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main
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1
.idea/ideas.txt
generated
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@ -38,6 +38,7 @@ Story:
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Henker
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armer Bauer
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"Hexe"
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Patrice, fragt nach Lightning Anschluss -> Lightning Spell freigeschaltet
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Ziel(e)
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-> Zurückkommen
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BIN
art/image files/dooor.kra
Normal file
BIN
art/image files/door.kra
Normal file
BIN
art/image files/startscreen.kra
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art/images/background/door_boss.png
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art/images/background/door_normal.png
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art/images/background/fireplace.png
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art/images/background/house.png
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art/images/background/insideHouse.png
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art/images/background/portal.png
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art/images/background/river.png
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BIN
art/images/background/startscreen.png
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art/images/background/village.png
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art/images/box/thinks.png
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art/images/icon.png
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art/images/people/oldmanattack.png
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art/images/people/oldmanwalk.png
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art/images/people/zombiewalk.png
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art/images/weapons/empty.png
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art/sprite files /oldlady.png
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art/sprite files /rat.png
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art/sprite files /skeleton.png
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art/sprite files /zombie.png
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117
classes.py
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@ -1,4 +1,5 @@
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|||
import pygame
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import random
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pygame.font.init()
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fonts = {
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@ -45,7 +46,7 @@ class Button():
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self.onePress = onePress
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self.alreadyPressed = False
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with open(f'art/images/{image}', 'r') as tb:
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with open(f'art/images/box/{image}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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@ -57,7 +58,7 @@ class Button():
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if pygame.mouse.get_pressed(3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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@ -76,22 +77,29 @@ class Button():
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screen.blit(self.box, self.buttonRect)
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class Label():
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None:
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font_color = font_color
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self.text = text
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self.hidden = False
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with open(f'art/images/{sprite}', 'r') as tb:
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self.sprite = sprite
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(text, True, font_color)
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def draw(self, screen):
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if self.hidden:
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return
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with open(f'art/images/box/{self.sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (self.width,self.height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.box.blit(self.labelSurf, [
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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@ -110,7 +118,7 @@ class DropDown():
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self.menu_active = False
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self.active_option = -1
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with open('art/images/textbox.png', 'r') as tb:
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with open('art/images/box/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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@ -168,8 +176,12 @@ class GameObjects():
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self.type = _type
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self.background = bg
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if bg != None:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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if WIDTH != None and HEIGHT != None:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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else:
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with open(bg, 'r') as bg:
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self.background = pygame.transform.scale2x(pygame.image.load(bg))
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self.objects = objects
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def update(self, objects):
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@ -178,24 +190,25 @@ class GameObjects():
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return
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||||
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.level = level
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self.current_level = 0
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self.update()
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def update(self, change:bool, objects):
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def update(self, change:bool=False, objects=None):
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if change:
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self.current_level += 1
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self.level[self.current_level].update(objects)
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self.background = self.level[self.current_level].background
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if isinstance(self.objects, list):
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"""if isinstance(self.objects, list):
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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obj.update()
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obj.update()"""
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||||
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||||
def draw(self, screen):
|
||||
if isinstance(self.objects, list):
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||||
"""if isinstance(self.objects, list):
