From d86f8c360b9626ded05396edcd81ccca12058e80 Mon Sep 17 00:00:00 2001 From: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> Date: Sun, 3 Mar 2024 13:31:01 +0100 Subject: [PATCH 1/5] fixed bug which stopped movement if colliding with projectiles Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> --- main.py | 4 ++-- viecher.py | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/main.py b/main.py index e2920b6..52140eb 100644 --- a/main.py +++ b/main.py @@ -57,7 +57,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ for thing in objects[0]: - if not thing.update(pygame.key.get_pressed()): + if not thing.update(pygame.key.get_pressed(), objects): menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) thing.draw(screen) @@ -170,7 +170,7 @@ def main(): #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)) - test(screen, clock, running, background, isblack, WIDTH, HEIGHT) + #test(screen, clock, running, background, isblack, WIDTH, HEIGHT) menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) """while running: for event in pygame.event.get(): diff --git a/viecher.py b/viecher.py index 162fff4..c80ca16 100644 --- a/viecher.py +++ b/viecher.py @@ -108,7 +108,7 @@ class MainCharacter(Fighter): self.x += moveto[0] / fps self.y += moveto[1] / fps touches = pg.sprite.spritecollideany(self, objects[1] + objects[2]) - if touches is not None: + if touches is not None and not isinstance(touches, Weapons): self.x -= moveto[0] / fps #change later self.y -= moveto[1] / fps #change later From 3ad2ad64789157d971a6a633eca8c48540695fe2 Mon Sep 17 00:00:00 2001 From: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> Date: Mon, 4 Mar 2024 17:15:19 +0100 Subject: [PATCH 2/5] optimized collision with npcs and mobs added wall collision enabled hitboxes for object and wall highlighting Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> --- classes.py | 53 ++++++++++++++++++++++++++++--------- main.py | 77 +++++++++++++++++++++++++++++++++++++++++------------- viecher.py | 38 ++++++++++++++++++++++++--- 3 files changed, 134 insertions(+), 34 deletions(-) diff --git a/classes.py b/classes.py index ec2c32c..c7044fe 100644 --- a/classes.py +++ b/classes.py @@ -147,6 +147,10 @@ class GameObjects(): self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) 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 | None, WIDTH, HEIGHT, level:list) -> None: @@ -158,15 +162,19 @@ class Scene(GameObjects): if change: self.current_level += 1 self.level[self.current_level].update() + self.background = self.level[self.current_level].background if isinstance(self.objects, list): - for obj in self.objects: + 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: + 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): @@ -180,6 +188,7 @@ class Stage(GameObjects): for room in self.rooms: if room.id == self.current: room.update() + self.background = room.background keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT]: self.current += 1 @@ -191,6 +200,11 @@ class Stage(GameObjects): if room.id == self.current: room.draw(screen) + def getObjects(self): + for room in self.rooms: + if room.id == self.current: + return room.getObjects() + class Room(GameObjects): def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) @@ -200,31 +214,44 @@ class Room(GameObjects): self.locked = True else: self.locked = False - - self.objects.append(self.genWalls(WIDTH, HEIGHT)) + [self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] + def genWalls(self, WIDTH, HEIGHT): walls = [] - walls.append(pygame.Rect(0, 0, 4, HEIGHT)) - walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) - walls.append(pygame.Rect(0, 0, WIDTH, 4)) - walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) + 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 update(self): - pass - + return + def draw(self, screen): screen.blit(self.background, (32, 32)) if isinstance(self.objects, list): - for obj in self.objects[0]: + for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]: obj.