Changed Projectstructure + Some changes on pygame-test
Added Username function Added Gameobjectposition lastframe Added prototype function stepping_movement Code cleanup
This commit is contained in:
@@ -1,5 +1,5 @@
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import Game
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import User
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import modules.Game as Game
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import modules.User as User
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import Controls
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import subprocess
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@@ -4,7 +4,7 @@ import time
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import threading
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import tkinter
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from turtle import left, width
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import User
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import modules.User as User
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import sys
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import tkinter as tk
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from direct import task
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@@ -1,5 +1,5 @@
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import User
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import Statics
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import modules.User as User
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import modules.Statics as Statics
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import Controls
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from math import pi, sin, cos
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130
pygame-tests/User.py
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130
pygame-tests/User.py
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@@ -0,0 +1,130 @@
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import sqlite3
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#from sqlite3.dbapi2 import Cursor
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# Start einer Userklasse
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# Lade, sofern vorhanden, Spieler aus der Datenbank
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class User:
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__usercount = 0
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__highscore = 0
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__uid = -1
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__username = ""
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__db_player_exist = 0
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__lastlogin = ""
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__played_time = 0
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__all_listed_users = list()
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#__sql_create_table = "CREATE TABLE IF NOT EXISTS user ( `id` INTEGER PRIMARY KEY, `username` VARCHAR(100) NOT NULL , `highscore` INT NOT NULL)"
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__sql_create_table = """CREATE TABLE IF NOT EXISTS "user" (
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"id" INTEGER UNIQUE,
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"username" VARCHAR(100) NOT NULL,
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"highscore" INT NOT NULL,
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"lastlogin" TEXT,
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"played_time" INTEGER,
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PRIMARY KEY("id")
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);"""
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__sqlhandle = 0 #Statichandle
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def __init__(self) -> None:
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print("Userklasse erstellt")
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if(len(self.__username) <= 0 or self.__user == "") and (self.__uid == -1):
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#print("Es existieren noch keine Daten!")
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if(self.__sqlhandle == 0):
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self.__sqlhandle = sqlite3.connect("user.db")
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cursor = self.__sqlhandle.cursor()
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cursor.execute(self.__sql_create_table)
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self.__sqlhandle.commit()
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def __del__(self):
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print("Userklasse zerstört")
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if(self.__sqlhandle != 0):
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print(self.__sqlhandle)
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print("Datenbank wird ordentlich geschlossen\n")
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self.__sqlhandle.close()
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#self.__sqlhandle = 0
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#print(self.__sqlhandle) Debug only
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def createuser(self, username :str):
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if(len(username) > 0):
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cursor = self.__sqlhandle.cursor()
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if(cursor != 0):
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if(self.__username == ""):
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print("SQLHANDLE:", self.__sqlhandle)
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sql = "INSERT INTO user (username, highscore, lastlogin) VALUES('"+username+"', 0, datetime())"
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try:
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cursor.execute(sql)
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self.__sqlhandle.commit()
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print("User hinzugefügt!")
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except:
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print("Es ist beim Erstellen es Spielers ein Fehler aufgetreten!")