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||||
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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obj.draw(screen)
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obj.draw(screen)"""
|
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self.level[self.current_level].draw(screen)
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||||
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||||
def getObjects(self):
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@ -208,6 +221,7 @@ class Stage(GameObjects):
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self.stage = stage
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self.rooms = rooms
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self.current = 0
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self.sortRooms(WIDTH)
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||||
def update(self, objects):
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for room in self.rooms:
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@ -219,7 +233,7 @@ class Stage(GameObjects):
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self.current += 1
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if self.current >= len(self.rooms):
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return 1
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def draw(self, screen):
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for room in self.rooms:
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if room.id == self.current:
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@ -229,18 +243,47 @@ class Stage(GameObjects):
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for room in self.rooms:
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if room.id == self.current:
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return room.getObjects()
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def sortRooms(self, WIDTH):
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rooms = self.rooms
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for i, room in enumerate(rooms):
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if room.type != 'boss':
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i += 1
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rand = random.randint(0, 25)
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if rand < 7.5:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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elif rand < 20:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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if rand % 2 == 0: i += 1
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if not i >= len(self.rooms) - 2:
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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else:
|
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
|
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if rand % 2 == 0: i += 1
|
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if not i >= len(self.rooms) - 2:
|
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
|
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if not i >= len(self.rooms) - 3:
|
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room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
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for room in self.rooms:
|
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print(str(room.id) + str(room.exits))
|
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room.createDoors(WIDTH)
|
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|
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class Room(GameObjects):
|
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
|
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
|
||||
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
|
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self.exits = exits
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self.exits = []
|
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self.id = id
|
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self.doors = []
|
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if self.type == 'normal' or self.type == 'boss':
|
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self.locked = True
|
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else:
|
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self.locked = False
|
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[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||
|
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[self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
|
||||
|
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def genWalls(self, WIDTH, HEIGHT):
|
||||
walls = []
|
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walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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@ -249,17 +292,32 @@ class Room(GameObjects):
|
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
|
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return walls
|
||||
|
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def createDoors(self, WIDTH):
|
||||
if not self.type == 'boss':
|
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if len(self.exits) == 1:
|
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0]))
|
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elif len(self.exits) == 2:
|
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
|
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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]))
|
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else:
|
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
|
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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]))
|
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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):
|
||||
self.objects = 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))
|
||||
"""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)
|
||||
obj.draw(screen)"""
|
||||
for door in self.doors:
|
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door.draw(screen)
|
||||
|
||||
def getObjects(self):
|
||||
return self.objects
|
||||
|
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@ -279,6 +337,15 @@ class Obstacle(GameObjects):
|
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def draw(self, screen):
|
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if not self.hidden:
|
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screen.blit(self.background, self.rect)
|
||||
else:
|
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pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
|
||||
|
||||
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
|
||||
197
main.py
|
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@ -14,7 +14,10 @@ def setUp(config):
|
|||
else:
|
||||
screen = pygame.display.set_mode(config["res"])
|
||||
clock = pygame.time.Clock()
|
||||
return screen, clock, True, True, "start.png", []
|
||||
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:
|
||||
|
|
@ -27,22 +30,26 @@ def quitGame():
|
|||
quit()
|
||||
|
||||
def genRooms(WIDTH, HEIGHT, type:str, objects:list):
|
||||
room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
|
||||
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
|
||||
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', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
|
||||
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
|
||||
Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
|
||||
]
|
||||
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 = [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))]
