Switched GameObjects class and Follower childclass to modules directory
This commit is contained in:
196
modules/GameObject.py
Normal file
196
modules/GameObject.py
Normal file
@@ -0,0 +1,196 @@
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import pygame
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class GameObject():
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__color = (0,0,0)
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__size_rect_x:int
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__size_rect_y:int
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__movespeed = int()
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__rectobjekt:pygame.Rect
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__surface:pygame.Surface
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__mainscreensize:tuple
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__hide = False
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__collided = False
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__is_player = False
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__is_rect = False
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__has_follower = False
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count = 0
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__movedirection = {"up":False, "down":False, "left":False, "right":False}
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def __init__(self, name:str, surface, mainscreensize:tuple, posx_init:int=0, posy_init:int=0, move_speed:int=0, is_player:bool = False, is_rect:bool = True, rect_size:tuple = (10,10)) -> 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.pos_array = (posx_init,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.__is_rect = is_rect
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self.__size_rect_x = rect_size[0]
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self.__size_rect_y = rect_size[1]
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self.count += 1
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self.__pos_lf_x = 0
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self.__pos_lf_y = 0
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self.__surface = surface
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self.__mainscreensize = mainscreensize
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#self.__rectobjekt = rect
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def change_direction(self, direction:dict):
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if(direction):
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for key in self.__movedirection.keys():
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self.__movedirection[key] = False
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self.__movedirection[direction] = True
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print(direction)
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pass
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def move(self, *speed:int):
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MOVE_SPEED = 1
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#self.__rectobjekt.x += MOVE_SPEED
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if(self.__movedirection['up']):
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if(not speed): self.__pos_y -= MOVE_SPEED
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else: self.__pos_y -= speed[0]
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if(self.__pos_y <= -self.__size_rect_y):
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self.__pos_y = self.__mainscreensize[1]
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elif(self.__movedirection['down']):
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if(not speed): self.__pos_y += MOVE_SPEED
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else: self.__pos_y += speed[0]
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if(self.__pos_y >= self.__mainscreensize[1]):
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self.__pos_y = -self.__size_rect_y
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elif(self.__movedirection['left']):
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if(not speed): self.__pos_x -= MOVE_SPEED
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else: self.__pos_x -= speed[0]
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if(self.__pos_x <= -self.__size_rect_x):
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self.__pos_x = self.__mainscreensize[0]
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elif(self.__movedirection['right']):
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if(not speed): self.__pos_x += MOVE_SPEED
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else: self.__pos_x += speed[0]
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if(self.__pos_x >= self.__mainscreensize[0]):
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self.__pos_x = -self.__size_rect_x
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def move_in_steps(self, *speed:int, steps=10):
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MOVE_SPEED = 1
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#self.__rectobjekt.x += MOVE_SPEED
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if(self.__movedirection['up']):
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if(not speed): self.__pos_y -= MOVE_SPEED
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else: self.__pos_y -= speed[0]
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if(self.__pos_y <= -self.__size_rect_y):
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self.__pos_y = self.__mainscreensize[1]
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elif(self.__movedirection['down']):
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if(not speed): self.__pos_y += MOVE_SPEED
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else: self.__pos_y += speed[0]
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if(self.__pos_y >= self.__mainscreensize[1]):
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self.__pos_y = -self.__size_rect_y
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elif(self.__movedirection['left']):
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if(not speed): self.__pos_x -= MOVE_SPEED
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else: self.__pos_x -= speed[0]
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if(self.__pos_x <= -self.__size_rect_x):
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self.__pos_x = self.__mainscreensize[0]
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elif(self.__movedirection['right']):
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if(not speed): self.__pos_x += MOVE_SPEED
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else: self.__pos_x += speed[0]
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if(self.__pos_x >= self.__mainscreensize[0]):
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self.__pos_x = -self.__size_rect_x
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#print("Objekt-Koordinaten "+self.__name+"= X: "+str(self.__rectobjekt.x)+" Y: "+str(self.__rectobjekt.y), end="\r")
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def draw(self):
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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(not self.__hide):
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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_name(self, debug=False):
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if(debug):
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print(self.__name)
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return self.__name
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def get_position(self, debug=False):
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if(debug):
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print((self.__pos_x, self.__pos_y))
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return (self.__pos_x, self.__pos_y)
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def get_rect(self):
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return self.__rectobjekt
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def get_rect_size(self):
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return (self.__size_rect_x, self.__size_rect_y)
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def get_movespeed(self):
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return self.__movespeed
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def get_playermovedirection(self):
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return self.__movedirection
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def has_follower(self):
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return self.__has_follower
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def set_follower(self):
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self.__has_follower = True
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def is_collided(self) -> bool:
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return self.__collided
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def set_collided(self):
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self.__collided = True
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def set_position(self, pos:tuple):
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self.__pos_x = pos[0]
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self.__pos_y = pos[1]
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def update_pos_lastframe(self,x,y,debug=False):
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if (debug):
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print("Letzte Position: " + str((x,y)))
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self.__pos_lf_x = x
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self.__pos_lf_y = y
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def collide(self, GameObject) -> bool:
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#print(GameObject)
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#print(GameObject.get_rect())
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"""TODO: Hitbox with Objectsize"""
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if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect()) and not self.is_collided()):
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print("Kollision\n") #Funktioniert für das erste!
