Objectsclass with movement implemented

TODO: Check for bordercollision and change of direction
This commit is contained in:
2023-12-25 20:52:59 +01:00
parent c9d8a28683
commit 2286458632

View File

@@ -1,7 +1,7 @@
import pygame
pygame.init()
screen = pygame.display.set_mode((640,480))
MAINSCREEN = pygame.display.set_mode((640,480))
pygame.display.set_caption("Testgame")
WEISS = ( 255, 255, 255)
@@ -9,12 +9,6 @@ active = True
clock = pygame.time.Clock()
Testobjekt = {"name":"testobjekt",
"posx":0,
"posy":0
}
# Definieren der Variablen
ballpos_x = 10
ballpos_y = 10
@@ -23,30 +17,77 @@ class GameObjekt():
__name = str()
__pos_x = int()
__pos_y = int()
__color = (0,0,0)
__rectobjekt = pygame.Rect
__surface = MAINSCREEN
def __init__(self, name:str, posx:int, posy:int, *rect:pygame.Rect) -> None:
__movedirection = {"up":False, "down":False, "left":False, "right":False}
def __init__(self, name:str, posx_init:int=0, posy_init:int=0) -> None:
self.__name = name
self.__pos_x = posx
self.__pos_y = posy
self.__rectobjekt = rect
self.__pos_x = posx_init
self.__pos_y = posy_init
#self.__rectobjekt = rect
def change_direction(self, direction:dict):
if(direction):
self.__movedirection[direction] = True
print(self.__movedirection[direction])
pass
def move(self, x):
MOVE_SPEED = 5
def move(self, *speed:int):
MOVE_SPEED = 1
#self.__rectobjekt.x += MOVE_SPEED
print(self.__rectobjekt)
if(self.__movedirection['up']):
self.__movedirection['down'] = False
if(not speed): self.__pos_y -= MOVE_SPEED
else: self.__pos_y -= speed[0]
if(self.__pos_y <= -100):
self.__pos_y += 580
if(self.__movedirection['down']):
self.__movedirection['up'] = False
if(not speed): self.__pos_y += MOVE_SPEED
else: self.__pos_y += speed[0]
if(self.__pos_y >= (self.__surface.get_size()[1])+100): self.__pos_y = -100
if(self.__movedirection['left']):
self.__movedirection['right'] = False
if(not speed): self.__pos_x += MOVE_SPEED
else: self.__pos_x += speed[0]
if(self.__movedirection['right']):
self.__movedirection['left'] = False
if(not speed): self.__pos_x += MOVE_SPEED
else: self.__pos_x -= speed[0]
for key, value in self.__movedirection.items():
value = False
print("Objekt-Koordinaten= X: "+str(self.__rectobjekt.x)+" Y: "+str(self.__rectobjekt.y)+"", end="\r")
self.__movedirection['up'] = False
self.__movedirection['down'] = False
self.__movedirection['left'] = False
self.__movedirection['right'] = False
def draw(self):
#font = pygame.font.SysFont(None, 70)
#text = font.render("TEST", True, (0,0,0) )
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,100,100])
def get_rect(self):
return self.__rectobjekt
background = pygame.Surface((640,480)) #Erstellt eine Obfläche mit der Größe des Fensters
rect2 = pygame.draw.rect(background,(0,255,255),(20,20,40,40))
rect1 = pygame.draw.ellipse(screen, (0,0,0), [ballpos_x, ballpos_y, 20, 20])
Player = GameObjekt("Test", 0,0,rect1)
object1 = GameObjekt("Testobject")
background = pygame.surface.Surface((640,480))
invert = False
#Fenster-Hauptschleife
while active == True:
MAINSCREEN.fill((255,255,255))
for event in pygame.event.get():
if (event.type == pygame.QUIT):
print("Programm wird geschlossen!")
@@ -54,31 +95,57 @@ while active == True:
elif (event.type == pygame.KEYDOWN):
if (event.key == pygame.K_UP):
print("Keydown")
print(rect2.x)
background.get_rect()
#rect1.move(ballpos_x, ballpos_y)
Player.move(5)
ballpos_y -= 10
object1.change_direction("up")
elif (event.key == pygame.K_DOWN):
print("Keydown")
object1.change_direction("down")
#rect1.move(ballpos_x, ballpos_y)
ballpos_y += 10
elif (event.key == pygame.K_RIGHT):
print("Keydown")
object1.change_direction("right")
#rect1.move(ballpos_x, ballpos_y)
ballpos_x += 10
elif (event.key == pygame.K_LEFT):
print("Keydown")
object1.change_direction("left")
#rect1.move(ballpos_x, ballpos_y)
ballpos_x -= 10
object1.draw()
object1.move(10)
"""
rect1 = pygame.draw.rect(MAINSCREEN, (0,0,0), [ballpos_x,ballpos_y,100,100])
if(not invert):
#if ballpos_x <= (MAINSCREEN.get_size()[0]): ballpos_x += 1
if ballpos_y <= (MAINSCREEN.get_size()[1]): ballpos_y += 1
#if(ballpos_x >= MAINSCREEN.get_size()[0]): ballpos_x = int(-100)
if(ballpos_y >= MAINSCREEN.get_size()[1]): ballpos_y = int(-100)
"""
"""
Lässt das Rechteck diagonal auf- und ablaufen
if(not invert):
if ballpos_x < (MAINSCREEN.get_size()[0]-100): ballpos_x += 1
if ballpos_y < (MAINSCREEN.get_size()[1]-100): ballpos_y += 1
else:
if ballpos_x != 0: ballpos_x -= 1
if ballpos_y != 0: ballpos_y -= 1
if(ballpos_x == (MAINSCREEN.get_size()[0]-100) and ballpos_y == (MAINSCREEN.get_size()[1]-100)):
invert = True
if(ballpos_x == 0 and ballpos_y == 0):
invert = False
"""
#print("Objekt-Koordinaten= X: "+str(rect1.x)+" Y: "+str(rect1.y)+"", end="\r")
#Displayflip sorgt dafür, dass das Fenster entsprechend der Tickrate aktualisiert wird
#pygame.display.flip()
rect2.move(100, 10)
screen.blit(background,(0,0))
pygame.display.flip()
clock.tick(60)