made some basic zombie ai and basically finished level 3/4 in the code

This commit is contained in:
Martin Dvořák 2026-05-31 21:50:01 +02:00
commit 95e5e9f9f3
4 changed files with 80 additions and 3 deletions

View file

@ -1,7 +1,10 @@
import pygame
import pygame, random
from render import load_sprite # this makes it so our function for rendering sprites from sprites.png is available in here
milk_pos_x, milk_pos_y = 274, 342
zombie_dx, zombie_dy = 1, 1
zombie_x, zombie_y = 645, 214
zombie_timer = 0
holding_milk = False
def level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick): # the function for our first level, ignore the unused variables here, you can use them when you edit it
@ -109,6 +112,7 @@ def level3(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
milk_collision = pygame.Rect(milk_pos_x-20, milk_pos_y-50, 49, 74)
screen.blit(load_sprite(sheet, 0, 46, 48, 36, screen_width, screen_height), (0, 0))
screen.blit(load_sprite(sheet, 8, 82, 12, 12, 96, 96), (645, 214)) # ZOMBIE
zombie_collision = pygame.Rect(645,214,96,96)
msx, msy = pygame.mouse.get_pos()
if milk_collision.collidepoint(mouse.get_pos()):
if click:
@ -117,8 +121,79 @@ def level3(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
holding_milk = False
if holding_milk:
milk_pos_x, milk_pos_y = msx, msy
if zombie_collision.collidepoint(milk_pos_x, milk_pos_y):
level = 4
screen.blit(load_sprite(sheet, 20, 82, 7, 12, 49, 74), (milk_pos_x-20, milk_pos_y-50)) # MILK CARTON
print(milk_collision)
dialog_square = pygame.surface.Surface((700, 68), pygame.SRCALPHA)
dialog_square.fill((0, 0, 0))
return level
def level4(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, smalltext): # function for level 2
global zombie_x, zombie_y, zombie_timer, zombie_dx, zombie_dy
milk_collision = pygame.Rect(milk_pos_x-20, milk_pos_y-50, 49, 74)
screen.blit(load_sprite(sheet, 0, 46, 48, 36, screen_width, screen_height), (0, 0))
zombie_timer += 1
if zombie_timer > 60: # change direction every ~1 sec
zombie_dx = random.choice([-2, -1, 1, 2])
zombie_dy = random.choice([-2, -1, 1, 2])
zombie_timer = 0
zombie_x += zombie_dx
zombie_y += zombie_dy
zombie_x = max(0, min(zombie_x, screen_width - 96))
zombie_y = max(0, min(zombie_y, screen_height - 96))
screen.blit(load_sprite(sheet, 27, 82, 7, 12, 56, 96), (zombie_x, zombie_y)) # ZOMBIE
dialog_square = pygame.surface.Surface((700, 68), pygame.SRCALPHA)
dialog_square.fill((0, 0, 0))
# dialogs here
if 60 <= tick <= 270:
if tick < 186:
dialog = basicfont.render("see????", True, (0+tick*2-120, 0+tick*2-120, 0+tick*2-120))
else:
dialog = basicfont.render("see????", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif 271 <= tick <= 500:
if tick < 390:
dialog = smalltext.render("the milk brought him back!", True, (0+(tick-271)*2, 0+(tick-271)*2, 0+(tick-271)*2))
else:
dialog = smalltext.render("the milk brought him back!", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif 501 <= tick <= 750:
if tick < 626:
dialog = smalltext.render("I mean sure hes a little dumb", True, (0+(tick-501)*2, 0+(tick-501)*2, 0+(tick-501)*2))
else:
dialog = smalltext.render("I mean sure hes a little dumb", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif 751 <= tick <= 1000:
if tick < 876:
dialog = smalltext.render("but hes ressurected!!!", True, (0+(tick-751)*2, 0+(tick-751)*2, 0+(tick-751)*2))
else:
dialog = smalltext.render("but hes ressurected!!!", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif 1001 <= tick <= 1250:
if tick < 1126:
dialog = smalltext.render("now you know the basics", True, (0+(tick-1001)*2, 0+(tick-1001)*2, 0+(tick-1001)*2))
else:
dialog = smalltext.render("now you know the basics", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif 1251 <= tick <= 1500:
if tick < 1376:
dialog = smalltext.render("so go on!", True, (0+(tick-1251)*2, 0+(tick-1251)*2, 0+(tick-1251)*2))
else:
dialog = smalltext.render("so go on!", True, (255, 255, 255))
dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
dialog_square.blit(dialog, (78, 15))
screen.blit(dialog_square, (34, 500))
elif tick > 1500:
level = 5
return level

View file

@ -52,7 +52,9 @@ def main(fps=window_fps): # the main function
level = 3
elif level == 3:
level = levels.level3(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigtext, level, tick, smalltext) # runs the level2 function from levels.py
elif level == 4:
tick += 1
level = levels.level4(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigtext, level, tick, smalltext) # runs the level2 function from levels.py
fps_text = smalltext.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner
screen.blit(fps_text, (5, 5)) # this actually renders "ftp_text" on the screen at the position (5, 5) which is the top left corner
pygame.display.flip() # this updates the display so it displays all the new stuff we added

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