Added collision control

TODO: Add playerfollower after collide
This commit is contained in:
2023-12-27 19:24:35 +01:00
parent 25068cbb2b
commit a1ee99e713

View File

@@ -15,15 +15,19 @@ clock = pygame.time.Clock()
ballpos_x = 10
ballpos_y = 10
#TODO: Make Grid for running Rect
class GameObject():
__name = str()
__pos_x = int()
__pos_y = int()
__color = (0,0,0)
__rect_size = []
__movespeed = int()
__rectobjekt = pygame.Rect
__surface = MAINSCREEN
__removed = False
__collided = False
__movedirection = {"up":False, "down":False, "left":False, "right":False}
@@ -78,7 +82,7 @@ class GameObject():
#font = pygame.font.SysFont(None, 70)
#text = font.render("TEST", True, (0,0,0) )
if(self.__removed == False):
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,100,100])
self.__rectobjekt = pygame.draw.rect(self.__surface, self.__color, [self.__pos_x, self.__pos_y,20,20])
def get_rect(self):
return self.__rectobjekt
@@ -86,15 +90,30 @@ class GameObject():
def get_movespeed(self):
return self.__movespeed
def is_collided(self):
return self.__collided
def set_collided(self):
self.__collided = True
def collide(self, GameObject):
#print(GameObject)
#print(GameObject.get_rect())
if(self.get_rect().x == GameObject.get_rect().x and self.get_rect().y == GameObject.get_rect().y):
"""TODO: Hitbox with Objectsize"""
if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect())):
print("Kollision")
pass
print("\nKollision") #Funktioniert für das erste!
self.set_collided()
self.remove() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
def draw_follower(self, *Entities:tuple):
"""Für alle Collidierten Gameobjects"""
for x in Entities:
y = GameObject(x)
if(y.is_collided() == True):
print("REST")
def remove(self):
print("Gameoject mit der ID " + self.__name + " gelöscht!")
@@ -112,14 +131,13 @@ def spawn_entities(x:int):
return tuple(Objects)
object1 = GameObject("Testobject", 50, 50)
object2 = GameObject("Testobject2", 100, 100)
Player = GameObject("Testobject", 10, 10)
background = pygame.surface.Surface((640,480))
x = 3600
invert = False
spawned_enteties = spawn_entities(5)
spawned_entities = spawn_entities(50) #Spawnt eine definierte Anzahl an GameObjekten
#Fenster-Hauptschleife
while active == True:
MAINSCREEN.fill((255,255,255))
@@ -130,36 +148,29 @@ while active == True:
elif (event.type == pygame.KEYDOWN):
if (event.key == pygame.K_UP):
print("Keydown")
object1.change_direction("up")
Player.change_direction("up")
elif (event.key == pygame.K_DOWN):
print("Keydown")
object1.change_direction("down")
#rect1.move(ballpos_x, ballpos_y)
Player.change_direction("down")
elif (event.key == pygame.K_RIGHT):
print("Keydown")
object1.change_direction("right")
#rect1.move(ballpos_x, ballpos_y)
ballpos_x += 10
Player.change_direction("right")
elif (event.key == pygame.K_LEFT):
print("Keydown")
object1.change_direction("left")
#rect1.move(ballpos_x, ballpos_y)
ballpos_x -= 10
Player.change_direction("left")
for y in spawned_enteties:
Player.draw()
Player.move(5)
for y in spawned_entities:
y.draw()
y.move(y.get_movespeed())
y.collide(Player)
y.remove
object1.draw()
object1.move(10)
object2.draw()
object2.move(1)
object2.collide(object1)
Player.draw_follower(spawned_entities)
if(x == 0):
for y in spawned_enteties:
for y in spawned_entities:
y.remove()
pass
x -= 1