Merge pull request 'Development' (#2) from InfoProjekt/game:Development into Development
Reviewed-on: #2
1
.idea/ideas.txt
generated
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@ -38,6 +38,7 @@ Story:
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Henker
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armer Bauer
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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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-> Zurückkommen
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BIN
art/image files/dooor.kra
Normal file
BIN
art/image files/door.kra
Normal file
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art/image files/startscreen.kra
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art/images/background/door_boss.png
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After Width: | Height: | Size: 210 B |
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art/images/background/door_normal.png
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After Width: | Height: | Size: 172 B |
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art/images/background/fireplace.png
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After Width: | Height: | Size: 255 B |
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art/images/background/grass0.png
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After Width: | Height: | Size: 131 KiB |
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art/images/background/house.png
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After Width: | Height: | Size: 771 KiB |
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art/images/background/insideHouse.png
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After Width: | Height: | Size: 954 KiB |
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art/images/background/portal.png
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After Width: | Height: | Size: 1.3 KiB |
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art/images/background/river.png
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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 |
BIN
art/images/background/startscreen.png
Normal file
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After Width: | Height: | Size: 4.2 MiB |
BIN
art/images/background/village.png
Normal file
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After Width: | Height: | Size: 2.8 KiB |
BIN
art/images/box/empty.png
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After Width: | Height: | Size: 68 B |
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art/images/box/fireball_icon.png
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After Width: | Height: | Size: 581 B |
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art/images/box/label.png
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After Width: | Height: | Size: 635 B |
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Before Width: | Height: | Size: 644 B After Width: | Height: | Size: 644 B |
BIN
art/images/box/thinks.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
BIN
art/images/box/windslash_icon.png
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After Width: | Height: | Size: 433 B |
BIN
art/images/icon.png
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After Width: | Height: | Size: 488 KiB |
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art/images/main_attributes/book.png
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After Width: | Height: | Size: 128 KiB |
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art/images/main_attributes/dreiviertelheart.png
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After Width: | Height: | Size: 450 B |
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art/images/main_attributes/fullheart.png
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After Width: | Height: | Size: 433 B |
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art/images/main_attributes/halfheart.png
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After Width: | Height: | Size: 462 B |
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art/images/main_attributes/noheart.png
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After Width: | Height: | Size: 438 B |
BIN
art/images/main_attributes/viertelheart.png
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After Width: | Height: | Size: 441 B |
BIN
art/images/people/oldlady.png
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After Width: | Height: | Size: 477 B |
BIN
art/images/people/oldman.png
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After Width: | Height: | Size: 674 B |
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art/images/people/oldmanattack.png
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After Width: | Height: | Size: 5.4 KiB |
BIN
art/images/people/oldmanwalk.png
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After Width: | Height: | Size: 2.1 KiB |
BIN
art/images/people/rat.png
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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
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After Width: | Height: | Size: 505 B |
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art/images/people/zombie.png
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After Width: | Height: | Size: 588 B |
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art/images/people/zombiewalk.png
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After Width: | Height: | Size: 1.6 KiB |
BIN
art/images/weapons/arrow.png
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After Width: | Height: | Size: 255 B |
BIN
art/images/weapons/empty.png
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After Width: | Height: | Size: 87 B |
BIN
art/images/weapons/fireball.png
Normal file
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After Width: | Height: | Size: 495 B |
BIN
art/images/weapons/windslash.png
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After Width: | Height: | Size: 400 B |
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Before Width: | Height: | Size: 5.9 KiB |
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Before Width: | Height: | Size: 2.1 KiB |
511
classes.py
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@ -1,160 +1,351 @@
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import pygame
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pygame.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Button():
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def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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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.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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with open('art/images/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, 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, '#baab80')
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def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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if 'play' in str(self.onclickFunction):
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self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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self.alreadyPressed = True
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else:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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screen.blit(self.box, self.buttonRect)
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class DropDown():
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def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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self.rect = pygame.Rect(x, y, width, height)
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.main = main
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self.options = options
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self.draw_menu = False
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self.menu_active = False
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self.active_option = -1
