Rycerz istnieje

This commit is contained in:
Rayline 2022-03-09 16:59:58 +01:00
commit bfe6405331
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# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
# C extensions
*.so
# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
share/python-wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST
# PyInstaller
# Usually these files are written by a python script from a template
# before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.nox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
*.py,cover
.hypothesis/
.pytest_cache/
cover/
# Translations
*.mo
*.pot
# Django stuff:
*.log
local_settings.py
db.sqlite3
db.sqlite3-journal
# Flask stuff:
instance/
.webassets-cache
# Scrapy stuff:
.scrapy
# Sphinx documentation
docs/_build/
# PyBuilder
.pybuilder/
target/
# Jupyter Notebook
.ipynb_checkpoints
# IPython
profile_default/
ipython_config.py
# pyenv
# For a library or package, you might want to ignore these files since the code is
# intended to run in multiple environments; otherwise, check them in:
# .python-version
# pipenv
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
# However, in case of collaboration, if having platform-specific dependencies or dependencies
# having no cross-platform support, pipenv may install dependencies that don't work, or not
# install all needed dependencies.
#Pipfile.lock
# poetry
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
# This is especially recommended for binary packages to ensure reproducibility, and is more
# commonly ignored for libraries.
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
#poetry.lock
# PEP 582; used by e.g. github.com/David-OConnor/pyflow
__pypackages__/
# Celery stuff
celerybeat-schedule
celerybeat.pid
# SageMath parsed files
*.sage.py
# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/
# Spyder project settings
.spyderproject
.spyproject
# Rope project settings
.ropeproject
# mkdocs documentation
/site
# mypy
.mypy_cache/
.dmypy.json
dmypy.json
# Pyre type checker
.pyre/
# pytype static type analyzer
.pytype/
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cython_debug/
# PyCharm
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
# and can be added to the global gitignore or merged into this file. For a more nuclear
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
.idea/

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README.md Normal file
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# 🏰 WMICraft

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colors.py Normal file
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BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
ORANGE = (249, 141, 42)
RED = (255, 58, 58)
FONT_DARK = (37, 37, 37)

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constants.py Normal file
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GAME_TITLE = 'WMICraft'
WINDOW_HEIGHT = 800
WINDOW_WIDTH = 1360
GRID_CELL_PADDING = 5
GRID_CELL_WIDTH = 36
GRID_CELL_HEIGHT = 36
ROWS = 19
COLUMNS = 24
BORDER_WIDTH = 10
BORDER_RADIUS = 5
FPS_COUNT = 60
TILES = [
'grass1.png',
'grass2.png',
'grass3.png',
# 'grass4.png',
# 'grass5.png',
# 'grass6.png',
'sand.png',
'water.png',
'grass_with_tree.jpg',
]

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class Field:
def __init__(self, texture_path, converted_texture):
self.texture_path = texture_path
self.converted_texture = converted_texture

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import pygame
import sys
from colors import FONT_DARK, WHITE
from constants import GAME_TITLE, WINDOW_WIDTH, WINDOW_HEIGHT, FPS_COUNT, TILES
from grid import Grid
from helpers import draw_text
from logs import Logs
from stats import Stats
from knight import Knight
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
pygame.display.set_icon(pygame.image.load('resources/icons/sword.png'))
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.tiles = []
for tile_path in TILES:
converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
self.tiles.append((tile_path, converted_tile))
self.bg = pygame.image.load("resources/textures/bg.jpg")
click = False
def main_menu(self):
while True:
self.screen.blit(self.bg, (0, 0))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(850, 250, 300, 50)
button_2 = pygame.Rect(850, 350, 300, 50)
button_3 = pygame.Rect(850, 450, 300, 50)
if button_1.collidepoint((mx, my)):
if click:
self.game()
if button_2.collidepoint((mx, my)):
if click:
self.options()
if button_3.collidepoint((mx, my)):
if click:
self.credits()
pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
draw_text('PLAY', WHITE, self.screen, 870, 255)
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
draw_text('CREDITS', WHITE, self.screen, 870, 455)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
def options(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('options', WHITE, self.screen, 20, 20, 30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)
def credits(self):
running = True
while running:
self.screen.fill((0, 0, 0))
draw_text('credits', WHITE, self.screen, 20, 20, 30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.update()
self.clock.tick(60)
def game(self):
running = True
grid = Grid(self.tiles)
stats = Stats()
logs = Logs()
while running:
self.screen.blit(self.bg, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
grid.draw(self.screen)
stats.draw(self.screen)
logs.draw(self.screen)
knight1 = Knight(400, 200, "/resources/textures/knight.png")
knights_list = pygame.sprite.Group()
knights_list.add(knight1)
knights_list.draw(self.screen)
pygame.display.update()
self.clock.tick(FPS_COUNT)

