Spawn entities with ID-Tag + Code cleanup

This commit is contained in:
2023-12-27 21:57:57 +01:00
parent 3f9c38d172
commit 3cd688c3e2

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@@ -3,7 +3,8 @@ import pygame_menu
import random as rnd import random as rnd
pygame.init() pygame.init()
MAINSCREEN = pygame.display.set_mode((640,480)) MAINSCREEN_SIZE = (1024,768)
MAINSCREEN = pygame.display.set_mode(MAINSCREEN_SIZE)
pygame.display.set_caption("Testgame") pygame.display.set_caption("Testgame")
WEISS = ( 255, 255, 255) WEISS = ( 255, 255, 255)
@@ -22,11 +23,11 @@ class GameObject():
__pos_x = int() __pos_x = int()
__pos_y = int() __pos_y = int()
__color = (0,0,0) __color = (0,0,0)
__rect_size = [] __size_rect = {"x":50, "y":50}
__movespeed = int() __movespeed = int()
__rectobjekt = pygame.Rect __rectobjekt = pygame.Rect
__surface = MAINSCREEN __surface = MAINSCREEN
__removed = False __hide = False
__collided = False __collided = False
__movedirection = {"up":False, "down":False, "left":False, "right":False} __movedirection = {"up":False, "down":False, "left":False, "right":False}
@@ -38,10 +39,6 @@ class GameObject():
self.__movespeed = move_speed self.__movespeed = move_speed
#self.__rectobjekt = rect #self.__rectobjekt = rect
def __del__(self):
#print("\nKlasse gelöscht", end="\n")
pass
def change_direction(self, direction:dict): def change_direction(self, direction:dict):
if(direction): if(direction):
for key in self.__movedirection.keys(): for key in self.__movedirection.keys():
@@ -57,32 +54,35 @@ class GameObject():
if(self.__movedirection['up']): if(self.__movedirection['up']):
if(not speed): self.__pos_y -= MOVE_SPEED if(not speed): self.__pos_y -= MOVE_SPEED
else: self.__pos_y -= speed[0] else: self.__pos_y -= speed[0]
if(self.__pos_y <= -100): if(self.__pos_y <= -self.__size_rect["y"]):
self.__pos_y += 580 self.__pos_y = MAINSCREEN_SIZE[1]
elif(self.__movedirection['down']): elif(self.__movedirection['down']):
if(not speed): self.__pos_y += MOVE_SPEED if(not speed): self.__pos_y += MOVE_SPEED
else: self.__pos_y += speed[0] else: self.__pos_y += speed[0]
if(self.__pos_y >= (self.__surface.get_size()[1])): self.__pos_y = -100 if(self.__pos_y >= MAINSCREEN_SIZE[1]):
self.__pos_y = -self.__size_rect["y"]
elif(self.__movedirection['left']): elif(self.__movedirection['left']):
if(not speed): self.__pos_x -= MOVE_SPEED if(not speed): self.__pos_x -= MOVE_SPEED
else: self.__pos_x -= speed[0] else: self.__pos_x -= speed[0]
if(self.__pos_x <= -100): self.__pos_x = 680 if(self.__pos_x <= -self.__size_rect["x"]):
self.__pos_x = MAINSCREEN_SIZE[0]
elif(self.__movedirection['right']): elif(self.__movedirection['right']):
if(not speed): self.__pos_x += MOVE_SPEED if(not speed): self.__pos_x += MOVE_SPEED
else: self.__pos_x += speed[0] else: self.__pos_x += speed[0]
if(self.__pos_x >= (self.__surface.get_size()[0])): self.__pos_x = -100 if(self.__pos_x >= MAINSCREEN_SIZE[0]):
self.__pos_x = -self.__size_rect["x"]
print("Objekt-Koordinaten "+self.__name+"= X: "+str(self.__rectobjekt.x)+" Y: "+str(self.__rectobjekt.y), end="\r") #print("Objekt-Koordinaten "+self.__name+"= X: "+str(self.__rectobjekt.x)+" Y: "+str(self.__rectobjekt.y), end="\r")
def draw(self): def draw(self):
#font = pygame.font.SysFont(None, 70) #font = pygame.font.SysFont(None, 70)
#text = font.render("TEST", True, (0,0,0) ) #text = font.render("TEST", True, (0,0,0) )
if(self.__removed == False): if(self.__hide == False):
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,20,20]) 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): def get_rect(self):
return self.__rectobjekt return self.__rectobjekt
@@ -90,7 +90,7 @@ class GameObject():
def get_movespeed(self): def get_movespeed(self):
return self.__movespeed return self.__movespeed
def is_collided(self): def is_collided(self) -> bool:
return self.__collided return self.__collided
def set_collided(self): def set_collided(self):
@@ -101,10 +101,10 @@ class GameObject():
#print(GameObject.get_rect()) #print(GameObject.get_rect())
"""TODO: Hitbox with Objectsize""" """TODO: Hitbox with Objectsize"""
if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect())): if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect()) and not self.is_collided()):
print("\nKollision") #Funktioniert für das erste! print("Kollision\n") #Funktioniert für das erste!
self.set_collided() self.set_collided()
self.remove() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject #self.hide() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
def draw_follower(self, *Entities:tuple): def draw_follower(self, *Entities:tuple):
"""Für alle Collidierten Gameobjects""" """Für alle Collidierten Gameobjects"""
@@ -112,26 +112,26 @@ class GameObject():
y = GameObject(x) y = GameObject(x)
if(y.is_collided() == True): if(y.is_collided() == True):
print("REST") print("REST")
def remove(self): def hide(self):
print("Gameoject mit der ID " + self.__name + " gelöscht!") if(self.__hide != True):
self.__removed = True print("Gameoject mit der ID " + self.__name + " gelöscht!")
self.__hide = True
"""TODO: Delete obeject function""" """TODO: Delete obeject function"""
def spawn_entities(x:int): def spawn_entities(x:int):
Objects = list() Objects = list()
count = 0
for y in range(x): for y in range(x):
Objects.append(GameObject("TEST", rnd.randint(1,640), rnd.randint(1,480), rnd.randint(1,10))) Objects.append(GameObject("Entitiy-"+str(count), rnd.randint(1,MAINSCREEN_SIZE[0]), rnd.randint(1,MAINSCREEN_SIZE[1]), rnd.randint(1,15)))
count += 1
for x in Objects: for x in Objects:
print(x) print(x)
return tuple(Objects) return list(Objects)
Player = GameObject("Testobject", 10, 10) Player = GameObject("Player", 10, 10)
background = pygame.surface.Surface((640,480)) background = pygame.surface.Surface((640,480))
@@ -144,6 +144,7 @@ while active == True:
for event in pygame.event.get(): for event in pygame.event.get():
if (event.type == pygame.QUIT): if (event.type == pygame.QUIT):
print("Programm wird geschlossen!") print("Programm wird geschlossen!")
print(spawned_entities)
active = False active = False
elif (event.type == pygame.KEYDOWN): elif (event.type == pygame.KEYDOWN):
if (event.key == pygame.K_UP): if (event.key == pygame.K_UP):
@@ -160,12 +161,15 @@ while active == True:
Player.change_direction("left") Player.change_direction("left")
Player.draw() Player.draw()
Player.move(5) Player.move(2)
for y in spawned_entities: for y in spawned_entities:
y:GameObject
y.draw() y.draw()
y.collide(Player) y.collide(Player)
y.remove if(y.is_collided() == True):
y.hide()
Player.draw_follower(spawned_entities) Player.draw_follower(spawned_entities)