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with open('art/images/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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def draw(self, screen):
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#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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surface = self.font.render(self.main, 1, (0, 0, 0))
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self.box.blit(surface, [
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self.rect.width/2 - surface.get_rect().width/2,
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self.rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, surface.get_rect(center = self.rect.center))
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if self.draw_menu:
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for i, text in enumerate(self.options):
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rect = self.rect.copy()
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rect.y += (i+1) * self.rect.height
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rect.x = self.rect.x
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#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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#msg = self.font.render(text, 1, (0, 0, 0))
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#screen.blit(msg, msg.get_rect(center = rect.center))
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surface = self.font.render(text, 1, (0, 0, 0))
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self.box.blit(surface, [
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rect.width/2 - surface.get_rect().width/2,
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rect.height/2 - surface.get_rect().height/2
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])
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screen.blit(self.box, rect)
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def update(self, event_list):
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mpos = pygame.mouse.get_pos()
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self.menu_active = self.rect.collidepoint(mpos)
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self.active_option = -1
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for i in range(len(self.options)):
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rect = self.rect.copy()
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rect.y += (i+1) * self.rect.height
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if rect.collidepoint(mpos):
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self.active_option = i
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break
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if not self.menu_active and self.active_option == -1:
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self.draw_menu = False
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#self.draw_menu = True
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#return -1
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.menu_active:
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self.draw_menu = not self.draw_menu
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elif self.draw_menu and self.active_option >= 0:
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self.draw_menu = False
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return self.active_option
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return -1
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class GameObjects():
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def __init__(self, name:str, _type:str, bg, objects:list) -> None:
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self.name = name
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self.type = _type
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self.background = bg
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self.objects = objects
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list) -> None:
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super().__init__(name, _type, bg, objects)
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None:
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super().__init__(name, _type, bg, objects)
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self.exits = exits
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if self.type == 'normal' or self.type == 'boss':
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self.locked = True
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else:
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self.locked = False
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import pygame
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import random
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pygame.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Button():
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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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.attributes = attributes
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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with open(f'art/images/box/{image}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, 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, '#baab80')
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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if self.attributes:
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self.onclickFunction(*self.attributes)
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self.alreadyPressed = True
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else:
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self.onclickFunction()
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self.alreadyPressed = True
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else:
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self.alreadyPressed = False
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self.box.blit(self.buttonSurf, [
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self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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])
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screen.blit(self.box, self.buttonRect)
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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 = '#1e90ff', sprite = 'label.png') -> 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.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font_color = font_color
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self.text = text
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self.hidden = False
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self.sprite = sprite
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
|
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|
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def draw(self, screen):
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if self.hidden:
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return
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
|
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self.box = pygame.image.load(tb)
|
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self.box = pygame.transform.scale(self.box, (self.width,self.height))
|
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
|
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self.labelSurf = self.font.render(self.text, True, self.font_color)
|
||||
self.box.blit(self.labelSurf, [
|
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
|
||||
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
|
||||
])
|
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screen.blit(self.box, self.labelRect)
|
||||
|
||||
|
||||
|
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class DropDown():
|
||||
def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
|
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self.rect = pygame.Rect(x, y, width, height)
|
||||
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
|
||||
self.main = main
|
||||
self.options = options
|
||||
self.draw_menu = False
|
||||
self.menu_active = False
|
||||
self.active_option = -1
|
||||
|
||||
with open('art/images/box/textbox.png', 'r') as tb:
