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main.py
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"""
Game name: Back in Time
Project: Application Development and Emerging Technology
Professor: Gary Bato-ey
developers:
1. Christian Vaydal
2. Aeron Segobia
3. Ethan Diego Lim
Date started: April 16, 2024
Date submited:
"""
import pygame
from src.game import Game
from src.character import *
from src.object import *
from src.create import Create
from src.camera import Camera
from data.read import Read
from src.UI import UI, GUI, CraftingBook
from src.timer import Timer
from src.boss import Ethan, Aeron
# IMPORT MAPS
# from Maps import baseMap, Map_2, Map_3, Map_4
from Maps import Battleground_1, baseMap, Map_2, Map_3, Map_4, Boss1
from src.music import Music
from src import weapons
from src import inventories
# initialize pygame
pygame.mixer.pre_init()
pygame.init()
pygame.font.init()
# screen
windowSize = {'width': 700, 'height': 500} # size of the display
window = pygame.display.set_mode((windowSize['width'], windowSize['height']))
pygame.display.set_caption('Back In Time')
# clock and FPS - frame per second
clock = pygame.time.Clock()
fps = 30 # 30 frames per second
# Game State
game = Game(window)
showFPS = pygame.font.SysFont('arial', 20)
####################### audios / sfx / bg musics ####################### AERON
music = Music() # load music inside MUSIC CLASS
game.music = music
####################### SOUND EFFECTS (SFX) HERE ####################### AERON
select_item = pygame.mixer.Sound('audio/select.wav') # for selecting items, etc.
selected_item = pygame.mixer.Sound('audio/selected.wav') # selected items, etc.
walkSfx = pygame.mixer.Sound('audio/walk_1.mp3')
# TImer
timer = Timer(fps)
# Program pages
pages = [
'intro', 'main-menu', 'settings', 'credits',
'selectPlayer', 'in-game', 'pause-game', 'weapons', 'vaultbox', 'craftbox', 'collectable', 'monitor', 'craftingBook', 'game-over', 'outro',
'error_message', 'exit']
currentPage = pages[0]
# MAP HERE
base = baseMap.TileMap(25, 0, 0)
map_2 = Map_2.TileMap(25, 0, 0)
map_3 = Map_3.TileMap(25, 0, 0)
map_4 = Map_4.TileMap(25, 0, 0)
# battle grounds
battleG1 = Battleground_1.TileMap(25, 0, 0)
boss1 = Boss1.TileMap(25, 0, 0) # map for boss fight 1
listMaps = [base, map_2, map_3, map_4, battleG1, boss1]
##### PAUSE MENU #####
pause_menu = GUI(254, 58, (192, 384), window, 'pause_game', sfx=[select_item, selected_item])
pause_menu.game = game
##### MAIN MENU #####
main_menu = GUI(254, 58, (192, 384), window, 'main_menu', sfx=[select_item, selected_item])
main_menu.game = game
##### SETTINGS #####
settings_menu = GUI(254, 58, (192, 384), window, 'settings_menu', sfx=[select_item, selected_item])
settings_menu.game = game
##### CREDITS #####
credits_menu = GUI(254, 58, (192, 384), window, 'credits', sfx=[select_item, selected_item])
credits_menu.game = game
credits_menu.text = game.credits
##### MONITOR #####
monitor_ui = GUI((windowSize['width'] - 320) / 2, (windowSize['height'] - 320) / 2, (320, 320), window, 'monitor', None, [select_item, selected_item])
monitor_ui.game = game
############# PLAYER #####################
player = Player(((windowSize['width'] - 50) / 2), ((windowSize['height'] - 50) / 2), 50, 50)
game.player = player # add the player to the game class
player.walkSfx = walkSfx # walk sound effects
player.sfx = [select_item, selected_item] # other sound effects
#################### GUI #######################
listGUIs = [] # list contain: healthbar
############# BOSS #####################
boss = [
Ethan(100, 100, 50, 50, screen=window),
Aeron(100, 100, 50, 50, screen=window),
]
player.bossCount = len(boss)
# read object data from json file data
readData = Read('data/data.json')
readData.read() # read all data
# get the data to game
game.readData = readData
# CREATIONS
# for intro screen
title = [
