forked from InfoProjekt/game
387 lines
14 KiB
Python
387 lines
14 KiB
Python
import pygame as pg
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from classes import *
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from main import *
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vec = pg.math.Vector2
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fps = 60
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pg.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Objects():
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def __init__(self, name, ms, sprite, x, y) -> None:
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self.name = name
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
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self.sprite = pg.transform.scale2x(pg.image.load(i))
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self.x = x
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self.y = y
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self.hidden = False
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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def draw(self, screen):
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if self.hidden:
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return
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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pg.draw.rect(screen, '#ff0000', self.rect, 2)
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.talking = False
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self.hidden = False
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self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
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def talk(self, objects):
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self.talking = True
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objects[0][0].talking = True
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self.conversation.hidden = False
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def draw(self, screen):
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super().draw(screen)
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if self.talking:
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self.conversation.draw(screen)
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def update(self, keys, objects):
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if self.talking:
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self.conversation.update(keys, objects)
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class Convo(Label):
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def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
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super().__init__(x, y, width, height, text, font, font_size)
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def update(self, keys, objects):
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if keys[pg.K_SPACE]:
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objects[0][0].book.addspell('fireball')
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self.talking = False
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objects[0][0].talking = False
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self.hidden = True
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class Fighter(Objects):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.health = health
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self.damage = damage
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self.level = level
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self.attack_speed = asp
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self.attack_range = atr
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self.lastHurt = pg.time.get_ticks()
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self.lastAttack = pg.time.get_ticks()
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self.hurtCooldown = 0
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.book = Book(0, 0, [], None, None)
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self.talking = False
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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def draw(self, screen):
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if self.hidden:
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return
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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self.health.draw(screen)
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self.level.draw(screen)
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self.book.draw(screen)
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pg.draw.rect(screen, '#ff00ee', self.rect, 2)
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def hurt(self, damage, objects):
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if not self.talking:
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self.health.hurt(damage)
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def walk(self, keys, objects):
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moveto = vec(0, 0)
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if keys[pg.K_w] or keys[pg.K_UP]:
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moveto += vec(0, -1)
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if keys[pg.K_a] or keys[pg.K_LEFT]:
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moveto += vec(-1, 0)
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if keys[pg.K_s] or keys[pg.K_DOWN]:
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moveto += vec(0, 1)
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if keys[pg.K_d] or keys[pg.K_RIGHT]:
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moveto += vec(1, 0)
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if not moveto == vec(0, 0):
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
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if touches is not None and not isinstance(touches, Weapons):
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if isinstance(touches, Obstacle):
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if not touches.collision:
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return
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if touches.type == 'wall':
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if touches.name == 'wall_l':
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self.x += (2 + (self.x - touches.rect.x))
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elif touches.name == 'wall_r':
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self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
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if touches.name == 'wall_t':
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self.y += (2 + (self.y - touches.rect.y))
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elif touches.name == 'wall_b':
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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return
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
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#if self.y <= touches.y: pass
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#elif self.y > touches.y: pass
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self.x -= moveto[0] * 2 / fps
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self.y -= moveto[1] * 2 / fps
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if isinstance(touches, NPC):
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touches.talk(objects)
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"""
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if self.x <= 32:
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self.x = 33
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elif self.x >= objects[3][0].width - 32:
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self.x = objects[3][0].width - 32 - self.rect.width + 1
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if self.y <= 32:
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self.y = 33
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elif self.y >= objects[3][0].height - 32:
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self.y = objects[3][0].height - 32 - self.rect.height + 1
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"""
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def attack(self, obj, mouse):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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moveto = mouse- vec(self.x, self.y)
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if self.book.current_sp == 'fireball':
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weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
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elif self.book.current_sp == 'windslash':
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weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
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else:
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return
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obj[3].append(weapon)
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self.lastAttack = pg.time.get_ticks()
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def update(self, keys, mouse, objects):
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if not self.talking:
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self.walk(keys, objects)
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if keys[pg.K_f]:
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self.attack(objects, vec(mouse))
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if self.health.health <= 0:
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return False
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else:
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return True
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class Hearts():
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def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
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self.x = x
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self.y = y
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self.health = health
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self.lastHurt = pg.time.get_ticks()
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self.hurtCooldown = hurtCooldown
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self.hidden = False
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self.sprite=[]
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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self.rect = []
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for each in self.sprite:
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self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
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def hurt(self,damage):
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if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
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self.health -= damage
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self.lastHurt = pg.time.get_ticks()
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self.update()
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def draw(self, screen):
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if self.hidden:
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return
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for i in range(0, 5):
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self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
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screen.blit(self.sprite[i], self.rect[i])
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def update(self):
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sprite = []
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for i in range(0, 5):
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if self.health >= 4 + 4 * i:
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sprite.append('fullheart.png')
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elif self.health == 3 + 4 * i:
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sprite.append('dreiviertelheart.png')
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elif self.health >= 2 + 4 * i:
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sprite.append('halfheart.png')
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elif self.health >= 1 + 4 * i:
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sprite.append('viertelheart.png')
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elif self.health <= 4 * i:
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sprite.append('noheart.png')
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self.sprite = []
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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class Level(Label):
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def __init__(self, x, y, width, height, text, font, font_size) -> None:
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super().__init__(x, y, width, height, text, font, font_size)
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class Book():
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def __init__(self, x, y, spells, current_spell, current_shield) -> None:
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with open(f'art/images/book.png') as i:
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self.sprite = pg.image.load(i)
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self.sprite = pg.transform.scale(self.sprite, (1280, 720))
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self.x = x
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self.y = y
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self.hidden = True
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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self.sp_list = spells
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self.current_sp = current_spell
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self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
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Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
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Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
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Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')]
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self.buttons=[]
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self.buttons_height = 400
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def draw(self, screen):
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if self.hidden:
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return
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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for label in self.labels:
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label.draw(screen)
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for button in self.buttons:
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button.update(screen)
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def addspell(self, spell):
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if spell not in self.sp_list:
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self.sp_list.append(spell)
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self.current_sp = spell
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self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
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self.buttons_height += 100
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def update_spell(self, spell):
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self.current_sp = spell
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def update(self):
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pass
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class Mobs(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.drops = drops * (self.level / 2)
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class Skeleton(Mobs):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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def chase(self, obj):
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x = obj[0][0].x
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y = obj[0][0].y
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moveto = vec(x, y) - vec(self.x, self.y)
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if not (moveto).length() <= self.attack_range:
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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else:
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self.attack(moveto, obj)
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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def hurt(self, damage, objects):
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self.health -= damage
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if self.health <= 0:
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self.hidden = True
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objects[1].remove(self)
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def update(self, obj):
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self.chase(obj)
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.moveto = moveto
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self.damage = damage
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self.life_ticks= life_ticks
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self.spawn_tick = pg.time.get_ticks()
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pos = vec(1,0)
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angle = pos.angle_to(moveto)
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with open(f'art/images/{sprite}') as i:
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self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle))
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def die(self, objects, kills):
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touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
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if touches is not None and isinstance(touches, kills):
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touches.hurt(self.damage, objects)
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self.hidden = True
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objects[3].remove(self)
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def move(self, objects):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0] / fps
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self.y += self.moveto[1] / fps
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if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
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self.hidden = True
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objects[3].remove(self)
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class Spells(Weapons):
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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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class Fireball(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move(objects)
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self.die(objects, Mobs)
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class Windslash(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move(objects)
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self.die(objects, Mobs)
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def move(self, objects):
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super().move(objects)
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self.moveto = self.moveto.rotate(5)
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move(objects)
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self.die(objects, MainCharacter)
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