diff --git a/.idea/ideas.txt b/.idea/ideas.txt index 131e8a8..7cb1d6e 100644 --- a/.idea/ideas.txt +++ b/.idea/ideas.txt @@ -38,6 +38,7 @@ Story: Henker armer Bauer "Hexe" + Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet Ziel(e) -> Zurückkommen diff --git a/READ.ME b/README.md similarity index 100% rename from READ.ME rename to README.md diff --git a/art/image files/dooor.kra b/art/image files/dooor.kra new file mode 100644 index 0000000..dea49d1 Binary files /dev/null and b/art/image files/dooor.kra differ diff --git a/art/image files/door.kra b/art/image files/door.kra new file mode 100644 index 0000000..82c52ce Binary files /dev/null and b/art/image files/door.kra differ diff --git a/art/image files/startscreen.kra b/art/image files/startscreen.kra new file mode 100644 index 0000000..a709c3e Binary files /dev/null and b/art/image files/startscreen.kra differ diff --git a/art/images/background/door_boss.png b/art/images/background/door_boss.png new file 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0000000..03b463e Binary files /dev/null and b/art/images/weapons/windslash.png differ diff --git a/art/sprite files /oldmanattack.png b/art/sprite files /oldmanattack.png deleted file mode 100644 index fb1085e..0000000 Binary files a/art/sprite files /oldmanattack.png and /dev/null differ diff --git a/art/sprite files /oldmanwalk.png b/art/sprite files /oldmanwalk.png deleted file mode 100644 index f578cc3..0000000 Binary files a/art/sprite files /oldmanwalk.png and /dev/null differ diff --git a/classes.py b/classes.py index d288c1d..247972b 100644 --- a/classes.py +++ b/classes.py @@ -1,160 +1,351 @@ -import pygame - -pygame.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 Button(): - def __init__(self, x, y, width, height, font, font_size, buttonText='Button', onclickFunction=None, onePress=False): - self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) - self.x = x - self.y = y - self.width = width - self.height = height - self.onclickFunction = onclickFunction - self.onePress = onePress - self.alreadyPressed = False - - with open('art/images/textbox.png', 'r') as tb: - self.box = pygame.image.load(tb) - self.box = pygame.transform.scale(self.box, (width, height)) - - - self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) - - self.buttonSurf = self.font.render(buttonText, True, '#baab80') - - def process(self, screen, clock, running, background, isblack, WIDTH, HEIGHT): - mousePos = pygame.mouse.get_pos() - if self.buttonRect.collidepoint(mousePos): - if pygame.mouse.get_pressed(num_buttons=3)[0]: - if self.onePress: - self.onclickFunction() - elif not self.alreadyPressed: - if 'play' in str(self.onclickFunction): - self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT) - self.alreadyPressed = True - else: - self.onclickFunction() - self.alreadyPressed = True - else: - self.alreadyPressed = False - self.box.blit(self.buttonSurf, [ - self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, - self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 - ]) - screen.blit(self.box, self.buttonRect) - - -class DropDown(): - def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): - 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/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) -> None: - self.name = name - self.type = _type - self.background = bg - self.objects = objects - - -class Scene(GameObjects): - def __init__(self, name:str, _type:str, bg, objects:list) -> None: - super().__init__(name, _type, bg, objects) - - -class Room(GameObjects): - def __init__(self, name:str, _type:str, bg, objects:list, exits:list) -> None: - super().__init__(name, _type, bg, objects) - self.exits = exits - if self.type == 'normal' or self.type == 'boss': - self.locked = True - else: - self.locked = False +import pygame +import random + +pygame.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 Button(): + def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None): + self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) + self.x = x + self.y = y + self.width = width + self.height = height + self.attributes = attributes + self.onclickFunction = onclickFunction + self.onePress = onePress + self.alreadyPressed = False + + with open(f'art/images/box/{image}', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (width, height)) + + + self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) + + self.buttonSurf = self.font.render(buttonText, True, '#baab80') + + def update(self, screen): + mousePos = pygame.mouse.get_pos() + if self.buttonRect.collidepoint(mousePos): + if pygame.mouse.get_pressed(3)[0]: + if self.onePress: + self.onclickFunction() + elif not self.alreadyPressed: + if self.attributes: + self.onclickFunction(*self.attributes) + self.alreadyPressed = True + else: + self.onclickFunction() + self.alreadyPressed = True + else: + self.alreadyPressed = False + self.box.blit(self.buttonSurf, [ + self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, + self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 + ]) + screen.blit(self.box, self.buttonRect) + +class Label(): + def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None: + self.x = x + self.y = y + self.width = width + self.height = height + self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) + self.font_color = font_color + self.text = text + self.hidden = False + self.sprite = sprite + with open(f'art/images/box/{sprite}', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (width, height)) + + + def draw(self, screen): + if self.hidden: + return + with open(f'art/images/box/{self.sprite}', 'r') as tb: + self.box = pygame.image.load(tb) + self.box = pygame.transform.scale(self.box, (self.width,self.height)) + self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) + self.labelSurf = self.font.render(self.text, True, self.font_color) + self.box.blit(self.labelSurf, [ + self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, + self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 + ]) + screen.blit(self.box, self.labelRect) + + + +class DropDown(): + def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options): + 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 \ No newline at end of file diff --git a/ideas.txt b/ideas.txt new file mode 100644 index 0000000..51bcf0f --- /dev/null +++ b/ideas.txt @@ -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 (?) \ No newline at end of file diff --git a/main.py b/main.py index d4c669f..001162c 100644 --- a/main.py +++ b/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() diff --git a/test1.png b/test1.png new file mode 100644 index 0000000..a36957b Binary files /dev/null and b/test1.png differ diff --git a/test2.png b/test2.png new file mode 100644 index 0000000..9a57c79 Binary files /dev/null and b/test2.png differ diff --git a/viecher.py b/viecher.py index 1cb3211..0e2f3c3 100644 --- a/viecher.py +++ b/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)