Object(0, 0, 700, 700, 'bg_image', 'test_bg'),
Object((windowSize['width'] - 563) / 2, (windowSize['height'] - 61) / 2, 563, 61, 'other', 'title_1'),
Object(508, 0, 192, 48, 'other', 'credits'),
Object(254, 350, 192, 24, 'animated', 'enter_game')
]
game_over = [
Object((windowSize['width'] - 653) / 2, (windowSize['height'] - 87) / 2, 653, 87, 'other', 'game_over'),
]
end_game = [
Object((windowSize['width'] - 212) / 2, (windowSize['height'] - 17) / 2, 212, 17, 'other', 'endgame'),
]
######## CREATE SELECT PLAYER #########
create_selectPlayer = Create(window, player, readData.data['SelectPlayer'], select_item, selected_item)
######## CREATE MAPS #########
# create objects for blocks and other objects - Map 1 / base
create_base = Create(window, player, readData.data['Base'], select_item, selected_item)
create_base.create()
# create objects for blocks and other objects - Map 2
create_map2 = Create(window, player, readData.data['Map2'], select_item, selected_item)
create_map2.create()
# create objects for blocks and other objects - Map 3
create_map3 = Create(window, player, readData.data['Map3'], select_item, selected_item)
create_map3.create()
# create objects for blocks and other objects - Map 4
create_map4 = Create(window, player, readData.data['Map4'], select_item, selected_item)
create_map4.create()
######## CREATE MAPS (BATTLE GROUNDS) #########
createBattleG1 = Create(window, player, readData.data['BattleGround1'], select_item, selected_item)
createBattleG1.create()
# Boss Fight
createBoss1 = Create(window, player, readData.data['boss1'], select_item, selected_item)
createBoss1.create()
# list of all creations
listCreated = [create_selectPlayer, create_base, create_map2, create_map3, create_map4, createBattleG1, createBoss1]
# camera
camera = Camera(player, windowSize)
# initialized effects fo equiped weapons
effects_1 = weapons.Effects(window)
effects_2 = weapons.Effects(window)
# Inventories Items and Weapons GUI
inventory = inventories.Weapon(player, window, (350, 350), (175, 75))
inventory.sfx = [select_item, selected_item] # add sfx in inventory
# vault box
vaultbox = inventories.Items(player, window, (640, 320), ((windowSize['width'] - 640) / 2, (windowSize['height'] - 320) / 2))
vaultbox.sfx = inventory.sfx
# Crafting Table
crafting_table = inventories.CraftingTable(player, window, (512, 256), (94, 122))
crafting_table.sfx = inventory.sfx
# collectables
collectable_table = inventories.Collectables(player, window, (640, 160), (30, 170))
collectable_table.sfx = inventory.sfx
# game.collectables = collectable_table
# crafting Book
crafting_Book = CraftingBook((windowSize['width'] - 448) / 2, (windowSize['height'] - 224) / 2, 448, 224, window)
crafting_Book.sfx = inventory.sfx
# draw base map function
def draw_base():
global currentPage
window.fill((10, 10, 10))
game.Reset(False, base, create_base)
# map for the base map
base.drawMap(window)
# draw object
create_base.draw()
pause = create_base.pauseGame() # if player click esc - pause
openWeapons = create_base.openWeapons() # handling event for opening a weapon
player.Message(window)
# draw player
player.potion.Use() # use the potion
player.handleFight()
player.draw(window, create_base.listofObjects[1:])
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player])
effects_1.Hit([player])
player.navigate()
player.handleDefense()
player.TriggerSkills()
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
# temporary
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
elif player.viewInventory:
currentPage = pages[8] # items inventory
elif player.craft:
currentPage = pages[9] # open craftbox
elif player.collectables:
currentPage = pages[10] # open collectable table
elif player.openMonitor:
currentPage = pages[11]
# camera
camera.move(create_base.listofObjects+[base]+[player.equiped1, player.equiped2])
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
