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sprites.py
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# Imports
import pygame, math, random as r
from config import *
class Spritesheet:
"""
Class for images
"""
def __init__(self, file: str):
"""
Initialization
"""
# Loads sheet
self.sheet = pygame.image.load(file).convert()
def get_sprite(self, x: int, y: int, width: int, height: int):
"""
Returns image from sheet
"""
sprite = pygame.Surface([width, height])
sprite.blit(self.sheet, (0, 0), (x, y, width, height))
sprite.set_colorkey(BLACK)
return sprite
class Player(pygame.sprite.Sprite):
"""
Class for player
"""
def __init__(self, game, x: int, y: int):
"""
Initialization
"""
self.game = game
self._layer = PLAYER_LAYER
self.groups = self.game.all_sprites, self.game.player_sprite
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.x_change = 0
self.y_change = 0
self.facing = "down"
self.animation_loop = 1
# ski suit on
if not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created and self.game.lyz_day_number == 2: self.image = self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height)
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(3, 2, self.width, self.height) if not self.game.lyz_created else self.game.character_spritesheet.get_sprite(141, 0, self.width, self.height)
self.player_sitting = False
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
self.player_skin()
# Lost guy
self.go_left = 0
self.go_down = 0
def player_skin(self):
# Down animations
if not self.game.lyz_created: self.facing_down = [
self.game.character_spritesheet.get_sprite(3, 2, self.width, self.height),
self.game.character_spritesheet.get_sprite(35, 2, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 2, self.width, self.height)
]
elif not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created and self.game.lyz_day_number == 2: self.facing_down = [
self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 133, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 133, self.width, self.height)
]
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.facing_down = [
self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 133, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 133, self.width, self.height)
]
else: self.facing_down = [
self.game.character_spritesheet.get_sprite(141, 0, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 33, 0, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 66, 0, self.width, self.height)
]
# Up animations
# Classic look
if not self.game.lyz_created: self.facing_up = [
self.game.character_spritesheet.get_sprite(3, 34, self.width, self.height),
self.game.character_spritesheet.get_sprite(35, 34, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 34, self.width, self.height)
]
# Ski suit on
elif not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created and self.game.lyz_day_number == 2: self.facing_up = [
self.game.character_spritesheet.get_sprite(4, 168, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 168, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 168, self.width, self.height)
]
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.facing_up = [
self.game.character_spritesheet.get_sprite(4, 168, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 168, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 168, self.width, self.height)
]
# LYZ DLC
else: self.facing_up = [
self.game.character_spritesheet.get_sprite(141, 35, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 33, 35, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 66, 35, self.width, self.height)
]
# Left animations
if not self.game.lyz_created: self.facing_left = [
self.game.character_spritesheet.get_sprite(3, 98, self.width, self.height),
self.game.character_spritesheet.get_sprite(35, 98, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 98, self.width, self.height)
]
elif not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created and self.game.lyz_day_number == 2: self.facing_left = [
self.game.character_spritesheet.get_sprite(4, 232, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 232, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 232, self.width, self.height)
]
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.facing_left = [
self.game.character_spritesheet.get_sprite(4, 232, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 232, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 232, self.width, self.height)
]
else: self.facing_left = [
self.game.character_spritesheet.get_sprite(141, 99, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 32, 99, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 65, 99, self.width, self.height)