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self.set_collided()
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return True
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#self.hide() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
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return False
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def hide(self):
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if(self.__hide != True):
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print("Gameoject mit der ID " + self.__name + " gelöscht!")
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self.__hide = True
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"""TODO: Delete obeject function"""
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class Follower(GameObject):
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def __init__(self, name: str, surface, mainscreensize: tuple, posx_init: int = 0, posy_init: int = 0, move_speed: int = 0, is_player: bool = False, is_rect: bool = True, rect_size: tuple = ...) -> None:
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super().__init__(name, surface, mainscreensize, posx_init, posy_init, move_speed, is_player, is_rect, rect_size)
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def set_position_player(self, pos:tuple, playermovedirection:list, debug=False):
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if(playermovedirection["up"]):
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super().set_position((pos[0],pos[1]+super().get_rect_size()[1]))
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print(pos)
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if(playermovedirection["down"]):
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super().set_position((pos[0],pos[1]-super().get_rect_size()[1]))
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print(pos)
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if(playermovedirection["left"]):
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super().set_position((pos[0]+super().get_rect_size()[0],pos[1]))
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print(pos)
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if(playermovedirection["right"]):
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super().set_position((pos[0]-super().get_rect_size()[0],pos[1]))
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print(pos)
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def test(self):
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print(super().get_position())
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200
pygame-test.py
200
pygame-test.py
@@ -3,6 +3,7 @@ import pygame_menu
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import random as rand
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import random as rand
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from copy import deepcopy
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from copy import deepcopy
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import modules.User as User
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import modules.User as User
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from modules.GameObject import *
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pygame.init()
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pygame.init()
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MAINSCREEN_SIZE = (1024,768)
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MAINSCREEN_SIZE = (1024,768)
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@@ -18,175 +19,7 @@ clock = pygame.time.Clock()
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#TODO: Make Grid for running Rect
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#TODO: Make Grid for running Rect
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class GameObject():
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__color = (0,0,0)
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__size_rect_x:int
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__size_rect_y:int
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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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__is_rect = False
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__has_follower = False
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count = 0
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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, is_player:bool = False, is_rect:bool = True, rect_size:tuple = (10,10)) -> 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.pos_array = (posx_init,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.__is_rect = is_rect
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self.__size_rect_x = rect_size[0]
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self.__size_rect_y = rect_size[1]
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self.count += 1
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self.__pos_lf_x = 0
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self.__pos_lf_y = 0
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#self.__rectobjekt = rect
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def change_direction(self, direction:dict):
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if(direction):
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for key in self.__movedirection.keys():
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self.__movedirection[key] = False
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self.__movedirection[direction] = True
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print(direction)
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pass
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def move(self, *speed:int):
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MOVE_SPEED = 1
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#self.__rectobjekt.x += MOVE_SPEED
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if(self.__movedirection['up']):
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if(not speed): self.__pos_y -= MOVE_SPEED
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else: self.__pos_y -= speed[0]
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if(self.__pos_y <= -self.__size_rect_y):
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self.__pos_y = MAINSCREEN_SIZE[1]
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elif(self.__movedirection['down']):
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if(not speed): self.__pos_y += MOVE_SPEED
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else: self.__pos_y += speed[0]
