commit 7481a639ad2b1191cc37ee6216c9a2a659b799dd Author: potkan Date: Tue Apr 28 23:40:24 2026 +0200 Upload files to "/" diff --git a/KiwiSoda.ttf b/KiwiSoda.ttf new file mode 100644 index 0000000..e544946 Binary files /dev/null and b/KiwiSoda.ttf differ diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +them if you wish), that you receive source code or can get it if you +want it, that you can change the software or use pieces of it in new +free programs, and that you know you can do these things. + + To protect your rights, we need to prevent others from denying you +these rights or asking you to surrender the rights. Therefore, you have +certain responsibilities if you distribute copies of the software, or if +you modify it: responsibilities to respect the freedom of others. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must pass on to the recipients the same +freedoms that you received. You must make sure that they, too, receive +or can get the source code. And you must show them these terms so they +know their rights. + + Developers that use the GNU GPL protect your rights with two steps: +(1) assert copyright on the software, and (2) offer you this License +giving you legal permission to copy, distribute and/or modify it. + + For the developers' and authors' protection, the GPL clearly explains +that there is no warranty for this free software. For both users' and +authors' sake, the GPL requires that modified versions be marked as +changed, so that their problems will not be attributed erroneously to +authors of previous versions. + + Some devices are designed to deny users access to install or run +modified versions of the software inside them, although the manufacturer +can do so. This is fundamentally incompatible with the aim of +protecting users' freedom to change the software. The systematic +pattern of such abuse occurs in the area of products for individuals to +use, which is precisely where it is most unacceptable. Therefore, we +have designed this version of the GPL to prohibit the practice for those +products. If such problems arise substantially in other domains, we +stand ready to extend this provision to those domains in future versions +of the GPL, as needed to protect the freedom of users. + + Finally, every program is threatened constantly by software patents. +States should not allow patents to restrict development and use of +software on general-purpose computers, but in those that do, we wish to +avoid the special danger that patents applied to a free program could +make it effectively proprietary. To prevent this, the GPL assures that +patents cannot be used to render the program non-free. + + The precise terms and conditions for copying, distribution and +modification follow. + + TERMS AND CONDITIONS + + 0. Definitions. + + "This License" refers to version 3 of the GNU General Public License. + + "Copyright" also means copyright-like laws that apply to other kinds of +works, such as semiconductor masks. + + "The Program" refers to any copyrightable work licensed under this +License. Each licensee is addressed as "you". "Licensees" and +"recipients" may be individuals or organizations. + + To "modify" a work means to copy from or adapt all or part of the work +in a fashion requiring copyright permission, other than the making of an +exact copy. The resulting work is called a "modified version" of the +earlier work or a work "based on" the earlier work. + + A "covered work" means either the unmodified Program or a work based +on the Program. + + To "propagate" a work means to do anything with it that, without +permission, would make you directly or secondarily liable for +infringement under applicable copyright law, except executing it on a +computer or modifying a private copy. Propagation includes copying, +distribution (with or without modification), making available to the +public, and in some countries other activities as well. + + To "convey" a work means any kind of propagation that enables other +parties to make or receive copies. Mere interaction with a user through +a computer network, with no transfer of a copy, is not conveying. + + An interactive user interface displays "Appropriate Legal Notices" +to the extent that it includes a convenient and prominently visible +feature that (1) displays an appropriate copyright notice, and (2) +tells the user that there is no warranty for the work (except to the +extent that warranties are provided), that licensees may convey the +work under this License, and how to view a copy of this License. If +the interface presents a list of user commands or options, such as a +menu, a prominent item in the list meets this criterion. + + 1. Source Code. + + The "source code" for a work means the preferred form of the work +for making modifications to it. "Object code" means any non-source +form of a work. + + A "Standard Interface" means an interface that either is an official +standard defined by a recognized standards body, or, in the case of +interfaces specified for a particular programming language, one that +is widely used among developers working in that language. + + The "System Libraries" of an executable work include anything, other +than the work as a whole, that (a) is included in the normal form of +packaging a Major Component, but which is not part of that Major +Component, and (b) serves only to enable use of the work with that +Major Component, or to implement a Standard Interface for which an +implementation is available to the public in source code form. A +"Major Component", in this context, means a major essential component +(kernel, window system, and so on) of the specific operating system +(if any) on which the executable work runs, or a compiler used to +produce the work, or an object code interpreter used to run it. + + The "Corresponding Source" for a work in object code form means all +the source code needed to generate, install, and (for an executable +work) run the object code and to modify the work, including scripts to +control those activities. However, it does not include the work's +System Libraries, or general-purpose tools or generally available free +programs which are used unmodified in performing those activities but +which are not part of the work. For example, Corresponding Source +includes interface definition files associated with source files for +the work, and the source code for shared libraries and dynamically +linked subprograms that the work is specifically designed to require, +such as by intimate data communication or control flow between those +subprograms and other parts of the work. + + The Corresponding Source need not include anything that users +can regenerate automatically from other parts of the Corresponding +Source. + + The Corresponding Source for a work in source code form is that +same work. + + 2. Basic Permissions. + + All rights granted under this License are granted for the term of +copyright on the Program, and are irrevocable provided the stated +conditions are met. This License explicitly affirms your unlimited +permission to run the unmodified Program. The output from running a +covered work is covered by this License only if the output, given its +content, constitutes a covered work. This License acknowledges your +rights of fair use or other equivalent, as provided by copyright law. + + You may make, run and propagate covered works that you do not +convey, without conditions so long as your license otherwise remains +in force. You may convey covered works to others for the sole purpose +of having them make modifications exclusively for you, or provide you +with facilities for running those works, provided that you comply with +the terms of this License in conveying all material for which you do +not control copyright. Those thus making or running the covered works +for you must do so exclusively on your behalf, under your direction +and control, on terms that prohibit them from making any copies of +your copyrighted material outside their relationship with you. + + Conveying under any other circumstances is permitted solely under +the conditions stated below. Sublicensing is not allowed; section 10 +makes it unnecessary. + + 3. Protecting Users' Legal Rights From Anti-Circumvention Law. + + No covered work shall be deemed part of an effective technological +measure under any applicable law fulfilling obligations under article +11 of the WIPO copyright treaty adopted on 20 December 1996, or +similar laws prohibiting or restricting circumvention of such +measures. + + When you convey a covered work, you waive any legal power to forbid +circumvention of technological measures to the extent such circumvention +is effected by exercising rights under this License with respect to +the covered work, and you disclaim any intention to limit operation or +modification of the work as a means of enforcing, against the work's +users, your or third parties' legal rights to forbid circumvention of +technological measures. + + 4. Conveying Verbatim Copies. + + You may convey verbatim copies of the Program's source code as you +receive it, in any medium, provided that you conspicuously and +appropriately publish on each copy an appropriate copyright notice; +keep intact all notices stating that this License and any +non-permissive terms added in accord with section 7 apply to the code; +keep intact all notices of the absence of any warranty; and give all +recipients a copy of this License along with the Program. + + You may charge any price or no price for each copy that you convey, +and you may offer support or warranty protection for a fee. + + 5. Conveying Modified Source Versions. + + You may convey a work based on the Program, or the modifications to +produce it from the Program, in the form of source code under the +terms of section 