# draw MAP 2 funtion
def draw_map2():
global currentPage
window.fill((10, 10, 10))
game.Reset(False, map_2, create_map2)
# camera for map 2
camera.move(create_map2.listofObjects+[map_2]+[player.equiped1, player.equiped2])
# draw map 2
map_2.drawMap(window)
# draw objects
create_map2.draw()
pause = create_map2.pauseGame()
openWeapons = create_base.openWeapons()
# drop or display weapons
player.potion.Use()
player.handleFight([])
player.Message(window)
# draw player
player.draw(window, create_map2.listofObjects[1:])
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player])
effects_1.Hit([player])
player.navigate()
player.handleDefense()
player.TriggerSkills([])
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
# temporary
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
elif player.viewInventory:
currentPage = pages[8] # items inventory
elif player.craft:
currentPage = pages[9] # open craftbox
elif player.openbook:
currentPage = pages[12] # read the book
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
# not yet done
def draw_map3():
global currentPage
window.fill((10, 10, 10))
game.Reset(False, map_3, create_map3)
# camera fot map 3
camera.move(create_map3.listofObjects+[map_3]+[player.equiped1, player.equiped2])
map_3.drawMap(window)
create_map3.draw()
pause = create_map3.pauseGame()
openWeapons = create_base.openWeapons()
# draw player in map3
player.potion.Use()
player.handleFight([])
player.draw(window, create_map3.listofObjects[1:])
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player])
effects_1.Hit([player])
player.handleDefense()
player.navigate()
player.Message(window)
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
# entrance transition
if game.end_transition:
game.boss_transition() # end transistion
# temporary
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
elif player.viewInventory:
currentPage = pages[8] # items inventory
elif player.craft:
currentPage = pages[9] # open craftbox
elif player.collectables:
currentPage = pages[10] # open collectable table
elif player.timeTravel():
game.play = False
music.switch = True
music.toPlay = 4
currentPage = pages[14] # end game
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
def draw_map4():
global currentPage
window.fill((10, 10, 10))
game.Reset(False, map_4, create_map4)
camera.move(create_map4.listofObjects+[map_4]+[player.equiped1, player.equiped2])
# draw the map
map_4.drawMap(window)
create_map4.draw()
pause = create_map4.pauseGame()
openWeapons = create_base.openWeapons()
player.potion.Use()
player.handleFight([create_map4.practice])
player.draw(window, create_map4.listofObjects[1:])
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player]+[create_map4.practice])
effects_1.Hit([player]+[create_map4.practice])
player.navigate()
player.TriggerSkills([create_map4.practice])
player.handleDefense()
player.Message(window)
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
elif player.viewInventory:
currentPage = pages[8] # items inventory
elif player.craft:
currentPage = pages[9] # open craftbox
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
def draw_btg1():
global currentPage
window.fill((10, 10, 10))
game.Reset(True, battleG1, createBattleG1) # reset the map width enemies
game.ResetMap(battleG1, createBattleG1)
camera.move(createBattleG1.listofObjects+[battleG1]+game.Enemies+[player.equiped1, player.equiped2]+game.items)
# draw the map
battleG1.drawMap(window)
player.handleFight(game.Enemies)
createBattleG1.draw() # objects
pause = createBattleG1.pauseGame()
openWeapons = create_base.openWeapons()
# draw the items from enemies in game class
game.drawItems()
# draw enemies
for enemy in game.Enemies:
if enemy.life <= 0: # enemy die
enemy.hit_effects(window)
if enemy.out:
for item in enemy.items:
item.x = enemy.rect.x
item.y = enemy.rect.y
game.items.append(item) # append the items and the x and y pos of the enemy
game.Enemies.remove(enemy)
player.score += 1
enemy.draw(window, createBattleG1.listofObjects[1:])
if enemy.name in ['zombie', 'slime']: # only zombies and slime
enemy.follow(player)
enemy.Attack(player)
player.potion.Use()
player.draw(window, createBattleG1.listofObjects[1:]) # draw player
player.pickItems(game.items)
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player]+game.Enemies)
effects_1.Hit([player]+game.Enemies)
player.navigate() # for naviagtion
player.TriggerSkills(game.Enemies) # skills
player.handleDefense() # shield
player.Message(window) # notification or message
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
# check if game over
if game.gameover:
currentPage = pages[13] # game over window / page
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
def draw_boss1():
global currentPage
window.fill((0,0,0))
boss[player.level-1].toFocus = player # focus the boss to player
game.Reset_bossFight(boss1, createBoss1, boss[player.level-1]) # reset the map with boss
# camera.move(createBoss1.listofObjects+[boss1]+game.Enemies+[player.equiped1, player.equiped2]+game.items+[ethan]+ethan.weapon)
# draw the map
boss1.drawMap(window)
createBoss1.draw() # objects
pause = createBoss1.pauseGame()
openWeapons = create_base.openWeapons()
# draw the boss
if not game.transition:
boss[player.level-1].draw()
# draw the items from enemies in game class
game.drawItems()
# draw enemies
if not game.transition:
for enemy in game.Enemies:
if enemy.life <= 0: # enemy die
enemy.hit_effects(window)
if enemy.out:
for item in enemy.items:
item.x = enemy.rect.x
item.y = enemy.rect.y
game.items.append(item) # append the items and the x and y pos of the enemy
game.Enemies.remove(enemy)
player.score += 1
enemy.draw(window, createBoss1.listofObjects[1:])
if enemy.name in ['zombie', 'slime'] and not game.transition: # only zombies and slime
enemy.follow(player)
enemy.Attack(player)
player.potion.Use()
player.handleFight(game.Enemies+[boss[player.level-1]])
player.draw(window, createBoss1.listofObjects[1:]) # draw player
player.pickItems(game.items)
effects_1.effects() # effets for equiped weapon 1
effects_2.effects() # effets for equiped weapon 2
effects_2.Hit([player]+game.Enemies+[boss[player.level-1]])
effects_1.Hit([player]+game.Enemies+[boss[player.level-1]])
player.navigate() # for naviagtion
player.TriggerSkills(game.Enemies+[boss[player.level-1]]) # skills
player.handleDefense() # shield
player.Message(window) # notification or message
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
game.CheckBossFight(boss) # check the health of the boss
game.addEnemies_BossFight()
# entrance transition
if game.transition:
game.boss_transition()
if pause:
currentPage = pages[6] # game menu / pause
elif openWeapons or player.viewVaultBox:
currentPage = pages[7] # weapons inventory
# check if game over
if game.gameover:
currentPage = pages[13] # game over window / page
if player.loading:
player.loading_nav(window) # for transition in navigation
pygame.display.flip()
def endGame():
global currentPage
window.fill((255,255,255))
# for gui in end_game:
# gui.draw(window)
if game.endgameExit(end_game):
currentPage = pages[1]
pygame.display.flip()
# page for game over
def draw_gameOver():
global currentPage
window.fill((0,0,0))
game.gameover_transition_count -= 1
for gui in game_over:
gui.draw(window)
if game.gameover_transition_count <= 0:
currentPage = pages[1]
game.gameover_transition_count = 150
pygame.display.flip()
# for weapons
def draw_weapons():
global currentPage
player.potion.Use()
player.handleDefense()
inventory.draw()
inventory.drawWeapons()
player.Message(window)
effects_1.loadEffects(player.equiped1) # load effects - no effects yet to equiped 1(boomerang)
effects_2.loadEffects(player.equiped2) # load effects
if inventory.Select():
currentPage = pages[5]
