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battle_tut7.py
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import pygame
import random
import button
pygame.init()
clock = pygame.time.Clock()
fps = 60
#game window
bottom_panel = 150
screen_width = 800
screen_height = 400 + bottom_panel
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Battle')
#define game variables
current_fighter = 1
total_fighters = 3
action_cooldown = 0
action_wait_time = 90
attack = False
potion = False
potion_effect = 15
clicked = False
#define fonts
font = pygame.font.SysFont('Times New Roman', 26)
#define colours
red = (255, 0, 0)
green = (0, 255, 0)
#load images
#background image
background_img = pygame.image.load('img/Background/background.png').convert_alpha()
#panel image
panel_img = pygame.image.load('img/Icons/panel.png').convert_alpha()
#button images
potion_img = pygame.image.load('img/Icons/potion.png').convert_alpha()
#sword image
sword_img = pygame.image.load('img/Icons/sword.png').convert_alpha()
#create function for drawing text
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
#function for drawing background
def draw_bg():
screen.blit(background_img, (0, 0))
#function for drawing panel
def draw_panel():
#draw panel rectangle
screen.blit(panel_img, (0, screen_height - bottom_panel))
#show knight stats
draw_text(f'{knight.name} HP: {knight.hp}', font, red, 100, screen_height - bottom_panel + 10)
for count, i in enumerate(bandit_list):
#show name and health
draw_text(f'{i.name} HP: {i.hp}', font, red, 550, (screen_height - bottom_panel + 10) + count * 60)
#fighter class
class Fighter():
def __init__(self, x, y, name, max_hp, strength, potions):
self.name = name
self.max_hp = max_hp
self.hp = max_hp
self.strength = strength
self.start_potions = potions
self.potions = potions
self.alive = True
self.animation_list = []
self.frame_index = 0
self.action = 0#0:idle, 1:attack, 2:hurt, 3:dead
self.update_time = pygame.time.get_ticks()
#load idle images
temp_list = []
for i in range(8):
img = pygame.image.load(f'img/{self.name}/Idle/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 3, img.get_height() * 3))
temp_list.append(img)
self.animation_list.append(temp_list)
#load attack images
temp_list = []
for i in range(8):
img = pygame.image.load(f'img/{self.name}/Attack/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 3, img.get_height() * 3))
temp_list.append(img)
self.animation_list.append(temp_list)
#load hurt images
temp_list = []
for i in range(3):
img = pygame.image.load(f'img/{self.name}/Hurt/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 3, img.get_height() * 3))
temp_list.append(img)
self.animation_list.append(temp_list)
#load death images
temp_list = []
for i in range(10):
img = pygame.image.load(f'img/{self.name}/Death/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 3, img.get_height() * 3))
temp_list.append(img)
self.animation_list.append(temp_list)
self.image = self.animation_list[self.action][self.frame_index]
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def update(self):
animation_cooldown = 100
#handle animation
#update image
self.image = self.animation_list[self.action][self.frame_index]
#check if enough time has passed since the last update
if pygame.time.get_ticks() - self.update_time > animation_cooldown:
self.update_time = pygame.time.get_ticks()
self.frame_index += 1
#if the animation has run out then reset back to the start
if self.frame_index >= len(self.animation_list[self.action]):
if self.action == 3:
self.frame_index = len(self.animation_list[self.action]) - 1
else:
self.idle()
def idle(self):
#set variables to idle animation
self.action = 0
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def attack(self, target):
#deal damage to enemy
rand = random.randint(-5, 5)
damage = self.strength + rand
target.hp -= damage
#run enemy hurt animation
target.hurt()
#check if target has died
if target.hp < 1:
target.hp = 0
target.alive = False
target.death()
damage_text = DamageText(target.rect.centerx, target.rect.y, str(damage), red)
damage_text_group.add(damage_text)
#set variables to attack animation
self.action = 1
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def hurt(self):
