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)