player.viewVaultBox = False
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
def draw_vaultbox():
global currentPage
player.potion.Use()
player.handleDefense()
vaultbox.draw()
vaultbox.drawInventories()
player.Message(window)
if vaultbox.Select():
currentPage = pages[5]
player.viewInventory = False
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
def draw_craftbox():
global currentPage
player.potion.Use()
player.handleDefense()
crafting_table.draw()
crafting_table.drawItems()
player.Message(window)
if crafting_table.Select():
currentPage = pages[5]
player.craft = False
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
def draw_collectables():
global currentPage
player.potion.Use()
player.handleDefense()
collectable_table.draw()
player.Message(window)
if collectable_table.Close():
currentPage = pages[5] # return to game
player.collectables = False
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
def draw_Monitor():
global currentPage
player.potion.Use()
player.handleDefense()
player.Message(window)
monitor_ui.draw()
game.showMonitor_message((monitor_ui.x, monitor_ui.y), window)
select = monitor_ui.Select()
if select == 0:
currentPage = pages[5] # return to game
player.openMonitor = False
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
# crafting book draw
def draw_craftingBook():
global currentPage
player.potion.Use()
player.handleDefense()
player.Message(window)
crafting_Book.draw()
if crafting_Book.Actions():
player.openbook = False
crafting_Book.page = 0
game.reading_page = 0
currentPage = pages[5] # return to game
player.barLife(window)
for guis in listGUIs:
guis.draw(window)
pygame.display.flip()
# pause the game
def PauseGame():
global currentPage
pause_menu.draw()
selected = pause_menu.Select()
if selected == 0:
currentPage = pages[5] # back to game
elif selected == 1:
pause_menu.selected = 0
currentPage = pages[1] # to main menu
pygame.display.flip()
# main menu of the game
def mainMenu():
global currentPage
window.fill((10, 10, 10))
main_menu.draw()
selected = main_menu.Select()
if not game.play: # if the game program just started
if selected == 0:
currentPage = pages[4]
create_selectPlayer.create_UI() # go to select player
elif selected == 1:
currentPage = pages[2] # settings
elif selected == 2:
currentPage = pages[3] # credits
elif selected == 3:
currentPage = pages[-1] # exit
else: # if the game program already started
if selected == 0:
currentPage = pages[5]
music.switch = True
music.toPlay = 0
elif selected == 1:
currentPage = pages[4]
create_selectPlayer.create_UI() # fix this
elif selected == 2:
currentPage = pages[2]
elif selected == 3:
currentPage = pages[3]
elif selected == 4:
currentPage = pages[-1]
pygame.display.flip()
# settings
def settings():
global currentPage
window.fill((10, 10, 10))
settings_menu.draw()
selected = settings_menu.Select()
if selected == 2:
currentPage = pages[1]
pygame.display.flip()
# display credits
def credits():
global currentPage
window.fill((10, 10, 10))
credits_menu.draw()
credits_menu.drawText(265, 125)
selected = credits_menu.Select()
if selected == 0:
currentPage = pages[1]
pygame.display.flip()
# display selecting players / characters
def selectPlayer():
global currentPage
window.fill((20, 6, 79))
create_selectPlayer.draw_ui()
character = create_selectPlayer.Select()
keys = pygame.key.get_just_pressed()
if keys[pygame.K_SPACE]:
player.location = 'base'
if character == 0:
player.name = 'johny'
elif character == 1:
player.name = 'ricky'
elif character == 2:
player.name = 'jp'
elif character == 3:
player.name = 'jayson'
else:
raise Exception('Player not found')
# player's other initializations here
player.Init(((windowSize['width'] - 50) / 2), ((windowSize['height'] - 50) / 2)) # initialize player here
player.loadImages() # load the image of the player
player.initSkill(window) # initialized skills
player.myWeapons = [