4, provided that you also meet all of these conditions: + + a) The work must carry prominent notices stating that you modified + it, and giving a relevant date. + + b) The work must carry prominent notices stating that it is + released under this License and any conditions added under section + 7. This requirement modifies the requirement in section 4 to + "keep intact all notices". + + c) You must license the entire work, as a whole, under this + License to anyone who comes into possession of a copy. This + License will therefore apply, along with any applicable section 7 + additional terms, to the whole of the work, and all its parts, + regardless of how they are packaged. This License gives no + permission to license the work in any other way, but it does not + invalidate such permission if you have separately received it. + + d) If the work has interactive user interfaces, each must display + Appropriate Legal Notices; however, if the Program has interactive + interfaces that do not display Appropriate Legal Notices, your + work need not make them do so. + + A compilation of a covered work with other separate and independent +works, which are not by their nature extensions of the covered work, +and which are not combined with it such as to form a larger program, +in or on a volume of a storage or distribution medium, is called an +"aggregate" if the compilation and its resulting copyright are not +used to limit the access or legal rights of the compilation's users +beyond what the individual works permit. Inclusion of a covered work +in an aggregate does not cause this License to apply to the other +parts of the aggregate. + + 6. Conveying Non-Source Forms. + + You may convey a covered work in object code form under the terms +of sections 4 and 5, provided that you also convey the +machine-readable Corresponding Source under the terms of this License, +in one of these ways: + + a) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by the + Corresponding Source fixed on a durable physical medium + customarily used for software interchange. + + b) Convey the object code in, or embodied in, a physical product + (including a physical distribution medium), accompanied by a + written offer, valid for at least three years and valid for as + long as you offer spare parts or customer support for that product + model, to give anyone who possesses the object code either (1) a + copy of the Corresponding Source for all the software in the + product that is covered by this License, on a durable physical + medium customarily used for software interchange, for a price no + more than your reasonable cost of physically performing this + conveying of source, or (2) access to copy the + Corresponding Source from a network server at no charge. + + c) Convey individual copies of the object code with a copy of the + written offer to provide the Corresponding Source. This + alternative is allowed only occasionally and noncommercially, and + only if you received the object code with such an offer, in accord + with subsection 6b. + + d) Convey the object code by offering access from a designated + place (gratis or for a charge), and offer equivalent access to the + Corresponding Source in the same way through the same place at no + further charge. You need not require recipients to copy the + Corresponding Source along with the object code. If the place to + copy the object code is a network server, the Corresponding Source + may be on a different server (operated by you or a third party) + that supports equivalent copying facilities, provided you maintain + clear directions next to the object code saying where to find the + Corresponding Source. Regardless of what server hosts the + Corresponding Source, you remain obligated to ensure that it is + available for as long as needed to satisfy these requirements. + + e) Convey the object code using peer-to-peer transmission, provided + you inform other peers where the object code and Corresponding + Source of the work are being offered to the general public at no + charge under subsection 6d. + + A separable portion of the object code, whose source code is excluded +from the Corresponding Source as a System Library, need not be +included in conveying the object code work. + + A "User Product" is either (1) a "consumer product", which means any +tangible personal property which is normally used for personal, family, +or household purposes, or (2) anything designed or sold for incorporation +into a dwelling. In determining whether a product is a consumer product, +doubtful cases shall be resolved in favor of coverage. For a particular +product received by a particular user, "normally used" refers to a +typical or common use of that class of product, regardless of the status +of the particular user or of the way in which the particular user +actually uses, or expects or is expected to use, the product. A product +is a consumer product regardless of whether the product has substantial +commercial, industrial or non-consumer uses, unless such uses represent +the only significant mode of use of the product. + + "Installation Information" for a User Product means any methods, +procedures, authorization keys, or other information required to install +and execute modified versions of a covered work in that User Product from +a modified version of its Corresponding Source. The information must +suffice to ensure that the continued functioning of the modified object +code is in no case prevented or interfered with solely because +modification has been made. + + If you convey an object code work under this section in, or with, or +specifically for use in, a User Product, and the conveying occurs as +part of a transaction in which the right of possession and use of the +User Product is transferred to the recipient in perpetuity or for a +fixed term (regardless of how the transaction is characterized), the +Corresponding Source conveyed under this section must be accompanied +by the Installation Information. But this requirement does not apply +if neither you nor any third party retains the ability to install +modified object code on the User Product (for example, the work has +been installed in ROM). + + The requirement to provide Installation Information does not include a +requirement to continue to provide support service, warranty, or updates +for a work that has been modified or installed by the recipient, or for +the User Product in which it has been modified or installed. Access to a +network may be denied when the modification itself materially and +adversely affects the operation of the network or violates the rules and +protocols for communication across the network. + + Corresponding Source conveyed, and Installation Information provided, +in accord with this section must be in a format that is publicly +documented (and with an implementation available to the public in +source code form), and must require no special password or key for +unpacking, reading or copying. + + 7. Additional Terms. + + "Additional permissions" are terms that supplement the terms of this +License by making exceptions from one or more of its conditions. +Additional permissions that are applicable to the entire Program shall +be treated as though they were included in this License, to the extent +that they are valid under applicable law. If additional permissions +apply only to part of the Program, that part may be used separately +under those permissions, but the entire Program remains governed by +this License without regard to the additional permissions. + + When you convey a copy of a covered work, you may at your option +remove any additional permissions from that copy, or from any part of +it. (Additional permissions may be written to require their own +removal in certain cases when you modify the work.) You may place +additional permissions on material, added by you to a covered work, +for which you have or can give appropriate copyright permission. + + Notwithstanding any other provision of this License, for material you +add to a covered work, you may (if authorized by the copyright holders of +that material) supplement the terms of this License with terms: + + a) Disclaiming warranty or limiting liability differently from the + terms of sections 15 and 16 of this License; or + + b) Requiring preservation of specified reasonable legal notices or + author attributions in that material or in the Appropriate Legal + Notices displayed by works containing it; or + + c) Prohibiting misrepresentation of the origin of that material, or + requiring that modified versions of such material be marked in + reasonable ways as different from the original version; or + + d) Limiting the use for publicity purposes of names of licensors or + authors of the material; or + + e) Declining to grant rights under trademark law for use of some + trade names, trademarks, or service marks; or + + f) Requiring indemnification of licensors and authors of that + material by anyone who conveys the material (or modified versions of + it) with contractual assumptions of liability to the recipient, for + any liability that these contractual assumptions directly impose on + those licensors and authors. + + All other non-permissive additional terms are considered "further +restrictions" within the meaning of section 10. If the Program as you +received it, or any part of it, contains a notice stating that it is +governed by this License along with a term that is a further +restriction, you may remove that term. If a license document contains +a further restriction but permits relicensing or conveying under this +License, you may add to a covered work material governed by the terms +of that license document, provided that the further restriction does +not survive such relicensing or conveying. + + If you add