forked from InfoProjekt/game
Gegner Schaden, Buch, Main Angriff, NPC
Dem Gegner kann jetzt durch Main Angriff Schaden zugefügt werden und er kann sterben Das Buch kann durch Drücken von e geöffnet werden, das Spiel hält an Der Main kann (nachdem mit NPC geredet) Feuerbälle mit f schießen (Schussrichtung adden!!) Ein NPC wurde hinzugefügt, der steht. Main redet automatisch mit ihm wenn main reinläuft. Durch Leertaste wird Unterhaltung beendet.
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parent
f6827b5f05
commit
b29a279fb1
2 changed files with 172 additions and 46 deletions
46
main.py
46
main.py
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@ -39,9 +39,11 @@ def genRooms(WIDTH, HEIGHT, type:str):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs=[Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 125, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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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))]
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others = []
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objects = [main, mobs, others]
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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freeze = False #Gameplay is freezed in certain situations
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while running:
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screen.fill('#000000')
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@ -49,6 +51,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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for event in events:
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if event.type == pygame.QUIT:
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quitGame()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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# RENDER YOUR GAME HERE
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"""with open(background, 'r') as i:
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bg = pygame.image.load(i)
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@ -56,20 +61,28 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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"""
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for thing in objects[0]:
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if not thing.update(pygame.key.get_pressed()):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for thing in objects[2]:
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thing.update(objects)
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thing.draw(screen)
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if not freeze:
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), objects):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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@ -170,8 +183,9 @@ def main():
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
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test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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"""while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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172
viecher.py
172
viecher.py
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@ -45,7 +45,6 @@ class Objects():
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self.x = x
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self.y = y
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self.hidden = False
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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def draw(self, screen):
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@ -54,9 +53,59 @@ class Objects():
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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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class NPC(Objects):
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pass
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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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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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self.talking = True
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objects[0][0].talking = True
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self.conversation.hidden = False
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def draw(self, screen):
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super().draw(screen)
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if self.talking == True:
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self.conversation.draw(screen)
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def update(self, keys, objects):
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if self.talking:
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self.conversation.update(keys, objects)
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class Convo():
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def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.hidden = False
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self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
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with open('art/images/label.png', 'r') as tb:
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self.box = pg.image.load(tb)
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self.box = pg.transform.scale(self.box, (width, height))
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self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(text, True, '#1E90FF')
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def draw(self, screen):
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if self.hidden:
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return
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self.box.blit(self.labelSurf, [
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self.labelRect.width/2 - self.labelSurf.get_rect().width/2,
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self.labelRect.height/2 - self.labelSurf.get_rect().height/2
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])
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screen.blit(self.box, self.labelRect)
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def update(self, keys, objects):
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if keys[pg.K_SPACE]:
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objects[0][0].book.addspell('fireball')
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self.talking = False
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objects[0][0].talking = False
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self.hidden = True
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class Fighter(Objects):
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@ -69,18 +118,16 @@ class Fighter(Objects):
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self.attack_range = atr
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self.lastHurt = pg.time.get_ticks()
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self.lastAttack = pg.time.get_ticks()
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self.hurtCooldown = 250
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self.hurtCooldown = 0
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.attack_spell = weapon
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self.shield_spell = shield
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self.book = Book(0, 0, [], None, None)
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self.talking = False
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self.level = Level(1000, 38, level, 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)
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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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def draw(self, screen):
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if self.hidden:
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@ -89,9 +136,11 @@ class MainCharacter(Fighter):
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screen.blit(self.sprite, self.rect)
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self.health.draw(screen)
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self.level.draw(screen)
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self.book.draw(screen)
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def hurt(self, damage):
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self.health.hurt(damage)
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def hurt(self, damage, objects):
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if not self.talking:
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self.health.hurt(damage)
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def walk(self, keys, objects):
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moveto = vec(0, 0)
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@ -106,26 +155,40 @@ class MainCharacter(Fighter):
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if not moveto == vec(0, 0):
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moveto.scale_to_length(self.speed)
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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])
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if touches is not None:
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self.x -= moveto[0] / fps #change later
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self.y -= moveto[1] / fps #change later
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self.x -= moveto[0]*1.5 / fps #change later
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self.y -= moveto[1]*1.5 / fps #change later
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if isinstance(touches, NPC):
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touches.talk(objects)
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def attack(self, obj, moveto = vec(0,1)):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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if self.book.current_sp == 'fireball':
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weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
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else:
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return
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obj[3].append(weapon)
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self.lastAttack = pg.time.get_ticks()
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def update(self, keys, objects):
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self.walk(keys, objects)
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if not self.talking:
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self.walk(keys, objects)
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if keys[pg.K_f]:
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self.attack(objects)
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if self.health.health <= 0:
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return False
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else:
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return True
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class Hearts():
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def __init__(self, health, sprite, x, y) -> None:
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def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
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self.x = x
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self.y = y
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self.health = health
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self.lastHurt = pg.time.get_ticks()
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self.hurtCooldown = 1000
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self.hurtCooldown = hurtCooldown
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self.hidden = False
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self.sprite=[]
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for parts in sprite:
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@ -189,6 +252,32 @@ class Level():
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])
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screen.blit(self.box, self.labelRect)
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class Book():
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def __init__(self, x, y, spells, current_spell, current_shield) -> None:
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with open(f'art/images/book.png') as i:
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self.sprite = pg.image.load(i)
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self.sprite = pg.transform.scale(self.sprite, (1280, 720))
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self.x = x
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self.y = y
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self.hidden = True
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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self.sp_list = spells
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self.current_sp = current_spell
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def draw(self, screen):
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if self.hidden:
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return
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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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def addspell(self, spell):
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if spell not in self.sp_list:
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self.sp_list.append(spell)
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self.current_sp = spell
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def update(self):
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pass
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class Mobs(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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@ -211,8 +300,14 @@ class Skeleton(Mobs):
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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def hurt(self, damage, objects):
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self.health -= damage
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if self.health <= 0:
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self.hidden = True
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objects[1].remove(self)
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def update(self, obj):
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self.chase(obj)
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@ -223,27 +318,44 @@ class Weapons(Objects):
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super().__init__(name, ms, sprite, x, y)
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self.moveto = moveto
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self.damage = damage
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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pos = vec(1,0)
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angle = pos.angle_to(moveto)
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with open(f'art/images/{sprite}') as i:
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self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
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def die(self, objects, kills):
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touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
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if touches is not None and isinstance(touches, kills):
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touches.hurt(self.damage, objects)
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self.hidden = True
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objects[3].remove(self)
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class Spells(Weapons):
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def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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class Fireball(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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def move(self):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0] / fps
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self.y += self.moveto[1] / fps
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def update(self, objects):
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self.move()
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self.die(objects, Mobs)
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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def move(self):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0] / fps
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self.y += self.moveto[1] / fps
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def die(self, objects):
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and isinstance(touches, MainCharacter):
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touches.hurt(self.damage)
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self.hidden = True
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def update(self, objects):
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self.move()
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self.die(objects)
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self.die(objects, MainCharacter)
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