]
# Right animations
if not self.game.lyz_created: self.facing_right = [
self.game.character_spritesheet.get_sprite(3, 66, self.width, self.height),
self.game.character_spritesheet.get_sprite(35, 66, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 66, self.width, self.height)
]
elif not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created and self.game.lyz_day_number == 2: self.facing_right = [
self.game.character_spritesheet.get_sprite(4, 199, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 199, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 199, self.width, self.height)
]
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.facing_right = [
self.game.character_spritesheet.get_sprite(4, 199, self.width, self.height),
self.game.character_spritesheet.get_sprite(36, 199, self.width, self.height),
self.game.character_spritesheet.get_sprite(68, 199, self.width, self.height)
]
else: self.facing_right = [
self.game.character_spritesheet.get_sprite(141, 66, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 32, 66, self.width, self.height),
self.game.character_spritesheet.get_sprite(141 + 65, 66, self.width, self.height)
]
def update(self):
"""
Update for the player
"""
# Moving
if self.game.player_follow:
if self.go_left < 470:
self.facing = "left"
self.movement()
elif self.go_down < 40:
self.facing = "down"
self.movement()
else:
self.facing = "left"
self.game.found_guy()
elif not self.player_sitting: self.movement()
self.animate()
# Movement
self.rect.x += self.x_change
self.rect.y += self.y_change
# Collision
if not self.player_sitting:
self.collide_blocks("x")
self.collide_cleaner("x")
# self.collide_npc("x")
self.collide_blocks("y")
self.collide_cleaner("y")
# self.collide_npc("y")
# Sitting
if self.player_sitting:
self.rect.x = self.x_change
self.rect.y = self.y_change
if self.facing in ("right", "left"): self.image = self.game.character_spritesheet.get_sprite(102, 34, self.width, self.height) if self.facing == "right" else self.game.character_spritesheet.get_sprite(102, 2, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(102, 66, self.width, self.height) if self.facing == "up" else self.game.character_spritesheet.get_sprite(102, 98, self.width, self.height)
# Not sitting
else:
self.x_change = 0
self.y_change = 0
def movement(self, is_pressed: bool = False):
"""
Movement for the player
"""
keys = pygame.key.get_pressed()
if is_pressed:
for sprite in self.game.all_sprites: sprite.rect.y -= PLAYER_SPEED // 2
self.y_change += PLAYER_SPEED // 2
self.facing = "down"
elif keys[pygame.K_a]:
if is_pressed:
for sprite in self.game.all_sprites: sprite.rect.x += 1.5
self.x_change -= 1.5
self.facing = "left"
for sprite in self.game.all_sprites: sprite.rect.x += PLAYER_SPEED
self.x_change -= PLAYER_SPEED
self.facing = "left"
elif keys[pygame.K_d]:
if is_pressed:
for sprite in self.game.all_sprites: sprite.rect.x -= 1.5
self.x_change += 1.5
self.facing = "right"
for sprite in self.game.all_sprites: sprite.rect.x -= PLAYER_SPEED
self.x_change += PLAYER_SPEED
self.facing = "right"
elif keys[pygame.K_w] and self.game.lyz_in_room != self.game.lyz_rooms[LYZ_SKI_MAP]:
for sprite in self.game.all_sprites: sprite.rect.y += PLAYER_SPEED
self.y_change -= PLAYER_SPEED
self.facing = "up"
elif keys[pygame.K_s]:
for sprite in self.game.all_sprites: sprite.rect.y -= PLAYER_SPEED
self.y_change += PLAYER_SPEED
self.facing = "down"
elif self.game.player_follow:
if self.facing == "left":
for sprite in self.game.all_sprites: sprite.rect.x += int(PLAYER_SPEED / 1.4)
self.x_change -= int(PLAYER_SPEED / 1.4)
self.go_left += 1
else:
for sprite in self.game.all_sprites: sprite.rect.y -= int(PLAYER_SPEED / 1.4)
self.y_change += int(PLAYER_SPEED / 1.4)
self.go_down += 1
def collide_cleaner(self, direction: str):
"""
Colliding with cleaner
"""
# Moving left and right
if direction == "x":
hits = pygame.sprite.spritecollide(self, self.game.cleaner, False)
if hits: self.game.shoes_on()
# Moving down and up
elif direction == "y":
hits = pygame.sprite.spritecollide(self, self.game.cleaner, False)
if hits: self.game.shoes_on()
def collide_npc(self, direction: str):
"""
Colliding with Npcs
"""
# Moving left and right
if direction == "x":
hits = pygame.sprite.spritecollide(self, self.game.npcs, False)
if hits:
# Moving right
if self.x_change > 0:
for sprite in self.game.all_sprites: sprite.rect.x += PLAYER_SPEED
self.rect.x = hits[0].rect.left - self.rect.width
# Moving left
if self.x_change < 0:
for sprite in self.game.all_sprites: sprite.rect.x -= PLAYER_SPEED
self.rect.x = hits[0].rect.right
# Moving down and up
elif direction == "y":
hits = pygame.sprite.spritecollide(self, self.game.npcs, False)
if hits:
# Moving down
if self.y_change > 0:
for sprite in self.game.all_sprites: sprite.rect.y += PLAYER_SPEED
self.rect.y = hits[0].rect.top - self.rect.height
# Moving up
if self.y_change < 0:
for sprite in self.game.all_sprites: sprite.rect.y -= PLAYER_SPEED
self.rect.y = hits[0].rect.bottom
def collide_blocks(self, direction: str):
"""
Colliding with Blocks/objects
"""
# Moving left and right
if direction == "x":
hits = pygame.sprite.spritecollide(self, self.game.blocks, False)
if hits:
for item in hits:
if item.type in ("♀", "♪") and self.game.lyz_in_room == self.game.lyz_rooms[LYZ_SKI_MAP]:
self.game.lyz_in_room = self.game.lyz_rooms[OUTSIDE]
self.game.create_tile_map()
for sprite in self.game.all_sprites:
sprite.rect.x -= 78 * TILE_SIZE
sprite.rect.y -= 34 * TILE_SIZE
self.game.player.rect.x += 78 * TILE_SIZE
self.game.player.rect.y += 34 * TILE_SIZE
# Moving right
if self.x_change > 0:
for sprite in self.game.all_sprites: sprite.rect.x += PLAYER_SPEED
self.rect.x = hits[0].rect.left - self.rect.width
# Moving left
if self.x_change < 0:
for sprite in self.game.all_sprites: sprite.rect.x -= PLAYER_SPEED
self.rect.x = hits[0].rect.right
# Moving down and up
elif direction == "y":
hits = pygame.sprite.spritecollide(self, self.game.blocks, False)
if hits:
for item in hits:
if item.type in ("♀", "♪") and self.game.lyz_in_room == self.game.lyz_rooms[LYZ_SKI_MAP]:
self.game.lyz_in_room = self.game.lyz_rooms[OUTSIDE]
self.game.create_tile_map()
for sprite in self.game.all_sprites:
sprite.rect.x -= 78 * TILE_SIZE
sprite.rect.y -= 34 * TILE_SIZE
self.game.player.rect.x += 78 * TILE_SIZE
self.game.player.rect.y += 34 * TILE_SIZE
# Moving down
if self.y_change > 0:
for sprite in self.game.all_sprites: sprite.rect.y += PLAYER_SPEED
self.rect.y = hits[0].rect.top - self.rect.height
# Moving up
if self.y_change < 0:
for sprite in self.game.all_sprites: sprite.rect.y -= PLAYER_SPEED
self.rect.y = hits[0].rect.bottom
def animate(self):
"""
Animates player movement
"""
# Down
if self.facing == "down":
if self.y_change == 0:
if not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height)
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 133, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(3, 2, self.width, self.height) if not self.game.lyz_created else self.game.character_spritesheet.get_sprite(141, 0, self.width, self.height)
else:
self.image = self.facing_down[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Up
elif self.facing == "up":
if self.y_change == 0:
if not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 168, self.width, self.height)
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 168, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(3, 34, self.width, self.height) if not self.game.lyz_created else self.game.character_spritesheet.get_sprite(141, 35, self.width, self.height)
else:
self.image = self.facing_up[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Left
elif self.facing == "left":
if self.x_change == 0:
if not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 232, self.width, self.height)
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 232, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(3, 98, self.width, self.height) if not self.game.lyz_created else self.game.character_spritesheet.get_sprite(141, 99, self.width, self.height)
else:
self.image = self.facing_left[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Right
elif self.facing == "right":
if self.x_change == 0:
if not self.game.ski_suit_on and self.game.talked_with_teacher and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 199, self.width, self.height)
elif not self.game.ski_suit and self.game.enjoyed_show and self.game.lyz_created: self.image = self.game.character_spritesheet.get_sprite(4, 199, self.width, self.height)
else: self.image = self.game.character_spritesheet.get_sprite(3, 66, self.width, self.height) if not self.game.lyz_created else self.game.character_spritesheet.get_sprite(141, 66, self.width, self.height)
else:
self.image = self.facing_right[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
def sit(self, sit: bool, x: int, y: int):
"""
Player sits on bench
"""
if sit:
self.player_sitting = True
self.y_change = y
self.x_change = x
elif not sit:
self.x_change = self.y_change = 0
if self.facing == "up": self.rect.y = y + TILE_SIZE
elif self.facing == "down": self.rect.y = y - TILE_SIZE
elif self.facing == "left": self.rect.x = x + TILE_SIZE
elif self.facing == "right": self.rect.x = x - TILE_SIZE
self.player_sitting = False
class Npc(pygame.sprite.Sprite):
"""
Class for Npcs
"""
def __init__(self, game, x: int, y: int, type: str):
"""
Initialization for NPCs
"""