|
||||
self.box = pygame.image.load(tb)
|
||||
self.box = pygame.transform.scale(self.box, (width, height))
|
||||
|
||||
def draw(self, screen):
|
||||
#pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
|
||||
surface = self.font.render(self.main, 1, (0, 0, 0))
|
||||
self.box.blit(surface, [
|
||||
self.rect.width/2 - surface.get_rect().width/2,
|
||||
self.rect.height/2 - surface.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, surface.get_rect(center = self.rect.center))
|
||||
|
||||
if self.draw_menu:
|
||||
for i, text in enumerate(self.options):
|
||||
rect = self.rect.copy()
|
||||
rect.y += (i+1) * self.rect.height
|
||||
rect.x = self.rect.x
|
||||
#pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
|
||||
#msg = self.font.render(text, 1, (0, 0, 0))
|
||||
#screen.blit(msg, msg.get_rect(center = rect.center))
|
||||
surface = self.font.render(text, 1, (0, 0, 0))
|
||||
self.box.blit(surface, [
|
||||
rect.width/2 - surface.get_rect().width/2,
|
||||
rect.height/2 - surface.get_rect().height/2
|
||||
])
|
||||
screen.blit(self.box, rect)
|
||||
|
||||
def update(self, event_list):
|
||||
mpos = pygame.mouse.get_pos()
|
||||
self.menu_active = self.rect.collidepoint(mpos)
|
||||
self.active_option = -1
|
||||
for i in range(len(self.options)):
|
||||
rect = self.rect.copy()
|
||||
rect.y += (i+1) * self.rect.height
|
||||
if rect.collidepoint(mpos):
|
||||
self.active_option = i
|
||||
break
|
||||
|
||||
if not self.menu_active and self.active_option == -1:
|
||||
self.draw_menu = False
|
||||
#self.draw_menu = True
|
||||
#return -1
|
||||
if pygame.mouse.get_pressed(num_buttons=3)[0]:
|
||||
if self.menu_active:
|
||||
self.draw_menu = not self.draw_menu
|
||||
elif self.draw_menu and self.active_option >= 0:
|
||||
self.draw_menu = False
|
||||
return self.active_option
|
||||
return -1
|
||||
|
||||
|
||||
class GameObjects():
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
|
||||
self.name = name
|
||||
self.type = _type
|
||||
self.background = bg
|
||||
if bg != None:
|
||||
if WIDTH != None and HEIGHT != None:
|
||||
with open(bg, 'r') as bg:
|
||||
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
|
||||
else:
|
||||
with open(bg, 'r') as bg:
|
||||
self.background = pygame.transform.scale2x(pygame.image.load(bg))
|
||||
self.objects = objects
|
||||
|
||||
def update(self, objects):
|
||||
return
|
||||
def draw(self, screen):
|
||||
return
|
||||
|
||||
class Scene(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
self.level = level
|
||||
self.current_level = 0
|
||||
self.update()
|
||||
|
||||
def update(self, change:bool=False, objects=None):
|
||||
if change:
|
||||
self.current_level += 1
|
||||
self.level[self.current_level].update(objects)
|
||||
self.background = self.level[self.current_level].background
|
||||
"""if isinstance(self.objects, list):
|
||||
for obj in self.objects[0] + self.objects[1] + self.objects[2]:
|
||||
obj.update()"""
|
||||
|
||||
def draw(self, screen):
|
||||
"""if isinstance(self.objects, list):
|
||||
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
|
||||
obj.draw(screen)"""
|
||||
self.level[self.current_level].draw(screen)
|
||||
|
||||
def getObjects(self):
|
||||
return self.level[self.current_level].getObjects()
|
||||
|
||||
|
||||
class Stage(GameObjects):
|
||||
def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
self.stage = stage
|
||||
self.rooms = rooms
|
||||
self.current = 0
|
||||
self.sortRooms(WIDTH)
|
||||
|
||||
def update(self, objects):
|
||||
for room in self.rooms:
|
||||
if room.id == self.current:
|
||||
room.update(objects)
|
||||
self.background = room.background
|
||||
keys = pygame.key.get_pressed()
|
||||
if keys[pygame.K_RIGHT]:
|
||||
self.current += 1
|
||||
if self.current >= len(self.rooms):
|
||||
return 1
|
||||
|
||||
def draw(self, screen):
|
||||
for room in self.rooms:
|
||||
if room.id == self.current:
|
||||
room.draw(screen)
|
||||
|
||||
def getObjects(self):
|
||||
for room in self.rooms:
|
||||
if room.id == self.current:
|
||||
return room.getObjects()
|
||||
|
||||
def sortRooms(self, WIDTH):
|
||||
rooms = self.rooms
|
||||
for i, room in enumerate(rooms):
|
||||
if room.type != 'boss':
|
||||
i += 1
|
||||
rand = random.randint(0, 25)
|
||||
if rand < 7.5:
|
||||
if rooms[i].id <= room.id: i += 1
|
||||
room.exits.append([rooms[i].id, rooms[i].type])
|
||||
elif rand < 20:
|
||||
if rooms[i].id <= room.id: i += 1
|
||||
room.exits.append([rooms[i].id, rooms[i].type])
|
||||
if rand % 2 == 0: i += 1
|
||||
if not i >= len(self.rooms) - 2:
|
||||
room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
|
||||
else:
|
||||
if rooms[i].id <= room.id: i += 1
|
||||
room.exits.append([rooms[i].id, rooms[i].type])
|
||||
if rand % 2 == 0: i += 1
|
||||
if not i >= len(self.rooms) - 2:
|
||||
room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
|
||||
if not i >= len(self.rooms) - 3:
|
||||
room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
|
||||
|
||||
for room in self.rooms:
|
||||
print(str(room.id) + str(room.exits))
|
||||
room.createDoors(WIDTH)
|
||||
|
||||
class Room(GameObjects):
|
||||
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
self.exits = []
|
||||
self.id = id
|
||||
self.doors = []
|
||||
if self.type == 'normal' or self.type == 'boss':
|
||||
self.locked = True
|
||||
else:
|
||||
self.locked = False
|
||||
[self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||
|
||||
def genWalls(self, WIDTH, HEIGHT):
|
||||
walls = []
|
||||
walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
||||
walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
|
||||
walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
|
||||
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
||||
return walls
|
||||
|
||||
def createDoors(self, WIDTH):
|
||||
if not self.type == 'boss':
|
||||
if len(self.exits) == 1:
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0]))
|
||||
elif len(self.exits) == 2:
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0]))
|
||||
else:
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0]))
|
||||
self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0]))
|
||||
|
||||
def update(self, objects):
|
||||
if objects is not None:
|
||||
self.objects = objects
|
||||
if not self.objects[1]:
|
||||
self.locked = False
|
||||
return
|
||||
|
||||
def draw(self, screen):
|
||||
"""screen.blit(self.background, (32, 32))
|
||||
if isinstance(self.objects, list):
|
||||
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
|
||||
obj.draw(screen)"""
|
||||
for door in self.doors:
|
||||
door.draw(screen)
|
||||
|
||||
def getObjects(self):
|
||||
return self.objects
|
||||
|
||||
class Obstacle(GameObjects):
|
||||
def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
||||
self.collision = collision
|
||||
self.hidden = hidden
|
||||
self.width = WIDTH
|
||||
self.height = HEIGHT
|
||||
if self.background is not None:
|
||||
self.rect = pygame.Rect((x, y), self.background.get_size())
|
||||
else:
|
||||
self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
|
||||
|
||||
def draw(self, screen):
|
||||
if not self.hidden:
|
||||
screen.blit(self.background, self.rect)
|
||||
|
||||
class Door(GameObjects):
|
||||
def __init__(self, name: str, _type: str, x: int, target:int, y: int=8, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None:
|
||||
super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT)
|
||||
self.rect = pygame.Rect((x, y), self.background.get_size())
|
||||
self.locked = islocked
|
||||
|
||||
def draw(self, screen):
|
||||
screen.blit(self.background, self.rect)
|
||||
|
||||
def update(self, islocked=True):
|
||||
self.locked = islocked
|
||||
22
ideas.txt
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
Game:
|
||||
Rogue-like Game mit Story
|
||||
Pixel
|
||||
|
||||
viele Gegner:
|
||||
Skelette
|
||||
Zombies
|
||||
|
||||
Story:
|
||||
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
|
||||
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
|
||||
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
|
||||
-> Erwacht als magische Person in magischer Welt wieder
|
||||
Buch dient als Skillbaum (verschiedene Kapitel)
|
||||
Kampfmagier
|
||||
Heilender Magier -> Priester?
|
||||
Elementmagier(?)
|
||||
maybe noch irgendwas 4.
|
||||
|
||||
Ziel(e)
|
||||
-> Zurückkommen
|
||||
-> Happy werden (?)