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if(self.__pos_y >= MAINSCREEN_SIZE[1]):
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self.__pos_y = -self.__size_rect_y
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elif(self.__movedirection['left']):
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if(not speed): self.__pos_x -= MOVE_SPEED
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else: self.__pos_x -= speed[0]
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if(self.__pos_x <= -self.__size_rect_x):
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self.__pos_x = MAINSCREEN_SIZE[0]
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elif(self.__movedirection['right']):
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if(not speed): self.__pos_x += MOVE_SPEED
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else: self.__pos_x += speed[0]
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if(self.__pos_x >= MAINSCREEN_SIZE[0]):
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self.__pos_x = -self.__size_rect_x
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def move_in_steps(self, *speed:int, steps=10):
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MOVE_SPEED = 1
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#self.__rectobjekt.x += MOVE_SPEED
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if(self.__movedirection['up']):
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if(not speed): self.__pos_y -= MOVE_SPEED
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else: self.__pos_y -= speed[0]
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if(self.__pos_y <= -self.__size_rect_y):
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self.__pos_y = MAINSCREEN_SIZE[1]
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elif(self.__movedirection['down']):
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if(not speed): self.__pos_y += MOVE_SPEED
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else: self.__pos_y += speed[0]
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if(self.__pos_y >= MAINSCREEN_SIZE[1]):
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self.__pos_y = -self.__size_rect_y
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elif(self.__movedirection['left']):
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if(not speed): self.__pos_x -= MOVE_SPEED
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else: self.__pos_x -= speed[0]
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if(self.__pos_x <= -self.__size_rect_x):
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self.__pos_x = MAINSCREEN_SIZE[0]
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elif(self.__movedirection['right']):
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if(not speed): self.__pos_x += MOVE_SPEED
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else: self.__pos_x += speed[0]
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if(self.__pos_x >= MAINSCREEN_SIZE[0]):
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self.__pos_x = -self.__size_rect_x
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#print("Objekt-Koordinaten "+self.__name+"= X: "+str(self.__rectobjekt.x)+" Y: "+str(self.__rectobjekt.y), end="\r")
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def draw(self):
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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(not self.__hide):
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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_name(self, debug=False):
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if(debug):
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print(self.__name)
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return self.__name
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def get_position(self, debug=False):
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if(debug):
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print((self.__pos_x, self.__pos_y))
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return (self.__pos_x, self.__pos_y)
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def get_rect(self):
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return self.__rectobjekt
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def get_rect_size(self):
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return (self.__size_rect_x, self.__size_rect_y)
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def get_movespeed(self):
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return self.__movespeed
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def get_playermovedirection(self):
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return self.__movedirection
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def has_follower(self):
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return self.__has_follower
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def set_follower(self):
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self.__has_follower = True
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def is_collided(self) -> bool:
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return self.__collided
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def set_collided(self):
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self.__collided = True
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def set_position(self, pos:tuple):
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self.__pos_x = pos[0]
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self.__pos_y = pos[1]
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def update_pos_lastframe(self,x,y,debug=False):
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if (debug):
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print("Letzte Position: " + str((x,y)))
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self.__pos_lf_x = x
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self.__pos_lf_y = y
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|
||||||
|
|
||||||
def collide(self, GameObject) -> bool:
|
|
||||||
#print(GameObject)
|
|
||||||
#print(GameObject.get_rect())
|
|
||||||
"""TODO: Hitbox with Objectsize"""
|
|
||||||
|
|
||||||
if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect()) and not self.is_collided()):
|
|
||||||
print("Kollision\n") #Funktioniert für das erste!
|
|
||||||
self.set_collided()
|
|
||||||
return True
|
|
||||||
#self.hide() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
|
|
||||||
return False
|
|
||||||
|
|
||||||
def hide(self):
|
|
||||||
if(self.__hide != True):
|
|
||||||
print("Gameoject mit der ID " + self.__name + " gelöscht!")
