TODO Hardcopy der Gameobjects calss
Funktion manipuliert aktive Gameobjekte, welche mit vererbter Klasse instanziert werden Grund hierfür, konnte noch nicht ausfindig gemacht werden!
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@@ -1,6 +1,7 @@
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import pygame
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import pygame_menu
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import random as rand
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from copy import deepcopy
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pygame.init()
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MAINSCREEN_SIZE = (1024,768)
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@@ -25,18 +26,19 @@ class GameObject():
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__pos_x = int()
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__pos_y = int()
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__color = (0,0,0)
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__size_rect = {"x":60, "y":60}
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__size_rect = {"x":0, "y":0}
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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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__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) -> None:
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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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@@ -44,6 +46,10 @@ class GameObject():
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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.__rectobjekt = rect
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def change_direction(self, direction:dict):
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@@ -132,7 +138,7 @@ class GameObject():
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def set_collided(self):
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self.__collided = True
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def collide(self, GameObject):
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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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@@ -140,7 +146,9 @@ class GameObject():
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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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@@ -148,19 +156,16 @@ class GameObject():
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self.__hide = True
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"""TODO: Delete obeject function"""
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#print(pos)
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#print(self.get_position())
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#Behandelt später die Hauptschleife und Klassenobjekte
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class Game():
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__state = {"win":False, "lose":False, "paused":False}
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def __init__(self) -> None:
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pass
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#Handles all collided objects an adds it as Playerfollower
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class Follower(GameObject):
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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) -> None:
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super().__init__(name, posx_init, posy_init, move_speed, is_player)
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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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super().__init__(name, posx_init, posy_init, move_speed, is_player, is_rect, rect_size)
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def set_position(self, pos:tuple, playermovedirection:list):
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@@ -196,7 +201,7 @@ def spawn_entities(x:int):
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Objects = list()
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count = 0
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for y in range(x):
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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))
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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=(100,100))
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Entity.get_name(True)
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Objects.append(Entity)
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count += 1
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@@ -204,7 +209,7 @@ def spawn_entities(x:int):
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print(x)
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return list(Objects)
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Player = GameObject("Player", 10, 10, 10, is_player=False)
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Player = GameObject("Player", 10, 10, 10, is_player=False, is_rect=True, rect_size=(20,20))
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background = pygame.surface.Surface((640,480))
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@@ -212,10 +217,11 @@ background = pygame.surface.Surface((640,480))
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x = 3600
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invert = False
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spawned_entities = spawn_entities(10) #Spawnt eine definierte Anzahl an GameObjekten
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count_spawend_enities = len(spawned_entities)
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test_grid_x = MAINSCREEN_SIZE[0]/60
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colided_objects = list()
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count_hidden_entities = 0
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count_spawend_enities = len(spawned_entities)
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print("Es wurden " + str(count_spawend_enities)+ " Objekte gespawnt")
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colided_objects = list()
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#Fenster-Hauptschleife
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while active == True:
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MAINSCREEN.fill((255,255,255))
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@@ -240,22 +246,23 @@ while active == True:
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Player.draw()
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Player.move(5)
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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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y.draw()
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if(y.is_collided() == True):
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#Der erste Follower folgt dem Spieler, alle übrigen folgen den vorherien Verfolgern
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#y.hide()
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count_hidden_entities += 1
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colidedobj = Follower(y.get_name())
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colided_objects.append(colidedobj)
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spawned_entities.remove(y)
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y.hide()
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pass
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if(y.is_collided() == False):
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y.draw()
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y.collide(Player)
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if(y.collide(Player)):
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count_hidden_entities += 1
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#TODO Hardcopy der Gameobjects calss // Funktion manipuliert aktive Gameobjekte, welche mit vererbter Klasse instanziert werden
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#Grund hierfür, konnte noch nicht ausfindig gemacht werden!
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colided_objects.append(Follower(y.get_name(), is_rect=True, rect_size=(50,50)))
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if(count_hidden_entities == count_spawend_enities):
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print("WIN!!!")
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@@ -263,17 +270,7 @@ while active == True:
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menu.add.label("WIN", "win", 10)
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menu.mainloop(MAINSCREEN)
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break
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print(len(colided_objects))
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obj1_count = 0
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for obj1 in colided_objects:
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Player:GameObject
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obj1:Follower
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obj1.set_position((1,1), Player.get_playermovedirection())
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obj1.get_position(True)
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obj1.get_name(True)
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#obj1.get_name(True)
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if(x == 0):
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for y in spawned_entities:
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y.hide()
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