Merge pull request 'Leben und Sterben hinzugefügt' (#53) from Lyzzy/game:main into Development

Reviewed-on: InfoProjekt/game#53
This commit is contained in:
Spafi 2024-02-26 07:05:23 +00:00
commit 85464d1637
10 changed files with 176 additions and 31 deletions

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18
main.py
View file

@ -2,6 +2,7 @@ import pygame
import sys
import json
import time
import random
from classes import *
from viecher import *
fps = 60
@ -27,10 +28,10 @@ def quitGame():
quit()
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)]
mobs=[]
mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200))
objects = [main,mobs]
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs=[Skeleton(i, 50, 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2,8))]
others = []
objects = [main, mobs, others]
while running:
screen.fill('#000000')
@ -46,12 +47,19 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
screen.blit(bg, (0, 0))
"""
for thing in objects[0]:
thing.update(pygame.key.get_pressed())
if thing.update(pygame.key.get_pressed()) ==False:
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for thing in objects[2]:
thing.update(objects)
thing.draw(screen)
# flip() the display to put your work on screen
pygame.display.flip()

View file

@ -1,18 +1,52 @@
import pygame
vec = pygame.math.Vector2
import pygame as pg
vec = pg.math.Vector2
fps = 60
pg.font.init()
fonts = {
'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf'
}
class Objects():
def __init__(self, name, ms, sprite, x, y) -> None:
self.name = name
self.speed = ms
with open(f'art/images/{sprite}') as i:
self.sprite = pygame.image.load(i)
self.sprite = pg.image.load(i)
self.x = x
self.y = y
self.hidden = False
self.rect = pygame.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())
def draw(self, screen):
if self.hidden:
@ -33,6 +67,11 @@ class Fighter(Objects):
self.level = level
self.attack_speed = asp
self.attack_range = atr
self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks()
self.hurtCooldown = 1000
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
@ -40,25 +79,112 @@ class MainCharacter(Fighter):
self.attack_spell = weapon
self.shield_spell = shield
self.talking = False
self.level = Level(1000, 38, level, 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)
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
self.health.draw(screen)
self.level.draw(screen)
def update(self, keys):
def hurt(self,damage):
self.health.hurt(damage)
def walk(self,keys):
moveto=vec(0,0)
if keys[pygame.K_w] or keys[pygame.K_UP]:
if keys[pg.K_w] or keys[pg.K_UP]:
moveto += vec(0,-1)
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
if keys[pg.K_a] or keys[pg.K_LEFT]:
moveto += vec(-1,0)
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
if keys[pg.K_s] or keys[pg.K_DOWN]:
moveto += vec(0,1)
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
if keys[pg.K_d] or keys[pg.K_RIGHT]:
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
def update(self, keys):
self.walk(keys)
if self.health.health <= 0:
return False
else:
return True
class Hearts():
def __init__(self, health, sprite, x, y) -> None:
self.x = x
self.y = y
self.health = health
self.lastHurt = pg.time.get_ticks()
self.hurtCooldown = 1000
self.hidden = False
self.sprite=[]
for parts in sprite:
with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i))
self.rect=[]
for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
def hurt(self,damage):
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
self.health -= damage
self.lastHurt = pg.time.get_ticks()
self.update()
def draw(self, screen):
if self.hidden:
return
for i in range(0,5):
self.rect[i].x, self.rect[i].y = self.x+i*20, self.y
screen.blit(self.sprite[i], self.rect[i])
def update(self):
sprite = []
for i in range(0,5):
if self.health >= 4+4*i:
sprite.append('fullheart.png')
elif self.health == 3+4*i:
sprite.append('dreiviertelheart.png')
elif self.health >= 2+4*i:
sprite.append('halfheart.png')
elif self.health >= 1+4*i:
sprite.append('viertelheart.png')
elif self.health <= 4*i:
sprite.append('noheart.png')
self.sprite=[]
for parts in sprite:
with open(f'art/images/{parts}') as i:
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 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)
@ -67,9 +193,8 @@ class Mobs(Fighter):
class Skeleton(Mobs):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
self.canAttack=True
def follow(self,obj):
def chase(self,obj):
x=obj[0][0].x
y=obj[0][0].y
moveto = vec(x,y) - vec(self.x,self.y)
@ -81,28 +206,40 @@ class Skeleton(Mobs):
self.attack(moveto,obj)
def attack(self,moveto,obj):
if self.canAttack==True:
obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
self.canAttack=False
def cooldown(self):
pass
if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks():
obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage))
self.lastAttack=pg.time.get_ticks()
def update(self,obj):
self.follow(obj)
self.chase(obj)
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto) -> None:
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto
self.damage = damage
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto)
self.moveto = moveto
def update(self,objects):
def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
pos = vec(1,0)
angle = pos.angle_to(moveto)
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.rotate(pg.image.load(i), angle)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0]/fps
self.y += self.moveto[1]/fps
self.y += self.moveto[1]/fps
def die(self,objects):
touches=pg.sprite.spritecollideany(self,objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.hurt(self.damage)
self.hidden=True
def update(self,objects):
self.move()
self.die(objects)