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Author SHA1 Message Date
cfc8643907 Merge pull request 'Fixed fairy and added boss health bar' (#92) from Development into main
Reviewed-on: InfoProjekt/game#92
2024-03-13 10:52:10 +00:00
dff3b582d7 Merge pull request 'Implemented Boss bar and fixed fairy' (#87) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#87
2024-03-13 09:43:47 +00:00
SpagettiFisch
690a00b718 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-13 10:38:09 +01:00
SpagettiFisch
368b033aab implemented boss health bar
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-13 10:37:44 +01:00
d01e511739 Merge pull request '0.1 Merge' (#85) from Development into main
Reviewed-on: InfoProjekt/game#85
2024-03-12 21:02:50 +00:00
57ffcf133c changed will to live (level) back to non dev
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-12 21:02:21 +00:00
45c18a7713 changed will to live (level) back to non dev
Signed-off-by: Spafi <spafi@noreply.git.spafi.eu>
2024-03-12 21:00:05 +00:00
e383c8afed Merge pull request 'changed to normal version again (no dev shortcuts)' (#84) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#84
2024-03-12 20:51:23 +00:00
SpagettiFisch
64a3381eb9 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-12 21:50:04 +01:00
SpagettiFisch
a72349f7df changed to normal version again (no dev shortcuts)
changed font for Think (because the f looked like a p)
uploaded bossbar images

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-12 21:45:52 +01:00
3448ec4120 Update classes.py
sound effects für reddy, zombie, skelett, oldman attack, hurt sound effect für oldman, Tür und Portal sounds
2024-03-12 17:52:27 +00:00
c81b3fa355 Upload files to "audio/soundeffects" 2024-03-12 16:48:24 +00:00
4d90ac3e38 Upload files to "audio/soundeffects" 2024-03-12 16:47:40 +00:00
dfc2ea8086 Upload files to "audio/soundeffects" 2024-03-12 16:46:44 +00:00
b124f8817c Upload files to "art/images/people" 2024-03-12 16:18:45 +00:00
d4da02ee8d Delete art/images/people/fairy.png 2024-03-12 16:18:31 +00:00
7a85a049de Delete audio/soundeffects/altefrauspeak.mp3 2024-03-12 15:57:10 +00:00
5db4df24a0 Delete audio/soundeffects/dorfaeltesterspeak.mp3 2024-03-12 15:57:04 +00:00
2f8e393c1e Delete viecher.py
nichts mehr drin
2024-03-12 15:56:39 +00:00
08edd05403 Merge pull request 'room update and boss' (#83) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#83
2024-03-12 11:52:26 +00:00
SpagettiFisch
fb3ba25b89 managed the room thing, you can now actually switch rooms
the boss is killable
you get a tbc screen after killing the boss

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-12 12:50:13 +01:00
SpagettiFisch
04e0b68cd7 Merge branch 'Development' of https://git.spafi.eu/InfoProjekt/game
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-12 07:41:12 +01:00
SpagettiFisch
d132757717 added new npc
started migrating object creation into the room classs

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-12 07:39:36 +01:00
a13042ffdd Upload files to "art/images/weapons" 2024-03-11 21:49:24 +00:00
f482a2445c Delete audio/soundeffects/fireball.mp3 2024-03-11 21:44:35 +00:00
df7aff13df Upload files to "audio/soundeffects" 2024-03-11 21:44:26 +00:00
e5adb43ec6 Delete audio/soundeffects/fireball.mp3 2024-03-11 21:44:05 +00:00
6d68ec88e0 Upload files to "audio/soundeffects" 2024-03-11 21:43:51 +00:00
f458a4e89b Delete audio/soundeffects/fireball.mp3 2024-03-11 21:43:30 +00:00
c9c87da15a Delete audio/soundeffects/door.mp3 2024-03-11 21:43:27 +00:00
37aee3dfff Upload files to "audio/soundeffects" 2024-03-11 21:43:13 +00:00
38ddb5fbd6 Delete audio/soundeffects/door.mp3 2024-03-11 21:42:38 +00:00
8198079512 Delete audio/soundeffects/fireball.mp3 2024-03-11 21:42:34 +00:00
6ee5cba861 Upload files to "audio/soundeffects" 2024-03-11 21:42:12 +00:00
89255505ec Upload files to "art/images/people" 2024-03-11 21:05:33 +00:00
a35dcfb823 Update main.py 2024-03-11 19:47:09 +00:00
d08274c2f6 Upload files to "audio/soundeffects" 2024-03-11 19:27:59 +00:00
6601e00318 Upload files to "audio/soundeffects" 2024-03-11 19:22:27 +00:00
b2ac429eaa Delete audio/soundeffects/a 2024-03-11 19:17:12 +00:00
98b8a2bcb6 Upload files to "audio/soundeffects" 2024-03-11 19:17:07 +00:00
a7dd1dbf27 Upload files to "audio/music" 2024-03-11 19:09:46 +00:00
9e9ab2156a Delete audio/music/a 2024-03-11 19:07:23 +00:00
3e655a09f3 Upload files to "audio/music" 2024-03-11 19:07:13 +00:00
585d19fb37 Delete audio/soundeffects/fireball.mp3 2024-03-11 18:58:17 +00:00
f755bef435 Upload files to "audio/soundeffects" 2024-03-11 18:58:10 +00:00
