Some changes on mechanics

This commit is contained in:
2023-12-30 12:37:07 +01:00
parent 1736feb94b
commit 06de20158f

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@@ -25,22 +25,24 @@ class GameObject():
__pos_x = int()
__pos_y = int()
__color = (0,0,0)
__size_rect = {"x":50, "y":50}
__size_rect = {"x":60, "y":60}
__movespeed = int()
__rectobjekt = pygame.Rect
__surface = MAINSCREEN
__hide = False
__collided = False
__is_player = False
__movedirection = {"up":False, "down":False, "left":False, "right":False}
def __init__(self, name:str, posx_init:int=0, posy_init:int=0, move_speed:int=0) -> None:
def __init__(self, name:str, posx_init:int=0, posy_init:int=0, move_speed:int=0, is_player:bool = False) -> None:
self.__name = name
self.__pos_x = posx_init
self.__pos_y = posy_init
self.__inital_pos_x = posx_init
self.__initial_pos_y = posx_init
self.__movespeed = move_speed
self.__is_player = is_player
#self.__rectobjekt = rect
def change_direction(self, direction:dict):
@@ -86,7 +88,12 @@ class GameObject():
#font = pygame.font.SysFont(None, 70)
#text = font.render("TEST", True, (0,0,0) )
if(self.__hide == False): # Update this --redraw each 10 pixels or self_size
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,self.__size_rect["x"],self.__size_rect["y"]])
if(self.__is_player == True):
self.__updatepos(self.__pos_x, self.__pos_y)
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__last_pos_x, self.__last_pos_y,self.__size_rect["x"],self.__size_rect["y"]])
else:
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,self.__size_rect["x"],self.__size_rect["y"]])
def get_rect(self):
return self.__rectobjekt
@@ -94,6 +101,12 @@ class GameObject():
def get_movespeed(self):
return self.__movespeed
def __updatepos(self, posx, posy):
if posx == (self.__last_pos_x + self.__size_rect["x"]): self.__last_pos_x = self.__pos_x
if posy == (self.__last_pos_y + self.__size_rect["y"]): self.__last_pos_y = self.__pos_y
print("x= "+str(self.__last_pos_x)+" y= "+str(self.__last_pos_y), end="\r")
pass
def is_collided(self) -> bool:
return self.__collided
@@ -110,12 +123,9 @@ class GameObject():
self.set_collided()
#self.hide() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
def draw_follower(self, *Entities:tuple):
def draw_follower(self, Player):
"""Für alle Collidierten Gameobjects"""
for x in Entities:
y = GameObject(x)
if(y.is_collided() == True):
print("REST")
#print("Zeichne verfolger")
def hide(self):
if(self.__hide != True):
@@ -135,13 +145,21 @@ def spawn_entities(x:int):
return list(Objects)
Player = GameObject("Player", 10, 10)
Player = GameObject("Player", 10, 10, is_player=False)
background = pygame.surface.Surface((640,480))
#Behandelt später die Hauptschleife und Klassenobjekte
class Game():
__state = {"win":False, "lose":False, "paused":False}
def __init__(self) -> None:
pass
x = 3600
invert = False
spawned_entities = spawn_entities(10) #Spawnt eine definierte Anzahl an GameObjekten
spawned_entities = spawn_entities(25) #Spawnt eine definierte Anzahl an GameObjekten
count_spawend_enities = len(spawned_entities)
#Fenster-Hauptschleife
while active == True:
MAINSCREEN.fill((255,255,255))
@@ -165,17 +183,22 @@ while active == True:
Player.change_direction("left")
Player.draw()
Player.move(2)
Player.move(12)
count_hidden_entities = 0
for y in spawned_entities:
y:GameObject
y.draw()
y.collide(Player)
if(y.is_collided() == True):
y.hide()
count_hidden_entities += 1
Player.draw_follower(y)
#spawned_entities.remove(y)
Player.draw_follower(spawned_entities)
if(count_hidden_entities == count_spawend_enities):
print("WIN!!!")
break
if(x == 0):
for y in spawned_entities: