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main.py
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main.py
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#Menu Import File
import pygame
import random
import button
import asset
import Enemy_Hero
pygame.init()
damage_text_group = Enemy_Hero.damage_text_group
asset = asset.Game()
#select char
char_knight = Enemy_Hero.knight_select
char_nightborne = Enemy_Hero.nightborne_select
#level1 dan 2
knight = Enemy_Hero.knight
nightborne = Enemy_Hero.nightborne
bandit1 = Enemy_Hero.bandit1
bandit2 = Enemy_Hero.bandit2
bandit3 = Enemy_Hero.bandit3
#level1
bandit_list = []
bandit_list.append(bandit1)
bandit_list.append(bandit2)
#level1 dan 2
knight_health_bar = Enemy_Hero.ConcreteHealthBar(100, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, knight.hp, knight.max_hp)
nightborne_health_bar = Enemy_Hero.ConcreteHealthBar(100, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, nightborne.hp, nightborne.max_hp)
bandit1_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, bandit1.hp, bandit1.max_hp)
bandit2_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 80, bandit2.hp, bandit2.max_hp)
bandit3_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 120, bandit3.hp, bandit3.max_hp)
#level2
bandit_list2 = []
bandit_list2.append(bandit1)
bandit_list2.append(bandit2)
bandit_list2.append(bandit3)
#level3
siren1 = Enemy_Hero.siren1
siren2 = Enemy_Hero.siren2
siren_list = []
siren_list.append(siren1)
siren_list.append(siren2)
siren1_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, siren1.hp, siren1.max_hp)
siren2_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 80, siren2.hp, siren2.max_hp)
#level4
wizard1 = Enemy_Hero.wizard1
wizard2 = Enemy_Hero.wizard2
wizard_list = []
wizard_list.append(wizard1)
wizard_list.append(wizard2)
wizard1_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, wizard1.hp, wizard1.max_hp)
wizard2_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 80, wizard2.hp, wizard2.max_hp)
#level5
wizard3 = Enemy_Hero.wizard3
wizard_list2 = []
wizard_list2.append(wizard1)
wizard_list2.append(wizard2)
wizard_list2.append(wizard3)
wizard3_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 120, wizard3.hp, wizard3.max_hp)
#level6
monster1 = Enemy_Hero.monster1
monster_list = []
monster_list.append(monster1)
monster1_health_bar = Enemy_Hero.ConcreteHealthBar(550, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 40, monster1.hp, monster1.max_hp)
#create buttons
potion_button = button.Button(Enemy_Hero.screen, 100, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70, asset.potion_img, 64, 64)
restart_button = button.Button(Enemy_Hero.screen, 230, 120, asset.restart_img, 120, 30)
level_2_button = button.Button(Enemy_Hero.screen, 430, 120, asset.level2_img, 120, 30)
level_3_button = button.Button(Enemy_Hero.screen, 430, 120, asset.level3_img, 120, 30)
level_4_button = button.Button(Enemy_Hero.screen, 430, 120, asset.level4_img, 120, 30)
level_5_button = button.Button(Enemy_Hero.screen, 430, 120, asset.level5_img, 120, 30)
level_6_button = button.Button(Enemy_Hero.screen, 430, 120, asset.level6_img, 120, 30)
charknight_button = button.Button(Enemy_Hero.screen, 250, 180, asset.knightbutton_img, 120, 30)
charnightborne_button = button.Button(Enemy_Hero.screen, 400, 180, asset.nightbornebutton_img, 120, 30)
asset.backsound.play(-1)
volume_value = 0.35
asset.backsound.set_volume(volume_value)
def character_selection_screen():
Enemy_Hero.clock.tick(Enemy_Hero.fps)
Enemy_Hero.Display.draw_bg2()
Enemy_Hero.screen.blit(asset.cchoose_img, (50, 50))
char_knight.update()
char_knight.draw()
char_nightborne.update()
char_nightborne.draw()
if charnightborne_button.draw():
Enemy_Hero.character = nightborne
asset.start = True
if charknight_button.draw():
Enemy_Hero.character = knight
asset.start = True
level_1 = True
level_2 = False
level_3 = False
level_4 = False
level_5 = False
level_6 = False
game_started = False
run = True
while run:
if not game_started:
character_selection_screen()
if asset.start:
game_started = True
else:
Enemy_Hero.clock.tick(Enemy_Hero.fps)
#draw background
if level_1:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
bandit1_health_bar.draw(bandit1.hp)
bandit2_health_bar.draw(bandit2.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for bandit in bandit_list:
bandit.update()
bandit.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, bandit in enumerate(bandit_list):
if bandit.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and bandit.alive == True:
asset.attack = True
target = bandit_list[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, bandit in enumerate(bandit_list):
if asset.current_fighter == 2 + count:
if bandit.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if bandit needs to heal first
if (bandit.hp / bandit.max_hp) < 0.5 and bandit.potions > 0:
#check if the potion would heal the bandit beyond max health
if bandit.max_hp - bandit.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = bandit.max_hp - bandit.hp
bandit.hp += heal_amount
bandit.potions -= 1
damage_text = Enemy_Hero.DamageText(bandit.rect.centerx, bandit.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
bandit.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_2_enemy:
asset.current_fighter = 1
#check if all bandits are dead
alive_bandits = 0
for bandit in bandit_list:
if bandit.alive == True:
alive_bandits += 1
if alive_bandits == 0:
asset.game_over = 1
#check if game is over
if asset.game_over != 0:
if asset.game_over == 1:
Enemy_Hero.screen.blit(asset.victory_img, (250, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for bandit in bandit_list:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
level_2 = False
if level_2_button.draw():
level_1 = False
level_2 = True
Enemy_Hero.character.reset()
for bandit in bandit_list:
bandit.reset()
for bandit in bandit_list2:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
if asset.game_over == -1:
Enemy_Hero.screen.blit(asset.defeat_img, (290, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for bandit in bandit_list:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
elif level_2:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel_2()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
bandit1_health_bar.draw(bandit1.hp)
bandit2_health_bar.draw(bandit2.hp)
bandit3_health_bar.draw(bandit3.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for bandit in bandit_list2:
bandit.update()
bandit.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, bandit in enumerate(bandit_list2):
if bandit.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and bandit.alive == True:
asset.attack = True
target = bandit_list2[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, bandit in enumerate(bandit_list2):
if asset.current_fighter == 2 + count:
if bandit.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if bandit needs to heal first
if (bandit.hp / bandit.max_hp) < 0.5 and bandit.potions > 0:
#check if the potion would heal the bandit beyond max health
if bandit.max_hp - bandit.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = bandit.max_hp - bandit.hp
bandit.hp += heal_amount
bandit.potions -= 1
damage_text = Enemy_Hero.DamageText(bandit.rect.centerx, bandit.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
bandit.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_3_enemy:
asset.current_fighter = 1
#check if all bandits are dead
alive_bandits = 0
for bandit in bandit_list2:
if bandit.alive == True:
alive_bandits += 1
if alive_bandits == 0:
asset.game_over = 1
#check if game is over
if asset.game_over != 0:
if asset.game_over == 1:
Enemy_Hero.screen.blit(asset.victory_img, (250, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for bandit in bandit_list2:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_2 = True
level_3 = False
if level_3_button.draw():
level_2 = False
level_3 = True
Enemy_Hero.character.reset()
for bandit in bandit_list2:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
if asset.game_over == -1:
Enemy_Hero.screen.blit(asset.defeat_img, (290, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for bandit in bandit_list2:
bandit.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
elif level_3:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel_3()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
siren1_health_bar.draw(siren1.hp)
siren2_health_bar.draw(siren2.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for siren in siren_list:
siren.update()
siren.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, siren in enumerate(siren_list):
if siren.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and siren.alive == True:
asset.attack = True
target = siren_list[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, siren in enumerate(siren_list):
if asset.current_fighter == 2 + count:
if siren.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if siren needs to heal first
if (siren.hp / siren.max_hp) < 0.5 and siren.potions > 0:
#check if the potion would heal the siren beyond max health
if siren.max_hp - siren.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = siren.max_hp - siren.hp
siren.hp += heal_amount
siren.potions -= 1
damage_text = Enemy_Hero.DamageText(siren.rect.centerx, siren.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
siren.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_2_enemy:
asset.current_fighter = 1
#check if all sirens are dead
alive_siren = 0
for siren in siren_list:
if siren.alive == True:
alive_siren += 1
if alive_siren == 0:
asset.game_over = 1
#check if game is over
if asset.game_over != 0:
if asset.game_over == 1:
Enemy_Hero.screen.blit(asset.victory_img, (250, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for siren in siren_list:
siren.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_3 = True
level_4 = False
if level_4_button.draw():
level_3 = False
level_4 = True
Enemy_Hero.character.reset()
for siren in siren_list:
siren.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
if asset.game_over == -1:
Enemy_Hero.screen.blit(asset.defeat_img, (290, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for siren in siren_list:
siren.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
elif level_4:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel_4()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
wizard1_health_bar.draw(wizard1.hp)
wizard2_health_bar.draw(wizard2.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for wizard in wizard_list:
wizard.update()
wizard.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, wizard in enumerate(wizard_list):
if wizard.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and wizard.alive == True:
asset.attack = True
target = wizard_list[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, wizard in enumerate(wizard_list):
if asset.current_fighter == 2 + count:
if wizard.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if wizard needs to heal first
if (wizard.hp / wizard.max_hp) < 0.5 and wizard.potions > 0:
#check if the potion would heal the wizard beyond max health
if wizard.max_hp - wizard.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = wizard.max_hp - wizard.hp
wizard.hp += heal_amount
wizard.potions -= 1
damage_text = Enemy_Hero.DamageText(wizard.rect.centerx, wizard.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
wizard.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_2_enemy:
asset.current_fighter = 1
#check if all wizard are dead
alive_wizard = 0
for wizard in wizard_list:
if wizard.alive == True:
alive_wizard += 1
if alive_wizard == 0:
asset.game_over = 1
#check if game is over
if asset.game_over != 0:
if asset.game_over == 1:
Enemy_Hero.screen.blit(asset.victory_img, (250, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for wizard in wizard_list:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_4 = True
level_5 = False
if level_5_button.draw():
level_4 = False
level_5 = True
Enemy_Hero.character.reset()
for wizard in wizard_list:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
if asset.game_over == -1:
Enemy_Hero.screen.blit(asset.defeat_img, (290, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for wizard in wizard_list:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
elif level_5:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel_5()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
wizard1_health_bar.draw(wizard1.hp)
wizard2_health_bar.draw(wizard2.hp)
wizard3_health_bar.draw(wizard3.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for wizard in wizard_list2:
wizard.update()
wizard.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, wizard in enumerate(wizard_list2):
if wizard.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and wizard.alive == True:
asset.attack = True
target = wizard_list2[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, wizard in enumerate(wizard_list2):
if asset.current_fighter == 2 + count:
if wizard.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if wizard needs to heal first
if (wizard.hp / wizard.max_hp) < 0.5 and wizard.potions > 0:
#check if the potion would heal the wizard beyond max health
if wizard.max_hp - wizard.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = wizard.max_hp - wizard.hp