065036d430 Add audio/soundeffects/a 2024-03-11 18:56:13 +00:00
46c05a8de5 Delete audio/soundeffects 2024-03-11 18:55:56 +00:00
643e74ab58 Add audio/soundeffects 2024-03-11 18:55:35 +00:00
72f0050055 Add audio/music/a 2024-03-11 18:55:05 +00:00
0dda6fd38c Delete music /a 2024-03-11 18:50:56 +00:00
19f5027b60 Add music /a 2024-03-11 18:49:44 +00:00
SpagettiFisch
74abed824d Merge branch 'main' of https://git.spafi.eu/Spafi/game 2024-03-11 11:46:35 +01:00
073062ce0c Merge pull request 'Development' (#8) from InfoProjekt/game:Development into main
Reviewed-on: Spafi/game#8
2024-03-11 10:46:24 +00:00
SpagettiFisch
76ef4f6559 doors can now be passed through
Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
2024-03-11 11:44:58 +01:00
aa83465577 Upload files to "art/images/people" 2024-03-11 10:39:37 +00:00
80ec47143e Merge pull request 'Update viecher.py' (#82) from jaffa-patch-1 into Development
Reviewed-on: InfoProjekt/game#82
2024-03-11 06:56:30 +00:00
a9770aff7e Update viecher.py
added animations for old man walking, old man attacking and zombie attacking
2024-03-10 23:47:22 +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
89 changed files with 1562 additions and 929 deletions

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

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import pygame
import sys
import json
import time
import random
from classes import *
from viecher import *
fps = 60
def setUp(config):
pygame.init()
if config["fullscreen"]:
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
else:
screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock()
return screen, clock, True, True, "start.png", []
def readConfig():
with open('config.json', 'r') as c:
json_data = c.read()
return json.loads(json_data)
def quitGame():
#save progress somehow, if needed
pygame.quit()
quit()
def 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))
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),
]
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))]
others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# RENDER YOUR GAME HERE
"""with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
if not freeze:
scene.update(False, objects)
objects = scene.getObjects()
screen.blit(scene.background, (32, 32))
for thing in objects[3]:
thing.update(objects)
thing.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to 60
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
# List that is displayed while selecting the window resolution level
resolution = [("1920x1080", "1920x1080"),
("1920x1200", "1920x1200"),
("1280x720", "1280x720"),
("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")]
# This function displays the currently selected options
def printSettings():
print("\n\n")
# getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data()
for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}")
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# RENDER YOUR GAME HERE
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.process(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
quitGame()
# RENDER YOUR GAME HERE
with open(f'art/images/{background}', 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.update(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ]))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
# RENDER YOUR GAME HERE
while True:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
if not freeze:
objects = scene.getObjects()
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
for thing in objects[3]:
thing.update(objects)
thing.draw(screen)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def main():
config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size()
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
"""while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack:
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0))
# RENDER YOUR GAME HERE
else:
for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60"""
pygame.quit()
if __name__ == '__main__':
main()
import pygame
import sys
import json
import time
import random
from classes import *
# from viecher import *
from pygame import mixer
fps = 60
def setUp(config):
pygame.init()
mixer.music.load('audio/music/thebritons(1.1).mp3')
mixer.music.play(-1)
if config["fullscreen"]:
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
else:
screen = pygame.display.set_mode(config["res"])
clock = pygame.time.Clock()
pygame.display.set_caption('Between The Pages')
with open('art/images/icon.png', 'r') as i:
pygame.display.set_icon(pygame.image.load(i))
return screen, clock, True, False, "startscreen.png", []
def readConfig():
with open('config.json', 'r') as c:
json_data = c.read()
return json.loads(json_data)
def quitGame():
#save progress somehow, if needed
pygame.quit()
quit()
def genRooms(WIDTH, HEIGHT, type:str, objects:list):
room_objects = []
#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
rooms = [
Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for _ 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, 'boss', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], [], [], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, 88)]
#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
return rooms
def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
mobs = [Skeleton('skeleton', random.randint(40, 60), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 5))]+[Zombie('zombie', random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 25) for i in range(0,random.randint(2, 5))]
weapons = []
others = []
npcs = []
objects = [main, mobs, npcs, weapons, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
freeze = False #Gameplay is freezed in certain situations
tbc = Label(WIDTH / 2 - 128, HEIGHT / 2 - 32, 256, 32, "To be continued", "damaged", 30, '#ffffff', 'empty.png')
tbc_tick = 0
objects = scene.getObjects()
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 isblack:
if tbc_tick == 0:
tbc_tick = pygame.time.get_ticks()
elif tbc_tick + 5000 <= pygame.time.get_ticks():
quitGame()
tbc.draw(screen)
elif not freeze:
screen.blit(scene.background, (32, 32))
target = None
for thing in objects[4]:
thing.draw(screen)
if isinstance(thing, HealthBar):
thing.update(objects)
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 objects[0][0].level.level >= 100:
isblack = True
if isinstance(result, str):
if result == 'village':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif 'door-' in result:
target = result.split('-')[1]
objects[0][0].level.level += 6.33
objects = scene.update(target, objects)
#play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
else:
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
objects[0][0].book.addspell('fireball')
scene.update(target, objects)
scene.draw(screen)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to 60
def village(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
mobs = []
weapons = []
others = [ Obstacle('fireplace', 'interactable', 'art/images/background/fireplace.png', False, 200, 500),
Obstacle('house', 'Interactable', 'art/images/background/house.png', False, 500, 150, WIDTH=180, HEIGHT=160)]
npcs = [NPC('oldlady', 100, 'people/oldlady.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, 0)
freeze = True #Gameplay is freezed in certain situations
main[0].health.health = 20
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# RENDER YOUR GAME HERE
"""with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
if not freeze:
objects = room.getObjects()
screen.blit(room.background, (32, 32))
for thing in objects[4]:
thing.draw(screen)
for weapon in objects[3]:
weapon.update(objects)
weapon.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'house':
house(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
room.update(objects)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to
def house(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [herbert]
mobs = []
weapons = []
others = []
npcs = [NPC('elder', 100, 'people/dorfaelteste.png', 0, 200, 200)]
objects = [main, mobs, npcs, weapons, others]
room = Room('house', 'house', 'art/images/background/insideHouse.png', objects, WIDTH - 64, HEIGHT - 64, 0)
freeze = False #Gameplay is freezed in certain situations
while running:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
# RENDER YOUR GAME HERE
"""with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
"""
if not freeze:
objects = room.getObjects()
screen.blit(room.background, (32, 32))
for thing in objects[4]:
thing.draw(screen)
# for weapon in objects[3]:
# weapon.update(objects)
# weapon.draw(screen)
for thing in objects[0]:
thing.book.hidden = not freeze
result = thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects)
if result == 'village':
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'play':
play(screen, clock, running, background, isblack, WIDTH, HEIGHT)
elif result == 'wall':
village(screen, clock, running, background, isblack, WIDTH, HEIGHT)
else:
thing.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
objects[0][0].book.addspell('windslash')
room.update(objects)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(fps) # limits FPS to
def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
# List that is displayed while selecting the window resolution level
resolution = [("1920x1080", "1920x1080"),