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.rect = pygame.Rect((x, y), self.background.get_size()) + 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): - screen.blit(self.background, self.rect) \ No newline at end of file + if not self.hidden: + screen.blit(self.background, self.rect) + else: + pygame.draw.rect(screen, '#e0a77f', self.rect, 2) + diff --git a/main.py b/main.py index 840dfae..e88e1ac 100644 --- a/main.py +++ b/main.py @@ -27,13 +27,13 @@ def quitGame(): pygame.quit() quit() -def genRooms(WIDTH, HEIGHT, type:str): +def genRooms(WIDTH, HEIGHT, type:str, objects:list): room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) rooms = [ - Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), - Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), ] return rooms @@ -43,6 +43,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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)) + scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) freeze = False #Gameplay is freezed in certain situations while running: @@ -62,6 +66,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ if not freeze: + scene.update(False) + objects = scene.getObjects() + screen.blit(scene.background, (32, 32)) + for thing in objects[3]: + thing.update(objects) + thing.draw(screen) + for thing in objects[0]: thing.book.hidden = not freeze if not thing.update(pygame.key.get_pressed(), objects): @@ -75,10 +86,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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) @@ -150,27 +158,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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') + 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), - ])) + #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: - for event in pygame.event.get(): + screen.fill('#000000') + events = pygame.event.get() + for event in events: if event.type == pygame.QUIT: running = False quitGame() - screen.fill('#000000') - scene.update(False) - scene.draw(screen) + 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() diff --git a/viecher.py b/viecher.py index 33d6148..477c160 100644 --- a/viecher.py +++ b/viecher.py @@ -1,4 +1,5 @@ import pygame as pg +from classes import * vec = pg.math.Vector2 fps = 60 @@ -52,6 +53,7 @@ class Objects(): return self.rect.x, self.rect.y = self.x, self.y screen.blit(self.sprite, self.rect) + pg.draw.rect(screen, '#ff0000', self.rect, 2) class NPC(Objects): def __init__(self, name, ms, sprite, convo_act, x, y) -> None: @@ -137,6 +139,7 @@ class MainCharacter(Fighter): self.health.draw(screen) self.level.draw(screen) self.book.draw(screen) + pg.draw.rect(screen, '#ff00ee', self.rect, 2) def hurt(self, damage, objects): if not self.talking: @@ -154,14 +157,43 @@ class MainCharacter(Fighter): 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[1] + objects[2]) + touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) if touches is not None and not isinstance(touches, Weapons): - self.x -= moveto[0]*1.5 / fps #change later - self.y -= moveto[1]*1.5 / fps #change later + 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 -= (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 -= (self.rect.height - (touches.rect.y - self.y)) + 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)) + #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 isinstance(touches, NPC): touches.talk(objects) + """ + 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, moveto = vec(0,1)): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): From 953edca6943bfef26099a97dc65a280162749e69 Mon Sep 17 00:00:00 2001 From: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> Date: Wed, 6 Mar 2024 12:10:59 +0100 Subject: [PATCH 3/5] updated the button class -> can now take any arguments for the onClick Function changed all buttons according to this Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> --- classes.py | 23 +++++++++++++---------- main.py | 13 +++++++------ viecher.py | 14 +++++++------- 3 files changed, 27 insertions(+), 23 deletions(-) diff --git a/classes.py b/classes.py index 7b5de72..5cf904f 100644 --- a/classes.py +++ b/classes.py @@ -34,12 +34,13 @@ fonts = { } class Button(): - def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False): + 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 @@ -53,15 +54,15 @@ class Button(): self.buttonSurf = self.font.render(buttonText, True, '#baab80') - def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None): + def update(self, screen): 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) + if self.attributes: + self.onclickFunction(*self.attributes) self.alreadyPressed = True else: self.onclickFunction() @@ -158,10 +159,10 @@ class Scene(GameObjects): self.level = level self.current_level = 0 - def update(self, change:bool): + def update(self, change:bool, objects): if change: self.current_level += 1 - self.level[self.current_level].update() + 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]: @@ -184,10 +185,10 @@ class Stage(GameObjects): self.rooms = rooms self.current = 0 - def update(self): + def update(self, objects): for room in self.rooms: if room.id == self.current: - room.update() + room.update(objects) self.background = room.background keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT]: @@ -216,7 +217,6 @@ class Room(GameObjects): self.locked = False [self.objects[3].