terms to a covered work in accord with this section, you +must place, in the relevant source files, a statement of the +additional terms that apply to those files, or a notice indicating +where to find the applicable terms. + + Additional terms, permissive or non-permissive, may be stated in the +form of a separately written license, or stated as exceptions; +the above requirements apply either way. + + 8. Termination. + + You may not propagate or modify a covered work except as expressly +provided under this License. Any attempt otherwise to propagate or +modify it is void, and will automatically terminate your rights under +this License (including any patent licenses granted under the third +paragraph of section 11). + + However, if you cease all violation of this License, then your +license from a particular copyright holder is reinstated (a) +provisionally, unless and until the copyright holder explicitly and +finally terminates your license, and (b) permanently, if the copyright +holder fails to notify you of the violation by some reasonable means +prior to 60 days after the cessation. + + Moreover, your license from a particular copyright holder is +reinstated permanently if the copyright holder notifies you of the +violation by some reasonable means, this is the first time you have +received notice of violation of this License (for any work) from that +copyright holder, and you cure the violation prior to 30 days after +your receipt of the notice. + + Termination of your rights under this section does not terminate the +licenses of parties who have received copies or rights from you under +this License. If your rights have been terminated and not permanently +reinstated, you do not qualify to receive new licenses for the same +material under section 10. + + 9. Acceptance Not Required for Having Copies. + + You are not required to accept this License in order to receive or +run a copy of the Program. Ancillary propagation of a covered work +occurring solely as a consequence of using peer-to-peer transmission +to receive a copy likewise does not require acceptance. However, +nothing other than this License grants you permission to propagate or +modify any covered work. These actions infringe copyright if you do +not accept this License. Therefore, by modifying or propagating a +covered work, you indicate your acceptance of this License to do so. + + 10. Automatic Licensing of Downstream Recipients. + + Each time you convey a covered work, the recipient automatically +receives a license from the original licensors, to run, modify and +propagate that work, subject to this License. You are not responsible +for enforcing compliance by third parties with this License. + + An "entity transaction" is a transaction transferring control of an +organization, or substantially all assets of one, or subdividing an +organization, or merging organizations. If propagation of a covered +work results from an entity transaction, each party to that +transaction who receives a copy of the work also receives whatever +licenses to the work the party's predecessor in interest had or could +give under the previous paragraph, plus a right to possession of the +Corresponding Source of the work from the predecessor in interest, if +the predecessor has it or can get it with reasonable efforts. + + You may not impose any further restrictions on the exercise of the +rights granted or affirmed under this License. For example, you may +not impose a license fee, royalty, or other charge for exercise of +rights granted under this License, and you may not initiate litigation +(including a cross-claim or counterclaim in a lawsuit) alleging that +any patent claim is infringed by making, using, selling, offering for +sale, or importing the Program or any portion of it. + + 11. Patents. + + A "contributor" is a copyright holder who authorizes use under this +License of the Program or a work on which the Program is based. The +work thus licensed is called the contributor's "contributor version". + + A contributor's "essential patent claims" are all patent claims +owned or controlled by the contributor, whether already acquired or +hereafter acquired, that would be infringed by some manner, permitted +by this License, of making, using, or selling its contributor version, +but do not include claims that would be infringed only as a +consequence of further modification of the contributor version. For +purposes of this definition, "control" includes the right to grant +patent sublicenses in a manner consistent with the requirements of +this License. + + Each contributor grants you a non-exclusive, worldwide, royalty-free +patent license under the contributor's essential patent claims, to +make, use, sell, offer for sale, import and otherwise run, modify and +propagate the contents of its contributor version. + + In the following three paragraphs, a "patent license" is any express +agreement or commitment, however denominated, not to enforce a patent +(such as an express permission to practice a patent or covenant not to +sue for patent infringement). To "grant" such a patent license to a +party means to make such an agreement or commitment not to enforce a +patent against the party. + + If you convey a covered work, knowingly relying on a patent license, +and the Corresponding Source of the work is not available for anyone +to copy, free of charge and under the terms of this License, through a +publicly available network server or other readily accessible means, +then you must either (1) cause the Corresponding Source to be so +available, or (2) arrange to deprive yourself of the benefit of the +patent license for this particular work, or (3) arrange, in a manner +consistent with the requirements of this License, to extend the patent +license to downstream recipients. "Knowingly relying" means you have +actual knowledge that, but for the patent license, your conveying the +covered work in a country, or your recipient's use of the covered work +in a country, would infringe one or more identifiable patents in that +country that you have reason to believe are valid. + + If, pursuant to or in connection with a single transaction or +arrangement, you convey, or propagate by procuring conveyance of, a +covered work, and grant a patent license to some of the parties +receiving the covered work authorizing them to use, propagate, modify +or convey a specific copy of the covered work, then the patent license +you grant is automatically extended to all recipients of the covered +work and works based on it. + + A patent license is "discriminatory" if it does not include within +the scope of its coverage, prohibits the exercise of, or is +conditioned on the non-exercise of one or more of the rights that are +specifically granted under this License. You may not convey a covered +work if you are a party to an arrangement with a third party that is +in the business of distributing software, under which you make payment +to the third party based on the extent of your activity of conveying +the work, and under which the third party grants, to any of the +parties who would receive the covered work from you, a discriminatory +patent license (a) in connection with copies of the covered work +conveyed by you (or copies made from those copies), or (b) primarily +for and in connection with specific products or compilations that +contain the covered work, unless you entered into that arrangement, +or that patent license was granted, prior to 28 March 2007. + + Nothing in this License shall be construed as excluding or limiting +any implied license or other defenses to infringement that may +otherwise be available to you under applicable patent law. + + 12. No Surrender of Others' Freedom. + + If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you may +not convey it at all. For example, if you agree to terms that obligate you +to collect a royalty for further conveying from those to whom you convey +the Program, the only way you could satisfy both those terms and this +License would be to refrain entirely from conveying the Program. + + 13. Use with the GNU Affero General Public License. + + Notwithstanding any other provision of this License, you have +permission to link or combine any covered work with a work licensed +under version 3 of the GNU Affero General Public License into a single +combined work, and to convey the resulting work. The terms of this +License will continue to apply to the part which is the covered work, +but the special requirements of the GNU Affero General Public License, +section 13, concerning interaction through a network will apply to the +combination as such. + + 14. Revised Versions of this License. + + The Free Software Foundation may publish revised and/or new versions of +the GNU General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + + Each version is given a distinguishing version number. If the +Program specifies that a certain numbered version of the GNU General +Public License "or any later version" applies to it, you have the +option of following the terms and conditions either of that numbered +version or of any later version published by the Free Software +Foundation. If the Program does not specify a version number of the +GNU General Public License, you may choose any version ever published +by the Free Software Foundation. + + If the Program specifies that a proxy can decide which future +versions of the GNU General Public License can be used, that proxy's +public statement of acceptance of a version permanently authorizes you +to choose that version for the Program. + + Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + + 15. Disclaimer of Warranty. + + THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY +OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, +THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR +PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM +IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF +ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + + 16. Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..f846ad3 --- /dev/null +++ b/README.md @@ -0,0 +1,4 @@ +# sas2py +swords and sandals 2 pygame remake, unfinished + +feel free to continue for me by contributing diff --git a/README.txt b/README.txt new file mode 100644 index 0000000..636370a --- /dev/null +++ b/README.txt @@ -0,0 +1,9 @@ +FONT BY - https://fontenddev.com/fonts/kiwi-soda/ + +MAIN INSPIRATION - Swords and Sandals 2 by **Oliver Joyce** + +DISCLOSURE: +This is an original gladiator arena fighter game made in Pygame. +Gameplay and mechanics are inspired by classic flash-era arena games like **Sword and Sandals 2**. +All code, art, and assets are original and created by me. +This is a non-commercial fan tribute with **no affiliation** to the official series. \ No newline at end of file diff --git a/game/__init__.py b/game/__init__.py new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/game/__init__.py @@ -0,0 +1 @@ + diff --git a/game/__main__.py b/game/__main__.py new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/game/__main__.py @@ -0,0 +1 @@ + diff --git a/game/asset_loader.py b/game/asset_loader.py new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/game/asset_loader.py @@ -0,0 +1 @@ + diff --git a/game/game.py b/game/game.py new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/game/game.py @@ -0,0 +1 @@ + diff --git a/levels.py b/levels.py new file mode 100644 index 0000000..5be042e --- /dev/null +++ b/levels.py @@ -0,0 +1,691 @@ +import random, variables +from main import pygame +from render_sprites import load_sprite, render_character +from variables import playerstrength, unlimited_slappeartext, lastclickpos, enemyreadytoattack, playerstamina + + +def level1(screen, sheet, font, buttonx, buttony, mouse, clicked, lastclickpos): + #print("level 1") + playbutton = pygame.surface.Surface((210, 60), pygame.SRCALPHA) + playbutton_inside = pygame.surface.Surface((200, 50), pygame.SRCALPHA) + playbutton_text = font.render("PLAY", True, (255, 255, 255)) + playbutton_collision = pygame.Rect(buttonx, buttony, 210, 60) + if playbutton_collision.collidepoint(mouse.get_pos()): + playbutton_inside.fill((255, 105, 15)) + if playbutton_collision.collidepoint(lastclickpos) and clicked: + variables.clicked = False + variables.level = 2 + else: + playbutton_inside.fill((210, 105, 40)) + playbutton_inside.blit(playbutton_text, (52, 5)) + playbutton.fill((130, 50, 0)) + playbutton.blit(playbutton_inside, (5, 5)) + screen.blit(load_sprite(sheet, 0, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screen.blit(playbutton, (buttonx, buttony)) +def level2(screen, sheet, font, buttonx, buttony, mouse, clicked, lastclickpos): + #print("level 2") + playbutton = pygame.surface.Surface((210, 60), pygame.SRCALPHA) + playbutton_inside = pygame.surface.Surface((200, 50), pygame.SRCALPHA) + playbutton_text = font.render("Create a gladiator", True, (255, 255, 255)) + playbutton_collision = pygame.Rect(buttonx, buttony, 210, 60) + if playbutton_collision.collidepoint(mouse.get_pos()): + playbutton_inside.fill((255, 105, 15)) + if playbutton_collision.collidepoint(lastclickpos) and clicked: + variables.clicked = False + variables.level = 3 + else: + playbutton_inside.fill((210, 105, 40)) + playbutton_inside.blit(playbutton_text, (15, 12)) + playbutton.fill((130, 50, 0)) + playbutton.blit(playbutton_inside, (5, 5)) + screen.blit(load_sprite(sheet, 0, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screen.blit(playbutton, (buttonx, buttony)) +def level3(screen, sheet, font, mouse, clicked, lastclickpos, playername, smallerfont, ticks, fps, chunkfont): + # FOR ENTER NAME SQUARE BOX + namesquare = pygame.surface.Surface((300, 70), pygame.SRCALPHA) + namesquare.fill((190, 115, 65)) + namesquare_entersquare = pygame.surface.Surface((290, 35), pygame.SRCALPHA) + namesquare_entersquare_collision = pygame.Rect(85, 90, 290, 35) + namesquare_entersquare_inside = pygame.surface.Surface((286, 31), pygame.SRCALPHA) + namesquare_entersquare.fill((0, 0, 0)) + namesquare_entersquare_inside.fill((190, 115, 65)) + if namesquare_entersquare_collision.collidepoint(mouse.get_pos()): + namesquare_entersquare.fill((255, 255, 255)) + if clicked: + namesquare_entersquare_inside.fill((255, 200, 125)) + else: + if clicked: + if not namesquare_entersquare_collision.collidepoint(lastclickpos): + namesquare_entersquare_inside.fill((190, 115, 65)) + else: + namesquare_entersquare_inside.fill((255, 200, 125)) + namesquare_entersquare.fill((255, 255, 255)) + variables.clicked = False + if namesquare_entersquare_collision.collidepoint(lastclickpos): + variables.canyoutypethename = True + namesquare_entersquare.fill((255, 255, 255)) + namesquare_entersquare_inside.fill((255, 200, 125)) + else: + variables.canyoutypethename = False + playernametext = smallerfont.render(str(playername), True, (0, 0, 0)) + namesquare_entersquare_inside.blit(playernametext, (2, 2)) + namesquare_entersquare.blit(namesquare_entersquare_inside, (2, 2)) + nametext = font.render("enter name below", True, (255, 255, 255)) + appearance_square = pygame.surface.Surface((300, 150), pygame.SRCALPHA) + appearance_square.fill((190, 115, 65)) + textskincolor = font.render("skin color", True, (255, 255, 255)) + skinleft = pygame.Rect(260, 143, 20, 20) + skinright = pygame.Rect(286, 143, 20, 20) + appearance_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 20, 20), (180, 5)) + appearance_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 20, 20), (205, 5)) + texthairstyle = font.render("hair style", True, (255, 255, 255)) + hairleft = pygame.Rect(260, 188, 20, 20) + hairright = pygame.Rect(286, 188, 20, 20) + appearance_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 20, 20), (180, 50)) + appearance_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 20, 20), (205, 50)) + haircolorleft = pygame.Rect(330, 188, 10, 15) + haircolorright = pygame.Rect(350, 188, 10, 15) + appearance_square.blit(load_sprite(sheet, 1907, 14, 2, 3, 10, 15), (250, 52)) + appearance_square.blit(load_sprite(sheet, 1910, 14, 2, 3, 10, 15), (270, 52)) + textstubble = font.render("stubble", True, (255, 255, 255)) + stubbleleft = pygame.Rect(260, 238, 20, 20) + stubbleright = pygame.Rect(286, 238, 20, 20) + appearance_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 20, 20), (180, 100)) + appearance_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 20, 20), (205, 100)) + randomisecol = pygame.Rect(353, 260, 25, 25) + appearance_square.blit(load_sprite(sheet, 1912, 17, 8, 8, 25, 25), (272, 122)) + skills_square = pygame.surface.Surface((175, 225), pygame.SRCALPHA) + skills_square.fill((190, 115, 65)) + textstrength = smallerfont.render("strength - "+str(variables.playerstrength), True, (255, 255, 255)) + textagility = smallerfont.render("agility - "+str(variables.playeragility), True, (255, 255, 255)) + textattack = smallerfont.render("attack - "+str(variables.playerattack), True, (255, 255, 255)) + textdefense = smallerfont.render("defence - "+str(variables.playerdefense), True, (255, 255, 255)) + textvitality = smallerfont.render("vitality - "+str(variables.playervitality), True, (255, 255, 255)) + textcharisma = smallerfont.render("charisma - "+str(variables.playercharisma), True, (255, 255, 255)) + textstamina = smallerfont.render("stamina - "+str(variables.playerstamina), True, (255, 255, 255)) + textmagicka = smallerfont.render("magicka - "+str(variables.playermagicka), True, (255, 255, 255)) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 5)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 5)) + strengthdown = pygame.Rect(220, 297, 15, 15) + strengthup = pygame.Rect(237, 297, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 30)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 30)) + agilitydown = pygame.Rect(220, 322, 15, 15) + agilityup = pygame.Rect(237, 322, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 55)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 55)) + attackdown = pygame.Rect(220, 347, 15, 15) + attackup = pygame.Rect(237, 347, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 80)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 80)) + defensedown = pygame.Rect(220, 372, 15, 15) + defenseup = pygame.Rect(237, 372, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 105)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 105)) + vitalitydown = pygame.Rect(220, 397, 15, 15) + vitalityup = pygame.Rect(237, 397, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 130)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 130)) + charismadown = pygame.Rect(220, 422, 15, 15) + charismaup = pygame.Rect(237, 422, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 155)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 155)) + staminadown = pygame.Rect(220, 447, 15, 15) + staminaup = pygame.Rect(237, 447, 15, 15) + skills_square.blit(load_sprite(sheet, 1913, 0, 7, 7, 15, 15), (140, 180)) + skills_square.blit(load_sprite(sheet, 1913, 7, 7, 7, 15, 15), (157, 180)) + magickadown = pygame.Rect(220, 472, 15, 15) + magickaup = pygame.Rect(237, 472, 15, 15) + + + screen.blit(load_sprite(sheet, 162, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screen.blit(load_sprite(sheet, 1884, 0, 10, 10, 75, 75), (variables.screen_width/10*9, variables.screen_height/11*9)) + screen.blit(load_sprite(sheet, 1894, 0, 10, 10, 75, 75), (variables.screen_width/10*9, variables.screen_height/13.2*9)) + backbutt = pygame.Rect(variables.screen_width/10*9, variables.screen_height/11*9, 75, 75) + continuebutt = pygame.Rect(variables.screen_width/10*9, variables.screen_height/13.2*9, 75, 75) + + + if skinleft.