|
|
||||||
self.__hide = True
|
|
||||||
"""TODO: Delete obeject function"""
|
|
||||||
|
|
||||||
#Behandelt später die Hauptschleife und Klassenobjekte
|
#Behandelt später die Hauptschleife und Klassenobjekte
|
||||||
class Game():
|
class Game():
|
||||||
@@ -195,26 +28,6 @@ class Game():
|
|||||||
pass
|
pass
|
||||||
#Handles all collided objects an adds it as Playerfollower
|
#Handles all collided objects an adds it as Playerfollower
|
||||||
|
|
||||||
class Follower(GameObject):
|
|
||||||
def __init__(self, name: str, posx_init: int = 0, posy_init: int = 0, move_speed: int = 0, is_player: bool = False, is_rect: bool = True, rect_size: tuple = (10, 10)) -> None:
|
|
||||||
super().__init__(name, posx_init, posy_init, move_speed, is_player, is_rect, rect_size)
|
|
||||||
|
|
||||||
def set_position_player(self, pos:tuple, playermovedirection:list, debug=False):
|
|
||||||
if(playermovedirection["up"]):
|
|
||||||
super().set_position((pos[0],pos[1]+super().get_rect_size()[1]))
|
|
||||||
print(pos)
|
|
||||||
if(playermovedirection["down"]):
|
|
||||||
super().set_position((pos[0],pos[1]-super().get_rect_size()[1]))
|
|
||||||
print(pos)
|
|
||||||
if(playermovedirection["left"]):
|
|
||||||
super().set_position((pos[0]+super().get_rect_size()[0],pos[1]))
|
|
||||||
print(pos)
|
|
||||||
if(playermovedirection["right"]):
|
|
||||||
super().set_position((pos[0]-super().get_rect_size()[0],pos[1]))
|
|
||||||
print(pos)
|
|
||||||
def test(self):
|
|
||||||
print(super().get_position())
|
|
||||||
|
|
||||||
def start_game():
|
def start_game():
|
||||||
menu.disable()
|
menu.disable()
|
||||||
return 0
|
return 0
|
||||||
@@ -239,7 +52,7 @@ count_follower = 0
|
|||||||
|
|
||||||
def append_follwer(x,y):
|
def append_follwer(x,y):
|
||||||
print("x: "+str(x), "y: "+str(y))
|
print("x: "+str(x), "y: "+str(y))
|
||||||
newfollower = Follower("Follower "+str(count_follower), is_rect=True, rect_size=(x,y))
|
newfollower = Follower("Follower "+str(count_follower), MAINSCREEN, MAINSCREEN_SIZE, is_rect=True, rect_size=(x,y))
|
||||||
colided_objects.append(newfollower)
|
colided_objects.append(newfollower)
|
||||||
|
|
||||||
User = User.User()
|
User = User.User()
|
||||||
@@ -254,12 +67,12 @@ def spawn_entities(x:int, list_of_objects:list):
|
|||||||
count = 0
|
count = 0
|
||||||
for y in range(x):
|
for y in range(x):
|
||||||
rect_size = 60
|
rect_size = 60
|
||||||
Entity = GameObject("Entitiy-"+str(count), rand.randint(1,MAINSCREEN_SIZE[0]), rand.randint(1,MAINSCREEN_SIZE[1]), rand.randint(1,15), is_rect=True, rect_size=(rect_size,rect_size))
|
Entity = GameObject("Entitiy-"+str(count), MAINSCREEN, MAINSCREEN_SIZE, rand.randint(1,MAINSCREEN_SIZE[0]), rand.randint(1,MAINSCREEN_SIZE[1]), rand.randint(1,15), is_rect=True, rect_size=(rect_size,rect_size))
|
||||||
Entity.get_name(True)
|
Entity.get_name(True)
|
||||||
list_of_objects.append(Entity)
|
list_of_objects.append(Entity)
|
||||||
count += 1
|
count += 1
|
||||||
|
|
||||||
Player = GameObject("Player", 10, 10, 10, is_player=False, is_rect=True, rect_size=(50,50))
|
Player = GameObject("Player", MAINSCREEN, MAINSCREEN_SIZE, 10, 10, 10, is_player=False, is_rect=True, rect_size=(50,50))
|
||||||
|
|
||||||
background = pygame.surface.Surface((640,480))
|
background = pygame.surface.Surface((640,480))
|
||||||
|
|
||||||
@@ -326,14 +139,13 @@ while active == True:
|
|||||||
pass
|
pass
|
||||||
|
|
||||||
#TODO:Berechne Position follower Objekte anhand Position aus letztem Frame
|
#TODO:Berechne Position follower Objekte anhand Position aus letztem Frame
|
||||||
|
|
||||||
for follower in colided_objects:
|
for follower in colided_objects:
|
||||||
follower:Follower
|
follower:Follower
|
||||||
if(i >= 0):
|
if(i >= 0):
|
||||||
#colided_objects[0].set_position_player(Player.get_position(), Player.get_playermovedirection(), True)
|
colided_objects[0].set_position_player(Player.get_position(), Player.get_playermovedirection(), True)
|
||||||
pass
|
pass
|
||||||
if(i > 0 and i <= len(colided_objects)):
|
if(i > 0 and i <= len(colided_objects)):
|
||||||
#follower.set_position_player(colided_objects[i].get_position(), Player.get_playermovedirection(), True)
|
#colided_objects[i].set_position_player(follower.set_position(colided_objects[i-1].get_position()), Player.get_playermovedirection(), True)
|
||||||
pass
|
pass
|
||||||
follower.draw()
|
follower.draw()
|
||||||
i += 1
|
i += 1
|
||||||
|
|||||||
Reference in New Issue
Block a user