|
||||
558
main.py
|
|
@ -1,147 +1,411 @@
|
|||
import pygame
|
||||
import sys
|
||||
import json
|
||||
import time
|
||||
from classes import *
|
||||
from viecher import *
|
||||
fps = 60
|
||||
|
||||
def setUp(config):
|
||||
pygame.init()
|
||||
if config["fullscreen"]:
|
||||
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||
else:
|
||||
screen = pygame.display.set_mode(config["res"])
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
return screen, clock, True, True, "start.png", []
|
||||
|
||||
def readConfig():
|
||||
with open('config.json', 'r') as c:
|
||||
json_data = c.read()
|
||||
return json.loads(json_data)
|
||||
|
||||
def quitGame():
|
||||
#save progress somehow, if needed
|
||||
pygame.quit()
|
||||
quit()
|
||||
|
||||
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(MainCharacter('Herbert', 100, 'reddy.png', 125, 5, 1, 1, 50))
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
"""with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
for obj in objects:
|
||||
obj.update(pygame.key.get_pressed())
|
||||
obj.draw(screen)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(fps) # limits FPS to 60
|
||||
|
||||
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
# List that is displayed while selecting the window resolution level
|
||||
resolution = [("1920x1080", "1920x1080"),
|
||||
("1920x1200", "1920x1200"),
|
||||
("1280x720", "1280x720"),
|
||||
("2560x1440", "2560x1440"),
|
||||
("3840x2160", "3840x2160")]
|
||||
|
||||
# This function displays the currently selected options
|
||||
|
||||
def printSettings():
|
||||
print("\n\n")
|
||||
# getting the data using "get_input_data" method of the Menu class
|
||||
settingsData = settings.get_input_data()
|
||||
|
||||
for key in settingsData.keys():
|
||||
print(f"{key}\t:\t{settingsData[key]}")
|
||||
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.process(screen)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(f'art/images/{background}', 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def main():
|
||||
config = readConfig()
|
||||
screen, clock, running, isblack, background, objects = setUp(config["screen"])
|
||||
WIDTH, HEIGHT = screen.get_size()
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'medieval', 48, "Options", uwu))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'medieval', 48, "Exit game", quitGame))
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
"""while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
if not isblack:
|
||||
with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with a color to wipe away anything from last frame
|
||||
screen.blit(bg, (0, 0))
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
|
||||
else:
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60"""
|
||||
|
||||
pygame.quit()
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
import pygame
|
||||
import sys
|
||||
import json
|
||||
import time
|
||||
import random
|
||||
from classes import *
|
||||
from viecher import *
|
||||
fps = 60
|
||||
|
||||
def setUp(config):
|
||||
pygame.init()
|
||||
if config["fullscreen"]:
|
||||
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||
else:
|
||||
screen = pygame.display.set_mode(config["res"])
|
||||
clock = pygame.time.Clock()
|
||||
pygame.display.set_caption('Between The Pages')
|
||||
with open('art/images/icon.png', 'r') as i:
|
||||
pygame.display.set_icon(pygame.image.load(i))
|
||||
return screen, clock, True, True, "startscreen.png", []
|
||||
|
||||
def readConfig():
|
||||
with open('config.json', 'r') as c:
|
||||
json_data = c.read()
|
||||
return json.loads(json_data)
|
||||
|
||||
def quitGame():
|
||||
#save progress somehow, if needed
|
||||
pygame.quit()
|
||||
quit()
|
||||
|
||||
def genRooms(WIDTH, HEIGHT, type:str, objects:list):
|
||||
room_objects = []
|
||||
#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)))
|
||||
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
|
||||
rooms = [
|
||||
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, j)
|
||||
for j in range(random.randint(5, 10))
|
||||
]
|
||||
rooms.append(Room(type, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88))
|
||||
#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)
|
||||
|
||||
return rooms
|
||||
|
||||
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
main = [herbert]
|
||||
mobs = [Skeleton('skeleton', 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, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))]
|
||||
weapons = []
|
||||
others = []
|
||||
npcs = []
|
||||
objects = [main, mobs, npcs, weapons, others]
|
||||
level = []
|
||||
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
|
||||
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
|
||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||
freeze = False #Gameplay is freezed in certain situations
|
||||
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
quitGame()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_e: #when book is open gameplay is freezed
|
||||
freeze = not freeze
|
||||
# RENDER YOUR GAME HERE
|
||||
"""with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
if not freeze:
|
||||
objects = scene.getObjects()
|
||||
screen.blit(scene.background, (32, 32))
|
||||
|
||||
for thing in objects[4]:
|
||||
thing.draw(screen)
|
||||
|
||||
for weapon in objects[3]:
|
||||
weapon.update(objects)
|
||||
weapon.draw(screen)
|
||||
|
||||
for thing in objects[0]:
|
||||
thing.book.hidden = not freeze
|
||||