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else:
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print("Scheinbar besteht keine Verbindung zur Datenbank")
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else:
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print("Es wurde kein Name übergeben")
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def select(self, username):
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sql = "SELECT * FROM user WHERE username ='"+username+"'"
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sql_update_login_date = "UPDATE user SET lastlogin = datetime() WHERE username = '"+username+"'"
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try:
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c = self.__sqlhandle.cursor()
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row = c.execute(sql)
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res = row.fetchone()
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c.execute(sql_update_login_date)
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self.__sqlhandle.commit()
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self.__uid = res[0]
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self.__username = res[1]
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self.__highscore = res[2]
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self.__lastlogin = res[3]
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except:
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print("Fehler bei der Nutzerauswahl")
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return False
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return True
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def getplayed_time(self):
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return self.__played_time
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def getlastlogin(self):
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return self.__lastlogin
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def getusername(self):
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return self.__username
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def gethighscore(self):
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return self.__highscore
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def getuid(self):
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return self.__uid
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def listallusers(self):
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cursor = self.__sqlhandle.cursor()
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for row in cursor.execute("SELECT * FROM user"):
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print("ID:",row[0],", Username:", row[1], ", Highscore:", row[2])
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self.__all_listed_users.append(row[1])
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print (self.__all_listed_users)
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cursor.close()
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self.__sqlhandle.commit()
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return self.__all_listed_users
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def checkuserdb(self):
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cursor = self.__sqlhandle.cursor()
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rows=cursor.execute("SELECT * FROM user")
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rows_count =len(list(rows))
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if(rows_count >= 1):
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#print("Es gibt", rows_count, "Datensätze")
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return True
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else:
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return False
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@@ -46,6 +46,8 @@ class GameObject():
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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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@@ -83,7 +85,36 @@ class GameObject():
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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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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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@@ -132,6 +163,12 @@ class GameObject():
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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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@@ -163,32 +200,30 @@ class Follower(GameObject):
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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]+60))
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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]-60))
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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]+60,pos[1]))
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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]-60,pos[1]))
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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(debug):
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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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def start_game():
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menu.disable()
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return 0
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def apply_name():
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menu.disable()
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def apply_name(input):
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print(input)
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if(len(input) <= 0):
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print("Kein Name eingegeben!")
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else:
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menu.disable()
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#TODO: Add function for save name
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pass
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@@ -200,7 +235,7 @@ def append_follwer(x,y):
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colided_objects.append(newfollower)
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menu = pygame_menu.Menu("Snake v1.0", 400, 300,)
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menu.add.text_input("Name: ", onreturn=apply_name)
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menu.add.text_input("Name: ", onreturn=(apply_name))
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menu.add.button('Play', start_game)
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menu.add.button('Quit', pygame_menu.events.EXIT)
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menu.mainloop(MAINSCREEN)
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@@ -208,7 +243,7 @@ menu.mainloop(MAINSCREEN)
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def spawn_entities(x:int, list_of_objects:list):
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count = 0
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for y in range(x):
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rect_size = rand.randint(50, 100)
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rect_size = 60
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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))
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Entity.get_name(True)
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list_of_objects.append(Entity)
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@@ -251,8 +286,10 @@ while active == True:
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Player.change_direction("left")
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Player.draw()
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Player.update_pos_lastframe(Player.get_position()[0], Player.get_position()[1], True)
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Player.move(5)
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print("Aktuell kollidierte Objekte: ", str(count_hidden_entities))
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print("Aktuelle Position: " + str(Player.get_position()))
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#print("Aktuell kollidierte Objekte: ", str(count_hidden_entities))
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#Spawns the Entities
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for y in spawned_entities:
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y:GameObject
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@@ -270,15 +307,28 @@ while active == True:
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#Zeichnet alle Verfolgerobjekte, sofern sie vorliegend sind
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#TODO: Follower sollen ab dem zweiten Objekt dem vorangegangenen Objekt folgen und nicht dem player
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#if(colided_objects):
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# colided_objects[0].set_position_player(Player.get_position(), Player.get_playermovedirection(), True)
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i=0
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if(colided_objects):
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pass
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#TODO:Berechne Position follower Objekte anhand Position aus letztem Frame
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for follower in colided_objects:
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follower:Follower
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follower.set_position_player(Player.get_position(), Player.get_playermovedirection(), True)
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if(len(colided_objects) >= 1):
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follower.set_position_player(follower.get_position(), Player.get_playermovedirection(), True)
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print("Zeichne: " + follower.get_name())
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if(i >= 0):
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#colided_objects[0].set_position_player(Player.get_position(), Player.get_playermovedirection(), True)
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pass
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if(i > 0 and i <= len(colided_objects)):
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#follower.set_position_player(colided_objects[i].get_position(), Player.get_playermovedirection(), True)
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pass
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follower.draw()
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i += 1
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if(count_hidden_entities == count_spawend_enities):
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print("WIN!!!")
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