forked from InfoProjekt/game
Merge pull request 'Skeleton, Pfeile und Movement' (#52) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#52 Comments werden eh überbewertet ngl
This commit is contained in:
commit
b31a12b43b
2 changed files with 84 additions and 25 deletions
17
main.py
17
main.py
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@ -27,8 +27,11 @@ def quitGame():
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quit()
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50))
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main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)]
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mobs=[]
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mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200))
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objects = [main,mobs]
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while running:
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screen.fill('#000000')
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events = pygame.event.get()
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@ -42,9 +45,13 @@ 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 obj in objects:
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obj.update(pygame.key.get_pressed())
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obj.draw(screen)
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for thing in objects[0]:
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thing.update(pygame.key.get_pressed())
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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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# flip() the display to put your work on screen
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pygame.display.flip()
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92
viecher.py
92
viecher.py
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@ -1,14 +1,15 @@
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import pygame
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vec = pygame.math.Vector2
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fps = 60
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class Character():
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def __init__(self, name, ms, sprite) -> None:
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class Objects():
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def __init__(self, name, ms, sprite, x, y) -> None:
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self.name = name
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
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self.sprite = pygame.image.load(i)
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self.x = 524
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self.y = 524
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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 = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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@ -20,13 +21,13 @@ class Character():
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screen.blit(self.sprite, self.rect)
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class NPC(Character):
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class NPC(Objects):
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pass
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class Fighter(Character):
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def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite)
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class Fighter(Objects):
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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)
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self.health = health
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self.damage = damage
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self.level = level
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@ -34,23 +35,74 @@ class Fighter(Character):
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self.attack_range = atr
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
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super().__init__(name, ms, sprite, health, damage, level, asp, atr)
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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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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.talking = False
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def update(self, keys):
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if keys[pygame.K_w]:
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self.y -= self.speed / fps
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if keys[pygame.K_a]:
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self.x -= self.speed / fps
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if keys[pygame.K_s]:
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self.y += self.speed / fps
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if keys[pygame.K_d]:
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self.x += self.speed / fps
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moveto=vec(0,0)
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if keys[pygame.K_w] or keys[pygame.K_UP]:
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moveto += vec(0,-1)
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if keys[pygame.K_a] or keys[pygame.K_LEFT]:
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moveto += vec(-1,0)
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if keys[pygame.K_s] or keys[pygame.K_DOWN]:
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moveto += vec(0,1)
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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moveto += vec(1,0)
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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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class Mobs(Fighter):
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def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None:
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super().__init__(name, ms, sprite, health, damage, level, asp, atr)
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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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self.drops = drops * (self.level / 2)
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class Skeleton(Mobs):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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self.canAttack=True
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def follow(self,obj):
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x=obj[0][0].x
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y=obj[0][0].y
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moveto = vec(x,y) - vec(self.x,self.y)
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if not (moveto).length()<=self.attack_range:
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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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else:
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self.attack(moveto,obj)
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def attack(self,moveto,obj):
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if self.canAttack==True:
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obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
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self.canAttack=False
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def cooldown(self):
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pass
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def update(self,obj):
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self.follow(obj)
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto) -> None:
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super().__init__(name, ms, sprite, x, y)
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
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super().__init__(name, ms, sprite, x, y, moveto)
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self.moveto = moveto
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def update(self,objects):
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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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