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 20, 20), (180, 5)) + if clicked: + if variables.skincolor <= 1: + variables.skincolor = 3 + else: + variables.skincolor -= 1 + variables.clicked = False + elif skinright.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 20, 20), (205, 5)) + if clicked: + if variables.skincolor >= 3: + variables.skincolor = 1 + else: + variables.skincolor += 1 + variables.clicked = False + elif hairleft.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 20, 20), (180, 50)) + if clicked: + if variables.hairstyle <= 1: + variables.hairstyle = 5 + else: + variables.hairstyle -= 1 + variables.clicked = False + elif hairright.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 20, 20), (205, 50)) + if clicked: + if variables.hairstyle >= 5: + variables.hairstyle = 1 + else: + variables.hairstyle += 1 + variables.clicked = False + elif haircolorleft.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1914, 14, 2, 3, 10, 15), (250, 52)) + if clicked: + if variables.haircolor <= 1: + variables.haircolor = 4 + else: + variables.haircolor -= 1 + variables.clicked = False + elif haircolorright.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1917, 14, 2, 3, 10, 15), (270, 52)) + if clicked: + if variables.haircolor >= 4: + variables.haircolor = 1 + else: + variables.haircolor += 1 + variables.clicked = False + elif stubbleleft.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 20, 20), (180, 100)) + if clicked: + if variables.stubble <= 1: + variables.stubble = 6 + else: + variables.stubble -= 1 + variables.clicked = False + elif stubbleright.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 20, 20), (205, 100)) + if clicked: + if variables.stubble >= 6: + variables.stubble = 1 + else: + variables.stubble += 1 + variables.clicked = False + elif randomisecol.collidepoint(mouse.get_pos()): + appearance_square.blit(load_sprite(sheet, 1904, 17, 8, 8, 25, 25), (272, 122)) + if clicked: + variables.skincolor, variables.hairstyle, variables.haircolor, variables.stubble = random.randint(1, 3), random.randint(1, 5), random.randint(1, 4), random.randint(1, 6) + elif strengthdown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 5)) + if clicked: + if variables.playerstrength <= 1: + pass + else: + variables.playerstrength -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif strengthup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 5)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playerstrength += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif agilitydown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 30)) + if clicked: + if variables.playeragility <= 1: + pass + else: + variables.playeragility -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif agilityup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 30)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playeragility += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif attackdown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 55)) + if clicked: + if variables.playerattack <= 1: + pass + else: + variables.playerattack -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif attackup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 55)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playerattack += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif defensedown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 80)) + if clicked: + if variables.playerdefense <= 1: + pass + else: + variables.playerdefense -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif defenseup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 80)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playerdefense += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif vitalitydown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 105)) + if clicked: + if variables.playervitality <= 1: + pass + else: + variables.playervitality -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif vitalityup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 105)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playervitality += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif charismadown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 130)) + if clicked: + if variables.playercharisma <= 1: + pass + else: + variables.playercharisma -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif charismaup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 130)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playercharisma += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif staminadown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 155)) + if clicked: + if variables.playerstamina <= 1: + pass + else: + variables.playerstamina -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif staminaup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 155)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playerstamina += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif magickadown.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 7, 7, 7, 15, 15), (140, 180)) + if clicked: + if variables.playermagicka <= 1: + pass + else: + variables.playermagicka -= 1 + variables.availablepoints += 1 + variables.clicked = False + elif magickaup.collidepoint(mouse.get_pos()): + skills_square.blit(load_sprite(sheet, 1906, 0, 7, 7, 15, 15), (157, 180)) + if clicked: + if variables.availablepoints <= 0: + pass + else: + variables.playermagicka += 1 + variables.availablepoints -= 1 + variables.clicked = False + elif backbutt.collidepoint(mouse.get_pos()): + screen.blit(load_sprite(sheet, 1884, 10, 10, 10, 75, 75), (variables.screen_width/10*9, variables.screen_height/11*9)) + if clicked: + variables.level = 1 + variables.player_reset() + variables.clicked = False + elif continuebutt.collidepoint(mouse.get_pos()): + screen.blit(load_sprite(sheet, 1894, 10, 10, 10, 75, 75), (variables.screen_width/10*9, variables.screen_height/13.2*9)) + if clicked and variables.availablepoints == 0: + if variables.playername == "": + variables.playername = "Nameless" + variables.level = 4 + variables.clicked = False + match variables.haircolor: + case 1: + variables.haircolormodifier = 0 + case 2: + variables.haircolormodifier = 1 + case 3: + variables.haircolormodifier = 2 + case 4: + variables.haircolormodifier = 3 + + skillspoints_square = pygame.surface.Surface((118, 118), pygame.SRCALPHA) + skillspoints_square.fill((190, 115, 65)) + textskillpoints = chunkfont.render(str(variables.availablepoints), True, (255, 255, 255)) + textskillsinfo = font.render("skill points", True, (255, 255, 255)) + skillspoints_square.blit(textskillsinfo, (10, 5)) + skillspoints_square.blit(textskillpoints, (40, 40)) + # ACTUALLY DISPLAYS THE SHIT + namesquare.blit(namesquare_entersquare, (5, 30)) + namesquare.blit(nametext, (5, 5)) + appearance_square.blit(textskincolor, (5, 5)) + appearance_square.blit(texthairstyle, (5, 50)) + appearance_square.blit(textstubble, (5, 100)) + skills_square.blit(textstrength, (5, 5)) + skills_square.blit(textagility, (5, 30)) + skills_square.blit(textattack, (5, 55)) + skills_square.blit(textdefense, (5, 80)) + skills_square.blit(textvitality, (5, 105)) + skills_square.blit(textcharisma, (5, 130)) + skills_square.blit(textstamina, (5, 155)) + skills_square.blit(textmagicka, (5, 180)) + screen.blit(namesquare, (80, 60)) + screen.blit(appearance_square, (80, 135)) + screen.blit(skills_square, (80, 292)) + screen.blit(skillspoints_square, (262, 292)) + playertex = pygame.surface.Surface((190+variables.playerstrength, 435+variables.playerstrength), pygame.SRCALPHA) + match variables.skincolor: + case 1: + playertex.blit(load_sprite(sheet, 1901 - variables.ticksanimation * 2, 1886, 19, 34, 190+variables.playerstrength, 340+variables.playerstrength/19*34), (0,70)) + case 2: + playertex.blit(load_sprite(sheet, 1901 - variables.ticksanimation * 2, 1851, 19, 34, 190+variables.playerstrength, 340+variables.playerstrength/19*34), (0,70)) + case 3: + playertex.blit(load_sprite(sheet, 1901 - variables.ticksanimation * 2, 1816, 19, 34, 190+variables.playerstrength, 340+variables.playerstrength/19*34), (0,70)) + match variables.hairstyle: + case 1: + pass + case 2: + playertex.blit(load_sprite(sheet, 1869, 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 110, 90), (40 + variables.playerstrength/2+1, 12 + variables.ticksanimation)) + case 3: + playertex.blit(load_sprite(sheet, 1857, 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 110, 90), (40 + variables.playerstrength/2+1, 12 + variables.ticksanimation)) + case 4: + playertex.blit(load_sprite(sheet, 1845, 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 110, 90), (40 + variables.playerstrength/2+1, 12 + variables.ticksanimation)) + case 5: + playertex.blit(load_sprite(sheet, 1833, 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 110, 90), (40 + variables.playerstrength/2+1, 12 + variables.ticksanimation)) + match variables.stubble: + case 1: + pass + case 2: + playertex.blit(load_sprite(sheet, 1821, 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110, 40), (40 + variables.playerstrength/2+1, 111 + variables.ticksanimation + variables.playerstrength/3)) + case 3: + playertex.blit(load_sprite(sheet, 1809, 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110, 40), (40 + variables.playerstrength/2+1, 111 + variables.ticksanimation + variables.playerstrength/3)) + case 4: + playertex.blit(load_sprite(sheet, 1797, 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110, 40), (40 + variables.playerstrength/2+1, 111 + variables.ticksanimation + variables.playerstrength/3)) + case 5: + playertex.blit(load_sprite(sheet, 1785, 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110, 40), (40 + variables.playerstrength/2+1, 111 + variables.ticksanimation + variables.playerstrength/3)) + case 