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
||||
if result == 'village':
|
||||
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
elif result == 'play':
|
||||
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
else:
|
||||
thing.draw(screen)
|
||||
|
||||
for mob in objects[1]:
|
||||
mob.update(objects)
|
||||
mob.draw(screen)
|
||||
|
||||
for npc in objects[2]:
|
||||
npc.update(pygame.key.get_pressed(), objects)
|
||||
npc.draw(screen)
|
||||
|
||||
objects[0][0].book.addspell('windslash')
|
||||
scene.update(False, objects)
|
||||
scene.draw(screen)
|
||||
|
||||
else:
|
||||
objects[0][0].book.hidden = not freeze
|
||||
objects[0][0].book.draw(screen)
|
||||
objects[0][0].book.update()
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(fps) # limits FPS to 60
|
||||
|
||||
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
main = [herbert]
|
||||
mobs = []
|
||||
weapons = []
|
||||
others = [Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
|
||||
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
|
||||
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
|
||||
objects = [main, mobs, npcs, weapons, others]
|
||||
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
|
||||
freeze = True #Gameplay is freezed in certain situations
|
||||
main[0].health.health = 20
|
||||
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
quitGame()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_e: #when book is open gameplay is freezed
|
||||
freeze = not freeze
|
||||
# RENDER YOUR GAME HERE
|
||||
"""with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
if not freeze:
|
||||
objects = room.getObjects()
|
||||
screen.blit(room.background, (32, 32))
|
||||
|
||||
for thing in objects[4]:
|
||||
thing.draw(screen)
|
||||
|
||||
for weapon in objects[3]:
|
||||
weapon.update(objects)
|
||||
weapon.draw(screen)
|
||||
|
||||
for thing in objects[0]:
|
||||
thing.book.hidden = not freeze
|
||||
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
||||
if result == 'village':
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
elif result == 'play':
|
||||
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
elif result == 'house':
|
||||
house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
else:
|
||||
thing.draw(screen)
|
||||
|
||||
for mob in objects[1]:
|
||||
mob.update(objects)
|
||||
mob.draw(screen)
|
||||
|
||||
for npc in objects[2]:
|
||||
npc.update(pygame.key.get_pressed(), objects)
|
||||
npc.draw(screen)
|
||||
|
||||
room.update(objects)
|
||||
|
||||
else:
|
||||
objects[0][0].book.hidden = not freeze
|
||||
objects[0][0].book.draw(screen)
|
||||
objects[0][0].book.update()
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(fps) # limits FPS to
|
||||
|
||||
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
main = [herbert]
|
||||
mobs = []
|
||||
weapons = []
|
||||
others = []
|
||||
npcs = [NPC('elder', 100, 'people/reddy.png', 0, 200, 200)]
|
||||
objects = [main, mobs, npcs, weapons, others]
|
||||
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
|
||||
freeze = False #Gameplay is freezed in certain situations
|
||||
|
||||
while running:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
quitGame()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_e: #when book is open gameplay is freezed
|
||||
freeze = not freeze
|
||||
# RENDER YOUR GAME HERE
|
||||
"""with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
if not freeze:
|
||||
objects = room.getObjects()
|
||||
screen.blit(room.background, (32, 32))
|
||||
|
||||
for thing in objects[4]:
|
||||
thing.draw(screen)
|
||||
|
||||
# for weapon in objects[3]:
|
||||
# weapon.update(objects)
|
||||
# weapon.draw(screen)
|
||||
|
||||
for thing in objects[0]:
|
||||
thing.book.hidden = not freeze
|
||||
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
|
||||
if result == 'village':
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
elif result == 'play':
|
||||
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
elif result == 'wall':
|
||||
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
else:
|
||||
thing.draw(screen)
|
||||
|
||||
for npc in objects[2]:
|
||||
npc.update(pygame.key.get_pressed(), objects)
|
||||
npc.draw(screen)
|
||||
|
||||
objects[0][0].book.addspell('windslash')
|
||||
room.update(objects)
|
||||
|
||||
else:
|
||||
objects[0][0].book.hidden = not freeze
|
||||
objects[0][0].book.draw(screen)
|
||||
objects[0][0].book.update()
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(fps) # limits FPS to
|
||||
|
||||
|
||||
|
||||
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
# List that is displayed while selecting the window resolution level
|
||||
resolution = [("1920x1080", "1920x1080"),
|
||||
("1920x1200", "1920x1200"),
|
||||
("1280x720", "1280x720"),
|
||||
("2560x1440", "2560x1440"),
|
||||
("3840x2160", "3840x2160")]
|
||||
|
||||
# This function displays the currently selected options
|
||||
|
||||
def printSettings():
|
||||
print("\n\n")
|
||||
# getting the data using "get_input_data" method of the Menu class
|
||||
settingsData = settings.get_input_data()
|
||||
|
||||
for key in settingsData.keys():
|
||||
print(f"{key}\t:\t{settingsData[key]}")
|
||||
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.process(screen)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
objects = []
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
|
||||
