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1
.idea/ideas.txt
generated
|
|
@ -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
|
||||||
|
|
|
||||||
BIN
__pycache__/classes.cpython-311.pyc
Normal file
BIN
__pycache__/main.cpython-311.pyc
Normal file
BIN
__pycache__/viecher.cpython-311.pyc
Normal file
BIN
art/image files/dooor.kra
Normal file
BIN
art/image files/door.kra
Normal file
BIN
art/image files/door.kra~
Normal file
BIN
art/image files/field.kra~
Normal file
BIN
art/image files/startscreen.kra
Normal file
BIN
art/image files/startscreen.kra~
Normal file
BIN
art/image files/textbox.png~
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|
After Width: | Height: | Size: 607 B |
BIN
art/images/background/door_boss.png
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After Width: | Height: | Size: 210 B |
BIN
art/images/background/door_normal.png
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After Width: | Height: | Size: 172 B |
BIN
art/images/background/fireplace.png
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After Width: | Height: | Size: 255 B |
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Before Width: | Height: | Size: 131 KiB After Width: | Height: | Size: 131 KiB |
BIN
art/images/background/house.png
Normal file
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After Width: | Height: | Size: 771 KiB |
BIN
art/images/background/insideHouse.png
Normal file
|
After Width: | Height: | Size: 954 KiB |
BIN
art/images/background/portal.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
art/images/background/river.png
Normal file
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After Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
BIN
art/images/background/startscreen.png
Normal file
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After Width: | Height: | Size: 4.2 MiB |
BIN
art/images/background/startscreen.png~
Normal file
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After Width: | Height: | Size: 4.3 MiB |
BIN
art/images/background/village.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
BIN
art/images/box/bossbar_edge.png
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After Width: | Height: | Size: 208 B |
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art/images/box/bossbar_empty.png
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After Width: | Height: | Size: 203 B |
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art/images/box/bossbar_full.png
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After Width: | Height: | Size: 159 B |
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BIN
art/images/box/thinks.png
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After Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 433 B After Width: | Height: | Size: 433 B |
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Before Width: | Height: | Size: 106 KiB |
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Before Width: | Height: | Size: 77 KiB |
BIN
art/images/icon.png
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After Width: | Height: | Size: 488 KiB |
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Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 128 KiB |
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Before Width: | Height: | Size: 450 B After Width: | Height: | Size: 450 B |
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Before Width: | Height: | Size: 438 B After Width: | Height: | Size: 438 B |
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Before Width: | Height: | Size: 441 B After Width: | Height: | Size: 441 B |
BIN
art/images/people/cultist.png
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|
After Width: | Height: | Size: 380 B |
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art/images/people/dorfaelteste.png
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After Width: | Height: | Size: 581 B |
BIN
art/images/people/fairy.png
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After Width: | Height: | Size: 762 B |
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Before Width: | Height: | Size: 477 B After Width: | Height: | Size: 477 B |
|
Before Width: | Height: | Size: 674 B After Width: | Height: | Size: 674 B |
BIN
art/images/people/oldmanattack.png
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|
After Width: | Height: | Size: 5.4 KiB |
BIN
art/images/people/oldmanwalk.png
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|
After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 197 B After Width: | Height: | Size: 197 B |
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Before Width: | Height: | Size: 505 B After Width: | Height: | Size: 505 B |
BIN
art/images/people/vivi.png
Normal file
|
After Width: | Height: | Size: 497 B |
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BIN
art/images/people/zombiewalk.png
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After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 120 KiB |
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Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 11 KiB |
