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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
7369d2d1a8 Upload files to "art/sprite files " 2024-03-07 08:18:00 +00:00
61 changed files with 500 additions and 111 deletions

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

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@ -1,4 +1,5 @@
import pygame import pygame
import random
pygame.font.init() pygame.font.init()
fonts = { fonts = {
@ -45,7 +46,7 @@ class Button():
self.onePress = onePress self.onePress = onePress
self.alreadyPressed = False self.alreadyPressed = False
with open(f'art/images/{image}', 'r') as tb: with open(f'art/images/box/{image}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
@ -57,7 +58,7 @@ class Button():
def update(self, screen): def update(self, screen):
mousePos = pygame.mouse.get_pos() mousePos = pygame.mouse.get_pos()
if self.buttonRect.collidepoint(mousePos): if self.buttonRect.collidepoint(mousePos):
if pygame.mouse.get_pressed(num_buttons=3)[0]: if pygame.mouse.get_pressed(3)[0]:
if self.onePress: if self.onePress:
self.onclickFunction() self.onclickFunction()
elif not self.alreadyPressed: elif not self.alreadyPressed:
@ -76,22 +77,29 @@ class Button():
screen.blit(self.box, self.buttonRect) screen.blit(self.box, self.buttonRect)
class Label(): class Label():
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None: def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
self.x = x self.x = x
self.y = y self.y = y
self.width = width self.width = width
self.height = height self.height = height
self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
self.font_color = font_color
self.text = text
self.hidden = False self.hidden = False
with open(f'art/images/{sprite}', 'r') as tb: self.sprite = sprite
with open(f'art/images/box/{sprite}', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
self.labelSurf = self.font.render(text, True, font_color)
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return 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.box.blit(self.labelSurf, [
self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
@ -110,7 +118,7 @@ class DropDown():
self.menu_active = False self.menu_active = False
self.active_option = -1 self.active_option = -1
with open('art/images/textbox.png', 'r') as tb: with open('art/images/box/textbox.png', 'r') as tb:
self.box = pygame.image.load(tb) self.box = pygame.image.load(tb)
self.box = pygame.transform.scale(self.box, (width, height)) self.box = pygame.transform.scale(self.box, (width, height))
@ -168,8 +176,12 @@ class GameObjects():
self.type = _type self.type = _type
self.background = bg self.background = bg
if bg != None: if bg != None:
if WIDTH != None and HEIGHT != None:
with open(bg, 'r') as bg: with open(bg, 'r') as bg:
self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) 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 self.objects = objects
def update(self, objects): def update(self, objects):
@ -178,24 +190,25 @@ class GameObjects():
return return
class Scene(GameObjects): class Scene(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.level = level self.level = level
self.current_level = 0 self.current_level = 0
self.update()
def update(self, change:bool, objects): def update(self, change:bool=False, objects=None):
if change: if change:
self.current_level += 1 self.current_level += 1
self.level[self.current_level].update(objects) self.level[self.current_level].update(objects)
self.background = self.level[self.current_level].background self.background = self.level[self.current_level].background
if isinstance(self.objects, list): """if isinstance(self.objects, list):
for obj in self.objects[0] + self.objects[1] + self.objects[2]: for obj in self.objects[0] + self.objects[1] + self.objects[2]:
obj.update() obj.update()"""
def draw(self, screen): def draw(self, screen):
if isinstance(self.objects, list): """if isinstance(self.objects, list):
for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
obj.draw(screen) obj.draw(screen)"""
self.level[self.current_level].draw(screen) self.level[self.current_level].draw(screen)
def getObjects(self): def getObjects(self):
@ -208,6 +221,7 @@ class Stage(GameObjects):
self.stage = stage self.stage = stage
self.rooms = rooms self.rooms = rooms
self.current = 0 self.current = 0
self.sortRooms(WIDTH)
def update(self, objects): def update(self, objects):
for room in self.rooms: for room in self.rooms:
@ -230,16 +244,45 @@ class Stage(GameObjects):
if room.id == self.current: if room.id == self.current:
return room.getObjects() 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): class Room(GameObjects):
def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
self.exits = exits self.exits = []
self.id = id self.id = id
self.doors = []
if self.type == 'normal' or self.type == 'boss': if self.type == 'normal' or self.type == 'boss':
self.locked = True self.locked = True
else: else:
self.locked = False self.locked = False
[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
def genWalls(self, WIDTH, HEIGHT): def genWalls(self, WIDTH, HEIGHT):
walls = [] walls = []
@ -249,17 +292,32 @@ class Room(GameObjects):
walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
return walls 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): def update(self, objects):
if objects is not None:
self.objects = objects self.objects = objects
if not self.objects[1]: if not self.objects[1]:
self.locked = False self.locked = False
return return
def draw(self, screen): def draw(self, screen):
screen.blit(self.background, (32, 32)) """screen.blit(self.background, (32, 32))
if isinstance(self.objects, list): if isinstance(self.objects, list):
for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]: 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:
door.draw(screen)
def getObjects(self): def getObjects(self):
return self.objects return self.objects
@ -279,6 +337,15 @@ class Obstacle(GameObjects):
def draw(self, screen): def draw(self, screen):
if not self.hidden: if not self.hidden:
screen.blit(self.background, self.rect) screen.blit(self.background, self.rect)
else:
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