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(f'art/images/background/{background}', 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with an image to clear the screen
|
||||
screen.blit(bg, (0, 0))
|
||||
for obj in objects:
|
||||
obj.update(screen)
|
||||
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||
main = [MainCharacter('Herbert', 100, '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))]
|
||||
others = []
|
||||
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
||||
objects = [main, mobs, npcs, others]
|
||||
level = []
|
||||
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
|
||||
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
|
||||
freeze = False #Gameplay is freezed in certain situations
|
||||
|
||||
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
|
||||
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
|
||||
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
|
||||
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
|
||||
# ]))
|
||||
|
||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
while True:
|
||||
screen.fill('#000000')
|
||||
events = pygame.event.get()
|
||||
for event in events:
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
quitGame()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_e: #when book is open gameplay is freezed
|
||||
freeze = not freeze
|
||||
|
||||
if not freeze:
|
||||
objects = scene.getObjects()
|
||||
for thing in objects[0]:
|
||||
thing.book.hidden = not freeze
|
||||
if not thing.update(pygame.key.get_pressed(), objects):
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
thing.draw(screen)
|
||||
|
||||
for mob in objects[1]:
|
||||
mob.update(objects)
|
||||
mob.draw(screen)
|
||||
|
||||
for npc in objects[2]:
|
||||
npc.update(pygame.key.get_pressed(), objects)
|
||||
npc.draw(screen)
|
||||
|
||||
for thing in objects[3]:
|
||||
thing.update(objects)
|
||||
thing.draw(screen)
|
||||
|
||||
else:
|
||||
objects[0][0].book.hidden = not freeze
|
||||
objects[0][0].book.draw(screen)
|
||||
objects[0][0].book.update()
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60
|
||||
|
||||
def main():
|
||||
config = readConfig()
|
||||
screen, clock, running, isblack, background, objects = setUp(config["screen"])
|
||||
WIDTH, HEIGHT = screen.get_size()
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
|
||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
|
||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
|
||||
"""while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
if not isblack:
|
||||
with open(background, 'r') as i:
|
||||
bg = pygame.image.load(i)
|
||||
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
|
||||
# fill the screen with a color to wipe away anything from last frame
|
||||
screen.blit(bg, (0, 0))
|
||||
|
||||
# RENDER YOUR GAME HERE
|
||||
|
||||
else:
|
||||
for obj in objects:
|
||||
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||
# flip() the display to put your work on screen
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60) # limits FPS to 60"""
|
||||
|
||||
pygame.quit()
|
||||
|
||||
if __name__ == '__main__':
|
||||
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
|
||||
main()
|
||||
|
|
|
|||
BIN
test1.png
Normal file
|
After Width: | Height: | Size: 179 KiB |
BIN
test2.png
Normal file
|
After Width: | Height: | Size: 166 KiB |
555
viecher.py
|
|
@ -1,56 +1,555 @@
|
|||
import pygame
|
||||
import pygame as pg
|
||||
from classes import *
|
||||
from main import *
|
||||
import random
|
||||
|
||||
vec = pg.math.Vector2
|
||||
fps = 60
|
||||
|
||||
class Character():
|
||||
def __init__(self, name, ms, sprite) -> None:
|
||||
|
||||
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.x = 524
|
||||
self.y = 524
|
||||
self.sprite = pg.transform.scale2x(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:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
pg.draw.rect(screen, '#ef0120', self.rect, 2)
|
||||
|
||||
class NPC(Objects):
|
||||
def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.talking = False
|
||||
self.hidden = False
|
||||
self.conversation = Convo(self, convo_scene)
|
||||
self.lastUpdate = pg.time.get_ticks()
|
||||
|
||||
def talk(self, objects):
|
||||
self.talking = True
|
||||
objects[0][0].talking = True
|
||||
|
||||
def draw(self, screen):
|
||||
super().draw(screen)
|
||||
if self.talking:
|
||||
self.conversation.draw(screen)
|
||||
|
||||
def update(self, keys, objects):
|
||||
if self.name == 'oldlady':
|
||||
if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]:
|
||||
self.conversation.convo_scene=1
|
||||
if self.lastUpdate + 200 < pg.time.get_ticks():
|
||||
if self.talking:
|
||||
self.conversation.update(keys, objects)
|
||||
self.lastUpdate = pg.time.get_ticks()
|
||||
else:
|
||||
touches = pg.sprite.spritecollideany(self, objects[0])
|
||||
if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter):
|
||||
self.talk(objects)
|
||||
self.lastUpdate = pg.time.get_ticks()
|
||||
|
||||
|
||||
class NPC(Character):
|
||||
pass
|
||||
class Convo(Label):
|
||||
def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size)
|
||||
self.convo_act=0
|
||||
self.npc = npc
|
||||
self.convo_scene = convo_scene
|
||||
self.convos = [
|
||||
['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
|
||||
['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
|
||||
['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']],
|
||||
['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal over there,', 'You will be send to a place with monsters.', 'PLEASE help us!']]
