import pygame as pg vec = pg.math.Vector2 fps = 60 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.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) class NPC(Objects): pass 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 = 1000 class MainCharacter(Fighter): def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None: super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) self.attack_spell = weapon self.shield_spell = shield self.talking = False self.health = Hearts(health, sprite=['fullheart.png','fullheart.png','fullheart.png','fullheart.png','fullheart.png'], x=900, y= 50) 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) def hurt(self,damage): self.health.hurt(damage) def walk(self,keys): 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 def update(self, keys): self.walk(keys) if self.health.health <= 0: return False else: return True class Hearts(): def __init__(self, health, sprite, x, y) -> None: self.x = x self.y = y self.health = health self.lastHurt = pg.time.get_ticks() self.hurtCooldown = 1000 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 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 None: super().__init__(name, ms, sprite, x, y) self.moveto = moveto self.damage = damage class Arrow(Weapons): def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None: super().__init__(name, ms, sprite, x, y, moveto, damage) pos = vec(x,y) angle = pos.angle_to(moveto) with open(f'art/images/{sprite}') as i: self.sprite = pg.transform.rotate(pg.image.load(i), angle) def move(self): self.moveto.scale_to_length(self.speed) self.x += self.moveto[0]/fps self.y += self.moveto[1]/fps def die(self,objects): touches=pg.sprite.spritecollideany(self,objects[0]) if touches is not None and isinstance(touches, MainCharacter): touches.hurt(self.damage) self.hidden=True def update(self,objects): self.move() self.die(objects)