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115 commits

Author SHA1 Message Date
dca6504d5e Merge pull request 'Development' (#2) from InfoProjekt/game:Development into Development
Reviewed-on: #2
2024-03-10 23:39:30 +00:00
cc24152e7f Upload files to "art/images/people" 2024-03-10 23:37:57 +00:00
01d91e68c7 Merge pull request 'fied a bug were the game would crash during door creation' (#81) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#81
2024-03-10 22:07:53 +00:00
SpagettiFisch
3883237f91 fied a bug were the game would crash during door creation
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 23:07:38 +01:00
8dd5ad2dc6 Merge pull request 'game icon and room update' (#80) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#80
2024-03-10 22:03:06 +00:00
SpagettiFisch
7709fd52f7 Merge branch 'main' of https://git.spafi.eu/Spafi/game 2024-03-10 22:59:55 +01:00
SpagettiFisch
0f755996b6 added icon
added door sprite
addedd startscreen

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 22:59:46 +01:00
SpagettiFisch
229435f682 added room constallations
now with useless doors

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 22:58:58 +01:00
67ba9a62a1 Merge pull request 'Development' (#7) from InfoProjekt/game:Development into main
Reviewed-on: Spafi/game#7
2024-03-10 21:29:19 +00:00
73508253c4 Merge pull request 'storyline' (#79) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#79
2024-03-10 18:02:21 +00:00
f86f2e5dce added last part of tutorial 2024-03-10 18:42:40 +01:00
fc3773150a - 2024-03-10 16:19:57 +01:00
04547161a3 picture 2024-03-10 16:05:15 +01:00
93bbb0eb84 Stoorryy 2024-03-10 16:05:09 +01:00
4e976c3895 wuhu 2024-03-10 15:14:21 +01:00
e540693def story yea yea 2024-03-10 15:06:44 +01:00
248fc2a112 fix fix 2024-03-10 14:30:20 +01:00
726c5ee2a2 storyline 2024-03-10 14:23:22 +01:00
bb8ec349dd Merge branch 'main' of https://git.spafi.eu/Lyzzy/game 2024-03-10 13:04:29 +01:00
4d40e44e2d starting to add some storyline, added Rat 2024-03-10 12:58:59 +01:00
2a2d7b2765 Merge pull request 'Development' (#11) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#11
2024-03-10 11:51:09 +00:00
4a47efe94d Merge pull request 'changed NPC talk key to f and resolved merge conflicts' (#77) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#77
2024-03-10 11:46:45 +00:00
SpagettiFisch
4ccc2dde11 Merge branch 'main' of https://git.spafi.eu/Spafi/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 12:42:41 +01:00
SpagettiFisch
67a0937c4b changed NPC talking key to f
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 12:42:09 +01:00
01c3aeae4a Merge pull request 'Development' (#10) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#10
2024-03-10 09:32:18 +00:00
3232096d66 Merge pull request 'changed stuff' (#76) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#76
2024-03-10 08:27:07 +00:00
e8d81dfb11 Merge pull request 'InfoProjekt-Development3' (#6) from InfoProjekt-Development3 into main
Reviewed-on: Spafi/game#6
2024-03-10 08:26:52 +00:00
SpagettiFisch
0032f8b2e1 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game into InfoProjekt-Development3
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 09:23:59 +01:00
SpagettiFisch
b1b7b21aa2 changed stuff
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-10 09:17:22 +01:00
523b34615b Merge pull request 'Changed Book and fixed NPC convo' (#75) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#75
2024-03-10 08:16:42 +00:00
3fe22ff6ac updated convo, still weird tho 2024-03-09 21:27:54 +01:00
9147971be8 added house 2024-03-09 20:14:40 +01:00
52d3ec6e8d fixed that herberts attributes stay the same 2024-03-09 16:26:53 +01:00
c17b65d2f3 added village somehow 2024-03-09 15:54:19 +01:00
67f1e081fa added village 2024-03-09 14:00:00 +01:00
2970e5cecd fixed Convo 2024-03-09 12:03:59 +01:00
614654692f changed Book and Convo, renamed Speech 2024-03-09 11:11:28 +01:00
1f38a04004 Merge pull request 'Development' (#9) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#9
2024-03-09 09:06:05 +00:00
d85c6ec22c Merge pull request 'fixed wall colision' (#74) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#74
2024-03-08 07:36:57 +00:00
SpagettiFisch
bd5ff8b3fe fixed wall colision
added object collision for mobs

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-08 08:36:13 +01:00
091726b8ca Merge pull request 'attack now with left mouse click' (#73) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#73
2024-03-07 20:05:46 +00:00
SpagettiFisch
31a9742a9c attack now with left mouse click
emter conversaton now with f
no change to leave conversation

