forked from InfoProjekt/game
		
	
		
			
				
	
	
		
			351 lines
		
	
	
		
			No EOL
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			351 lines
		
	
	
		
			No EOL
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import pygame
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| import random
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| 
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| pygame.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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| 
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| class Button():
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|     def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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|         self.x = x
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|         self.y = y
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|         self.width = width
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|         self.height = height
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|         self.attributes = attributes
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|         self.onclickFunction = onclickFunction
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|         self.onePress = onePress
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|         self.alreadyPressed = False
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| 
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|         with open(f'art/images/box/{image}', 'r') as tb:
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|             self.box = pygame.image.load(tb)
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|             self.box = pygame.transform.scale(self.box, (width, height))
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| 
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| 
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|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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| 
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|         self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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| 
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|     def update(self, screen):
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|         mousePos = pygame.mouse.get_pos()
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|         if self.buttonRect.collidepoint(mousePos):
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|             if pygame.mouse.get_pressed(3)[0]:
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|                 if self.onePress:
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|                     self.onclickFunction()
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|                 elif not self.alreadyPressed:
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|                     if self.attributes:
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|                         self.onclickFunction(*self.attributes)
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|                         self.alreadyPressed = True
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|                     else:
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|                         self.onclickFunction()
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|                         self.alreadyPressed = True
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|             else:
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|                 self.alreadyPressed = False
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|         self.box.blit(self.buttonSurf, [
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|             self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2,
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|             self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2
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|         ])
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|         screen.blit(self.box, self.buttonRect)
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| 
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| class Label():
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|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1e90ff', sprite = 'label.png') -> None:
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|         self.x = x
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|         self.y = y
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|         self.width = width
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|         self.height = height
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|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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|         self.font_color = font_color
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|         self.text = text
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|         self.hidden = False
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|         self.sprite = sprite
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|         with open(f'art/images/box/{sprite}', 'r') as tb:
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|             self.box = pygame.image.load(tb)
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|             self.box = pygame.transform.scale(self.box, (width, height))
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|         
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| 
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|     def draw(self, screen):
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|         if self.hidden:
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|             return
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|         with open(f'art/images/box/{self.sprite}', 'r') as tb:
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|             self.box = pygame.image.load(tb)
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|             self.box = pygame.transform.scale(self.box, (self.width,self.height))
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|         self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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|         self.labelSurf = self.font.render(self.text, True, self.font_color)
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|         self.box.blit(self.labelSurf, [
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|             self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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|             self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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|         ])
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|         screen.blit(self.box, self.labelRect)
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| 
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| 
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| 
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| class DropDown():
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|     def __init__(self, x, y, width, height, font, font_size, color_menu, color_option, main, options):
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|         self.rect = pygame.Rect(x, y, width, height)
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|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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|         self.main = main
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|         self.options = options
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|         self.draw_menu = False
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|         self.menu_active = False
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|         self.active_option = -1
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| 
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|         with open('art/images/box/textbox.png', 'r') as tb:
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|             self.box = pygame.image.load(tb)
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|             self.box = pygame.transform.scale(self.box, (width, height))
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| 
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|     def draw(self, screen):
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|         #pygame.draw.rect(screen, self.color_menu[self.menu_active], self.rect, 0)
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|         surface = self.font.render(self.main, 1, (0, 0, 0))
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|         self.box.blit(surface, [
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|             self.rect.width/2 - surface.get_rect().width/2,
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|             self.rect.height/2 - surface.get_rect().height/2
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|         ])
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|         screen.blit(self.box, surface.get_rect(center = self.rect.center))
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| 
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|         if self.draw_menu:
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|             for i, text in enumerate(self.options):
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|                 rect = self.rect.copy()
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|                 rect.y += (i+1) * self.rect.height
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|                 rect.x = self.rect.x
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|                 #pygame.draw.rect(screen, self.color_option[1 if i == self.active_option else 0], rect, 0)
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|                 #msg = self.font.render(text, 1, (0, 0, 0))
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|                 #screen.blit(msg, msg.get_rect(center = rect.center))
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|                 surface = self.font.render(text, 1, (0, 0, 0))
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|                 self.box.blit(surface, [
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|                     rect.width/2 - surface.get_rect().width/2,
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|                     rect.height/2 - surface.get_rect().height/2
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|                 ])
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|                 screen.blit(self.box, rect)
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| 
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|     def update(self, event_list):
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|         mpos = pygame.mouse.get_pos()
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|         self.menu_active = self.rect.collidepoint(mpos)
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|         self.active_option = -1
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|         for i in range(len(self.options)):
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|             rect = self.rect.copy()
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|             rect.y += (i+1) * self.rect.height
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|             if rect.collidepoint(mpos):
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|                 self.active_option = i
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|                 break
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| 
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|         if not self.menu_active and self.active_option == -1:
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|             self.draw_menu = False
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|         #self.draw_menu = True
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|         #return -1
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|         if pygame.mouse.get_pressed(num_buttons=3)[0]:
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|             if self.menu_active:
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|                 self.draw_menu = not self.draw_menu
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|             elif self.draw_menu and self.active_option >= 0:
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|                 self.draw_menu = False
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|                 return self.active_option
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|         return -1
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| 
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| 
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| class GameObjects():
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|     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT) -> None:
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|         self.name = name
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|         self.type = _type
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|         self.background = bg
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|         if bg != None:
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|             if WIDTH != None and HEIGHT != None:
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|                 with open(bg, 'r') as bg:
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|                     self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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|             else:
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|                 with open(bg, 'r') as bg:
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|                     self.background = pygame.transform.scale2x(pygame.image.load(bg)) 
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|         self.objects = objects
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| 
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|     def update(self, objects):
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|         return
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|     def draw(self, screen):
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|         return
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| 