|
||||
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 = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
|
||||
objects = [main, mobs, npcs, 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))
|
||||
|
|
@ -66,18 +73,25 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
screen.blit(bg, (0, 0))
|
||||
"""
|
||||
if not freeze:
|
||||
scene.update(False, objects)
|
||||
objects = scene.getObjects()
|
||||
screen.blit(scene.background, (32, 32))
|
||||
for thing in objects[3]:
|
||||
thing.update(objects)
|
||||
|
||||
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
|
||||
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)
|
||||
|
|
@ -88,8 +102,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
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)
|
||||
|
|
@ -99,6 +114,143 @@ 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('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
|
||||
|
|
@ -138,7 +290,7 @@ 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:
|
||||
|
|
@ -147,7 +299,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
|||
running = False
|
||||
quitGame()
|
||||
# RENDER YOUR GAME HERE
|
||||
with open(f'art/images/{background}', 'r') as i:
|
||||
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
|
||||
|
|
@ -255,4 +407,5 @@ def main():
|
|||
pygame.quit()
|
||||
|
||||
if __name__ == '__main__':
|
||||
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
|
||||
main()
|
||||
|
|
|
|||
296
viecher.py
|
|
@ -1,6 +1,7 @@
|
|||
import pygame as pg
|
||||
from classes import *
|
||||
from main import *
|
||||
import random
|
||||
|
||||
vec = pg.math.Vector2
|
||||
fps = 60
|
||||
|
|
@ -44,7 +45,7 @@ class Objects():
|
|||
self.name = name
|
||||
self.speed = ms
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.transform.scale2x(pg.image.load(i))
|
||||
self.sprite = pg.transform.scale2x(pg.image.load(i))
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.hidden = False
|
||||
|
|
@ -55,19 +56,19 @@ class Objects():
|
|||
return
|
||||
self.rect.x, self.rect.y = self.x, self.y
|
||||
screen.blit(self.sprite, self.rect)
|
||||
pg.draw.rect(screen, '#ff0000', self.rect, 2)
|
||||
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)
|
||||
|
|
@ -75,21 +76,65 @@ class NPC(Objects):
|
|||
self.conversation.draw(screen)
|
||||
|
||||
def update(self, keys, objects):
|
||||
if self.talking:
|
||||
self.conversation.update(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 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, ['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)
|
||||
|
||||
|
||||
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_SPACE]:
|
||||
objects[0][0].book.addspell('fireball')
|
||||
self.talking = False
|
||||
objects[0][0].talking = False
|
||||
self.hidden = True
|
||||
|
||||
|
||||
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):
|
||||
|
|
@ -106,13 +151,16 @@ class Fighter(Objects):
|
|||
|
||||
|
||||
class MainCharacter(Fighter):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
|
||||
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, f'will to live: {level}%', 'simple', 20)
|
||||
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 draw(self, screen):
|
||||
if self.hidden:
|
||||
return
|
||||
|
|
@ -121,12 +169,30 @@ class MainCharacter(Fighter):
|
|||
self.health.draw(screen)
|
||||
self.level.draw(screen)
|
||||
self.book.draw(screen)
|
||||
pg.draw.rect(screen, '#ff00ee', self.rect, 2)
|
||||
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]:
|
||||
|
|
@ -142,10 +208,11 @@ class MainCharacter(Fighter):
|
|||
|
||||
self.x += moveto[0] / fps
|
||||
self.y += moveto[1] / fps
|
||||
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
|
||||
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':
|
||||
|
|
@ -157,15 +224,16 @@ class MainCharacter(Fighter):
|
|||
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))
|
||||
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 isinstance(touches, NPC):
|
||||
touches.talk(objects)
|
||||
#self.x -= moveto[0] * 2 / fps
|
||||
#self.y -= moveto[1] * 2 / fps
|
||||
|
||||
"""
|
||||
if self.x <= 32:
|
||||
self.x = 33
|
||||
|
|
@ -179,25 +247,26 @@ class MainCharacter(Fighter):
|
|||
|
||||
def attack(self, obj, mouse):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
moveto = mouse- vec(self.x, self.y)
|
||||
moveto = mouse - vec(self.x, self.y)
|
||||
if self.book.current_sp == 'fireball':
|
||||
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
|
||||
elif self.book.current_sp == 'windslash':
|
||||
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
|
||||
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
|
||||
else:
|
||||
return
|
||||
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 keys[pg.K_f]:
|
||||
if pg.mouse.get_pressed()[0]:
|
||||
self.attack(objects, vec(mouse))
|
||||
self.thinks.update(objects, 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:
|
||||
|
|
@ -209,7 +278,7 @@ class Hearts():
|
|||
self.hidden = False
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
with open(f'art/images/main_attributes/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
self.rect = []
|
||||
for each in self.sprite:
|
||||
|
|
@ -243,39 +312,85 @@ class Hearts():
|
|||
sprite.append('noheart.png')
|
||||
self.sprite = []
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
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, text, font, font_size) -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size)
|
||||
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/book.png') as i:
|
||||
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 = 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 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_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)
|
||||
|
||||
|
|
@ -283,22 +398,19 @@ 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
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
class Mobs(Fighter):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||
self.drops = drops * (self.level / 2)
|
||||
|
||||
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)
|
||||
|
||||
def chase(self, obj):
|
||||
x = obj[0][0].x
|
||||
|
|
@ -308,23 +420,68 @@ class Skeleton(Mobs):
|
|||
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()
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
self.health -= damage
|
||||
if self.health <= 0:
|
||||
self.hidden = True
|
||||
objects[1].remove(self)
|
||||
|
||||
def update(self, obj):
|
||||
self.chase(obj)
|
||||
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:
|
||||
|
|
@ -335,15 +492,16 @@ class Weapons(Objects):
|
|||
self.spawn_tick = pg.time.get_ticks()
|
||||
pos = vec(1,0)
|
||||
angle = pos.angle_to(moveto)
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle))
|
||||
|
||||
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
|
||||
objects[3].remove(self)
|
||||
if self in objects[3]:
|
||||
objects[3].remove(self)
|
||||
|
||||
def move(self, objects):
|
||||
self.moveto.scale_to_length(self.speed)
|
||||
|
|
@ -358,7 +516,7 @@ class Spells(Weapons):
|
|||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
class Fireball(Spells):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
|
||||
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):
|
||||
|
|
@ -366,7 +524,7 @@ class Fireball(Spells):
|
|||
self.die(objects, Mobs)
|
||||
|
||||
class Windslash(Spells):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
|
||||
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):
|
||||
|
|
@ -379,9 +537,19 @@ class Windslash(Spells):
|
|||
|
||||
|
||||
class Arrow(Weapons):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
|
||||
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)
|
||||
|
|
|
|||