191
main.py
View file

@ -14,7 +14,10 @@ def setUp(config):
else: else:
screen = pygame.display.set_mode(config["res"]) screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock() 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(): def readConfig():
with open('config.json', 'r') as c: with open('config.json', 'r') as c:
@ -27,22 +30,26 @@ def quitGame():
quit() quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list): 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 = []
room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)) #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 = [ 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', 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)
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), for j in range(random.randint(5, 10))
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),
] ]
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 return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] main = [herbert]
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))] 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 = [] others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] npcs = []
objects = [main, mobs, npcs, others] objects = [main, mobs, npcs, weapons, others]
level = [] level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
@ -66,17 +73,24 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
screen.blit(bg, (0, 0)) screen.blit(bg, (0, 0))
""" """
if not freeze: if not freeze:
scene.update(False, objects)
objects = scene.getObjects() objects = scene.getObjects()
screen.blit(scene.background, (32, 32)) screen.blit(scene.background, (32, 32))
for thing in objects[3]:
thing.update(objects) for thing in objects[4]:
thing.draw(screen) thing.draw(screen)
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
for thing in objects[0]: for thing in objects[0]:
thing.book.hidden = not freeze thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) 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) thing.draw(screen)
for mob in objects[1]: for mob in objects[1]:
@ -88,7 +102,8 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
npc.draw(screen) npc.draw(screen)
objects[0][0].book.addspell('windslash') objects[0][0].book.addspell('windslash')
scene.update(False, objects)
scene.draw(screen)
else: else:
objects[0][0].book.hidden = not freeze objects[0][0].book.hidden = not freeze
@ -99,6 +114,143 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
clock.tick(fps) # limits FPS to 60 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): def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] objects = []
# List that is displayed while selecting the window resolution level # 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): def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = [] 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, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame)) objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running: while running:
@ -147,7 +299,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
running = False running = False
quitGame() quitGame()
# RENDER YOUR GAME HERE # 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.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen # fill the screen with an image to clear the screen
@ -255,4 +407,5 @@ def main():
pygame.quit() pygame.quit()
if __name__ == '__main__': if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main() main()