#set variables to hurt animation
self.action = 2
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def death(self):
#set variables to death animation
self.action = 3
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def draw(self):
screen.blit(self.image, self.rect)
class HealthBar():
def __init__(self, x, y, hp, max_hp):
self.x = x
self.y = y
self.hp = hp
self.max_hp = max_hp
def draw(self, hp):
#update with new health
self.hp = hp
#calculate health ratio
ratio = self.hp / self.max_hp
pygame.draw.rect(screen, red, (self.x, self.y, 150, 20))
pygame.draw.rect(screen, green, (self.x, self.y, 150 * ratio, 20))
class DamageText(pygame.sprite.Sprite):
def __init__(self, x, y, damage, colour):
pygame.sprite.Sprite.__init__(self)
self.image = font.render(damage, True, colour)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.counter = 0
def update(self):
#move damage text up
self.rect.y -= 1
#delete the text after a few seconds
self.counter += 1
if self.counter > 30:
self.kill()
damage_text_group = pygame.sprite.Group()
knight = Fighter(200, 260, 'Knight', 30, 10, 3)
bandit1 = Fighter(550, 270, 'Bandit', 2, 6, 1)
bandit2 = Fighter(700, 270, 'Bandit', 2, 6, 1)
bandit_list = []
bandit_list.append(bandit1)
bandit_list.append(bandit2)
knight_health_bar = HealthBar(100, screen_height - bottom_panel + 40, knight.hp, knight.max_hp)
bandit1_health_bar = HealthBar(550, screen_height - bottom_panel + 40, bandit1.hp, bandit1.max_hp)
bandit2_health_bar = HealthBar(550, screen_height - bottom_panel + 100, bandit2.hp, bandit2.max_hp)
#create buttons
potion_button = button.Button(screen, 100, screen_height - bottom_panel + 70, potion_img, 64, 64)
run = True
while run:
clock.tick(fps)
#draw background
draw_bg()
#draw panel
draw_panel()
knight_health_bar.draw(knight.hp)
bandit1_health_bar.draw(bandit1.hp)
bandit2_health_bar.draw(bandit2.hp)
#draw fighters
knight.update()
knight.draw()
for bandit in bandit_list:
bandit.update()
bandit.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(screen)
#control player actions
#reset action variables
attack = False
potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, bandit in enumerate(bandit_list):
if bandit.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
screen.blit(sword_img, pos)
if clicked == True and bandit.alive == True:
attack = True
target = bandit_list[count]
if potion_button.draw():
potion = True
#show number of potions remaining
draw_text(str(knight.potions), font, red, 150, screen_height - bottom_panel + 70)
#player action
if knight.alive == True:
if current_fighter == 1:
action_cooldown += 1
if action_cooldown >= action_wait_time:
#look for player action
#attack
if attack == True and target != None:
knight.attack(target)
current_fighter += 1
action_cooldown = 0
#potion
if potion == True:
if knight.potions > 0:
#check if the potion would heal the player beyond max health
if knight.max_hp - knight.hp > potion_effect:
heal_amount = potion_effect
else:
heal_amount = knight.max_hp - knight.hp
knight.hp += heal_amount
knight.potions -= 1
damage_text = DamageText(knight.rect.centerx, knight.rect.y, str(heal_amount), green)
damage_text_group.add(damage_text)
current_fighter += 1
action_cooldown = 0
#enemy action
for count, bandit in enumerate(bandit_list):
if current_fighter == 2 + count:
if bandit.alive == True:
action_cooldown += 1
if action_cooldown >= action_wait_time:
#check if bandit needs to heal first
if (bandit.hp / bandit.max_hp) < 0.5 and bandit.potions > 0:
#check if the potion would heal the bandit beyond max health
if bandit.max_hp - bandit.hp > potion_effect:
heal_amount = potion_effect
else:
heal_amount = bandit.max_hp - bandit.hp
bandit.hp += heal_amount
bandit.potions -= 1
damage_text = DamageText(bandit.rect.centerx, bandit.rect.y, str(heal_amount), green)
damage_text_group.add(damage_text)
current_fighter += 1
action_cooldown = 0
#attack
else:
bandit.attack(knight)
current_fighter += 1
action_cooldown = 0
else:
current_fighter += 1
#if all fighters have had a turn then reset
if current_fighter > total_fighters:
current_fighter = 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
clicked = True
else:
clicked = False
pygame.display.update()
pygame.quit()