wizard.hp += heal_amount
wizard.potions -= 1
damage_text = Enemy_Hero.DamageText(wizard.rect.centerx, wizard.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
wizard.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_3_enemy:
asset.current_fighter = 1
#check if all wizard are dead
alive_wizard = 0
for wizard in wizard_list2:
if wizard.alive == True:
alive_wizard += 1
if alive_wizard == 0:
asset.game_over = 1
#check if game is over
if asset.game_over != 0:
if asset.game_over == 1:
Enemy_Hero.screen.blit(asset.victory_img, (250, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for wizard in wizard_list2:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_5 = True
level_6 = False
if level_6_button.draw():
level_5 = False
level_6 = True
Enemy_Hero.character.reset()
for wizard in wizard_list2:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
if asset.game_over == -1:
Enemy_Hero.screen.blit(asset.defeat_img, (290, 50))
if restart_button.draw():
Enemy_Hero.character.reset()
for wizard in wizard_list2:
wizard.reset()
asset.current_fighter = 1
asset.action_cooldown
asset.game_over = 0
level_1 = True
elif level_6:
Enemy_Hero.Display.draw_bg()
#draw panel
Enemy_Hero.Display.draw_panel_6()
if Enemy_Hero.character == nightborne:
nightborne_health_bar.draw(Enemy_Hero.character.hp)
else:
knight_health_bar.draw(Enemy_Hero.character.hp)
monster1_health_bar.draw(monster1.hp)
#draw fighters
Enemy_Hero.character.update()
Enemy_Hero.character.draw()
for monster in monster_list:
monster.update()
monster.draw()
#draw the damage text
damage_text_group.update()
damage_text_group.draw(Enemy_Hero.screen)
#control player actions
#reset action variables
asset.attack = False
asset.potion = False
target = None
#make sure mouse is visible
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, monster in enumerate(monster_list):
if monster.rect.collidepoint(pos):
#hide mouse
pygame.mouse.set_visible(False)
#show sword in place of mouse cursor
Enemy_Hero.screen.blit(asset.sword_img, pos)
if asset.clicked == True and monster.alive == True:
asset.attack = True
target = monster_list[count]
if potion_button.draw():
asset.potion = True
#show number of potions remaining
Enemy_Hero.Display.draw_text(str(Enemy_Hero.character.potions), asset.font, asset.red, 150, Enemy_Hero.screen_height - Enemy_Hero.bottom_panel + 70)
if asset.game_over == 0:
#player action
if Enemy_Hero.character.alive == True:
if asset.current_fighter == 1:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#look for player action
#attack
if asset.attack == True and target != None:
Enemy_Hero.character.attack(target)
asset.current_fighter += 1
asset.action_cooldown = 0
#potion
if asset.potion == True:
if Enemy_Hero.character.potions > 0:
#check if the potion would heal the player beyond max health
if Enemy_Hero.character.max_hp - Enemy_Hero.character.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = Enemy_Hero.character.max_hp - Enemy_Hero.character.hp
Enemy_Hero.character.hp += heal_amount
Enemy_Hero.character.potions -= 1
damage_text = Enemy_Hero.DamageText(Enemy_Hero.character.rect.centerx, Enemy_Hero.character.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.game_over = -1
#enemy action
for count, monster in enumerate(monster_list):
if asset.current_fighter == 2 + count:
if monster.alive == True:
asset.action_cooldown += 1
if asset.action_cooldown >= asset.action_wait_time:
#check if monster needs to heal first
if (monster.hp / monster.max_hp) < 0.5 and monster.potions > 0:
#check if the potion would heal the monster beyond max health
if monster.max_hp - monster.hp > asset.potion_effect:
heal_amount = asset.potion_effect
else:
heal_amount = monster.max_hp - monster.hp
monster.hp += heal_amount
monster.potions -= 1
damage_text = Enemy_Hero.DamageText(monster.rect.centerx, monster.rect.y, str(heal_amount), asset.green)
damage_text_group.add(damage_text)
asset.healup.play()
asset.current_fighter += 1
asset.action_cooldown = 0
#attack
else:
monster.attack(Enemy_Hero.character)
asset.current_fighter += 1
asset.action_cooldown = 0
else:
asset.current_fighter += 1
#if all fighters have had a turn then reset
if asset.current_fighter > asset.total_fighters_on_1_enemy:
asset.current_fighter = 1
#check if all monster are dead
alive_monster = 0
for monster in monster_list:
if monster.alive == True:
alive_monster += 1
if alive_monster == 0:
asset.game_over = 1