some fixes

forgot what i did
This commit is contained in:
Lyzzy 2024-03-07 09:43:33 +00:00
parent 41f8b76b90
commit af5204857b
3 changed files with 91 additions and 45 deletions

View file

@ -45,19 +45,19 @@ class Button():
self.onePress = onePress self.onePress = onePress
self.alreadyPressed = False self.alreadyPressed = False
with open(f'art/images/{image}', 'r') as tb: with open(f'art/images/box/{image}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.buttonSurf = self.font.render(buttonText, True, '#baab80') self.buttonSurf = self.font.render(buttonText, True, (0,0,0))
def update(self, screen): def update(self, screen):
mousePos = pygame.mouse.get_pos() mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos): if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]: if pygame.mouse.get_pressed(3)[0]:
if self.onePress: if self.onePress:
self.onclickFunction() self.onclickFunction()
elif not self.alreadyPressed: elif not self.alreadyPressed:
@ -76,22 +76,25 @@ class Button():
screen.blit(self.box, self.buttonRect) screen.blit(self.box, self.buttonRect)
class Label(): class Label():
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None: def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None:
self.x = x self.x = x
self.y = y self.y = y
self.width = width self.width = width
self.height = height self.height = height
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.font_color = font_color
self.text = text
self.hidden = False self.hidden = False
with open(f'art/images/{sprite}', 'r') as tb: with open(f'art/images/box/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, font_color)
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(self.text, True, self.font_color)
self.box.blit(self.labelSurf, [ self.box.blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
@ -110,7 +113,7 @@ class DropDown():
self.menu_active = False self.menu_active = False
self.active_option = -1 self.active_option = -1
with open('art/images/textbox.png', 'r') as tb: with open('art/images/box/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
@ -178,19 +181,20 @@ class GameObjects():
return return
class Scene(GameObjects): class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.level = level self.level = level
self.current_level = 0 self.current_level = 0
self.update()
def update(self, change:bool, objects): def update(self, change:bool=False, objects=None):
if change: if change:
self.current_level += 1 self.current_level += 1
self.level[self.current_level].update(objects) self.level[self.current_level].update(objects)
self.background = self.level[self.current_level].background self.background = self.level[self.current_level].background
if isinstance(self.objects, list): """if isinstance(self.objects, list):
for obj in self.objects[0] + self.objects[1] + self.objects[2]: for obj in self.objects[0] + self.objects[1] + self.objects[2]:
obj.update() obj.update()"""
def draw(self, screen): def draw(self, screen):
if isinstance(self.objects, list): if isinstance(self.objects, list):
@ -250,7 +254,8 @@ class Room(GameObjects):
return walls return walls
def update(self, objects): def update(self, objects):
self.objects = objects if objects is not None:
self.objects = objects
if not self.objects[1]: if not self.objects[1]:
self.locked = False self.locked = False
return return
@ -280,5 +285,5 @@ class Obstacle(GameObjects):
if not self.hidden: if not self.hidden:
screen.blit(self.background, self.rect) screen.blit(self.background, self.rect)
else: else:
pygame.draw.rect(screen, '#e0a77f', self.rect, 2) pygame.draw.rect(screen, (0,0,0), self.rect, 2)

39
main.py
View file

@ -27,30 +27,32 @@ def quitGame():
quit() quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list): 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 = []
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) #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/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
rooms = [ rooms = [
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), 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),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), 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),
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), 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),
] ]
return rooms return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] main = [MainCharacter('Herbert', 100, 'people/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))] mobs = [Skeleton(i, random.randint(40, 60), 'people/reddy.png', random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
others = [] weapons = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] others = [Fire('f1', 0, 200, 300)]
objects = [main, mobs, npcs, others] npcs = [NPC('name', 100, 'people/reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations freeze = False #Gameplay is freezed in certain situations
while running: while running:
screen.fill('#000000') screen.fill((0,0,0))
events = pygame.event.get() events = pygame.event.get()
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
@ -66,13 +68,17 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if not freeze: if not freeze:
scene.update(False, objects)
objects = scene.getObjects() objects = scene.getObjects()
screen.blit(scene.background, (32, 32)) screen.blit(scene.background, (32, 32))
for thing in objects[3]:
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
for thing in objects[4]:
thing.update(objects) thing.update(objects)
thing.draw(screen) thing.draw(screen)
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
@ -88,6 +94,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
npc.draw(screen) npc.draw(screen)
objects[0][0].book.addspell('windslash') objects[0][0].book.addspell('windslash')
scene.update(False, objects)
else: else:
@ -147,7 +154,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
running = False running = False
quitGame() quitGame()
# RENDER YOUR GAME HERE # RENDER YOUR GAME HERE
with open(f'art/images/{background}', 'r') as i: with open(f'art/images/background/{background}', 'r') as i:
bg = pygame.image.load(i) bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen

