(e)
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-> Zurückkommen
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-> Zurückkommen
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Before Width: | Height: | Size: 255 B After Width: | Height: | Size: 255 B |
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Before Width: | Height: | Size: 131 KiB After Width: | Height: | Size: 131 KiB |
BIN
art/images/background/river.png
Normal file
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After Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 68 B After Width: | Height: | Size: 68 B |
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Before Width: | Height: | Size: 581 B After Width: | Height: | Size: 581 B |
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Before Width: | Height: | Size: 635 B After Width: | Height: | Size: 635 B |
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Before Width: | Height: | Size: 329 B After Width: | Height: | Size: 329 B |
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Before Width: | Height: | Size: 644 B After Width: | Height: | Size: 644 B |
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Before Width: | Height: | Size: 433 B After Width: | Height: | Size: 433 B |
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Before Width: | Height: | Size: 106 KiB |
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Before Width: | Height: | Size: 77 KiB |
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Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 128 KiB |
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Before Width: | Height: | Size: 450 B After Width: | Height: | Size: 450 B |
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Before Width: | Height: | Size: 433 B After Width: | Height: | Size: 433 B |
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Before Width: | Height: | Size: 462 B After Width: | Height: | Size: 462 B |
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Before Width: | Height: | Size: 438 B After Width: | Height: | Size: 438 B |
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Before Width: | Height: | Size: 441 B After Width: | Height: | Size: 441 B |
BIN
art/images/people/oldlady.png
Normal file
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After Width: | Height: | Size: 477 B |
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Before Width: | Height: | Size: 674 B After Width: | Height: | Size: 674 B |
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Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 5.9 KiB |
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
BIN
art/images/people/rat.png
Normal file
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After Width: | Height: | Size: 197 B |
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Before Width: | Height: | Size: 654 B After Width: | Height: | Size: 654 B |
BIN
art/images/people/skeleton.png
Normal file
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After Width: | Height: | Size: 505 B |
BIN
art/images/people/zombie.png
Normal file
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After Width: | Height: | Size: 588 B |
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Before Width: | Height: | Size: 120 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 255 B After Width: | Height: | Size: 255 B |
BIN
art/images/weapons/empty.png
Normal file
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After Width: | Height: | Size: 68 B |
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Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 495 B |
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Before Width: | Height: | Size: 400 B After Width: | Height: | Size: 400 B |
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@ -52,7 +52,7 @@ class Button():
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = self.font.render(buttonText, True, (0,0,0))
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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def update(self, screen):
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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mousePos = pygame.mouse.get_pos()
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@ -76,7 +76,7 @@ class Button():
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screen.blit(self.box, self.buttonRect)
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screen.blit(self.box, self.buttonRect)
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class Label():
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class Label():
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None:
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.width = width
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self.width = width
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@ -285,5 +285,5 @@ class Obstacle(GameObjects):
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if not self.hidden:
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if not self.hidden:
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screen.blit(self.background, self.rect)
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screen.blit(self.background, self.rect)
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else:
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else:
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pygame.draw.rect(screen, (0,0,0), self.rect, 2)
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pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
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16
main.py
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@ -14,6 +14,7 @@ def setUp(config):
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else:
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else:
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screen = pygame.display.set_mode(config["res"])
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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pygame.display.set_caption('Between The Pages')
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return screen, clock, True, True, "start.png", []
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return screen, clock, True, True, "start.png", []
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def readConfig():
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def readConfig():
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@ -30,30 +31,31 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = []
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room_objects = []
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#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
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rooms = [
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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for j in range(random.randint(5, 10))
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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]
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return rooms
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#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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mobs = [Skeleton(i, random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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weapons = []
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weapons = []
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others = [Fire('f1', 0, 200, 300)]
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others = [Fire('f1', 0, 200, 300)]
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npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
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npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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objects = [main, mobs, npcs, weapons, others]
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level = []
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects)
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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freeze = False #Gameplay is freezed in certain situations
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while running:
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while running:
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screen.fill((0,0,0))
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screen.fill('#000000')
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events = pygame.event.get()
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events = pygame.event.get()
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for event in events:
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for event in events:
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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41
viecher.py
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@ -55,13 +55,13 @@ class Objects():
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return
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return
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self.rect.x, self.rect.y = self.x, self.y
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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screen.blit(self.sprite, self.rect)
