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))