self.NPC_SPEED = 10.55555555
self.type = type
self.game = game
self._layer = NPC_LAYER
if self.type in ("C", "K", "9"): self.groups = self.game.all_sprites, self.game.npcs, self.game.cleaner
elif self.type == "p": self.groups = self.game.all_sprites, self.game.npcs
else: self.groups = self.game.all_sprites, self.game.npcs, self.game.interactible
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.x_change = 0
self.y_change = 0
self.facing = r.choice(["left", "right", "up", "down"])
if self.type == "§": self.facing = "down"
self.animation_loop = 1
self.movement_loop = 0
self.max_travel = r.randint(7, 15)
colors = [
0, # Purple 0
99, # Green 1
198, # Red 2
297, # Yellow 3
396, # Orange 4
495, # Blue 5
594, # Pink 6
693, # Black 7
792, # Brown 8
891 # White (For cleaners) 9 (-1)
]
# Cleaner - White
if self.type == "C": self.color = colors[-1]
# Samko on LYZ - Yellow
elif self.type == ":": self.color = colors[3]
# Vujcheek - Blue
elif self.type == "9": self.color = colors[5]
# G.G - Purple
elif self.type == "§": self.color = colors[0]
# Kvôňtura - Green
elif x == 21 and y == 3: self.color = colors[1]
# Koky - Brown
elif x == 111 and y == 9: self.color = colors[8]
# Guydosova - Purple
elif x == 94 and y == 24: self.color = colors[0]
# Martin Shreky - Black
elif x == 180 and y == 5: self.color = colors[5]
# Liascinska - Green
elif x == 100 and y == 19: self.color = colors[1]
# Mohyla - Pink
elif x == 190 and y == 19: self.color = colors[6]
# (Ne)Pusti - Red
elif x == 188 and y == 13: self.color = colors[2]
# NiguSova - Black
elif x == 77 and y == 16: self.color = colors[7]
# Bartin Moda - Black
elif x == 25 and y == 36: self.color = colors[7]
# HaramBozo - Orange
elif x == 8 and y == 28: self.color = colors[4]
# Rolada - Green
elif x == 42 and y == 18: self.color = colors[1]
# Gone-valova - Yellow
elif x == 155 and y == 37: self.color = colors[3]
# Gulbaka - Blue
elif x == 57 and y == 22: self.color = colors[5]
# Metrova - Orange
elif x == 130 and y == 26: self.color = colors[4]
# Zo Sarisa - Black
elif x == 139 and y == 7: self.color = colors[7]
# Random shirt color cause just random side character
else: self.color = r.choice(colors[:-1])
self.image = self.game.npcs_spritesheet.get_sprite(self.color, 2, self.width, self.height)
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
# Down animations
self.facing_down = [
self.game.npcs_spritesheet.get_sprite(self.color + 3, 2, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 35, 2, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 67, 2, self.width, self.height)
]
# Up animations
self.facing_up = [
self.game.npcs_spritesheet.get_sprite(self.color + 3, 34, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 35, 34, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 67, 34, self.width, self.height)
]
# Left animations
self.facing_left = [
self.game.npcs_spritesheet.get_sprite(self.color + 3, 98, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 35, 98, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 67, 98, self.width, self.height)
]
# Right animations
self.facing_right = [
self.game.npcs_spritesheet.get_sprite(self.color + 3, 66, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 35, 66, self.width, self.height),
self.game.npcs_spritesheet.get_sprite(self.color + 67, 66, self.width, self.height)
]
# Lost guy
self.go_left = 0
self.go_down = 0
# samko attributes
self.lyz_samko_follow_count_down = 7 * self.NPC_SPEED
self.lyz_samko_follow_count_left = 6 * self.NPC_SPEED
self.lyz_bratko_follow_count_right = 8 * self.NPC_SPEED
self.lyz_samko_preko_follow_down = 7 * self.NPC_SPEED
self.lyz_samko_preko_follow_left = 5 * self.NPC_SPEED
def update(self):
"""
Update for the npc
"""
# Moving
if self.type in ("C", "9", "p"): self.movement()
elif self.type == "§" and self.game.g_move: self.y_change += 1.95 * TILE_SIZE; self.movement()
elif self.type == "§" and self.game.g_leave:
if self.go_left < 470:
self.facing = "left"
self.movement()
elif self.go_down < 40:
self.facing = "down"
self.movement()
self.facing = r.choice(["left", "right", "up"])
else: self.facing = "left"
elif self.type == ":" and self.game.lyz_samko_follow and self.game.lyz_day_number == 1:
if self.lyz_samko_follow_count_down > 0:
self.facing = "down"
self.movement()
elif self.lyz_samko_follow_count_left > 0:
self.facing = "left"
self.movement()
else:
self.game.lyz_samko_follow = False
self.facing = "down"
self.game.talking("", True, GOLD, True, 1)
self.game.talking("Want pašteka?", True, GOLD)
self.game.talking("Not now, I wanted to go and see others.")
self.game.talking("Since it's the first day.")
self.game.talking("Later then, maybe tomorrow.", True, GOLD)
self.game.talking("Sure...")