6: + playertex.blit(load_sprite(sheet, 1773, 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110, 40), (40 + variables.playerstrength/2+1, 111 + variables.ticksanimation + variables.playerstrength/3)) + screen.blit(playertex, (575, 80-variables.playerstrength/19*34)) + if ticks >= fps/2: + variables.ticksanimation = 0 + else: + variables.ticksanimation = 10 +def level4(screen, sheet, font, mouse, clicked, lastclickpos, playername, smallerfont, ticks, fps, chunkfont, chgfont, slappeartext): + screensurface = pygame.surface.Surface((variables.screen_width, variables.screen_height), pygame.SRCALPHA) + #print(str(slappeartext)+"x"+str(variables.unlimited_slappeartext)) + variables.unlimited_slappeartext += 1 + if slappeartext < 255: + variables.textcolor = (slappeartext, slappeartext, slappeartext) + variables.slowly_appearing_text = variables.unlimited_slappeartext + else: + variables.textcolor = (255, 255, 255) + match variables.dialognum: + case 1: + screensurface.fill((0,0,0)) + currenttext = chunkfont.render("Prologue", True, variables.textcolor) + currentsubtext = chgfont.render("Enslaved", True, variables.textcolor) + screensurface.blit(currenttext, (variables.screen_width/2-150, variables.screen_height/2-75)) + screensurface.blit(currentsubtext, (variables.screen_width/2-111, variables.screen_height/2)) + if slappeartext > 350: + variables.unlimited_slappeartext = 0 + variables.dialognum = 2 + case 2: #MISSING HAIR AND STUBBLE TOO LAZY TO FIX RN + screensurface.blit(load_sprite(sheet, 323, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screensurface.blit(load_sprite(sheet, variables.hangingx, variables.getskinhangingcolory(), 33, 34, 330, 340+variables.ticksanimation/2), (variables.screen_width/2-165, variables.screen_height/2-75)) + if variables.gethairstylex() != None: + screensurface.blit(load_sprite(sheet, variables.gethairstylex(), 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 105,85), (447, 167.5+variables.ticksanimation/10)) + if variables.getstubblex() != None: + screensurface.blit(load_sprite(sheet, variables.getstubblex(), 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 110,40), (445, 265+variables.ticksanimation/9.9)) + dialogsquare = pygame.surface.Surface((variables.screen_width/25*23, variables.screen_height/5), pygame.SRCALPHA) + dialogsquare.fill((190, 115, 65)) + if slappeartext > 600: + variables.unlimited_slappeartext = 0 + variables.dialognum = 3 + if variables.playername != "Nameless": + dialogue = font.render(str(variables.playername)+"..."+str(variables.playername)+".... yes... that was your name.", True, (190-int(variables.slowly_appearing_text/3*2), 115-int(variables.slowly_appearing_text/3), 65-int(variables.slowly_appearing_text/4))) + dialogue2 = font.render("But it seems an eternity since anyone has called you that.", True, (190-int(variables.slowly_appearing_text/3*2), 115-int(variables.slowly_appearing_text/3), 65-int(variables.slowly_appearing_text/4))) + dialogsquare.blit(dialogue, (315 - len(variables.playername) * 9, 30)) + else: + dialogue = font.render("Once... you had a name of your own.", True, (190 - int(variables.slowly_appearing_text / 3 * 2), 115 - int(variables.slowly_appearing_text / 3), 65 - int(variables.slowly_appearing_text / 4))) + dialogue2 = font.render("But it seems an eternity since anyone has called you it.", True, (190-int(variables.slowly_appearing_text/3*2), 115-int(variables.slowly_appearing_text/3), 65-int(variables.slowly_appearing_text/4))) + dialogsquare.blit(dialogue, (300, 30)) + dialogsquare.blit(dialogue2, (200, 70)) + screensurface.blit(dialogsquare, (variables.screen_width/25, variables.screen_height/25)) + case 3: + screensurface.blit(load_sprite(sheet, 323, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + #screensurface.blit(load_sprite(sheet, 1901, variables.getskincolory(), 19, 34, 510, 920), (variables.screen_width/2-253, variables.screen_height/3)) + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor, variables.playerstrength, 380, 680), (variables.screen_width/2-190, 150-variables.ticksanimation*2)) + dialogsquare = pygame.surface.Surface((variables.screen_width/25*23, variables.screen_height/5), pygame.SRCALPHA) + dialogsquare.fill((190, 115, 65)) + dialogue = font.render("And so, in a frenzy of blood and with the stench of fear, your days as a gladiator begin.", True, (190-int(variables.slowly_appearing_text/3*2), 115-int(variables.slowly_appearing_text/3), 65-int(variables.slowly_appearing_text/4))) + dialogsquare.blit(dialogue, (45, 45)) + if slappeartext > 600: + variables.unlimited_slappeartext = 0 + variables.dialognum = 4 + #if variables.gethairstylex() != None: + # screensurface.blit(load_sprite(sheet, variables.gethairstylex(), 1911 + variables.haircoloroffset * variables.haircolormodifier, 11, 9, 294,247), (355, 35)) + #if variables.getstubblex() != None: + # screensurface.blit(load_sprite(sheet, variables.getstubblex(), 1916 + variables.stubbleoffset * variables.haircolormodifier, 11, 4, 300,110), (352, 308)) + screensurface.blit(dialogsquare, (variables.screen_width/25, variables.screen_height/25)) + case 4: + screensurface.blit(load_sprite(sheet, 643, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor, variables.playerstrength, 190, 340), (100, variables.screen_height-420-variables.playerstrength/340*420)) + screensurface.blit(render_character(sheet, 1, 5, 6, 5, 1, 190, 340), (variables.screen_width/1.55, variables.screen_height-420-variables.playerstrength/340*420)) + name1 = chgfont.render(variables.playername, True, (255,255,0)) + name2 = chgfont.render("Fearful Prisoner", True, (255,255,0)) + level1_1 = font.render("Level 1", True, (255,255,255)) + level1_2 = font.render("Level 1", True, (255,255,255)) + versusdialog = font.render("Live from the Dungeon", True, (255,255,255)) + screensurface.blit(name1, (50, 50)) + screensurface.blit(level1_1, (50, 100)) + screensurface.blit(name2, (variables.screen_width-450, 50)) + screensurface.blit(level1_2, (variables.screen_width-125, 100)) + screensurface.blit(load_sprite(sheet, 483, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + screensurface.blit(versusdialog, (variables.screen_width/2-85, 390)) + screensurface.blit(load_sprite(sheet, 1894, 0, 10, 10, 100, 100), (variables.screen_width/2-35, variables.screen_height/2-18)) + continuebutt = pygame.Rect(variables.screen_width/2-35, variables.screen_height/2-18, 100, 100) + if continuebutt.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1894, 10, 10, 10, 100, 100), (variables.screen_width/2-35, variables.screen_height/2-18)) + if continuebutt.collidepoint(lastclickpos): + variables.player_active = True + variables.level = 5 + variables.playermana = 10 + variables.playerstamina * 20 # this is the players mana, calculated from stamina + variables.playerhealth = 10 + variables.playervitality * 20 # this is the players health, calculated from vitality + # OK so this is basically the animation for the character. + if ticks >= fps/2: + variables.ticksanimation = 0 + else: + variables.ticksanimation = 10 + + screen.blit(screensurface, (0, 0)) +def level5(screen, sheet, font, mouse, clicked, lastclickpos, playername, smallerfont, ticks, fps, chunkfont, chgfont, slappeartext): + enemyrect = pygame.Rect(variables.enemyX, variables.enemyY, 95, 170) + playerrect = pygame.Rect(variables.playerX, variables.playerY, 95, 170) + screensurface = pygame.surface.Surface((variables.screen_width, variables.screen_height), pygame.SRCALPHA) + screensurface.blit(load_sprite(sheet, 803, 0, 160, 96, variables.screen_width, variables.screen_height), (0, 0)) + if not variables.enemyreadytoattack: + screensurface.blit(render_character(sheet, 1, 5, 6, 5, 1, 95, 170), (variables.enemyX, variables.enemyY)) + if variables.playerhealth < 0: + variables.playerhealth = 0 + if variables.enemyhealth < 0: + variables.enemyhealth = 0 + + if variables.playerhealth >= variables.playervitality*20+10: + screensurface.blit(load_sprite(sheet, 1913, 49, 7, 8, 96, 110), (30, 30)) + elif (variables.playervitality * 20 + 10) > variables.playerhealth >= (variables.playervitality * 20 + 10)/5: + screensurface.blit(load_sprite(sheet, 1913, 57, 7, 8, 96, 110), (30, 30)) + elif 0 < variables.playerhealth < (variables.playervitality*20+10)/5: + screensurface.blit(load_sprite(sheet, 1913, 65, 7, 8, 96, 110), (30, 30)) + else: + screensurface.blit(load_sprite(sheet, 1913, 73, 7, 8, 96, 110), (30, 30)) + if variables.playermana >= variables.playerstamina*20+10: + screensurface.blit(load_sprite(sheet, 1906, 49, 7, 8, 96, 110), (160, 30)) + elif (variables.playerstamina * 20 + 10) > variables.playermana >= (variables.playerstamina * 20 + 10)/5: + screensurface.blit(load_sprite(sheet, 1906, 57, 7, 8, 96, 110), (160, 30)) + elif 0 < variables.playermana < (variables.playerstamina*20+10)/5: + screensurface.blit(load_sprite(sheet, 1906, 65, 7, 8, 96, 110), (160, 30)) + else: + screensurface.blit(load_sprite(sheet, 1906, 73, 7, 8, 96, 110), (160, 30)) + + if variables.enemyhealth >= 10: + screensurface.blit(load_sprite(sheet, 1913, 49, 7, 8, 96, 110), (variables.screen_width-30-96, 30)) + elif 10 > variables.enemyhealth >= 3: + screensurface.blit(load_sprite(sheet, 1913, 57, 7, 8, 96, 110), (variables.screen_width-30-96, 30)) + elif 0 < variables.enemyhealth < 3: + screensurface.blit(load_sprite(sheet, 1913, 65, 7, 8, 96, 110), (variables.screen_width-30-96, 30)) + else: + screensurface.blit(load_sprite(sheet, 1913, 73, 7, 8, 96, 110), (variables.screen_width-30-96, 30)) + if variables.enemymana >= 100: + screensurface.blit(load_sprite(sheet, 1906, 49, 7, 8, 96, 110), (variables.screen_width-160-96, 30)) + elif 100 > variables.enemymana >= 30: + screensurface.blit(load_sprite(sheet, 1906, 57, 7, 8, 96, 110), (variables.screen_width-160-96, 30)) + elif 0 < variables.enemymana < 30: + screensurface.blit(load_sprite(sheet, 