diff --git a/main.py b/main.py index bcbf72b..3f18e16 100644 --- a/main.py +++ b/main.py @@ -27,10 +27,11 @@ def quitGame(): quit() def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): - main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)] + main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 20, 5, 1, 1, 50)] mobs=[] - mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200)) - objects = [main,mobs] + mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 1, 1, 1, 200)) + others = [] + objects = [main, mobs, others] while running: screen.fill('#000000') @@ -46,12 +47,19 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): screen.blit(bg, (0, 0)) """ for thing in objects[0]: - thing.update(pygame.key.get_pressed()) + if thing.update(pygame.key.get_pressed()) ==False: + quitGame() thing.draw(screen) for mob in objects[1]: mob.update(objects) mob.draw(screen) + + for thing in objects[2]: + thing.update(objects) + thing.draw(screen) + + # flip() the display to put your work on screen pygame.display.flip() diff --git a/viecher.py b/viecher.py index ebf6f10..f403dd2 100644 --- a/viecher.py +++ b/viecher.py @@ -1,5 +1,5 @@ -import pygame -vec = pygame.math.Vector2 +import pygame as pg +vec = pg.math.Vector2 fps = 60 class Objects(): @@ -7,12 +7,12 @@ class Objects(): self.name = name self.speed = ms with open(f'art/images/{sprite}') as i: - self.sprite = pygame.image.load(i) + self.sprite = 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: @@ -33,6 +33,11 @@ class Fighter(Objects): 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 = 1000 + + class MainCharacter(Fighter): def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: @@ -40,25 +45,87 @@ class MainCharacter(Fighter): self.attack_spell = weapon self.shield_spell = shield self.talking = False + self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50) + + 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) - def update(self, keys): + def hurt(self,damage): + self.health.hurt(damage) + + def walk(self,keys): moveto=vec(0,0) - if keys[pygame.K_w] or keys[pygame.K_UP]: + if keys[pg.K_w] or keys[pg.K_UP]: moveto += vec(0,-1) - if keys[pygame.K_a] or keys[pygame.K_LEFT]: + if keys[pg.K_a] or keys[pg.K_LEFT]: moveto += vec(-1,0) - if keys[pygame.K_s] or keys[pygame.K_DOWN]: + if keys[pg.K_s] or keys[pg.K_DOWN]: moveto += vec(0,1) - if keys[pygame.K_d] or keys[pygame.K_RIGHT]: + 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 + + def update(self, keys): + self.walk(keys) + if self.health.health <= 0: + return False + else: + return True + +class Hearts(): + def __init__(self, health, sprite, x, y) -> None: + self.x = x + self.y = y + self.health = health + self.lastHurt = pg.time.get_ticks() + self.hurtCooldown = 1000 + self.hidden = False + self.sprite=[] + for parts in sprite: + with open(f'art/images/{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/{parts}') as i: + self.sprite.append(pg.image.load(i)) + 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) @@ -67,9 +134,8 @@ class Mobs(Fighter): class Skeleton(Mobs): def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) - self.canAttack=True - def follow(self,obj): + def chase(self,obj): x=obj[0][0].x y=obj[0][0].y moveto = vec(x,y) - vec(self.x,self.y) @@ -81,28 +147,40 @@ class Skeleton(Mobs): self.attack(moveto,obj) def attack(self,moveto,obj): - if self.canAttack==True: - obj[1].append(Arrow("arrow",100,self.x,self.y,moveto)) - self.canAttack=False - - def cooldown(self): - pass - + if self.lastAttack+self.attack_speed*1000 None: + def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None: super().__init__(name, ms, sprite, x, y) + self.moveto = moveto + self.damage = damage + class Arrow(Weapons): - def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None: - super().__init__(name, ms, sprite, x, y, moveto) - self.moveto = moveto - - def update(self,objects): + def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: + super().__init__(name, ms, sprite, x, y, moveto, damage) + pos = vec(x,y) + angle = pos.angle_to(moveto) + with open(f'art/images/{sprite}') as i: + self.sprite = pg.transform.rotate(pg.image.load(i), angle) + + def move(self): self.moveto.scale_to_length(self.speed) self.x += self.moveto[0]/fps - self.y += self.moveto[1]/fps \ No newline at end of file + self.y += self.moveto[1]/fps + + def die(self,objects): + touches=pg.sprite.spritecollideany(self,objects[0]) + if touches is not None and isinstance(touches, MainCharacter): + touches.hurt(self.damage) + self.hidden=True + + def update(self,objects): + self.move() + self.die(objects) \ No newline at end of file