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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
|
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|
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
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Everyone is permitted to copy and distribute verbatim copies
|
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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.
|
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|
||||
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.
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||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
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||||
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
|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
stand ready to extend this provision to those domains in future versions
|
||||
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|
||||
Finally, every program is threatened constantly by software patents.
|
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States should not allow patents to restrict development and use of
|
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|
||||
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|
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|
||||
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.
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|
||||
"The Program" refers to any copyrightable work licensed under this
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||||
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|
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A "covered work" means either the unmodified Program or a work based
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|
||||
To "propagate" a work means to do anything with it that, without
|
||||
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|
||||
infringement under applicable copyright law, except executing it on a
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distribution (with or without modification), making available to the
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To "convey" a work means any kind of propagation that enables other
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||||
An interactive user interface displays "Appropriate Legal Notices"
|
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|
||||
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||||
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|
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|
||||
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|
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|
||||
1. Source Code.
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|
||||
The "source code" for a work means the preferred form of the work
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||||
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|
||||
A "Standard Interface" means an interface that either is an official
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||||
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|
||||
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|
||||
The "System Libraries" of an executable work include anything, other
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||||
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|
||||
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||||
"Major Component", in this context, means a major essential component
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||||
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||||
The "Corresponding Source" for a work in object code form means all
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||||
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||||
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|
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|
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
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|
||||
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|
||||
|
||||
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
|
||||
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|
||||
of having them make modifications exclusively for you, or provide you
|
||||
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|
||||
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|
||||
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
|
||||
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|
||||
|
||||
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
|
||||
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|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
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|
||||
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|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
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|
||||
|
||||
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
|
||||
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|
||||
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
|
||||
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|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
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|
||||
|
||||
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
|
||||
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|
||||
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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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 <https://www.gnu.org/licenses/>.
|
||||
|
||||
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:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
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
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
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
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
4
README.md
Normal file
4
README.md
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
# sas2py
|
||||
swords and sandals 2 pygame remake, unfinished
|
||||
|
||||
feel free to continue for me by contributing
|
||||
9
README.txt
Normal file
9
README.txt
Normal file
|
|
@ -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.
|
||||
1
game/__init__.py
Normal file
1
game/__init__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
1
game/__main__.py
Normal file
1
game/__main__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
1
game/asset_loader.py
Normal file
1
game/asset_loader.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
1
game/game.py
Normal file
1
game/game.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
691
levels.py
Normal file
691
levels.py
Normal file
|
|
@ -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))
|
||||
79
main.py
Normal file
79
main.py
Normal file
|
|
@ -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()
|
||||
BIN
project.pxo
Normal file
BIN
project.pxo
Normal file
Binary file not shown.
49
render_sprites.py
Normal file
49
render_sprites.py
Normal file
|
|
@ -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
|
||||
4
requirements.txt
Normal file
4
requirements.txt
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
pygame==2.5.0
|
||||
|
||||
|
||||
|
||||
BIN
sprites.png
Normal file
BIN
sprites.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 50 KiB |
20
tests/test_game.py
Normal file
20
tests/test_game.py
Normal file
|
|
@ -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
|
||||
156
variables.py
Normal file
156
variables.py
Normal file
|
|
@ -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
|
||||
Loading…
Add table
Add a link
Reference in a new issue