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import pygame
import random
from field import Field
from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS
class Grid:
def __init__(self, textures):
self.textures = textures
self.grid = []
for row in range(ROWS):
self.grid.append([])
for _ in range(COLUMNS):
texture_path, converted_texture = self.get_random_texture()
field = Field(texture_path, converted_texture)
self.grid[row].append(field)
def get_random_texture(self):
texture_index = random.randint(0, len(self.textures) - 1)
return self.textures[texture_index]
def draw(self, screen):
bg_width = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH
bg_height = (GRID_CELL_PADDING + GRID_CELL_HEIGHT) * ROWS + BORDER_WIDTH
pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(5, 5, bg_width, bg_height), 0, BORDER_RADIUS)
for row in range(ROWS):
for column in range(COLUMNS):
box_rect = [(GRID_CELL_PADDING + GRID_CELL_WIDTH) * column + GRID_CELL_PADDING + 7,
(GRID_CELL_PADDING + GRID_CELL_HEIGHT) * row + GRID_CELL_PADDING + 7,
GRID_CELL_WIDTH,
GRID_CELL_HEIGHT]
image = self.grid[row][column].converted_texture
screen.blit(pygame.transform.scale(image, (GRID_CELL_WIDTH, GRID_CELL_HEIGHT)), box_rect)

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import pygame
def draw_text(text, color, surface, x, y, text_size=30, is_bold=False):
if is_bold:
font = pygame.font.Font('resources/fonts/Poppins-SemiBold.ttf', text_size)
else:
font = pygame.font.Font('resources/fonts/Poppins-Regular.ttf', text_size)
textobj = font.render(text, 1, color)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)

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import pygame.image
from constants import ROWS, COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, GRID_CELL_HEIGHT, BORDER_WIDTH, BORDER_RADIUS, \
WINDOW_WIDTH, WINDOW_HEIGHT
class Knight(pygame.sprite.Sprite):
def __init__(self, x, y, img):
super().__init__()
self.x = x
self.y = y
self.images = []
self.image = pygame.image.load("resources/textures/knight.png")
self.image = pygame.transform.scale(self.image, (40, 40))
self.images.append(self.image)
self.rect = self.image.get_rect()
knights_list = pygame.sprite.Group()

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import pygame
from colors import FONT_DARK, ORANGE, WHITE, RED
from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from helpers import draw_text
class Logs:
def __init__(self):
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
y = 470
# background
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 323), 0, BORDER_RADIUS)
# title
draw_text('LOGS', FONT_DARK, screen, x + 120, y + 10, 36)
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
# texts
draw_text('AI Blue: Zniszczyła fortecę (4, 8).', FONT_DARK, screen, x + 35, y + 90, 16)
draw_text('AI Red: Zniszczyła fortecę (12, 5).', FONT_DARK, screen, x + 35, y + 120, 16)

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from game import Game
if __name__ == '__main__':
game = Game()
game.main_menu()