self.rect.x += 999
pygame.mixer.Sound.play(self.game.lyz_poof)
elif self.type == ":" and self.game.lyz_bratko_follow and self.game.lyz_day_number == 3 and self.game.lyz_bratko_count != 0:
if self.lyz_bratko_follow_count_right > 0:
self.facing = "right"
self.movement()
else: self.rect.x += 999; self.game.lyz_bratko_count = 0
elif self.type == ":" and self.game.lyz_samko_preko_follow and self.game.lyz_day_number == 4:
if self.lyz_samko_preko_follow_down > 0:
self.facing = "down"
self.movement()
elif self.lyz_samko_preko_follow_left > 0:
self.facing = "left"
self.movement()
else:
self.game.lyz_samko_preko_follow = False
self.facing = "down"
self.game.talking("Čo tu je?", True, GOLD)
pygame.time.delay(2500)
self.game.talking("Prečo tu som?", True, GOLD)
pygame.time.delay(1500)
self.rect.x = 99999
self.animate()
# Collision
self.rect.x += self.x_change
self.collide_blocks("x")
self.collide_player()
self.rect.y += self.y_change
self.collide_blocks("y")
self.collide_player()
self.x_change = 0
self.y_change = 0
def movement(self):
"""
Movement for the npc
"""
if self.facing == "left":
if self.game.g_leave: self.go_left += 1
elif self.game.lyz_samko_follow: self.lyz_samko_follow_count_left -= 1
elif self.game.lyz_samko_preko_follow: self.lyz_samko_preko_follow_left -= 1
self.x_change -= NPC_SPEED
self.movement_loop -= 1
if self.type == "9": self.move_towards_player()
elif self.movement_loop <= -self.max_travel and self.type != ":": self.max_travel, self.facing = r.randint(7, 15), r.choice(["left", "right", "up", "down"])
elif self.facing == "right":
if self.game.lyz_bratko_follow: self.lyz_bratko_follow_count_right -= 1
self.x_change += NPC_SPEED
self.movement_loop += 1
if self.type == "9": self.move_towards_player()
elif self.movement_loop >= self.max_travel and self.type != ":": self.max_travel, self.facing = r.randint(7, 15), r.choice(["left", "right", "up", "down"])
elif self.facing == "up":
self.y_change -= NPC_SPEED
self.movement_loop -= 1
if self.type == "9": self.move_towards_player()
elif self.movement_loop <= -self.max_travel and self.type != ":": self.max_travel, self.facing = r.randint(7, 15), r.choice(["left", "right", "up", "down"])
elif self.facing == "down":
if self.game.g_leave: self.go_down += 1
elif self.game.lyz_samko_follow: self.lyz_samko_follow_count_down -= 1
elif self.game.lyz_samko_preko_follow: self.lyz_samko_preko_follow_down -= 1
self.y_change += NPC_SPEED
self.movement_loop += 1
if self.type == "9": self.move_towards_player()
elif self.movement_loop >= self.max_travel and self.type != ":": self.max_travel, self.facing = r.randint(7, 15), r.choice(["left", "right", "up", "down"])
def collide_blocks(self, direction: str):
"""
Colliding with Blocks/objects
"""
# Moving left and right
if direction == "x":
hits = pygame.sprite.spritecollide(self, self.game.blocks, False)
if hits:
# Moving right
if self.x_change > 0: self.rect.x = hits[0].rect.left - self.rect.width
# Moving left
if self.x_change < 0: self.rect.x = hits[0].rect.right
# Moving down and up
elif direction == "y":
hits = pygame.sprite.spritecollide(self, self.game.blocks, False)
if hits:
# Moving down
if self.y_change > 0: self.rect.y = hits[0].rect.top - self.rect.height
# Moving up
if self.y_change < 0: self.rect.y = hits[0].rect.bottom
def move_towards_player(self):
"""
For Vujcheek to move closer to the player
"""
dirvect = pygame.math.Vector2(self.game.player.rect.x - self.rect.x,
self.game.player.rect.y - self.rect.y)
# if player is in the hall and has more than 9 quests done then Vujcheek is goona go after him
if dirvect.length() > 0 and self.game.saved_room_data == "Hall" and len(self.game.grades) > 9:
dirvect.normalize(); dirvect.scale_to_length(VUJ_SPEED)
if round(dirvect[1]) < 0: self.facing = "up"
elif round(dirvect[1]) > 0: self.facing = "down"
elif round(dirvect[0]) > 0: self.facing = "right"
elif round(dirvect[0]) < 0: self.facing = "left"
self.rect.move_ip(dirvect)
# Or he's just gonna behave like any other npc
else:
if self.facing == "left":
self.x_change -= VUJ_SPEED / 2
if self.movement_loop <= -self.max_travel: self.max_travel, self.facing = r.randint(7, 30), r.choice(["left", "right", "up", "down"])
elif self.facing == "right":
self.x_change += VUJ_SPEED / 2
if self.movement_loop >= self.max_travel: self.max_travel, self.facing = r.randint(7, 30), r.choice(["left", "right", "up", "down"])
elif self.facing == "up":
self.y_change -= VUJ_SPEED / 2
if self.movement_loop <= -self.max_travel: self.max_travel, self.facing = r.randint(7, 30), r.choice(["left", "right", "up", "down"])
elif self.facing == "down":
self.y_change += VUJ_SPEED / 2
if self.movement_loop >= self.max_travel: self.max_travel, self.facing = r.randint(7, 30), r.choice(["left", "right", "up", "down"])
def collide_player(self):
"""
Colliding with Player