1906, 65, 7, 8, 96, 110), (variables.screen_width-160-96, 30)) + else: + screensurface.blit(load_sprite(sheet, 1906, 73, 7, 8, 96, 110), (variables.screen_width-160-96, 30)) + playerhealthtext = font.render("HP="+str(variables.playerhealth)+"/"+str((10+variables.playervitality*20)), True, (255, 255, 255)) + playermanatext = font.render("ST="+str(variables.playermana)+"/"+str((90+variables.playerstamina*20)), True, (255, 255, 255)) + screensurface.blit(playerhealthtext, (32, 140)) + screensurface.blit(playermanatext, (162, 140)) + enemyhealthtext = font.render("HP=" + str(variables.enemyhealth) + "/" + str((10)), True, (255, 255, 255)) + enemymanatext = font.render("ST=" + str(variables.enemymana) + "/" + str((90 + 1 * 20)),True, (255, 255, 255)) + screensurface.blit(enemyhealthtext, (variables.screen_width-32-96, 140)) + screensurface.blit(enemymanatext, (variables.screen_width-162-96, 140)) + if variables.blocked0: + variables.slowly_appearing_text += 1 + if variables.slowly_appearing_text < 100: + screensurface.blit(font.render("blocked", True, (255, 255, 255)), (variables.enemyX+20, variables.enemyY - 10)) + else: + variables.blocked0 = False + + if variables.whoseturn: + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor, variables.playerstrength, 95, 170), (variables.playerX, variables.playerY)) + screensurface.blit(load_sprite(sheet, 1894, 21, 10, 10, 40, 40),(variables.playerX+130, variables.playerY+80)) + screensurface.blit(load_sprite(sheet, 1884, 21, 10, 10, 40, 40),(variables.playerX+115, variables.playerY+35)) + screensurface.blit(load_sprite(sheet, 1874, 21, 10, 10, 40, 40),(variables.playerX+100, variables.playerY-10)) + screensurface.blit(load_sprite(sheet, 1844, 21, 10, 10, 40, 40), (variables.playerX+65, variables.playerY-45)) + screensurface.blit(load_sprite(sheet, 1854, 21, 10, 10, 40, 40), (variables.playerX+22, variables.playerY-45)) + screensurface.blit(load_sprite(sheet, 1864, 21, 10, 10, 40, 40), (variables.playerX-21, variables.playerY-45)) + fight = pygame.Rect(variables.playerX+130, variables.playerY+80, 40, 40) + goright = pygame.Rect(variables.playerX+115, variables.playerY+35, 40, 40) + jumpright = pygame.Rect(variables.playerX+100, variables.playerY-10, 40, 40) + scream = pygame.Rect(variables.playerX+65, variables.playerY-45, 40, 40) + goleft = pygame.Rect(variables.playerX+22, variables.playerY-45, 40, 40) + jumpleft = pygame.Rect(variables.playerX-21, variables.playerY-45, 40, 40) + if fight.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1894, 31, 10, 10, 40, 40), (variables.playerX+130, variables.playerY+80)) + if fight.collidepoint(lastclickpos) and clicked: + variables.lastplayerX = variables.playerX + variables.fightingright = True + variables.whoseturn = 0 + clicked = False + elif goright.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1884, 31, 10, 10, 40, 40), (variables.playerX+115, variables.playerY+35)) + if goright.collidepoint(lastclickpos) and clicked: + variables.lastplayerX = variables.playerX + variables.walkingright = True + variables.whoseturn = 0 + clicked = False + elif jumpright.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1874, 31, 10, 10, 40, 40), (variables.playerX+100, variables.playerY-10)) + if jumpright.collidepoint(lastclickpos): + print("yo") + elif scream.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1844, 31, 10, 10, 40, 40), (variables.playerX+65, variables.playerY-45)) + if scream.collidepoint(lastclickpos): + print("yo") + elif goleft.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1854, 31, 10, 10, 40, 40), (variables.playerX+22, variables.playerY-45)) + if goleft.collidepoint(lastclickpos): + print("yo") + elif jumpleft.collidepoint(pygame.mouse.get_pos()): + screensurface.blit(load_sprite(sheet, 1864, 31, 10, 10, 40, 40), (variables.playerX-21, variables.playerY-45)) + if jumpleft.collidepoint(lastclickpos): + print("yo") + if not variables.whoseturn and variables.enemyreadytoattack: + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor,variables.playerstrength, 95, 170), (variables.playerX, variables.playerY)) + match variables.enemyattack: + case _: + if variables.enemychoosing: + variables.lastenemyX = variables.enemyX + variables.enemychoosing = False + elif variables.enemyX > variables.lastenemyX-1 * 3 - 100 and variables.enemyX-variables.playerX>100: # WALKING RIGHT FUNCTION + variables.enemyX -= 2 + else: + variables.enemyreadytoattack = False + variables.whoseturn = 1 + screensurface.blit(render_character(sheet, 1, 5, 6, 5, 1, 95, 170, "leftwalk"),(variables.enemyX, variables.enemyY)) + #case 2: + # print() +# + # case _: + # print() + + if variables.playerX <= variables.lastplayerX+variables.playeragility*3+100 and variables.walkingright and variables.enemyX-variables.playerX>100: # WALKING RIGHT FUNCTION + variables.playerX += 3.5 + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor,variables.playerstrength, 95, 170, "rightwalk"), (variables.playerX, variables.playerY)) + if variables.playerX <= variables.lastplayerX+variables.playeragility*3+100 and variables.fightingright: # WALKING RIGHT FUNCTION + screensurface.blit(render_character(sheet, variables.skincolor, variables.hairstyle, variables.stubble, variables.haircolor,variables.playerstrength, 95, 170, "rightattack"), (variables.playerX, variables.playerY+50)) + if not playerrect.colliderect(enemyrect) and variables.enemyX-variables.playerX>100: + variables.playerX += 2 + else: + if random.randint(1, 100) <= 55+variables.playerattack*3: + variables.enemyhealth -= random.randint(1, 8+variables.playerstrength*2) + + screensurface.blit(font.render("ST=" + str(variables.enemymana) + "/" + str((90 + 1 * 20)), True, (255, 255, 255)),(variables.screen_width - 162 - 96, 140)) + else: + variables.blocked0 = True + variables.slowly_appearing_text = 0 + variables.whoseturn = 0 + variables.enemyattack = random.randint(1, 4) + variables.enemyreadytoattack = True + variables.enemychoosing = True + variables.walkingright = False + variables.fightingright = False + variables.clicked = False + elif (variables.walkingright or variables.fightingright): + if variables.playerX >= variables.lastplayerX+variables.playeragility*3+100 or not variables.enemyX-variables.playerX>100: + print("READY") + variables.whoseturn = 0 + variables.enemyattack = random.randint(1,4) + variables.enemyreadytoattack = True + variables.enemychoosing = True + variables.walkingright = False + variables.fightingright = False + variables.clicked = False + if ticks >= fps / 2: + variables.ticksanimation = 0 + else: + variables.ticksanimation = 10 + screen.blit(screensurface, (0, 0)) \ No newline at end of file diff --git a/main.py b/main.py new file mode 100644 index 0000000..0a887dd --- /dev/null +++ b/main.py @@ -0,0 +1,79 @@ +#!/usr/bin/env python3 +import pygame +import variables +import levels + +def main(width=variables.screen_width, height=variables.screen_height, fps=variables.screen_fps): + pygame.init() + screen = pygame.display.set_mode((width, height)) + pygame.display.set_caption("Untitled") + basicfont = pygame.font.Font(None, 24) + gamefont = pygame.font.Font("KiwiSoda.ttf", 40) + chunkygamefont = pygame.font.Font("KiwiSoda.ttf", 60) + chunkyfont = pygame.font.Font(None, 100) + smallergamefont = pygame.font.Font("KiwiSoda.ttf", 23) + clock = pygame.time.Clock() + sheet = pygame.image.load("sprites.png").convert_alpha() + running = True + while running: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + running = False + # Fill these in with your logic + if event.type == pygame.KEYDOWN: + if variables.level == 3 and variables.canyoutypethename == True: + name = pygame.key.name(event.key) + if name == "backspace": + variables.playername = variables.playername[:-1] + elif len(variables.playername) >= 12: + pass + elif name == "return" or name == "space": + pass + elif len(name) == 1:# and name.isalpha(): + variables.playername += str(name) + # Example: print(event.key) or handle input + match event.key: + case pygame.K_ESCAPE: + running = False + case pygame.K_SLASH: + if variables.devmode: + variables.level = 4 + variables.dialognum = 4 + variables.playername = "BlackNigger" + case pygame.K_SPACE: + if variables.devmode: + variables.hairstyle += 1 + variables.stubble += 1 + variables.skincolor += 1 + case pygame.K_BACKSPACE: + if variables.devmode: + variables.skincolor -= 1 + variables.hairstyle -= 1 + variables.stubble -= 1 + case pygame.K_CAPSLOCK: + if variables.devmode: + variables.playerstrength += 1 + if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + variables.clicked = True + variables.lastclickpos = pygame.mouse.get_pos() + match variables.level: + case 1: + levels.level1(screen, sheet, gamefont, variables.screen_width/2-100, variables.screen_height/2+120, pygame.mouse, variables.clicked, variables.lastclickpos) + case 2: + levels.level2(screen, sheet, smallergamefont, variables.screen_width/2-100, variables.screen_height/2+120, pygame.mouse, variables.clicked, variables.lastclickpos) + case 3: + levels.level3(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont) + case 4: + levels.level4(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont, chunkygamefont, variables.unlimited_slappeartext) + case 5: + levels.level5(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont, chunkygamefont, variables.unlimited_slappeartext) + clock.tick(fps) + variables.ticks += 1 + if variables.ticks > fps: + variables.ticks = 0 + fps_text = basicfont.render(str(int(clock.get_fps())), True, (0, 255, 0)) + screen.blit(fps_text, (5, 5)) + pygame.display.flip() + pygame.quit() +if __name__ == "__main__": + main() \ No newline at end of file diff --git a/project.pxo b/project.pxo new file mode 100644 index 0000000..35622f3 Binary files /dev/null and b/project.pxo differ diff --git a/render_sprites.py b/render_sprites.py