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Copyright 2020 The Poppins Project Authors (https://github.com/itfoundry/Poppins)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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IMPORTANT NOTICE: This license only applies if you downloaded this content as
an unsubscribed user. If you are a premium user (ie, you pay a subscription)
you are bound to the license terms described in the accompanying file
"License premium.txt".
---------------------
You must attribute the image to its author:
In order to use a content or a part of it, you must attribute it to vectorpocket / Freepik,
so we will be able to continue creating new graphic resources every day.
How to attribute it?
For websites:
Please, copy this code on your website to accredit the author:
<a href="http://www.freepik.com">Designed by vectorpocket / Freepik</a>
For printing:
Paste this text on the final work so the authorship is known.
- For example, in the acknowledgements chapter of a book:
"Designed by vectorpocket / Freepik"
You are free to use this image:
- For both personal and commercial projects and to modify it.
- In a website or presentation template or application or as part of your design.
You are not allowed to:
- Sub-license, resell or rent it.
- Include it in any online or offline archive or database.
The full terms of the license are described in section 7 of the Freepik
terms of use, available online in the following link:
http://www.freepik.com/terms_of_use
The terms described in the above link have precedence over the terms described
in the present document. In case of disagreement, the Freepik Terms of Use
will prevail.

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IMPORTANT NOTICE: This license only applies if you downloaded this content as
a subscribed (or "premium") user. If you are an unsubscribed user (or "free"
user) you are bound to the license terms described in the accompanying file
"License free.txt".
---------------------
You can download from your profile in Freepik a personalized license stating
your right to use this content as a "premium" user:
https://profile.freepik.com/my_downloads
You are free to use this image:
- For both personal and commercial projects and to modify it.
- In a website or presentation template or application or as part of your design.
You are not allowed to:
- Sub-license, resell or rent it.
- Include it in any online or offline archive or database.
The full terms of the license are described in sections 7 and 8 of the Freepik
terms of use, available online in the following link:
http://www.freepik.com/terms_of_use
The terms described in the above link have precedence over the terms described
in the present document. In case of disagreement, the Freepik Terms of Use
will prevail.

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import pygame
from colors import FONT_DARK, ORANGE, WHITE, RED
from constants import COLUMNS, GRID_CELL_PADDING, GRID_CELL_WIDTH, BORDER_WIDTH, BORDER_RADIUS
from helpers import draw_text
class Stats:
def __init__(self):
self.grid = []
def draw(self, screen):
x = (GRID_CELL_PADDING + GRID_CELL_WIDTH) * COLUMNS + BORDER_WIDTH + 15
y = 5
# background
pygame.draw.rect(screen, WHITE, pygame.Rect(x, y, 340, 450), 0, BORDER_RADIUS)
# title
draw_text('STATS', FONT_DARK, screen, x + 120, y + 10, 36)
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 65, 340, 3))
# shields
shield_blue = pygame.image.load('resources/textures/shield_blue.png')
shield_red = pygame.image.load('resources/textures/shield_red.png')
screen.blit(shield_blue, (x + 20, y + 80))
screen.blit(shield_red, (x + 200, y + 80))
draw_text('VS', FONT_DARK, screen, x + 150, y + 120, 36)
# HP bars
pygame.draw.rect(screen, RED, pygame.Rect(x + 30, y + 210, 100, 15), 0, 4)
pygame.draw.rect(screen, RED, pygame.Rect(x + 210, y + 210, 100, 15), 0, 4)
# texts
draw_text('Rycerze: 2', FONT_DARK, screen, x + 35, y + 240, 18)
draw_text('Fortece: 1', FONT_DARK, screen, x + 35, y + 270, 18)
draw_text('Rycerze: 4', FONT_DARK, screen, x + 215, y + 240, 18)
draw_text('Fortece: 0', FONT_DARK, screen, x + 215, y + 270, 18)
# points
pygame.draw.rect(screen, ORANGE, pygame.Rect(x, y + 390, 340, 3))
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 35, y + 408, 18, True)
draw_text('PUNKTY: 10', FONT_DARK, screen, x + 215, y + 408, 18, True)