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 20:50:09 +01:00
4d228bf6e0 test2 2024-03-07 16:44:38 +01:00
956c25769c test 2024-03-07 16:41:11 +01:00
569b3394a0 Merge pull request 'Development' (#8) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#8
2024-03-07 15:35:48 +00:00
9396218a11 Merge pull request 'main' (#72) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#72
2024-03-07 14:27:03 +00:00
321dac7cca wrong location
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-07 14:26:57 +00:00
abfa24ced8 wrong location
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-07 14:26:52 +00:00
11c7a9037b wrong location
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-07 14:26:45 +00:00
9c36e8d570 wrong location
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-07 14:26:36 +00:00
SpagettiFisch
a68bba70bb image files changed
new mob sprites
relocated all image files
disabled collision between player and npcs and mobs

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 14:57:18 +01:00
SpagettiFisch
b7fb7e1f1e Merge branch 'main' of https://git.spafi.eu/Lyzzy/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 13:56:24 +01:00
SpagettiFisch
5010609378 relocated image files
changed room generation

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 13:55:01 +01:00
73165bd33e speech and fireplace 2024-03-07 12:52:41 +00:00
b368fe4665 zombie speech and fireplace 2024-03-07 12:52:17 +00:00
af5204857b some fixes
forgot what i did
2024-03-07 09:43:33 +00:00
1d03d60ac2 Merge pull request 'new river sprite file added' (#67) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#67
2024-03-07 08:51:52 +00:00
SpagettiFisch
c3c44bbc71 new river sprite file added
new idea lol

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 09:50:10 +01:00
a41ee41fba Merge pull request 'main' (#66) from jaffa/game:main into Development
Reviewed-on: InfoProjekt/game#66
2024-03-07 08:24:16 +00:00
47c93f61dc Upload files to "art/sprite files" 2024-03-07 08:18:47 +00:00
1fd852e31e Merge pull request 'Development' (#1) from InfoProjekt/game:Development into main
Reviewed-on: #1
2024-03-07 08:13:31 +00:00
f21d980352 Merge pull request 'doubled image size' (#65) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#65
2024-03-07 06:51:08 +00:00
SpagettiFisch
1b6ccb17b0 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game 2024-03-07 07:49:49 +01:00
SpagettiFisch
6034a8382f changed image size
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-07 07:49:16 +01:00
SpagettiFisch
746982641a Merge https://git.spafi.eu/InfoProjekt/game 2024-03-07 07:46:26 +01:00
b3c7d87926 Merge pull request 'Added Label class' (#64) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#64
2024-03-07 06:45:57 +00:00
41f8b76b90 added Label class
Label class in classes, added text to book, changed wind spell a bit but dunno if really good
2024-03-06 17:40:02 +00:00
96c0a691b7 empty image cuz im stupid 2024-03-06 17:36:57 +00:00
25f04f994f added Label class
added Label class in classes and added text to book, changed wind attack a bit but idk if good
2024-03-06 17:35:27 +00:00
e2ec301fce Merge pull request 'Development' (#6) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#6
2024-03-06 15:44:25 +00:00
55b50531f9 Merge pull request 'wind slash spell' (#63) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#63
2024-03-06 14:29:34 +00:00
SpagettiFisch
c9a98fb94c added new icons for spell selection inside the book
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-06 14:27:06 +01:00
SpagettiFisch
501e84181f 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>
2024-03-06 14:26:32 +01:00
0564d778a1 Merge pull request 'updated the button class -> can now take any arguments for the onClick Function' (#62) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#62
2024-03-06 11:12:00 +00:00
SpagettiFisch
953edca694 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>
2024-03-06 12:10:59 +01:00
96b15fd425 Merge pull request 'manual merge of lyzzys updates into Development' (#60) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#60
2024-03-06 06:45:56 +00:00
SpagettiFisch
ef3a617e4d Merge branch 'main' of https://git.spafi.eu/Spafi/game; branch 'main' of https://git.spafi.eu/Lyzzy/game 2024-03-06 07:42:45 +01:00
4cfb4b92f0 Dateien nach "/" hochladen 2024-03-05 15:48:06 +00:00
44793f22a5 Merge pull request 'Collisions fixed' (#58) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#58
2024-03-04 16:18:33 +00:00
SpagettiFisch
3ad2ad6478 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>
2024-03-04 17:15:19 +01:00
SpagettiFisch
0cd9444222 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-03 13:36:15 +01:00
SpagettiFisch
d86f8c360b fixed bug which stopped movement if colliding with projectiles
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-03 13:31:01 +01:00
6fce7e0fd2 Merge pull request 'Development' (#57) from Development into main
Reviewed-on: InfoProjekt/game#57
2024-03-03 12:28:45 +00:00
cb9a7e6ff5 Merge pull request 'mobs can die, main can attack, book object added to main, npc object added' (#56) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#56
2024-03-03 12:21:58 +00:00
b29a279fb1 Gegner Schaden, Buch, Main Angriff, NPC
Dem Gegner kann jetzt durch Main Angriff Schaden zugefügt werden und er kann sterben
Das Buch kann durch Drücken von e geöffnet werden, das Spiel hält an
Der Main kann (nachdem mit NPC geredet) Feuerbälle mit f schießen (Schussrichtung adden!!)
Ein NPC wurde hinzugefügt, der steht. Main redet automatisch mit ihm wenn main reinläuft. Durch Leertaste wird Unterhaltung beendet.
2024-03-01 21:56:14 +00:00
f6827b5f05 revert 8b2dab980b
revert Schaden Gegner, Buch, Angriff
2024-03-01 21:50:39 +00:00
5625db18c7 Buch and Feuer added
changable
2024-03-01 21:47:51 +00:00
8b2dab980b Schaden Gegner, Buch, Angriff 2024-03-01 21:46:15 +00:00
2ef0948274 Merge pull request 'Development' (#5) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#5
2024-03-01 11:25:20 +00:00
6ed85baed0 Merge pull request 'added some missing spaces lol' (#55) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#55
2024-02-29 13:38:47 +00:00
SpagettiFisch
218eb2ea7e added some missing spaces lol
added character collisions (not great yet tho)
some simple background elements added and testet WIP
2024-02-29 14:25:23 +01:00
9c36772aa7 Merge pull request 'Development' (#4) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#4
2024-02-29 08:09:19 +00:00
886059527b Merge pull request 'main' (#54) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#54
2024-02-26 11:29:29 +00:00
SpagettiFisch
c741c8199a Merge branch 'main' of https://git.spafi.eu/Spafi/game 2024-02-26 12:25:34 +01:00
7725bea20c art/sprite files /oldmanwalk.png gelöscht
deleted a kinda corrupted file

Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-02-26 11:25:28 +00:00
15e2715207 art/sprite files /oldmanattack.png gelöscht
deleted kinda corrupted file

Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-02-26 11:25:15 +00:00
SpagettiFisch
a9e99da219 fixed arrow oriantation
randomised skeletton move speed
changed Iframes to 250 ms
2024-02-26 12:21:45 +01:00
162542f198 Merge pull request 'Development' (#3) from InfoProjekt/game:Development into main
Reviewed-on: Spafi/game#3
2024-02-26 07:50:43 +00:00
SpagettiFisch
2e36e11fa7 Merge branch 'InfoProjekt-Development1' 2024-02-26 08:47:47 +01:00
SpagettiFisch
15d39949b4 pull from main repository 2024-02-26 08:23:50 +01:00
85464d1637 Merge pull request 'Leben und Sterben hinzugefügt' (#53) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#53
2024-02-26 07:05:23 +00:00
69cc080ea9 Label und Oldman added 2024-02-25 10:14:07 +00:00
d731f4f63d Dateien nach "/" hochladen 2024-02-25 10:11:37 +00:00
2d3161482f Dateien nach "art/images" hochladen 2024-02-25 00:35:57 +00:00
f9ede25093 Dateien nach "art/images" hochladen 2024-02-25 00:35:29 +00:00
e80ce5ad0d Dateien nach "/" hochladen 2024-02-25 00:26:31 +00:00
SpagettiFisch
1856b2b08a Merge branch 'InfoProjekt-Development' 2024-02-23 10:46:14 +01:00
SpagettiFisch
4a88bb98d5 removed one empty line 2024-02-23 10:45:54 +01:00
b31a12b43b Merge pull request 'Skeleton, Pfeile und Movement' (#52) from Lyzzy/game:main into Development
Reviewed-on: InfoProjekt/game#52
Comments werden eh überbewertet ngl
2024-02-22 21:13:15 +00:00
ef9e7a6ef1 Merge pull request 'Dateien nach "/" hochladen' (#3) from lyzzy-patch-1 into main
Reviewed-on: Lyzzy/game#3
2024-02-22 20:35:41 +00:00
4b12f09ebd Dateien nach "/" hochladen 2024-02-22 20:34:45 +00:00
SpagettiFisch
ed6c91fa8f test for gameobjects (level, rooms and scenes) created
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-02-22 10:59:02 +01:00
66afe87660 Merge pull request 'Development' (#2) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#2
2024-02-21 15:16:32 +00:00
1663a85955 Merge pull request 'Development' (#37) from jaffa/game:Development into Development
Reviewed-on: InfoProjekt/game#37
2024-02-20 10:32:56 +00:00
c5cc9e6acc Merge pull request 'Development' (#1) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#1
2024-02-17 13:23:41 +00:00
50 changed files with 1312 additions and 335 deletions

1
.idea/ideas.txt generated
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@ -38,6 +38,7 @@ Story:
Henker
armer Bauer
"Hexe"
Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
Ziel(e)
-> Zurückkommen

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@ -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

22
ideas.txt Normal file
View file

@ -0,0 +1,22 @@
Game:
Rogue-like Game mit Story
Pixel
viele Gegner:
Skelette
Zombies
Story:
Homeless guy in Berlin (oder so) im Winter in einer Stadtbibliothek, weil warm und Shelter.
er hasst eigentlich Bücher, aber aus Langeweile durchstöbert er die Bibo
findet cool aussehendes antikes/magisches Buch, nimmt es aus dem Regal, blättert es auf und wird ohnmächtig
-> Erwacht als magische Person in magischer Welt wieder
Buch dient als Skillbaum (verschiedene Kapitel)
Kampfmagier
Heilender Magier -> Priester?
Elementmagier(?)
maybe noch irgendwas 4.
Ziel(e)
-> Zurückkommen
-> Happy werden (?)

558
main.py
View file

@ -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()

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@ -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)