"""
# Cleaner
if self.type == "C":
hits = pygame.sprite.spritecollide(self, self.game.player_sprite, False)
if hits: self.game.shoes_on()
# Kacka
elif self.type == "K":
hits = pygame.sprite.spritecollide(self, self.game.player_sprite, False)
if hits and self.game.locker_stuff['crocs']:
pygame.mixer.Sound.play(self.game.kacurovanie, 0, 6000, 1000)
if self.game.player.facing == "up": self.game.player.rect.y += 1 * TILE_SIZE
elif self.game.player.facing == "down": self.game.player.rect.y -= 1 * TILE_SIZE
elif self.game.player.facing == "right": self.game.player.rect.x -= 1 * TILE_SIZE
elif self.game.player.facing == "left": self.game.player.rect.x += 1 * TILE_SIZE
self.game.talking("WHY you not wearin' yo boots?", True)
self.game.talking("You'll get in a lot of trouble for this", True)
self.game.talking("Who's yo' classteacher?", True)
# Vujcheek
elif self.type == "9" and "vujcheek fender" not in self.game.inv.keys():
hits = pygame.sprite.spritecollide(self, self.game.player_sprite, False)
if hits and len(self.game.grades) > 9: self.game.game_over("img/game_over_background.png")
"""else:
# Moving left and right
if direction == "x":
hits = pygame.sprite.spritecollide(self, self.game.player_sprite, False)
if hits:
# Moving right
if self.x_change > 0: self.rect.x = hits[0].rect.left - self.rect.width
# Moving left
if self.x_change < 0: self.rect.x = hits[0].rect.right
# Moving down and up
elif direction == "y":
hits = pygame.sprite.spritecollide(self, self.game.player_sprite, False)
if hits:
# Moving down
if self.y_change > 0: self.rect.y = hits[0].rect.top - self.rect.height
# Moving up
if self.y_change < 0: self.rect.y = hits[0].rect.bottom"""
def animate(self):
"""
Animates npc movement
"""
# Down
if self.facing == "down":
if self.y_change == 0:
self.image = self.game.npcs_spritesheet.get_sprite(self.color + 3, 2, self.width, self.height)
else:
self.image = self.facing_down[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Up
elif self.facing == "up":
if self.y_change == 0:
self.image = self.game.npcs_spritesheet.get_sprite(self.color + 3, 34, self.width, self.height)
else:
self.image = self.facing_up[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Left
elif self.facing == "left":
if self.x_change == 0:
self.image = self.game.npcs_spritesheet.get_sprite(self.color + 3, 98, self.width, self.height)
else:
self.image = self.facing_left[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
# Right
elif self.facing == "right":
if self.x_change == 0:
self.image = self.game.npcs_spritesheet.get_sprite(self.color + 3, 66, self.width, self.height)
else:
self.image = self.facing_right[math.floor(self.animation_loop)]
self.animation_loop += 0.1
if self.animation_loop >= 3: self.animation_loop = 1
class Block(pygame.sprite.Sprite):
"""
Class for Block
"""
def __init__(self, game, x: int, y: int, type: str):
"""
Initialization
"""
# Interactible blocks
inter = ["L", "Ľ", "ľ", "D", "G", "B", "h", "t", "T", "Ť", "S", "Z", "s", "z", "b", "d", "O", "o", "ó", "Ó", "é", "y", "Y", "g", "w", "E", "ý", "ž", "č", "ú", "ň", "@", "#", "*", "A", "3", "4", "5", "6", "7", "8", "ä", "ď", "▬", "∟", "↔", "[", "]", "^", "╩"]
self.game = game
self.type = type
self._layer = BLOCK_LAYER
if type in inter: self.groups = self.game.all_sprites, self.game.blocks, self.game.interactible
else: self.groups = self.game.all_sprites, self.game.blocks
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.x_change = 0
self.y_change = 0
if type == "W": self.image = self.game.terrain_spritesheet.get_sprite(2, 36, self.width, self.height)
elif type == "L": self.image = self.game.terrain_spritesheet.get_sprite(36, 36, self.width, self.height)
elif type == "Ľ": self.image = self.game.terrain_spritesheet.get_sprite(70, 104, self.width, self.height)
elif type == "ľ": self.image = self.game.terrain_spritesheet.get_sprite(104, 104, self.width, self.height)
elif type == "S": self.image = self.game.terrain_spritesheet.get_sprite(70, 2, self.width, self.height)
elif type == "Z": self.image = self.game.terrain_spritesheet.get_sprite(138, 104, self.width, self.height)
elif type == "s": self.image = self.game.terrain_spritesheet.get_sprite(104, 2, self.width, self.height)
elif type == "z": self.image = self.game.terrain_spritesheet.get_sprite(138, 70, self.width, self.height)
elif type == "w": self.image = self.game.terrain_spritesheet.get_sprite(70, 36, self.width, self.height)
elif type == "D": self.image = self.game.terrain_spritesheet.get_sprite(104, 36, self.width, self.height)
elif type == "G": self.image = self.game.terrain_spritesheet.get_sprite(172, 104, self.width, self.height)
elif type == "B": self.image = self.game.terrain_spritesheet.get_sprite(2, 70, self.width, self.height)
elif type == "h": self.image = self.game.terrain_spritesheet.get_sprite(274, 70, self.width, self.height)