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| class Scene(GameObjects):
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|     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
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|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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|         self.level = level
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|         self.current_level = 0
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|         self.update()
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| 
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|     def update(self, change:bool=False, objects=None):
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|         if change:
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|             self.current_level += 1
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|         self.level[self.current_level].update(objects)
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|         self.background = self.level[self.current_level].background
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|         """if isinstance(self.objects, list):
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|             for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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|                 obj.update()"""
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|         
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|     def draw(self, screen):
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|         """if isinstance(self.objects, list):
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|             for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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|                 obj.draw(screen)"""
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|         self.level[self.current_level].draw(screen)
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| 
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|     def getObjects(self):
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|         return self.level[self.current_level].getObjects()
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|         
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| 
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| class Stage(GameObjects):
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|     def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, stage:str, rooms:list) -> None:
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|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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|         self.stage = stage
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|         self.rooms = rooms
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|         self.current = 0
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|         self.sortRooms(WIDTH)
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|     
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|     def update(self, objects):
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|         for room in self.rooms:
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|             if room.id == self.current:
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|                 room.update(objects)
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|                 self.background = room.background
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|         keys = pygame.key.get_pressed()
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|         if keys[pygame.K_RIGHT]:
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|             self.current += 1
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|         if self.current >= len(self.rooms):
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|             return 1
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|         
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|     def draw(self, screen):
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|         for room in self.rooms:
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|             if room.id == self.current:
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|                 room.draw(screen)
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| 
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|     def getObjects(self):
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|         for room in self.rooms:
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|             if room.id == self.current:
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|                 return room.getObjects()
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|     
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|     def sortRooms(self, WIDTH):
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|         rooms = self.rooms
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|         for i, room in enumerate(rooms):
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|             if room.type != 'boss':
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|                 i += 1
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|                 rand = random.randint(0, 25)
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|                 if rand < 7.5:
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|                     if rooms[i].id <= room.id: i += 1
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|                     room.exits.append([rooms[i].id, rooms[i].type])
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|                 elif rand < 20:
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|                     if rooms[i].id <= room.id: i += 1
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|                     room.exits.append([rooms[i].id, rooms[i].type])
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|                     if rand % 2 == 0: i += 1
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|                     if not i >= len(self.rooms) - 2:
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|                         room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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|                 else:
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|                     if rooms[i].id <= room.id: i += 1
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|                     room.exits.append([rooms[i].id, rooms[i].type])
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|                     if rand % 2 == 0: i += 1
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|                     if not i >= len(self.rooms) - 2:
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|                         room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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|                         if not i >= len(self.rooms) - 3:
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|                             room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
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|             
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|         for room in self.rooms:
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|             print(str(room.id) + str(room.exits))
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|             room.createDoors(WIDTH)
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| 
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| class Room(GameObjects):
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|     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
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|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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|         self.exits = []
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|         self.id = id
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|         self.doors = []
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|         if self.type == 'normal' or self.type == 'boss':
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|             self.locked = True
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|         else:
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|             self.locked = False
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|         [self.objects[4].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
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|     
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|     def genWalls(self, WIDTH, HEIGHT):
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|         walls = []
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|         walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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|         walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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|         walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
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|         walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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|         return walls
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| 
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|     def createDoors(self, WIDTH):
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|         if not self.type == 'boss':
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|             if len(self.exits) == 1:
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|                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0]))
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|             elif len(self.exits) == 2:
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|                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
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|                 self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0]))
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|             else:
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|                 self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
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|                 self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0]))
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|                 self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0]))
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| 
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|     def update(self, objects):
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|         if objects is not None:
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|             self.objects = objects
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|         if not self.objects[1]:
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|             self.locked = False
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|         return
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|     
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|     def draw(self, screen):
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|         """screen.blit(self.background, (32, 32))
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|         if isinstance(self.objects, list):
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|             for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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|                 obj.draw(screen)"""
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|         for door in self.doors:
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|             door.draw(screen)
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| 
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|     def getObjects(self):
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|         return self.objects
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| 
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| class Obstacle(GameObjects):
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|     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:
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|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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|         self.collision = collision
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|         self.hidden = hidden
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|         self.width = WIDTH
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|         self.height = HEIGHT
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|         if self.background is not None:
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|             self.rect = pygame.Rect((x, y), self.background.get_size())
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|         else:
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|             self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
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|     
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|     def draw(self, screen):
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|         if not self.hidden:
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|             screen.blit(self.background, self.rect)
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| 
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| class Door(GameObjects):
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|     def __init__(self, name: str, _type: str, x: int, target:int, y: int=8, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None:
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|         super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT)
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|         self.rect = pygame.Rect((x, y), self.background.get_size())
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|         self.locked = islocked
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| 
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|     def draw(self, screen):
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|         screen.blit(self.background, self.rect)
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|     
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|     def update(self, islocked=True):
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|         self.locked = islocked | 