View file

@ -1,6 +1,7 @@
import pygame as pg import pygame as pg
from classes import * from classes import *
from main import * from main import *
import random
vec = pg.math.Vector2 vec = pg.math.Vector2
fps = 60 fps = 60
@ -55,19 +56,19 @@ class Objects():
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) 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): 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) super().__init__(name, ms, sprite, x, y)
self.talking = False self.talking = False
self.hidden = 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): def talk(self, objects):
self.talking = True self.talking = True
objects[0][0].talking = True objects[0][0].talking = True
self.conversation.hidden = False
def draw(self, screen): def draw(self, screen):
super().draw(screen) super().draw(screen)
@ -75,21 +76,65 @@ class NPC(Objects):
self.conversation.draw(screen) self.conversation.draw(screen)
def update(self, keys, objects): 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: if self.talking:
self.conversation.update(keys, objects) 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): 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) 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): def update(self, keys, objects):
if keys[pg.K_SPACE]: if keys[pg.K_f]:
objects[0][0].book.addspell('fireball') convo = self.findConversation()
self.talking = False 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 objects[0][0].talking = False
self.hidden = True
class Fighter(Objects): class Fighter(Objects):
@ -106,12 +151,15 @@ class Fighter(Objects):
class MainCharacter(Fighter): 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) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.book = Book(0, 0, [], None, None) self.book = Book(0, 0, [], None, None)
self.talking = False 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.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): def draw(self, screen):
if self.hidden: if self.hidden:
@ -121,12 +169,30 @@ class MainCharacter(Fighter):
self.health.draw(screen) self.health.draw(screen)
self.level.draw(screen) self.level.draw(screen)
self.book.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): def hurt(self, damage, objects):
if not self.talking: if not self.talking:
self.health.hurt(damage) 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): def walk(self, keys, objects):
moveto = vec(0, 0) moveto = vec(0, 0)
if keys[pg.K_w] or keys[pg.K_UP]: if keys[pg.K_w] or keys[pg.K_UP]:
@ -142,10 +208,11 @@ class MainCharacter(Fighter):
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / 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 touches is not None and not isinstance(touches, Weapons):
if isinstance(touches, Obstacle): if isinstance(touches, Obstacle):
if not touches.collision: if not touches.collision:
# print(touches.name)
return return
if touches.type == 'wall': if touches.type == 'wall':
if touches.name == 'wall_l': if touches.name == 'wall_l':
@ -157,15 +224,16 @@ class MainCharacter(Fighter):
elif touches.name == 'wall_b': elif touches.name == 'wall_b':
self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
return return
elif isinstance(touches, NPC):
return
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) 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 #if self.y <= touches.y: pass
#elif self.y > touches.y: pass #elif self.y > touches.y: pass
self.x -= moveto[0] * 2 / fps #self.x -= moveto[0] * 2 / fps
self.y -= moveto[1] * 2 / fps #self.y -= moveto[1] * 2 / fps
if isinstance(touches, NPC):
touches.talk(objects)
""" """
if self.x <= 32: if self.x <= 32:
self.x = 33 self.x = 33
@ -179,25 +247,26 @@ class MainCharacter(Fighter):
def attack(self, obj, mouse): def attack(self, obj, mouse):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): 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': if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
elif self.book.current_sp == 'windslash': 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: else:
return weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
obj[3].append(weapon) obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects): def update(self, keys, mouse, objects):
if not self.talking: if not self.talking:
self.walk(keys, objects) self.walk(keys, objects)
if keys[pg.K_f]: if pg.mouse.get_pressed()[0]:
self.attack(objects, vec(mouse)) self.attack(objects, vec(mouse))
self.thinks.update(objects, self)
if self.health.health <= 0: if self.health.health <= 0:
return False return 'village'
else: else:
return True return self.obstacle_interaction(objects)
class Hearts(): class Hearts():
def __init__(self, health, sprite, x, y, hurtCooldown) -> None: def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
@ -209,7 +278,7 @@ class Hearts():
self.hidden = False self.hidden = False
self.sprite=[] self.sprite=[]
for parts in 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.sprite.append(pg.image.load(i))
self.rect = [] self.rect = []
for each in self.sprite: for each in self.sprite:
@ -243,39 +312,85 @@ class Hearts():
sprite.append('noheart.png') sprite.append('noheart.png')
self.sprite = [] self.sprite = []
for parts in 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.sprite.append(pg.image.load(i))
class Level(Label): class Level(Label):
def __init__(self, x, y, width, height, text, font, font_size) -> None: 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) 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(): class Book():
def __init__(self, x, y, spells, current_spell, current_shield) -> None: 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.image.load(i)
self.sprite = pg.transform.scale(self.sprite, (1280, 720)) self.sprite = pg.transform.scale(self.sprite, (1280, 720))
self.x = x self.x = x
self.y = y 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.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
self.sp_list = spells self.sp_list = spells
self.current_sp = current_spell self.current_sp = current_spell
self.labels = [Label(100, 100, 500, 50, "Dear User, ", 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:",
Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'), "You are a homeless person. One cold day","you went to the library to warm up yourself.",
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'), "There you got bored and found and opened me.", "This lead to you being thrown into this world.",
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')] "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=[]
self.buttons_height = 400 self.buttons_y = 400
self.buttons_x = 800
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) 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) 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: for button in self.buttons:
button.update(screen) button.update(screen)
@ -283,23 +398,20 @@ class Book():
if spell not in self.sp_list: if spell not in self.sp_list:
self.sp_list.append(spell) self.sp_list.append(spell)
self.current_sp = 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.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 100 self.buttons_y += 100
def update_spell(self, spell): def update_spell(self, spell):
self.current_sp = spell self.current_sp = spell
def update(self): def update(self):
pass pass
class Mobs(Fighter): class Mobs(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: 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) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2) 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): def chase(self, obj):
x = obj[0][0].x x = obj[0][0].x
y = obj[0][0].y y = obj[0][0].y
@ -308,24 +420,69 @@ class Skeleton(Mobs):
moveto.scale_to_length(self.speed) moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / 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: else:
self.attack(moveto, obj) 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): def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
self.lastAttack = pg.time.get_ticks() 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): class Zombie(Mobs):
self.chase(obj) 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): class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y) super().__init__(name, ms, sprite, x, y)
@ -335,14 +492,15 @@ class Weapons(Objects):
self.spawn_tick = pg.time.get_ticks() self.spawn_tick = pg.time.get_ticks()
pos = vec(1,0) pos = vec(1,0)
angle = pos.angle_to(moveto) 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): def die(self, objects, kills):
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1]) touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
if touches is not None and isinstance(touches, kills): if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects) touches.hurt(self.damage, objects)
self.hidden = True self.hidden = True
if self in objects[3]:
objects[3].remove(self) objects[3].remove(self)
def move(self, objects): def move(self, objects):
@ -358,7 +516,7 @@ class Spells(Weapons):
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells): 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) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
@ -366,7 +524,7 @@ class Fireball(Spells):
self.die(objects, Mobs) self.die(objects, Mobs)
class Windslash(Spells): 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) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
@ -379,9 +537,19 @@ class Windslash(Spells):
class Arrow(Weapons): 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) super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects): def update(self, objects):
self.move(objects) self.move(objects)
self.die(objects, MainCharacter) 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)