elif type == "t": self.image = self.game.terrain_spritesheet.get_sprite(36, 70, self.width, self.height)
elif type == "T": self.image = self.game.terrain_spritesheet.get_sprite(2, 104, self.width, self.height)
elif type == "Ť": self.image = self.game.terrain_spritesheet.get_sprite(36, 104, self.width, self.height)
elif type == "R": self.image = self.game.terrain_spritesheet.get_sprite(172, 36, self.width, self.height)
elif type == "Ŕ": self.image = self.game.terrain_spritesheet.get_sprite(206, 36, self.width, self.height)
elif type == "ŕ": self.image = self.game.terrain_spritesheet.get_sprite(206, 70, self.width, self.height)
elif type == "r": self.image = self.game.terrain_spritesheet.get_sprite(172, 2, self.width, self.height)
elif type == "l": self.image = self.game.terrain_spritesheet.get_sprite(241, 104, self.width, self.height)
elif type == "k": self.image = self.game.terrain_spritesheet.get_sprite(241, 138, self.width, self.height)
elif type == "é": self.image = self.game.terrain_spritesheet.get_sprite(274, 172, self.width, self.height)
elif type == "u": self.image = self.game.terrain_spritesheet.get_sprite(241, 172, self.width, self.height)
elif type == "ä": self.image = self.game.terrain_spritesheet.get_sprite(241, 240, self.width, self.height)
elif type == "e": self.image = self.game.terrain_spritesheet.get_sprite(274, 172, self.width, self.height)
elif type == "Ř": self.image = self.game.terrain_spritesheet.get_sprite(138, 36, self.width, self.height)
elif type == "ř": self.image = self.game.terrain_spritesheet.get_sprite(70, 70, self.width, self.height)
elif type == "b": self.image = self.game.terrain_spritesheet.get_sprite(138, 70, self.width, self.height)
elif type == "d": self.image = self.game.terrain_spritesheet.get_sprite(104, 70, self.width, self.height)
elif type == "!": self.image = self.game.terrain_spritesheet.get_sprite(138, 2, self.width, self.height)
elif type == "J": self.image = self.game.terrain_spritesheet.get_sprite(2, 138, self.width, self.height)
elif type == "U": self.image = self.game.terrain_spritesheet.get_sprite(36, 138, self.width, self.height)
elif type == "j": self.image = self.game.terrain_spritesheet.get_sprite(206, 104, self.width, self.height)
elif type == "m": self.image = self.game.terrain_spritesheet.get_sprite(274, 104, self.width, self.height)
elif type == "i": self.image = self.game.terrain_spritesheet.get_sprite(274, 138, self.width, self.height)
elif type == "n": self.image = self.game.terrain_spritesheet.get_sprite(274, 36, self.width, self.height)
elif type == "/": self.image = self.game.terrain_spritesheet.get_sprite(241, 70, self.width, self.height)
elif type == "|": self.image = self.game.terrain_spritesheet.get_sprite(241, 36, self.width, self.height)
elif type == "O": self.image = self.game.terrain_spritesheet.get_sprite(138, 138, self.width, self.height)
elif type == "o": self.image = self.game.terrain_spritesheet.get_sprite(172, 138, self.width, self.height)
elif type == "ó": self.image = self.game.terrain_spritesheet.get_sprite(70, 138, self.width, self.height)
elif type == "Ó": self.image = self.game.terrain_spritesheet.get_sprite(104, 138, self.width, self.height)
elif type == "y": self.image = self.game.terrain_spritesheet.get_sprite(241, 2, self.width, self.height)
elif type == "Y": self.image = self.game.terrain_spritesheet.get_sprite(274, 2, self.width, self.height)
elif type == "g": self.image = self.game.terrain_spritesheet.get_sprite(206, 138, self.width, self.height)
elif type == "]": self.image = self.game.terrain_spritesheet.get_sprite(172, 172, self.width, self.height)
elif type == "[": self.image = self.game.terrain_spritesheet.get_sprite(104, 172, self.width, self.height)
elif type == "-": self.image = self.game.terrain_spritesheet.get_sprite(138, 172, self.width, self.height)
elif type == "=": self.image = self.game.terrain_spritesheet.get_sprite(206, 172, self.width, self.height)
elif type == "}": self.image = self.game.terrain_spritesheet.get_sprite(2, 172, self.width, self.height)
elif type == "{": self.image = self.game.terrain_spritesheet.get_sprite(70, 172, self.width, self.height)
elif type == "^": self.image = self.game.terrain_spritesheet.get_sprite(36, 172, self.width, self.height)
elif type == "V": self.image = self.game.terrain_spritesheet.get_sprite(2, 206, self.width, self.height)
elif type == "x": self.image = self.game.terrain_spritesheet.get_sprite(36, 206, self.width, self.height)
elif type == "X": self.image = self.game.terrain_spritesheet.get_sprite(70, 206, self.width, self.height)
elif type == "E": self.image = self.game.terrain_spritesheet.get_sprite(104, 206, self.width, self.height)
elif type == "ž": self.image = self.game.terrain_spritesheet.get_sprite(138, 206, self.width, self.height)