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)) @@ -225,7 +225,10 @@ class Room(GameObjects): walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) return walls - def update(self): + def update(self, objects): + self.objects = objects + if not self.objects[1]: + self.locked = False return def draw(self, screen): diff --git a/main.py b/main.py index 9254e8a..c016468 100644 --- a/main.py +++ b/main.py @@ -31,12 +31,13 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)] room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) rooms = [ - Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), - Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), - Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), + Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), ] return rooms + def play(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))] @@ -66,7 +67,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ if not freeze: - scene.update(False) + scene.update(False, objects) objects = scene.getObjects() screen.blit(scene.background, (32, 32)) for thing in objects[3]: @@ -135,7 +136,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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", play)) + objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, 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: @@ -150,7 +151,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): # fill the screen with an image to clear the screen screen.blit(bg, (0, 0)) for obj in objects: - obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT) + obj.update(screen) # flip() the display to put your work on screen pygame.display.flip() diff --git a/viecher.py b/viecher.py index 772bd3e..5249b6e 100644 --- a/viecher.py +++ b/viecher.py @@ -1,5 +1,6 @@ import pygame as pg from classes import * +from main import * vec = pg.math.Vector2 fps = 60 @@ -170,11 +171,11 @@ class MainCharacter(Fighter): if touches.name == 'wall_l': self.x += (2 + (self.x - touches.rect.x)) elif touches.name == 'wall_r': - self.x -= (self.rect.width - (touches.rect.x - self.x)) + 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 -= (self.rect.height - (touches.rect.y - self.y)) + self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) return if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) @@ -312,15 +313,14 @@ class Book(): if spell not in self.sp_list: self.sp_list.append(spell) self.current_sp = spell - self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23)) + self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) self.buttons_height += 100 - def update_spell(self): - self.current_sp = None - + def update_spell(self, spell): + self.current_sp = spell + def update(self): pass - class Mobs(Fighter): 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) From 501e84181f1f70fc74767062ca357c06f93bdfd1 Mon Sep 17 00:00:00 2001 From: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> Date: Wed, 6 Mar 2024 14:26:32 +0100 Subject: [PATCH 4/5] added a new missile new to character: wind slash attack added projectile lifetime (in frames, maybe change to 5*fps later) Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> --- art/images/windslash.png | Bin 0 -> 400 bytes main.py | 4 +++ viecher.py | 52 +++++++++++++++++++++++---------------- 3 files changed, 35 insertions(+), 21 deletions(-) create mode 100644 art/images/windslash.png diff --git a/art/images/windslash.png b/art/images/windslash.png new file mode 100644 index 0000000000000000000000000000000000000000..03b463ef9f2c43305477576e904e10cc35e60236 GIT binary patch literal 400 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`jKx9jP7LeL$-D$|Tv8)E(|mmy zw18|52FCVG1{RPKAeI7R1_tH@j10^`nh_+nfC(-uuz(rC1}QWNE&K$eetEh$hFA!0 z4L0ODCb(UM(LNz@wL;jkjV8GrXAXM2bLvsb zn;2V`pY~jDx03y=)JOc^H@Uo<)ot@FI+U+zL0R7pKIUIvLRJ(cb$^*IT`1#z$Uvv| ze)tg^_xmS!R09fkiW;2`KDo)~k;OEPE)ySL#+eTnCRx2Zbums;b>8#P(^`2d5j?tU