# weapons.Trident(player, window, (50, 50)),
# weapons.Mjolnir(player, window, (30, 30)),
# weapons.Potions(player, window, (25, 25), 'weaponize'),
# weapons.Potions(player, window, (25, 25), 'speed'),
# weapons.Bomb(player, window, (30, 30)),
# weapons.Boomerang(player, window, (30, 30))
]
player.inventories = [
weapons.Potions(player, window, (25, 25), 'power'),
# weapons.Shield(player, window, (80, 80), 'protektor'), # to remove
# weapons.Shield(player, window, (80, 80), 'armored'), # to remove
] # load at least one item or weapon in inventory
# give player equipment
player.equiped1 = weapons.Shuriken(player, window, (30, 30))
player.equiped2 = weapons.SnowBall(player, window, (20, 20))
player.shield = weapons.Shield(player, window, (80, 80)) # equiped the shield
player.potion = weapons.Potions(player, window, (25, 25), 'durability')
# apply
player.potion.Apply(player.equiped1)
player.potion.Apply(player.equiped2)
player.potion.Apply(player.shield)
music.switch = True # switching music
music.toPlay = 0 # switch bg music
effects_1.loadEffects(player.equiped1) # load effects - no effects yet to equiped 1(boomerang)
effects_2.loadEffects(player.equiped2) # load effects
# game start
game.init()
game.play = True
game.location = player.location # get the location
game.collectables = collectable_table
collectable_table.level = player.level
currentPage = pages[5] # navigate to game page
create_selectPlayer.destory_UI() # destroy this page
game.objects = [ # for the transition
Object(302, 202, 96, 96, 'animated2', 'teleport_machine', True), # the teleportation machine
Object(325, 225, 50, 50, 'other', player.name) # the player
]
listGUIs.append(UI(10, 10, 256, 64, f'{player.name}_frame')) # load the GUIs
# reset the map
for map in listMaps:
map.Reset()
for create in listCreated:
create.Reset()
elif keys[pygame.K_ESCAPE]:
selected_item.play() # play audio selected
currentPage = pages[1] # back to main menu
create_selectPlayer.destory_UI()
pygame.display.flip()
# opening scene function / credits and loading
def Opening():
global currentPage, title
window.fill((10, 10, 10))
# draw animated title
for ttle in title:
ttle.draw(window)
keys = pygame.key.get_just_pressed()
if keys[pygame.K_SPACE]:
player.location = 'base'
music.switch = True
music.toPlay = 1
del title
currentPage = pages[1]
pygame.display.flip()
# main function
def main():
run = True
while run:
# fps of the game
clock.tick(fps)
# check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False # exit the game
# draw the display
# intro
if currentPage == pages[0]:
Opening() # opening screen / loading and checking all resources
elif currentPage == pages[1]:
mainMenu() # main menu
elif currentPage == pages[2]: # settings
settings()
elif currentPage == pages[3]: # show credits
credits()
elif currentPage == pages[4]: # select player or characters
selectPlayer()
# in-game
elif currentPage == pages[5]: # go to game screen
# draw the map display
if player.location == 'base': # map 1
draw_base()
elif player.location == 'map2': # map 2
draw_map2()
elif player.location == 'map3': # map 3 - not yet done
draw_map3()
elif player.location == 'map4':
draw_map4()
elif player.location == 'BattleGround1':
draw_btg1()
elif player.location == 'bossFight':
draw_boss1()
elif currentPage == pages[6]:
PauseGame()
elif currentPage == pages[7]:
draw_weapons()
elif currentPage == pages[8]:
draw_vaultbox()
elif currentPage == pages[9]:
draw_craftbox()
elif currentPage == pages[10]:
draw_collectables()
elif currentPage == pages[11]: # open the monitor
draw_Monitor()
elif currentPage == pages[12]: # craftingtable
draw_craftingBook()
elif currentPage == pages[13]: # game over
draw_gameOver()
elif currentPage == pages[14]:
endGame()
elif currentPage == pages[-1]: # exit game
run = False
# for testing
music.switch_music()
pygame.quit()
# main program
if __name__=='__main__':
main()