diff --git a/art/images/background/house.png b/art/images/background/house.png new file mode 100644 index 0000000..e4d6ec3 Binary files /dev/null and b/art/images/background/house.png differ diff --git a/art/images/background/insideHouse.png b/art/images/background/insideHouse.png new file mode 100644 index 0000000..07adf06 Binary files /dev/null and b/art/images/background/insideHouse.png differ diff --git a/art/images/background/portal.png b/art/images/background/portal.png new file mode 100644 index 0000000..1bc87b0 Binary files /dev/null and b/art/images/background/portal.png differ diff --git a/art/images/background/village.png b/art/images/background/village.png new file mode 100644 index 0000000..e77a738 Binary files /dev/null and b/art/images/background/village.png differ diff --git a/art/images/box/speech.png b/art/images/box/thinks.png similarity index 100% rename from art/images/box/speech.png rename to art/images/box/thinks.png diff --git a/classes.py b/classes.py index 6081fd6..3970b38 100644 --- a/classes.py +++ b/classes.py @@ -171,8 +171,12 @@ class GameObjects(): self.type = _type self.background = bg if bg != None: - with open(bg, 'r') as bg: - self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) + 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): @@ -234,8 +238,6 @@ class Stage(GameObjects): if room.id == self.current: return room.getObjects() - def placeRooms(self): - 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) diff --git a/main.py b/main.py index f471a37..16f5d2f 100644 --- a/main.py +++ b/main.py @@ -37,16 +37,15 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): for j in range(random.randint(5, 10)) ] #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 = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] + main = [herbert] mobs = [Skeleton(i, 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, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))] - weapons = [] - others = [Fire('f1', 0, 200, 300)] - npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] + others = [] + npcs = [] objects = [main, mobs, npcs, weapons, others] level = [] rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) @@ -74,19 +73,22 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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[4]: - thing.update(objects) - thing.draw(screen) - for thing in objects[0]: thing.book.hidden = not freeze - if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): - menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) - thing.draw(screen) + 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) @@ -99,7 +101,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): objects[0][0].book.addspell('windslash') scene.update(False, objects) - else: objects[0][0].book.hidden = not freeze objects[0][0].book.draw(screen) @@ -109,6 +110,145 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): 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('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300), + 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, [True, True, True, True], 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) + + 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 house(screen, clock, running, background, isblack, WIDTH, HEIGHT): + main = [herbert] + mobs = [] + weapons = [] + others = [] + npcs = [NPC('oldman', 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, [True, True, True, True], 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 @@ -148,7 +288,7 @@ 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, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT])) + 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: @@ -265,4 +405,5 @@ def main(): pygame.quit() if __name__ == '__main__': + herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50) main() diff --git a/viecher.py b/viecher.py index 5d11e6c..0a5a3f6 100644 --- a/viecher.py +++ b/viecher.py @@ -58,38 +58,66 @@ class Objects(): pg.draw.rect(screen, '#ef0120', self.rect, 2) class NPC(Objects): - def __init__(self, name, ms, sprite, convo_act, x, y) -> None: + 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('Hello, you can shoot fireballs with f now.', convo_act, 'person') + self.conversation = Convo(self, convo_scene) + self.lastUpdate = pg.time.get_ticks() def talk(self, objects): self.talking = True objects[0][0].talking = True - self.conversation.hidden = False def draw(self, screen): super().draw(screen) if self.talking: self.conversation.draw(screen) - def update(self, keys, objects): - if self.talking: - self.conversation.update(keys, objects) + def update(self, keys, objects): + 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_SPACE] and isinstance(touches, MainCharacter): + self.talk(objects) + self.lastUpdate = pg.time.get_ticks() + class Convo(Label): - def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: + 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, ['Hello', 'How are you?']], + ['oldman', 0, ['Please help', 'there are so many bad people']] + ] + + def draw(self, screen): + self.text = self.findConversation()[self.convo_act] + super().draw(screen) + + + def findConversation(self): + for convo in self.convos: + if convo[0] == self.npc.name and convo[1] == self.convo_scene: + return convo[2] + return ['ERROR'] + def update(self, keys, objects): if keys[pg.K_SPACE]: - objects[0][0].book.addspell('fireball') - self.talking = False - objects[0][0].talking = False - self.hidden = True - - + convo = self.findConversation() + if self.convo_act+1 < len(convo): + self.text = convo[self.convo_act] + self.convo_act += 1 + else: + self.convo_act = 0 + self.npc.talking = False + objects[0][0].talking = False class Fighter(Objects): @@ -112,7 +140,7 @@ class MainCharacter(Fighter): self.talking = False self.level = Level(1000, 38, 150, 40, 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.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') + self.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing') self.freezing = True def draw(self, screen): @@ -124,13 +152,27 @@ class MainCharacter(Fighter): self.level.draw(screen) self.book.draw(screen) pg.draw.rect(screen, '#e900fa', self.rect, 2) - if self.speech.hidden == False: - self.speech.draw(screen, self.x+20, self.y-100) + 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': + return 'play' + elif touches.name == 'house': + 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]: @@ -150,7 +192,7 @@ class MainCharacter(Fighter): if touches is not None and not isinstance(touches, Weapons): if isinstance(touches, Obstacle): if not touches.collision: - print(touches.name) + # print(touches.name) return if touches.type == 'wall': if touches.name == 'wall_l': @@ -204,11 +246,11 @@ class MainCharacter(Fighter): self.walk(keys, objects) if pg.mouse.get_pressed()[0]: self.attack(objects, vec(mouse)) - self.speech.update(self) + self.thinks.update(self) if self.health.health <= 0: - return False + return 'village' else: - return True + return self.obstacle_interaction(objects) class Hearts(): def __init__(self, health, sprite, x, y, hurtCooldown) -> None: @@ -262,8 +304,8 @@ class Level(Label): def __init__(self, x, y, width, height, 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) -class Speech(Label): - def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='speech.png') -> None: +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) def draw(self, screen, x, y): @@ -285,24 +327,36 @@ class Book(): self.sprite = pg.transform.scale(self.sprite, (1280, 720)) self.x = x self.y = y - self.hidden = True + 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.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'), - Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), - Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), - Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] + 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 get warm.", + "There you saw and opened me out of boedom.", "This lead to you being thrown in this world.", + "But you can find a way out of here again."] + self.text_right = ["This book will help you to survive.", "Click on a picture to choose your spell.", + "Talk to fairies to unlock new spells!"] self.buttons=[] - self.buttons_height = 400 + 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) - for label in self.labels: + 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) @@ -310,8 +364,8 @@ 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}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) - self.buttons_height += 100 + 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 @@ -401,7 +455,8 @@ class Weapons(Objects): if touches is not None and isinstance(touches, kills): touches.hurt(self.damage, objects) self.hidden = True - objects[3].remove(self) + if self in objects[3]: + objects[3].remove(self) def move(self, objects): self.moveto.scale_to_length(self.speed) @@ -452,16 +507,3 @@ class Punch(Weapons): def update(self, objects): self.move(objects) self.die(objects, MainCharacter) - -class Fire(Objects): - def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None: - super().__init__(name, ms, sprite, x, y) - - def warming(self, objects): - touches = pg.sprite.spritecollideany(self, objects[0]) - if touches is not None and isinstance(touches, MainCharacter): - touches.freezing = False - - def update(self, objects): - self.warming(objects) -