zg(vRdOa9^3^h)taNa8blr30q3)=Xu1|KVH|=e@?j-|~#=lbT!eX0R4(nX-CL%Gl45 zVE5p~p4E+xw+=7Qdeb9w@CN5*W5e}{j^7W~oc;6t^pjodln(!Kw%V06@zxtoi{qhf TGy1%`K%wF3>gTe~DWM4fYW|MR literal 0 HcmV?d00001 diff --git a/main.py b/main.py index c016468..c603d3b 100644 --- a/main.py +++ b/main.py @@ -87,6 +87,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): for npc in objects[2]: npc.update(pygame.key.get_pressed(), objects) npc.draw(screen) + + if objects[1] ==[]: + objects[0][0].book.addspell('windslash') + else: objects[0][0].book.hidden = not freeze diff --git a/viecher.py b/viecher.py index 5249b6e..f233ef3 100644 --- a/viecher.py +++ b/viecher.py @@ -202,6 +202,8 @@ class MainCharacter(Fighter): 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, 5) else: return obj[3].append(weapon) @@ -313,7 +315,7 @@ class Book(): if spell not in self.sp_list: self.sp_list.append(spell) self.current_sp = spell - self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) + self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) self.buttons_height += 100 def update_spell(self, spell): @@ -357,10 +359,12 @@ class Skeleton(Mobs): class Weapons(Objects): - def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: + 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) with open(f'art/images/{sprite}') as i: @@ -372,33 +376,39 @@ class Weapons(Objects): touches.hurt(self.damage, objects) self.hidden = True 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) -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) + 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 = 'fireball.png') -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) def update(self, objects): - self.move() + self.move(objects) self.die(objects, Mobs) - -class Arrow(Weapons): - def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None: - super().__init__(name, ms, sprite, x, y, moveto, damage) - def move(self): - self.moveto.scale_to_length(self.speed) - self.x += self.moveto[0] / fps - self.y += self.moveto[1] / fps +class Windslash(Spells): + def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=150) -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) def update(self, objects): - self.move() + self.move(objects) + self.die(objects, Mobs) + +class Arrow(Weapons): + def __init__(self, name, ms, x, y, moveto, damage, sprite = '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) From c9a98fb94ce22a29881beca8339473dd8c6ce12d Mon Sep 17 00:00:00 2001 From: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> Date: Wed, 6 Mar 2024 14:27:06 +0100 Subject: [PATCH 5/5] added new icons for spell selection inside the book Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com> --- art/images/fireball_icon.png | Bin 0 -> 581 bytes art/images/windslash_icon.png | Bin 0 -> 433 bytes 2 files changed, 0 insertions(+), 0 deletions(-) create mode 100644 art/images/fireball_icon.png create mode 100644 art/images/windslash_icon.png diff --git a/art/images/fireball_icon.png b/art/images/fireball_icon.png new file mode 100644 index 0000000000000000000000000000000000000000..15ca554ceb60d50f4afdc0eab2fb3804195e0441 GIT binary patch literal 581 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`jKx9jP7LeL$-D$|Tv8)E(|mmy zw18|52FCVG1{RPKAeI7R1_tH@j10^`nh_+nfC(-uuz(rC1}QWNE&K#jw%*glF~mY} zX|S)ilcR{O@%i<4wv?nd3GC=7+uBp-;C+xwN##z&I<7zLTUWZKHO_Qhz^40~F*iHD zTf;MUTeh%&aDMUgy_H$sdkyZ)+*y3?ugpf74uNF?^2x?~-*;+w?TgG{a$B!cV(M9= z-EwTLt(!#s4cFwiJZpMGl2rG8<&fxj!dDRAw*9&Kt2OU=BIe4nGq!hU7pOYB98YxL zUL3NS})FW~VxvikEruPyR&(SL2WtX;-2v*o_w zHSfm5KIX<&YYtXAzLYF6_MYIhQ+?4}Q#Pob#w>2Ss7-Li>91vCf4QITm2O&kZht3BRa1gzhJVV+f`}a(*7XQpdFHqA z;;Ds~D;+m{;;8?5a?j;ozb^C}?6|us87Rx4SRk&u;QTvJCywZ;va9~Rscb08KL7FD zTe~0T>@s1mUb8%UE_^jYaQ4|Xg^x1KbLKTx6lDb6Y$= zYjR-KX&#>YA0K=$`gYM$z{lWh`X!b)3*nr93^TMZ@4I*MxECl2Jzf1=);T3K0RSLy B=9d5f literal 0 HcmV?d00001 diff --git a/art/images/windslash_icon.png b/art/images/windslash_icon.png new file mode 100644 index 0000000000000000000000000000000000000000..5f6ddd37310cb17a40bb56154b42a5a598871e83 GIT binary patch literal 433 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`jKx9jP7LeL$-D$|Tv8)E(|mmy zw18|52FCVG1{RPKAeI7R1_tH@j10^`nh_+nfC(-uuz(rC1}QWNE&K#jChh6s7-Auq zoFcID$9V_F1jd)W(HH!t33dxZHJYbNT5Rc`Lp{I6kX-m*y4`67)+ZqDQQR1BL?U2Sjk;QY&^_!TI3A>RPz?{ z`g~=T6K9*C7#9~O(Uu^=aGAx3?1G6qKJ9!TjT%N9eF6*2UngG2bf}#Kb literal 0 HcmV?d00001