elif type == "ý": self.image = self.game.terrain_spritesheet.get_sprite(172, 206, self.width, self.height)
elif type == "ň": self.image = self.game.terrain_spritesheet.get_sprite(206, 206, self.width, self.height)
elif type == "ú": self.image = self.game.terrain_spritesheet.get_sprite(241, 206, self.width, self.height)
elif type == "č": self.image = self.game.terrain_spritesheet.get_sprite(274, 205, self.width, self.height)
elif type == "$": self.image = self.game.terrain_spritesheet.get_sprite(307, 172, self.width, self.height)
elif type == "Q": self.image = self.game.terrain_spritesheet.get_sprite(307, 104, self.width, self.height)
elif type == "q": self.image = self.game.terrain_spritesheet.get_sprite(307, 138, self.width, self.height)
elif type == "a": self.image = self.game.terrain_spritesheet.get_sprite(307, 70, self.width, self.height)
elif type == "@": self.image = self.game.terrain_spritesheet.get_sprite(342, 172, self.width, self.height)
elif type == "#": self.image = self.game.terrain_spritesheet.get_sprite(342, 206, self.width, self.height)
elif type == "*": self.image = self.game.terrain_spritesheet.get_sprite(307, 206, self.width, self.height)
elif type == "~": self.image = self.game.terrain_spritesheet.get_sprite(342, 138, self.width, self.height)
elif type == "&": self.image = self.game.terrain_spritesheet.get_sprite(310, 2, self.width, self.height)
elif type == "0": self.image = self.game.terrain_spritesheet.get_sprite(307, 36, self.width, self.height)
elif type == "ô": self.image = self.game.terrain_spritesheet.get_sprite(342, 36, self.width, self.height)
elif type == "Ž": self.image = self.game.terrain_spritesheet.get_sprite(342, 70, self.width, self.height)
elif type == "ˇ": self.image = self.game.terrain_spritesheet.get_sprite(342, 104, self.width, self.height)
elif type == "A": self.image = self.game.terrain_spritesheet.get_sprite(342, 2, self.width, self.height)
elif type == "3": self.image = self.game.terrain_spritesheet.get_sprite(376, 2, self.width, self.height)
elif type == "4": self.image = self.game.terrain_spritesheet.get_sprite(409, 2, self.width, self.height)
elif type == "5": self.image = self.game.terrain_spritesheet.get_sprite(376, 36, self.width, self.height)
elif type == "6": self.image = self.game.terrain_spritesheet.get_sprite(409, 36, self.width, self.height)
elif type == "7": self.image = self.game.terrain_spritesheet.get_sprite(376, 70, self.width, self.height)
elif type == "8": self.image = self.game.terrain_spritesheet.get_sprite(409, 70, self.width, self.height)
elif type == "ď": self.image = self.game.terrain_spritesheet.get_sprite(2, 240, self.width, self.height)
elif type == "Ú": self.image = self.game.terrain_spritesheet.get_sprite(409, 104, self.width, self.height)
elif type == "Ů": self.image = self.game.terrain_spritesheet.get_sprite(376, 104, self.width, self.height)
elif type == "▼": self.image = self.game.terrain_spritesheet.get_sprite(409, 138, self.width, self.height)
elif type == "ś": self.image = self.game.terrain_spritesheet.get_sprite(500, 2, self.width, self.height)
elif type == "š": self.image = self.game.terrain_spritesheet.get_sprite(500, 36, self.width, self.height)
elif type == "▬": self.image = self.game.terrain_spritesheet.get_sprite(568, 2, self.width, self.height)
elif type == "∟": self.image = self.game.terrain_spritesheet.get_sprite(500, 70, self.width, self.height)
elif type == "↔": self.image = self.game.terrain_spritesheet.get_sprite(534, 70, self.width, self.height)
elif type == "◙": self.image = self.game.terrain_spritesheet.get_sprite(568, 70, self.width, self.height)
elif type == "♂": self.image = self.game.terrain_spritesheet.get_sprite(602, 2, self.width, self.height)
elif type == "♀": self.image = self.game.terrain_spritesheet.get_sprite(602, 36, self.width, self.height)
elif type == "♪": self.image = self.game.terrain_spritesheet.get_sprite(603, 70, self.width, self.height)
elif type == "╩": self.image = self.game.terrain_spritesheet.get_sprite(500, 106, self.width, self.height)
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y
class Blockade(pygame.sprite.Sprite):
"""
Main class for adding black block to the screen
"""
def __init__(self, game, x: int, y: int, type: str):
"""
Initialization
"""
self.game = game
self._layer = BLOCK_LAYER
self.groups = self.game.all_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.x = x * TILE_SIZE
self.y = y * TILE_SIZE
self.width = TILE_SIZE
self.height = TILE_SIZE
self.x_change = 0
self.y_change = 0
if type == "_": self.image = self.game.terrain_spritesheet.get_sprite(206, 2, self.width, self.height)
elif type == "?": self.image = self.game.terrain_spritesheet.get_sprite(36, 2, self.width, self.height)
self.rect = self.image.get_rect()
self.rect.x = self.x
self.rect.y = self.y