forked from InfoProjekt/game
		
	Development #1
					 3 changed files with 134 additions and 34 deletions
				
			
		
							
								
								
									
										49
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						
									
										49
									
								
								classes.py
									
										
									
									
									
								
							|  | @ -147,6 +147,10 @@ class GameObjects(): | |||
|                 self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT]) | ||||
|         self.objects = objects | ||||
| 
 | ||||
|     def update(self, objects): | ||||
|         return | ||||
|     def draw(self, screen): | ||||
|         return | ||||
| 
 | ||||
| class Scene(GameObjects): | ||||
|     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: | ||||
|  | @ -158,16 +162,20 @@ class Scene(GameObjects): | |||
|         if change: | ||||
|             self.current_level += 1 | ||||
|         self.level[self.current_level].update() | ||||
|         self.background = self.level[self.current_level].background | ||||
|         if isinstance(self.objects, list): | ||||
|             for obj in self.objects: | ||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2]: | ||||
|                 obj.update() | ||||
|          | ||||
|     def draw(self, screen): | ||||
|         if isinstance(self.objects, list): | ||||
|             for obj in self.objects: | ||||
|             for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]: | ||||
|                 obj.draw(screen) | ||||
|         self.level[self.current_level].draw(screen) | ||||
| 
 | ||||
|     def getObjects(self): | ||||
|         return self.level[self.current_level].getObjects() | ||||
|          | ||||
| 
 | ||||
| class Stage(GameObjects): | ||||
|     def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None: | ||||
|  | @ -180,6 +188,7 @@ class Stage(GameObjects): | |||
|         for room in self.rooms: | ||||
|             if room.id == self.current: | ||||
|                 room.update() | ||||
|                 self.background = room.background | ||||
|         keys = pygame.key.get_pressed() | ||||
|         if keys[pygame.K_RIGHT]: | ||||
|             self.current += 1 | ||||
|  | @ -191,6 +200,11 @@ class Stage(GameObjects): | |||
|             if room.id == self.current: | ||||
|                 room.draw(screen) | ||||
| 
 | ||||
|     def getObjects(self): | ||||
|         for room in self.rooms: | ||||
|             if room.id == self.current: | ||||
|                 return room.getObjects() | ||||
| 
 | ||||
| class Room(GameObjects): | ||||
|     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None: | ||||
|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||
|  | @ -200,31 +214,44 @@ class Room(GameObjects): | |||
|             self.locked = True | ||||
|         else: | ||||
|             self.locked = False | ||||
|         [self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)] | ||||
|          | ||||
|         self.objects.append(self.genWalls(WIDTH, HEIGHT)) | ||||
|          | ||||
|     def genWalls(self, WIDTH, HEIGHT): | ||||
|         walls = [] | ||||
|         walls.append(pygame.Rect(0, 0, 4, HEIGHT)) | ||||
|         walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT)) | ||||
|         walls.append(pygame.Rect(0, 0, WIDTH, 4)) | ||||
|         walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4)) | ||||
|         walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT)) | ||||
|         walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT)) | ||||
|         walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4)) | ||||
|         walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4)) | ||||
|         return walls | ||||
| 
 | ||||
|     def update(self): | ||||
|         pass | ||||
|         return | ||||
|      | ||||
|     def draw(self, screen): | ||||
|         screen.blit(self.background, (32, 32)) | ||||
|         if isinstance(self.objects, list): | ||||
|             for obj in self.objects[0]: | ||||
|             for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]: | ||||
|                 obj.draw(screen) | ||||
| 
 | ||||
|     def getObjects(self): | ||||
|         return self.objects | ||||
| 
 | ||||
| class Obstacle(GameObjects): | ||||
|     def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None: | ||||
|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||
|         self.collision = collision | ||||
|         self.rect = pygame.Rect((x, y), self.background.get_size()) | ||||
|         self.hidden = hidden | ||||
|         self.width = WIDTH | ||||
|         self.height = HEIGHT | ||||
|         if self.background is not None: | ||||
|             self.rect = pygame.Rect((x, y), self.background.get_size()) | ||||
|         else: | ||||
|             self.rect = pygame.Rect(x, y, WIDTH, HEIGHT) | ||||
|      | ||||
|     def draw(self, screen): | ||||
|         screen.blit(self.background, self.rect) | ||||
|         if not self.hidden: | ||||
|             screen.blit(self.background, self.rect) | ||||
|         else: | ||||
|             pygame.draw.rect(screen, '#e0a77f', self.rect, 2) | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										75
									
								
								main.py
									
										
									
									
									
								
							
							
						
						
									
										75
									
								
								main.py
									
										
									
									
									
								
							|  | @ -27,13 +27,13 @@ def quitGame(): | |||
|     pygame.quit() | ||||
|     quit() | ||||
| 
 | ||||
| def genRooms(WIDTH, HEIGHT, type:str): | ||||
| 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', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), | ||||
|         Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], 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[i] for i in range(0, random.randint(0, len(room_objects)))]], 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[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2), | ||||
|             ] | ||||
|     return rooms | ||||
| 
 | ||||
|  | @ -43,6 +43,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     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: | ||||
|  | @ -62,6 +66,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         screen.blit(bg, (0, 0)) | ||||
| """  | ||||
|         if not freeze: | ||||
|             scene.update(False) | ||||
|             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(), objects): | ||||
|  | @ -76,9 +87,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|                 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) | ||||
|  | @ -150,27 +158,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|         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') | ||||
|     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), | ||||
|             ])) | ||||
|     #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: | ||||
|         for event in pygame.event.get(): | ||||
|         screen.fill('#000000') | ||||
|         events = pygame.event.get() | ||||
|         for event in events: | ||||
|             if event.type == pygame.QUIT: | ||||
|                 running = False | ||||
|                 quitGame() | ||||
|             screen.fill('#000000') | ||||
|             scene.update(False) | ||||
|             scene.draw(screen) | ||||
|             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() | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
										38
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										38
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -1,4 +1,5 @@ | |||
| import pygame as pg | ||||
| from classes import * | ||||
| vec = pg.math.Vector2 | ||||
| fps = 60 | ||||
| 
 | ||||
|  | @ -52,6 +53,7 @@ class Objects(): | |||
|             return | ||||
|         self.rect.x, self.rect.y = self.x, self.y | ||||
|         screen.blit(self.sprite, self.rect) | ||||
|         pg.draw.rect(screen, '#ff0000', self.rect,  2) | ||||
| 
 | ||||
| class NPC(Objects): | ||||
|     def __init__(self, name, ms, sprite, convo_act, x, y) -> None: | ||||
|  | @ -137,6 +139,7 @@ class MainCharacter(Fighter): | |||
|         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: | ||||
|  | @ -154,14 +157,43 @@ class MainCharacter(Fighter): | |||
|             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]) | ||||
|         touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) | ||||
|         if touches is not None and not isinstance(touches, Weapons): | ||||
|             self.x -= moveto[0]*1.5 / fps #change later | ||||
|             self.y -= moveto[1]*1.5 / fps #change later | ||||
|             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 -= (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 -= (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, moveto = vec(0,1)): | ||||
|         if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): | ||||
|  |  | |||
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