new file mode 100644 index 0000000..4d78340 --- /dev/null +++ b/render_sprites.py @@ -0,0 +1,49 @@ +import pygame, variables +# basically the screen, x and y of the sprite +def load_sprite(sheet, x, y, width, height, screen_width, screen_height): + rect = pygame.Rect(x, y, width, height) + sprite = sheet.subsurface(rect) + scaled = pygame.transform.scale(sprite, (screen_width, screen_height)) + return scaled +def render_character(sheet, skincolor, hairstyle, stubble, haircolor, playerstrength, width, height, animated="basic"): #basic just standing animation, leftwalk, leftattack, rightwalk, rightattack, scream + if animated=="basic": + rect = pygame.Rect(1901 - variables.ticksanimation * 2, variables.getskincolory(skincolor), 19, 34) + sprite = sheet.subsurface(rect) + combined = pygame.Surface((19, 42), pygame.SRCALPHA) + combined.blit(sprite, (0, 8)) + if 5 >= hairstyle > 1: + combined.blit(load_sprite(sheet, variables.gethairstylex(hairstyle), 1912+variables.haircoloroffset*(haircolor-1), 11, 8, 11, 8), (4, 3+variables.ticksanimation/10)) + if 6 >= stubble > 1: + combined.blit(load_sprite(sheet, variables.getstubblex(stubble), 1916+variables.stubbleoffset*(haircolor-1), 11, 4, 11, 4), (4, 12+variables.ticksanimation/10)) + scaled = pygame.transform.scale(combined, (width+playerstrength/width*170, height/34*42+playerstrength/height*420)) + elif animated=="rightwalk": + rect = pygame.Rect(1901 - variables.ticksanimation * 4, variables.getskincolory(skincolor)-variables.ticksanimation*7, 19, 34) + sprite = sheet.subsurface(rect) + combined = pygame.Surface((19, 42), pygame.SRCALPHA) + combined.blit(sprite, (0, 8)) + if 5 >= hairstyle > 1: + combined.blit(load_sprite(sheet, variables.gethairstylex(hairstyle), 1912+variables.haircoloroffset*(haircolor-1), 11, 8, 11, 8), (4, 3)) + if 6 >= stubble > 1: + combined.blit(load_sprite(sheet, variables.getstubblex(stubble), 1916+variables.stubbleoffset*(haircolor-1), 11, 4, 11, 4), (4, 12)) + scaled = pygame.transform.scale(combined, (width+playerstrength/width*170, height/34*42+playerstrength/height*420)) + elif animated=="leftwalk": + rect = pygame.Rect(1901 - variables.ticksanimation * 6, variables.getskincolory(skincolor)-variables.ticksanimation*7, 19, 34) + sprite = sheet.subsurface(rect) + combined = pygame.Surface((19, 42), pygame.SRCALPHA) + combined.blit(sprite, (0, 8)) + if 5 >= hairstyle > 1: + combined.blit(load_sprite(sheet, variables.gethairstylex(hairstyle), 1912+variables.haircoloroffset*(haircolor-1), 11, 8, 11, 8), (4, 3)) + if 6 >= stubble > 1: + combined.blit(load_sprite(sheet, variables.getstubblex(stubble), 1916+variables.stubbleoffset*(haircolor-1), 11, 4, 11, 4), (4, 12)) + scaled = pygame.transform.scale(combined, (width+playerstrength/width*170, height/34*42+playerstrength/height*420)) + elif animated=="rightattack": + rect = pygame.Rect(1811 - variables.ticksanimation * 3, variables.getskincolory(skincolor)-70, 29, 32) + sprite = sheet.subsurface(rect) + combined = pygame.Surface((29, 40), pygame.SRCALPHA) + combined.blit(sprite, (0, 8)) + if 5 >= hairstyle > 1: + combined.blit(load_sprite(sheet, variables.gethairstylex(hairstyle), 1912+variables.haircoloroffset*(haircolor-1), 11, 8, 11, 8), (4, 3)) + if 6 >= stubble > 1: + combined.blit(load_sprite(sheet, variables.getstubblex(stubble), 1916+variables.stubbleoffset*(haircolor-1), 11, 4, 11, 4), (4, 12)) + scaled = pygame.transform.scale(combined, ((width+playerstrength/width*290)/19*29, (height/34*42+playerstrength/height*320)/42*32)) + return scaled \ No newline at end of file diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 0000000..d3ed66a --- /dev/null +++ b/requirements.txt @@ -0,0 +1,4 @@ +pygame==2.5.0 + + + diff --git a/sprites.png b/sprites.png new file mode 100644 index 0000000..ad5ffb8 Binary files /dev/null and b/sprites.png differ diff --git a/tests/test_game.py b/tests/test_game.py new file mode 100644 index 0000000..410760f --- /dev/null +++ b/tests/test_game.py @@ -0,0 +1,20 @@ +import os + +# Use the SDL dummy video driver so tests can run headless in CI +os.environ.setdefault("SDL_VIDEODRIVER", "dummy") + +import pygame +from game.game import Game + + +def test_game_initializes_and_runs_briefly(): + # Ensure pygame uses the dummy driver + assert pygame.get_sdl_version() is not None + + # Instantiate the game and run for a tiny amount of time + g = Game(width=320, height=240, fps=60) + # Run the loop for 0.1 seconds using run(max_run_seconds=...) + g.run(max_run_seconds=0.1) + + # If we reached cleanup without exception, consider test passed + assert not pygame.get_init() # pygame.quit() should have been called diff --git a/variables.py b/variables.py new file mode 100644 index 0000000..9fd554e --- /dev/null +++ b/variables.py @@ -0,0 +1,156 @@ +import random +# SCREEN/WINDOW VARIABLES +screen_width = 1000 #the width of the window +screen_height = 600 #the height of the window +screen_fps = 60 #self explanatory +ticks = 0 #oh dont change this, it counts the ticks and when they reach the fps it counts as one second + +# PLAYER VARIABLES +active_acceleration = 7.5 #decides how fast the player moves +player_height, player_width = 50, 50 #size of the original player sprite (not used, only in prototype) DELETE LATER +playerX, playerY = 50, screen_height*0.5 #position of the player +enemyreadytoattack = False +enemychoosing = False +walkingright = False +lastplayerX = 50 +lastenemyX = 850 +whoseturn = 1 #1=player, 0=enemy +enemyX, enemyY = 850, screen_height*0.5 #position of the enemy +devmode = False +fightingright = False +enemyattack = random.randint(1,4) +playername = "" #self explanatory lmao +skincolor = 1 #just the skin color of the player +# 1=european +# 2=asian +# 3=black +hairstyle = 1 #self explanatory isnt it +#1 bald +#2 buzz +#3 afro +#4 mohawk +#5 grandpa +haircolor = 1 #also self explanatory lol +#1 black +#2 brown +#3 blonde +#4 ginger +#(ENEMIES ONLY) 5 white +stubble = 1 #basically the beard style +#1 no beard +#2 stubble +#3 short mustache +#4 mustache +#5 goatee +#6 full beard +haircoloroffset = -9 #this is by how many pixels does the y level on the sprite move for the hair n stubble to change +stubbleoffset = -4 #same thing as above just for the stubble +haircolormodifier = 0#this multiplies the hair color offset (read comment on haircoloroffset to find out more) +ticksanimation=10 #this is what the characters features move when being animated in level 3, + #also it makes the animation work by multiplying by 2 and moving the sprite a bit on the other side +canyoutypethename = False #if this is true you can type out the name in level 3 +availablepoints = 9 #this is how many points you have for skills to upgrade +# PLAYER STATS - ALL SELF EXPLANATORY - NO COMMENTS NEEDED +playerstrength = 1 +playeragility = 1 +playerattack = 1 +playerdefense = 1 +playervitality = 1 +playercharisma = 1 +playerstamina = 1 +playermagicka = 1 +blocked1, blocked0 = False, False + +enemyhealth, enemymana = 10, 100 + +playermana = 90 + playerstamina * 20 #this is the players mana, calculated from stamina +playerhealth = 10 + playervitality * 20 #this is the players health, calculated from vitality +#player default stats - used for resetting +def player_reset(): + global playerstrength, playeragility, playerattack, playerdefense, playervitality, playercharisma, playerstamina, playermagicka, availablepoints, active_acceleration, player_height, player_width, playerX, playerY, player_active, playername, skincolor, haircolor, hairstyle, stubble, stubbleoffset + playerstrength = 1 + playeragility = 1 + playerattack = 1 + playerdefense = 1 + playervitality = 1 + playercharisma = 1 + playerstamina = 1 + playermagicka = 1 + availablepoints = 9 + player_height, player_width = 50, 50 # size of the original player sprite (not used, only in prototype) DELETE LATER + playerX, playerY = 100, 100 # position of the player + playername = "" # self explanatory lmao + skincolor = 1 # just the skin color of the player + hairstyle = 1 # self explanatory isnt it + haircolor = 1 # also self explanatory lol + stubble = 1 # basically the beard style + stubbleoffset = -4 # same thing as above just for the stubble + +#sprite locations for exact player customisations +hangingx = 1887 +blackhangingy = 1711 +asianhangingy = 1746 +whitehangingy = 1781 +blacky,whitey,asiany = 1816, 1886, 1851 +#this returns the y position on the sprite for each skin color +def getskincolory(skincolor=skincolor): + match skincolor: + case 1: + return whitey + case 2: + return asiany + case 3: + return blacky + case _: + return whitey +#this returns the y position on the sprite for each skin color for the hanging pose +def getskinhangingcolory(): + match skincolor: + case 1: + return whitehangingy + case 2: + return asianhangingy + case 3: + return blackhangingy +def gethairstylex(hairstyle=hairstyle): + match hairstyle: + case 1: + return None + case 2: + return 1869 + case 3: + return 1857 + case 4: + return 1845 + case 5: + return 1833 + case _: + return None +def getstubblex(stubble=stubble): + match stubble: + case 1: + return None + case 2: + return 1821 + case 3: + return 1809 + case 4: + return 1797 + case 5: + return 1785 + case 6: + return 1773 + case _: + return None + + +# DIALOGUE STUFF +dialognum = 1 #this is which dialogue line is being shown in each level + +# GENERAL STUFF +textcolor = (0, 0, 0) #this because for some reason I cant just use (var, var, var) cuz it doesnt let me ffs +slowly_appearing_text = 0 #this basically goes up to 255 until its done so the text can slowly change color from black to white +unlimited_slappeartext = 0 #same thing as above just goes above the limit but is used for timings +clicked = False #pretty self explanatory too +lastclickpos = (0, 0) #pretty self explanatory again +level = 1 #current level, also self explanatory \ No newline at end of file