View file

@ -44,7 +44,7 @@ class Objects():
self.name = name self.name = name
self.speed = ms self.speed = ms
with open(f'art/images/{sprite}') as i: with open(f'art/images/{sprite}') as i:
self.sprite = pg.image.load(i) self.sprite = pg.transform.scale2x(pg.image.load(i))
self.x = x self.x = x
self.y = y self.y = y
self.hidden = False self.hidden = False
@ -55,7 +55,7 @@ class Objects():
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ff0000', self.rect, 2) pg.draw.rect(screen, (0,0,0), self.rect, 2)
class NPC(Objects): class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, x, y) -> None: def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
@ -112,7 +112,9 @@ class MainCharacter(Fighter):
self.talking = False self.talking = False
self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20) self.level = Level(1000, 38, 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, hurtCooldown=self.hurtCooldown) self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
self.freezing = True
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
@ -121,7 +123,9 @@ class MainCharacter(Fighter):
self.health.draw(screen) self.health.draw(screen)
self.level.draw(screen) self.level.draw(screen)
self.book.draw(screen) self.book.draw(screen)
pg.draw.rect(screen, '#ff00ee', self.rect, 2) pg.draw.rect(screen, (0,0,0), self.rect, 2)
if self.speech.hidden == False:
self.speech.draw(screen, self.x+20, self.y-100)
def hurt(self, damage, objects): def hurt(self, damage, objects):
if not self.talking: if not self.talking:
@ -194,6 +198,7 @@ class MainCharacter(Fighter):
self.walk(keys, objects) self.walk(keys, objects)
if keys[pg.K_f]: if keys[pg.K_f]:
self.attack(objects, vec(mouse)) self.attack(objects, vec(mouse))
self.speech.update(self)
if self.health.health <= 0: if self.health.health <= 0:
return False return False
else: else:
@ -209,7 +214,7 @@ class Hearts():
self.hidden = False self.hidden = False
self.sprite=[] self.sprite=[]
for parts in sprite: for parts in sprite:
with open(f'art/images/{parts}') as i: with open(f'art/images/main_attributes/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
self.rect = [] self.rect = []
for each in self.sprite: for each in self.sprite:
@ -243,7 +248,7 @@ class Hearts():
sprite.append('noheart.png') sprite.append('noheart.png')
self.sprite = [] self.sprite = []
for parts in sprite: for parts in sprite:
with open(f'art/images/{parts}') as i: with open(f'art/images/main_attributes/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
@ -251,9 +256,25 @@ class Level(Label):
def __init__(self, x, y, width, height, text, font, font_size) -> None: def __init__(self, x, y, width, height, text, font, font_size) -> None:
super().__init__(x, y, width, height, text, font, font_size) super().__init__(x, y, width, height, text, font, font_size)
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:
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
def draw(self, screen, x, y):
if self.hidden:
return
self.x = x
self.y = y
super().draw(screen)
def update(self, main):
if not self.hidden:
if not main.freezing:
self.hidden = True
class Book(): class Book():
def __init__(self, x, y, spells, current_spell, current_shield) -> None: def __init__(self, x, y, spells, current_spell, current_shield) -> None:
with open(f'art/images/book.png') as i: with open(f'art/images/main_attributes/book.png') as i:
self.sprite = pg.image.load(i) self.sprite = pg.image.load(i)
self.sprite = pg.transform.scale(self.sprite, (1280, 720)) self.sprite = pg.transform.scale(self.sprite, (1280, 720))
self.x = x self.x = x
@ -262,10 +283,10 @@ 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 self.current_sp = current_spell
self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'),
Label(100, 150, 500, 50, "this book will help you to survive.", 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'),
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", 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'),
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", 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')]
self.buttons=[] self.buttons=[]
self.buttons_height = 400 self.buttons_height = 400
@ -336,7 +357,7 @@ class Weapons(Objects):
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: with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.rotate(pg.image.load(i), -angle) self.sprite =pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -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])
@ -358,7 +379,7 @@ class Spells(Weapons):
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells): class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
@ -366,7 +387,7 @@ class Fireball(Spells):
self.die(objects, Mobs) self.die(objects, Mobs)
class Windslash(Spells): class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None: def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=500) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
@ -379,9 +400,22 @@ class Windslash(Spells):
class Arrow(Weapons): class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None: def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
self.move(objects) self.move(objects)
self.die(objects, MainCharacter) self.die(objects, MainCharacter)
class Fire(Objects):
def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None:
super().__init__(name, ms, sprite, x, y)
def warming(self, objects):
touches = pg.sprite.spritecollideany(self, objects[0])
if touches is not None and isinstance(touches, MainCharacter):
touches.freezing = False
def update(self, objects):
self.warming(objects)