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pg.draw.rect(screen, (0,0,0), self.rect, 2)
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pg.draw.rect(screen, '#ef0120', self.rect, 2)
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class NPC(Objects):
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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self.talking = False
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self.hidden = True
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super().__init__(name, ms, sprite, x, y)
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super().__init__(name, ms, sprite, x, y)
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self.talking = False
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self.hidden = False
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self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
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self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
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def talk(self, objects):
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def talk(self, objects):
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@ -71,7 +71,7 @@ class NPC(Objects):
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def draw(self, screen):
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def draw(self, screen):
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super().draw(screen)
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super().draw(screen)
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if self.talking == True:
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if self.talking:
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self.conversation.draw(screen)
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self.conversation.draw(screen)
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def update(self, keys, objects):
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def update(self, keys, objects):
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@ -110,7 +110,7 @@ class MainCharacter(Fighter):
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.book = Book(0, 0, [], None, None)
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self.book = Book(0, 0, [], None, None)
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self.talking = False
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self.talking = False
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20, )
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.freezing = True
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self.freezing = True
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@ -123,7 +123,7 @@ class MainCharacter(Fighter):
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self.health.draw(screen)
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self.health.draw(screen)
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self.level.draw(screen)
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self.level.draw(screen)
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self.book.draw(screen)
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self.book.draw(screen)
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pg.draw.rect(screen, (0,0,0), self.rect, 2)
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pg.draw.rect(screen, '#e900fa', self.rect, 2)
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if self.speech.hidden == False:
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if self.speech.hidden == False:
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self.speech.draw(screen, self.x+20, self.y-100)
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self.speech.draw(screen, self.x+20, self.y-100)
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@ -146,7 +146,7 @@ class MainCharacter(Fighter):
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self.x += moveto[0] / fps
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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self.y += moveto[1] / fps
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
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touches = pg.sprite.spritecollideany(self, objects[2] + objects[4])
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if touches is not None and not isinstance(touches, Weapons):
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if touches is not None and not isinstance(touches, Weapons):
|
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if isinstance(touches, Obstacle):
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if isinstance(touches, Obstacle):
|
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if not touches.collision:
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if not touches.collision:
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@ -161,6 +161,12 @@ class MainCharacter(Fighter):
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elif touches.name == 'wall_b':
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elif touches.name == 'wall_b':
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
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return
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return
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elif isinstance(touches, NPC):
|
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if keys[pg.K_SPACE]:
|
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touches.talk(objects)
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return
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else:
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return
|
||||||
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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||||||
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
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||||||
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@ -168,8 +174,7 @@ class MainCharacter(Fighter):
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#elif self.y > touches.y: pass
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#elif self.y > touches.y: pass
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self.x -= moveto[0] * 2 / fps
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self.x -= moveto[0] * 2 / fps
|
||||||
self.y -= moveto[1] * 2 / fps
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self.y -= moveto[1] * 2 / fps
|
||||||
if isinstance(touches, NPC):
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|
||||||
touches.talk(objects)
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|
||||||
"""
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"""
|
||||||
if self.x <= 32:
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if self.x <= 32:
|
||||||
self.x = 33
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self.x = 33
|
||||||
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@ -253,11 +258,11 @@ class Hearts():
|
||||||
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|
||||||
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|
||||||
class Level(Label):
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class Level(Label):
|
||||||
def __init__(self, x, y, width, height, text, font, font_size) -> None:
|
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
||||||
super().__init__(x, y, width, height, text, font, font_size)
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
|
||||||
class Speech(Label):
|
class Speech(Label):
|
||||||
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None:
|
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None:
|
||||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
|
||||||
def draw(self, screen, x, y):
|
def draw(self, screen, x, y):
|
||||||
|
|
@ -283,10 +288,10 @@ class Book():
|
||||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||||
self.sp_list = spells
|
self.sp_list = spells
|
||||||
self.current_sp = current_spell
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self.current_sp = current_spell
|
||||||
self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'),
|
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=(0,0,0), sprite='empty.png'),
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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=(0,0,0), sprite='empty.png'),
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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=(0,0,0), sprite='empty.png')]
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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 = 400
|
self.buttons_height = 400
|
||||||
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|
||||||
|
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@ -369,8 +374,8 @@ class Weapons(Objects):
|
||||||
self.spawn_tick = pg.time.get_ticks()
|
self.spawn_tick = pg.time.get_ticks()
|
||||||
pos = vec(1,0)
|
pos = vec(1,0)
|
||||||
angle = pos.angle_to(moveto)
|
angle = pos.angle_to(moveto)
|
||||||
with open(f'art/images/{sprite}') as i:
|
|
||||||
self.sprite =pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle))
|
self.sprite = pg.transform.rotate(self.sprite, -angle)
|
||||||
|
|
||||||
def die(self, objects, kills):
|
def die(self, objects, kills):
|
||||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
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