Created
April 29, 2012 00:17
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Python RPG
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import random | |
import pygame | |
import time | |
import sys | |
import math | |
from pygame import * | |
pygame.init() | |
pygame.time.set_timer(USEREVENT+1, 1000) | |
bit = 16 | |
size = (800, 600) | |
screen = pygame.display.set_mode(size, bit) | |
pygame.display.set_caption("RPG") | |
moveX = 0 | |
moveY = 0 | |
characterX = 0 | |
characterY = 0 | |
randX = random.uniform(0, 800) | |
randY = random.uniform(0, 600) | |
robs = {'rect': pygame.Rect(randX, randY, 32, 60), 'surface': 'robot.png'} | |
robots = [] | |
class knight: | |
defaultCharacter = pygame.image.load('knight.png') | |
defaultCharacter2 = pygame.transform.scale(defaultCharacter, (44, 64)) | |
class mage: | |
mageSprite = pygame.image.load('mage.png') | |
mageSprite2 = pygame.transform.scale(mageSprite, (54, 81)) | |
class ranger: | |
rangerSprite = pygame.image.load('ranger.png') | |
rangerSprite2 = pygame.transform.scale(rangerSprite, (56, 70)) | |
class robot: | |
robotSprite = pygame.image.load('robot.png') | |
robotSprite2 = pygame.transform.scale(robotSprite, (32, 60)) | |
def attack(self, characterX, characterY, randX, randY): | |
for r in robots: | |
if r['rect'][0] < characterX: | |
r['rect'][0] += 1 | |
elif r['rect'][0] > characterX: | |
r['rect'][0] -= 1 | |
if r['rect'][1] < characterY: | |
r['rect'][1] += 1 | |
elif r['rect'][1] > characterY: | |
r['rect'][1] -= 1 | |
knight = knight() | |
mage = mage() | |
ranger = ranger() | |
robot = robot() | |
map1 = pygame.image.load('map1.png') | |
map1s = pygame.transform.scale(map1, (800,600)) | |
map2 = pygame.image.load('map2.png') | |
map3 = pygame.image.load('map3.png') | |
map4 = pygame.image.load('map4.png') | |
map5 = pygame.image.load('map5.png') | |
map6 = pygame.image.load('map6.png') | |
map7 = pygame.image.load('map7.png') | |
map8 = pygame.image.load('map8.png') | |
map9 = pygame.image.load('map9.png') | |
x = 0 | |
orange = (255, 153, 51) | |
segoePrint = pygame.font.SysFont('Segoe Print', 24) | |
mapNumber = segoePrint.render(str(x+1), True, orange) | |
while True: | |
classQ = input("What class? ") | |
maps = [map1s, map2, map3, map4, map5, map6, map7, map8, map9] | |
robots = [] | |
spawner = 0 | |
while True: | |
randX = random.uniform(0, 800) | |
randY = random.uniform(0, 600) | |
robs = {'rect': pygame.Rect(randX, randY, 32, 60), 'surface': robot.robotSprite2} | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
if event.type == KEYDOWN: | |
if event.key == K_UP: | |
moveY = -3 | |
elif event.key == K_DOWN: | |
moveY = +3 | |
elif event.key == K_LEFT: | |
moveX = -3 | |
elif event.key == K_RIGHT: | |
moveX = +3 | |
if event.type == KEYUP: | |
if event.key == K_UP: | |
moveY = 0 | |
elif event.key == K_DOWN: | |
moveY = 0 | |
elif event.key == K_LEFT: | |
moveX = 0 | |
elif event.key == K_RIGHT: | |
moveX = 0 | |
if event.type == USEREVENT+1: | |
spawner += 1 | |
if spawner == 2: | |
spawner = 0 | |
robs = {'rect': pygame.Rect(randX, randY, 32, 60), 'surface': robot.robotSprite2} | |
robots.append(robs) | |
#Animate Character | |
characterX += moveX | |
characterY += moveY | |
robot.attack(characterX, characterY, randX, randY) | |
#Character bordering | |
if characterX < 0 and ((x == 0) or (x == 3) or (x == 6)): | |
characterX = 0 | |
if characterX > 800 and ((x == 2) or (x == 8) or (x == 5)): | |
characterX = 740 | |
if characterY < 0 and ((x == 0) or (x == 2) or (x == 2)): | |
characterY = 0 | |
if characterY > 600 and ((x == 6) or (x == 7) or (x == 8)): | |
characterY = 540 | |
#Changing Maps | |
if characterX < 0 and ((x == 1) or (x == 2) or (x == 4) or (x == 5) or (x == 7) or (x == 8)): | |
x -= 1 | |
characterX = 790 | |
if classQ == "knight": | |
screen.blit(knight.defaultCharacter2, (characterX, characterY)) | |
if classQ == "mage": | |
screen.blit(mage.mageSprite2, (characterX, characterY)) | |
if classQ == "ranger": | |
screen.blit(ranger.rangerSprite2, (characterX, characterY)) | |
pygame.display.update() | |
if characterX > 800 and ((x == 0) or (x == 1) or (x == 3) or (x == 4) or (x == 6) or (x == 7)): | |
x += 1 | |
characterX = 10 | |
if classQ == "knight": | |
screen.blit(knight.defaultCharacter2, (characterX, characterY)) | |
if classQ == "mage": | |
screen.blit(mage.mageSprite2, (characterX, characterY)) | |
if classQ == "ranger": | |
screen.blit(ranger.rangerSprite2, (characterX, characterY)) | |
pygame.display.update() | |
if characterY < 0 and ((x == 3) or (x == 4) or (x == 5) or (x == 6) or (x == 7) or (x == 8)): | |
x -= 3 | |
characterY = 590 | |
if classQ == "knight": | |
screen.blit(knight.defaultCharacter2, (characterX, characterY)) | |
if classQ == "mage": | |
screen.blit(mage.mageSprite2, (characterX, characterY)) | |
if classQ == "ranger": | |
screen.blit(ranger.rangerSprite2, (characterX, characterY)) | |
pygame.display.update() | |
if characterY > 600 and ((x == 0) or (x == 1) or (x == 2) or (x == 3) or (x == 4) or (x == 5)): | |
x += 3 | |
characterY = 10 | |
if classQ == "knight": | |
screen.blit(knight.defaultCharacter2, (characterX, characterY)) | |
if classQ == "mage": | |
screen.blit(mage.mageSprite2, (characterX, characterY)) | |
if classQ == "ranger": | |
screen.blit(ranger.rangerSprite2, (characterX, characterY)) | |
pygame.display.update() | |
screen.blit(maps[x], (0,0)) | |
#Draw class sprite to screen | |
if classQ == "knight": | |
screen.blit(knight.defaultCharacter2, (characterX, characterY)) | |
if classQ == "mage": | |
screen.blit(mage.mageSprite2, (characterX, characterY)) | |
if classQ == "ranger": | |
screen.blit(ranger.rangerSprite2, (characterX, characterY)) | |
for r in robots: | |
screen.blit(r['surface'], r['rect']) | |
mapNumber = segoePrint.render(str(x+1), True, orange) | |
screen.blit(mapNumber, (750, 0)) | |
pygame.display.update() | |
screen.fill((159,182,205)) |
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