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