("1920x1200", "1920x1200"),
("1280x720", "1280x720"),
("2560x1440", "2560x1440"),
("3840x2160", "3840x2160")]
# This function displays the currently selected options
def printSettings():
print("\n\n")
# getting the data using "get_input_data" method of the Menu class
settingsData = settings.get_input_data()
for key in settingsData.keys():
print(f"{key}\t:\t{settingsData[key]}")
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# RENDER YOUR GAME HERE
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.process(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
objects = []
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", village, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
quitGame()
# RENDER YOUR GAME HERE
with open(f'art/images/background/{background}', 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with an image to clear the screen
screen.blit(bg, (0, 0))
for obj in objects:
obj.update(screen)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0, random.randint(2, 8))]
others = []
npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
objects = [main, mobs, npcs, others]
level = []
rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
freeze = False #Gameplay is freezed in certain situations
#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
# ]))
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
# RENDER YOUR GAME HERE
while True:
screen.fill('#000000')
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False
quitGame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: #when book is open gameplay is freezed
freeze = not freeze
if not freeze:
objects = scene.getObjects()
for thing in objects[0]:
thing.book.hidden = not freeze
if not thing.update(pygame.key.get_pressed(), objects):
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
thing.draw(screen)
for mob in objects[1]:
mob.update(objects)
mob.draw(screen)
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
for thing in objects[3]:
thing.update(objects)
thing.draw(screen)
else:
objects[0][0].book.hidden = not freeze
objects[0][0].book.draw(screen)
objects[0][0].book.update()
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
def main():
config = readConfig()
screen, clock, running, isblack, background, objects = setUp(config["screen"])
WIDTH, HEIGHT = screen.get_size()
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
"""while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
if not isblack:
with open(background, 'r') as i:
bg = pygame.image.load(i)
bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
# fill the screen with a color to wipe away anything from last frame
screen.blit(bg, (0, 0))
# RENDER YOUR GAME HERE
else:
for obj in objects:
obj.process(screen, clock, running, background, isblack, WIDTH, HEIGHT)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60"""
pygame.quit()
if __name__ == '__main__':
herbert = MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)
main()

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@ -1,387 +0,0 @@
import pygame as pg
from classes import *
from main import *
vec = pg.math.Vector2
fps = 60
pg.font.init()
fonts = {
'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf'
}
class Objects():
def __init__(self, name, ms, sprite, x, y) -> None:
self.name = name
self.speed = ms
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.scale2x(pg.image.load(i))
self.x = x
self.y = y
self.hidden = False
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ff0000', self.rect, 2)
class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, 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')
def talk(self, objects):
self.talking = True
objects[0][0].talking = True
self.conversation.hidden = False
def draw(self, screen):
super().draw(screen)
if self.talking:
self.conversation.draw(screen)
def update(self, keys, objects):
if self.talking:
self.conversation.update(keys, objects)
class Convo(Label):
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
super().__init__(x, y, width, height, text, font, font_size)
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
class Fighter(Objects):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y)
self.health = health
self.damage = damage
self.level = level
self.attack_speed = asp
self.attack_range = atr
self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks()
self.hurtCooldown = 0
class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> 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.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
def draw(self, screen):
if self.hidden:
return
self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect)
self.health.draw(screen)
self.level.draw(screen)
self.book.draw(screen)
pg.draw.rect(screen, '#ff00ee', self.rect, 2)
def hurt(self, damage, objects):
if not self.talking:
self.health.hurt(damage)
def walk(self, keys, objects):
moveto = vec(0, 0)
if keys[pg.K_w] or keys[pg.K_UP]:
moveto += vec(0, -1)
if keys[pg.K_a] or keys[pg.K_LEFT]:
moveto += vec(-1, 0)
if keys[pg.K_s] or keys[pg.K_DOWN]:
moveto += vec(0, 1)
if keys[pg.K_d] or keys[pg.K_RIGHT]:
moveto += vec(1, 0)
if not moveto == vec(0, 0):
moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps
self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
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))
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))
#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)
"""
if self.x <= 32:
self.x = 33
elif self.x >= objects[3][0].width - 32:
self.x = objects[3][0].width - 32 - self.rect.width + 1
if self.y <= 32:
self.y = 33
elif self.y >= objects[3][0].height - 32:
self.y = objects[3][0].height - 32 - self.rect.height + 1
"""
def attack(self, obj, mouse):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
moveto = mouse- vec(self.x, self.y)
if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
elif self.book.current_sp == 'windslash':
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
else:
return
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]:
self.attack(objects, vec(mouse))
if self.health.health <= 0:
return False
else:
return True
class Hearts():
def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
self.x = x
self.y = y
self.health = health
self.lastHurt = pg.time.get_ticks()
self.hurtCooldown = hurtCooldown
self.hidden = False
self.sprite=[]
for parts in sprite:
with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i))
self.rect = []
for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
def hurt(self,damage):
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
self.health -= damage
self.lastHurt = pg.time.get_ticks()
self.update()
def draw(self, screen):
if self.hidden:
return
for i in range(0, 5):
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
screen.blit(self.sprite[i], self.rect[i])
def update(self):
sprite = []
for i in range(0, 5):
if self.health >= 4 + 4 * i:
sprite.append('fullheart.png')
elif self.health == 3 + 4 * i:
sprite.append('dreiviertelheart.png')
elif self.health >= 2 + 4 * i:
sprite.append('halfheart.png')
elif self.health >= 1 + 4 * i:
sprite.append('viertelheart.png')
elif self.health <= 4 * i:
sprite.append('noheart.png')
self.sprite = []
for parts in sprite:
with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i))
class Level(Label):
def __init__(self, x, y, width, height, text, font, font_size) -> None:
super().__init__(x, y, width, height, text, font, font_size)
class Book():
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
with open(f'art/images/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.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.buttons=[]
self.buttons_height = 400
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:
label.draw(screen)
for button in self.buttons:
button.update(screen)
def addspell(self, spell):
if spell not in self.sp_list:
self.sp_list.append(spell)
self.current_sp = spell
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 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
y = obj[0][0].y
moveto = vec(x, y) - vec(self.x, self.y)
if not (moveto).length() <= self.attack_range:
moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps
self.y += moveto[1] / fps
else:
self.attack(moveto, obj)
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 Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y)
self.moveto = moveto
self.damage = damage
self.life_ticks= life_ticks
self.spawn_tick = pg.time.get_ticks()
pos = vec(1,0)
angle = pos.angle_to(moveto)
with open(f'art/images/{sprite}') as i:
self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -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)
def move(self, objects):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
self.hidden = True
objects[3].remove(self)
class Spells(Weapons):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
class Fireball(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, Mobs)
class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move(objects)
self.die(objects, Mobs)
def move(self, objects):
super().move(objects)
self.moveto = self.moveto.rotate(5)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = '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)