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Before Width: | Height: | Size: 255 B After Width: | Height: | Size: 255 B |
BIN
art/images/weapons/empty.png
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After Width: | Height: | Size: 87 B |
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Before Width: | Height: | Size: 495 B After Width: | Height: | Size: 495 B |
BIN
art/images/weapons/redblob.png
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After Width: | Height: | Size: 326 B |
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Before Width: | Height: | Size: 400 B After Width: | Height: | Size: 400 B |
|
Before Width: | Height: | Size: 5.9 KiB |
|
Before Width: | Height: | Size: 2.1 KiB |
BIN
audio/music/middleages(1.1).mp3
Normal file
BIN
audio/music/middleages(1.2).mp3
Normal file
BIN
audio/music/middleages(2.1).mp3
Normal file
BIN
audio/music/middleages(2.2).mp3
Normal file
BIN
audio/music/thebritons(1.1).mp3
Normal file
BIN
audio/music/thebritons(1.2).mp3
Normal file
BIN
audio/soundeffects/arrowsound.mp3
Normal file
BIN
audio/soundeffects/cultistattack.mp3
Normal file
BIN
audio/soundeffects/door.mp3
Normal file
BIN
audio/soundeffects/firebalhitl.mp3
Normal file
BIN
audio/soundeffects/hitsound.mp3
Normal file
BIN
audio/soundeffects/oldmanattack.mp3
Normal file
BIN
audio/soundeffects/portalsound.mp3
Normal file
BIN
audio/soundeffects/reddyattack.mp3
Normal file
BIN
audio/soundeffects/wind.mp3
Normal file
BIN
audio/soundeffects/zombieattack.mp3
Normal file
899
classes.py
234
main.py
|
|
@ -4,17 +4,23 @@ import json
|
||||||
import time
|
import time
|
||||||
import random
|
import random
|
||||||
from classes import *
|
from classes import *
|
||||||
from viecher import *
|
# from viecher import *
|
||||||
|
from pygame import mixer
|
||||||
fps = 60
|
fps = 60
|
||||||
|
|
||||||
def setUp(config):
|
def setUp(config):
|
||||||
pygame.init()
|
pygame.init()
|
||||||
|
mixer.music.load('audio/music/thebritons(1.1).mp3')
|
||||||
|
mixer.music.play(-1)
|
||||||
if config["fullscreen"]:
|
if config["fullscreen"]:
|
||||||
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
screen = pygame.display.set_mode(config["res"], pygame.FULLSCREEN)
|
||||||
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, False, "startscreen.png", []
|
||||||
|
|
||||||
def readConfig():
|
def readConfig():
|
||||||
with open('config.json', 'r') as c:
|
with open('config.json', 'r') as c:
|
||||||
|
|
@ -27,27 +33,193 @@ 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 _ 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, '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))
|
||||||
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
|
||||||
freeze = False #Gameplay is freezed in certain situations
|
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:
|
while running:
|
||||||
screen.fill('#000000')
|
screen.fill('#000000')
|
||||||
|
|
@ -66,29 +238,34 @@ 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 = room.getObjects()
|
||||||
objects = scene.getObjects()
|
screen.blit(room.background, (32, 32))
|
||||||
screen.blit(scene.background, (32, 32))
|
|
||||||
for thing in objects[3]:
|
for thing in objects[4]:
|
||||||
thing.update(objects)
|
|
||||||
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)
|
||||||
|
if result == 'village':
|
||||||
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
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)
|
thing.draw(screen)
|
||||||
|
|
||||||
for mob in objects[1]:
|
|
||||||
mob.update(objects)
|
|
||||||
mob.draw(screen)
|
|
||||||
|
|
||||||
for npc in objects[2]:
|
for npc in objects[2]:
|
||||||
npc.update(pygame.key.get_pressed(), objects)
|
npc.update(pygame.key.get_pressed(), objects)
|
||||||
npc.draw(screen)
|
npc.draw(screen)
|
||||||
|
|
||||||
objects[0][0].book.addspell('windslash')
|
objects[0][0].book.addspell('windslash')
|
||||||
|
room.update(objects)
|
||||||
|
|
||||||
else:
|
else:
|
||||||
objects[0][0].book.hidden = not freeze
|
objects[0][0].book.hidden = not freeze
|
||||||
|
|
@ -97,7 +274,9 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
||||||
# flip() the display to put your work on screen
|
# flip() the display to put your work on screen
|
||||||
pygame.display.flip()
|
pygame.display.flip()
|
||||||
|
|
||||||
clock.tick(fps) # limits FPS to 60
|
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 = []
|
||||||
|
|
@ -138,7 +317,7 @@ 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 +326,7 @@ 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
|
||||||
|
|
@ -228,7 +407,7 @@ def main():
|
||||||
#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
|
#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))
|
#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)
|
menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
#test(screen, clock, running, background, isblack, WIDTH, HEIGHT)
|
||||||
|
|
||||||
"""while running:
|
"""while running:
|
||||||
for event in pygame.event.get():
|
for event in pygame.event.get():
|
||||||
|
|
@ -255,4 +434,5 @@ 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()
|
||||||
|
|
|
||||||
387
viecher.py
|
|
@ -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)
|
|
||||||