|
||||
]
|
||||
|
||||
def draw(self, screen):
|
||||
self.text = self.findConversation()[2][self.convo_act]
|
||||
super().draw(screen)
|
||||
|
||||
|
||||
class Fighter(Character):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite)
|
||||
def findConversation(self):
|
||||
for convo in self.convos:
|
||||
if convo[0] == self.npc.name and convo[1] == self.convo_scene:
|
||||
return convo
|
||||
return ['ERROR']
|
||||
|
||||
def update(self, keys, objects):
|
||||
if keys[pg.K_f]:
|
||||
convo = self.findConversation()
|
||||
if self.convo_act+1 < len(convo[2]):
|
||||
self.text = convo[2][self.convo_act]
|
||||
self.convo_act += 1
|
||||
else:
|
||||
if convo[0] == 'oldlady':
|
||||
if convo[1] == 0:
|
||||
for i in range(0,5):
|
||||
objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
|
||||
elif convo[1] == 1:
|
||||
objects[0][0].level.level = 5
|
||||
while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
|
||||
if convo[0] == 'elder':
|
||||
if convo[1] == 0:
|
||||
objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
|
||||
self.convo_scene += 1
|
||||
self.convo_act = 0
|
||||
self.npc.talking = False
|
||||
objects[0][0].talking = False
|
||||
|
||||
|
||||
class Fighter(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.health = health
|
||||
self.damage = damage
|
||||
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 = 0
|
||||
|
||||
|
||||
class MainCharacter(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
self.attack_spell = weapon
|
||||
self.shield_spell = shield
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||
self.book = Book(0, 0, [], None, None)
|
||||
self.talking = False
|
||||
self.level = Level(1000, 38, 150, 40, level, 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.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr I\'m freezing')
|
||||
self.freezing = True
|
||||
self.killed = killed #amount of mobs that were killed
|
||||
|
||||
def update(self, keys):
|
||||
if keys[pygame.K_w]:
|
||||
self.y -= self.speed / fps
|
||||
if keys[pygame.K_a]:
|
||||
self.x -= self.speed / fps
|
||||
if keys[pygame.K_s]:
|
||||
self.y += self.speed / fps
|
||||
if keys[pygame.K_d]:
|
||||
self.x += self.speed / fps
|
||||
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)
|
||||
self.book.draw(screen)
|
||||
pg.draw.rect(screen, '#e900fa', self.rect, 2)
|
||||
if self.thinks.hidden == False:
|
||||
self.thinks.draw(screen, self.x+20, self.y-100)
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
if not self.talking:
|
||||
self.health.hurt(damage)
|
||||
|
||||
def obstacle_interaction(self, objects):
|
||||
touches = pg.sprite.spritecollideany(self, objects[4])
|
||||
if touches is not None:
|
||||
if touches.name == 'fireplace':
|
||||
self.freezing = False
|
||||
elif touches.name == 'portal' and self.level.level != 1:
|
||||
return 'play'
|
||||
elif touches.name == 'house' and self.level.level != 1:
|
||||
self.x = 500
|
||||
self.y = 400
|
||||
return 'house'
|
||||
elif 'wall' in touches.name:
|
||||
return 'wall'
|
||||
else:
|
||||
return True
|
||||
|
||||
def walk(self, keys, objects):
|
||||
moveto = vec(0, 0)
|
||||
if keys[pg.K_w] or keys[pg.K_UP]:
|
||||
moveto += vec(0, -1)
|
||||
if keys[pg.K_a] or keys[pg.K_LEFT]:
|
||||
moveto += vec(-1, 0)
|
||||
if keys[pg.K_s] or keys[pg.K_DOWN]:
|
||||
moveto += vec(0, 1)
|
||||
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
|
||||
touches = pg.sprite.spritecollideany(self, objects[2] + objects[4])
|
||||
if touches is not None and not isinstance(touches, Weapons):
|
||||
if isinstance(touches, Obstacle):
|
||||
if not touches.collision:
|
||||
# print(touches.name)
|
||||
return
|
||||
if touches.type == 'wall':
|
||||
if touches.name == 'wall_l':
|
||||
self.x += (2 + (self.x - touches.rect.x))
|
||||
elif touches.name == 'wall_r':
|
||||
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
|
||||
if touches.name == 'wall_t':
|
||||
self.y += (2 + (self.y - touches.rect.y))
|
||||
elif touches.name == 'wall_b':
|
||||
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
||||
return
|
||||
elif isinstance(touches, NPC):
|
||||
return
|
||||
|
||||
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
|
||||
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
|
||||
#if self.y <= touches.y: pass
|
||||
#elif self.y > touches.y: pass
|
||||
#self.x -= moveto[0] * 2 / fps
|
||||
#self.y -= moveto[1] * 2 / fps
|
||||
|
||||
"""
|
||||
if self.x <= 32:
|
||||
self.x = 33
|
||||
elif self.x >= objects[3][0].width - 32:
|
||||
self.x = objects[3][0].width - 32 - self.rect.width + 1
|
||||
if self.y <= 32:
|
||||
self.y = 33
|
||||
elif self.y >= objects[3][0].height - 32:
|
||||
self.y = objects[3][0].height - 32 - self.rect.height + 1
|
||||
"""
|
||||
|
||||
def attack(self, obj, mouse):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
moveto = mouse - vec(self.x, self.y)
|
||||
if self.book.current_sp == 'fireball':
|
||||
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
||||
elif self.book.current_sp == 'windslash':
|
||||
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
|
||||
else:
|
||||
weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
|
||||
obj[3].append(weapon)
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
def update(self, keys, mouse, objects):
|
||||
if not self.talking:
|
||||
self.walk(keys, objects)
|
||||
if pg.mouse.get_pressed()[0]:
|
||||
self.attack(objects, vec(mouse))
|
||||
self.thinks.update(objects, self)
|
||||
if self.health.health <= 0:
|
||||
return 'village'
|
||||
else:
|
||||
return self.obstacle_interaction(objects)
|
||||
|
||||
class Hearts():
|
||||
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.health = health
|
||||
self.lastHurt = pg.time.get_ticks()
|
||||
self.hurtCooldown = hurtCooldown
|
||||
self.hidden = False
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/main_attributes/{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/main_attributes/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
|
||||
|
||||
class Level(Label):
|
||||
def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||
self.level = level
|
||||
def draw(self, screen):
|
||||
self.text = f'will to live: {self.level}%'
|
||||
super().draw(screen)
|
||||
|
||||
class Thinks(Label):
|
||||
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||
self.scene = 0
|
||||
|
||||
def draw(self, screen, x, y):
|
||||
if self.hidden:
|
||||
return
|
||||
self.x = x
|
||||
self.y = y
|
||||
super().draw(screen)
|
||||
|
||||
def update(self, objects, main):
|
||||
if not self.hidden:
|
||||
if self.scene == 0 and not main.freezing:
|
||||
self.scene = 1
|
||||
self.hidden = True
|
||||
elif self.scene == 1 and main.talking:
|
||||
self.scene = 2
|
||||
self.hidden = True
|
||||
if self.scene == 1:
|
||||
touches = pg.sprite.spritecollideany(main, objects[2])
|
||||
if touches is not None and isinstance(touches, NPC):
|
||||
self.text = 'I should press \"f\"'
|
||||
self.hidden = False
|
||||
else:
|
||||
self.hidden = False
|
||||
self.text = 'the lady over there'
|
||||
|
||||
class Book():
|
||||
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||
with open(f'art/images/main_attributes/book.png') as i:
|
||||
self.sprite = pg.image.load(i)
|
||||
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.hidden = False
|
||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||
self.sp_list = spells
|
||||
self.current_sp = current_spell
|
||||
self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
|
||||
"You are a homeless person. One cold day","you went to the library to warm up yourself.",
|
||||
"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
|
||||
"But you can find a way out of here again."]
|
||||
self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
|
||||
"Click on a picture to choose your spell.",
|
||||
"Talk to fairies to unlock new spells!"]
|
||||
self.buttons=[]
|
||||
self.buttons_y = 400
|
||||
self.buttons_x = 800
|
||||
|
||||
|
||||
def draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
text_left_y = 100
|
||||
text_right_y = 100
|
||||
for text in self.text_left:
|
||||
label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||
label.draw(screen)
|
||||
text_left_y += 50
|
||||
for text in self.text_right:
|
||||
label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
|
||||
label.draw(screen)
|
||||
text_right_y += 50
|
||||
for button in self.buttons:
|
||||
button.update(screen)
|
||||
|
||||
def addspell(self, spell):
|
||||
if spell not in self.sp_list:
|
||||
self.sp_list.append(spell)
|
||||
self.current_sp = spell
|
||||
self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
|
||||
self.buttons_y += 100
|
||||
|
||||
def update_spell(self, spell):
|
||||
self.current_sp = spell
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
class Mobs(Fighter):
|
||||
def __init__(self, name, ms, sprite, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, health, damage, level, asp, atr)
|
||||
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)
|
||||
self.drops = drops * (self.level / 2)
|
||||
|
||||
def chase(self, obj):
|
||||
x = obj[0][0].x
|
||||
y = obj[0][0].y
|
||||
moveto = vec(x, y) - vec(self.x, self.y)
|
||||
if not (moveto).length() <= self.attack_range:
|
||||
moveto.scale_to_length(self.speed)
|
||||
self.x += moveto[0] / fps
|
||||
self.y += moveto[1] / fps
|
||||
touches = pg.sprite.spritecollideany(self, obj[4])
|
||||
if touches is not None and not isinstance(touches, Weapons):
|
||||
if isinstance(touches, Obstacle):
|
||||
if not touches.collision:
|
||||
return
|
||||
if touches.type == 'wall':
|
||||
if touches.name == 'wall_l':
|
||||
self.x += (2 + (self.x - touches.rect.x))
|
||||
elif touches.name == 'wall_r':
|
||||
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
|
||||
if touches.name == 'wall_t':
|
||||
self.y += (2 + (self.y - touches.rect.y))
|
||||
elif touches.name == 'wall_b':
|
||||
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
||||
|
||||
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
|
||||
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
|
||||
else:
|
||||
self.attack(moveto, obj)
|
||||
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
self.health -= damage
|
||||
if self.health <= 0:
|
||||
objects[0][0].killed.append(self.name)
|
||||
self.hidden = True
|
||||
objects[1].remove(self)
|
||||
|
||||
|
||||
def update(self, obj):
|
||||
self.chase(obj)
|
||||
|
||||
|
||||
class Skeleton(Mobs):
|
||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
|
||||
class Zombie(Mobs):
|
||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
class Rat(Mobs):
|
||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.png', drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage, MainCharacter))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
class Weapons(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
self.moveto = moveto
|
||||
self.damage = damage
|
||||
self.life_ticks= life_ticks
|
||||
self.spawn_tick = pg.time.get_ticks()
|
||||
pos = vec(1,0)
|
||||
angle = pos.angle_to(moveto)
|
||||
|
||||
self.sprite = pg.transform.rotate(self.sprite, -angle)
|
||||
|
||||
def die(self, objects, kills):
|
||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||
if touches is not None and isinstance(touches, kills):
|
||||
touches.hurt(self.damage, objects)
|
||||
self.hidden = True
|
||||
if self in objects[3]:
|
||||
objects[3].remove(self)
|
||||
|
||||
def move(self, objects):
|
||||
self.moveto.scale_to_length(self.speed)
|
||||
self.x += self.moveto[0] / fps
|
||||
self.y += self.moveto[1] / fps
|
||||
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
|
||||
self.hidden = True
|
||||
objects[3].remove(self)
|
||||
|
||||
class Spells(Weapons):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
class Fireball(Spells):
|
||||
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)
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
self.die(objects, Mobs)
|
||||
|
||||
class Windslash(Spells):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
self.die(objects, Mobs)
|
||||
|
||||
def move(self, objects):
|
||||
super().move(objects)
|
||||
self.moveto = self.moveto.rotate(5)
|
||||
|
||||
|
||||
class Arrow(Weapons):
|
||||
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)
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
self.die(objects, MainCharacter)
|
||||
|
||||
|
||||
class Punch(Weapons):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
self.kills = kills
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
self.die(objects, self.kills)
|
||||
|
|
|
|||