TODO Hardcopy der Gameobjects calss

Funktion manipuliert aktive Gameobjekte, welche mit vererbter Klasse instanziert werden
Grund hierfür, konnte noch nicht ausfindig gemacht werden!
This commit is contained in:
2024-01-01 13:07:56 +01:00
parent e3193695c3
commit a2d56d74e8

View File

@@ -1,6 +1,7 @@
import pygame
import pygame_menu
import random as rand
from copy import deepcopy
pygame.init()
MAINSCREEN_SIZE = (1024,768)
@@ -25,18 +26,19 @@ class GameObject():
__pos_x = int()
__pos_y = int()
__color = (0,0,0)
__size_rect = {"x":60, "y":60}
__size_rect = {"x":0, "y":0}
__movespeed = int()
__rectobjekt = pygame.Rect
__surface = MAINSCREEN
__hide = False
__collided = False
__is_player = False
__is_rect = False
__has_follower = False
__movedirection = {"up":False, "down":False, "left":False, "right":False}
def __init__(self, name:str, posx_init:int=0, posy_init:int=0, move_speed:int=0, is_player:bool = False) -> None:
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:
self.__name = name
self.__pos_x = posx_init
self.__pos_y = posy_init
@@ -44,6 +46,10 @@ class GameObject():
self.__initial_pos_y = posx_init
self.__movespeed = move_speed
self.__is_player = is_player
self.__is_rect = is_rect
self.__size_rect["x"] = rect_size[0]
self.__size_rect["y"] = rect_size[1]
#self.__rectobjekt = rect
def change_direction(self, direction:dict):
@@ -132,7 +138,7 @@ class GameObject():
def set_collided(self):
self.__collided = True
def collide(self, GameObject):
def collide(self, GameObject) -> bool:
#print(GameObject)
#print(GameObject.get_rect())
"""TODO: Hitbox with Objectsize"""
@@ -140,7 +146,9 @@ class GameObject():
if(pygame.rect.Rect.colliderect(self.__rectobjekt, GameObject.get_rect()) and not self.is_collided()):
print("Kollision\n") #Funktioniert für das erste!
self.set_collided()
return True
#self.hide() #Löscht das Objekt nach einem Zusammenstoß mit Playerobject
return False
def hide(self):
if(self.__hide != True):
@@ -148,19 +156,16 @@ class GameObject():
self.__hide = True
"""TODO: Delete obeject function"""
#print(pos)
#print(self.get_position())
#Behandelt später die Hauptschleife und Klassenobjekte
class Game():
__state = {"win":False, "lose":False, "paused":False}
def __init__(self) -> None:
pass
#Handles all collided objects an adds it as Playerfollower
class Follower(GameObject):
def __init__(self, name: str, posx_init: int = 0, posy_init: int = 0, move_speed: int = 0, is_player: bool = False) -> None:
super().__init__(name, posx_init, posy_init, move_speed, is_player)
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:
super().__init__(name, posx_init, posy_init, move_speed, is_player, is_rect, rect_size)
def set_position(self, pos:tuple, playermovedirection:list):
@@ -196,7 +201,7 @@ def spawn_entities(x:int):
Objects = list()
count = 0
for y in range(x):
Entity = GameObject("Entitiy-"+str(count), rand.randint(1,MAINSCREEN_SIZE[0]), rand.randint(1,MAINSCREEN_SIZE[1]), rand.randint(1,15))
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))
Entity.get_name(True)
Objects.append(Entity)
count += 1
@@ -204,7 +209,7 @@ def spawn_entities(x:int):
print(x)
return list(Objects)
Player = GameObject("Player", 10, 10, 10, is_player=False)
Player = GameObject("Player", 10, 10, 10, is_player=False, is_rect=True, rect_size=(20,20))
background = pygame.surface.Surface((640,480))
@@ -212,10 +217,11 @@ background = pygame.surface.Surface((640,480))
x = 3600
invert = False
spawned_entities = spawn_entities(10) #Spawnt eine definierte Anzahl an GameObjekten
count_spawend_enities = len(spawned_entities)
test_grid_x = MAINSCREEN_SIZE[0]/60
colided_objects = list()
count_hidden_entities = 0
count_spawend_enities = len(spawned_entities)
print("Es wurden " + str(count_spawend_enities)+ " Objekte gespawnt")
colided_objects = list()
#Fenster-Hauptschleife
while active == True:
MAINSCREEN.fill((255,255,255))
@@ -240,22 +246,23 @@ while active == True:
Player.draw()
Player.move(5)
print("Aktuell kollidierte Objekte: ", str(count_hidden_entities))
#Spawns the Entities
for y in spawned_entities:
y:GameObject
y.draw()
if(y.is_collided() == True):
#Der erste Follower folgt dem Spieler, alle übrigen folgen den vorherien Verfolgern
#y.hide()
count_hidden_entities += 1
colidedobj = Follower(y.get_name())
colided_objects.append(colidedobj)
spawned_entities.remove(y)
y.hide()
pass
if(y.is_collided() == False):
y.draw()
y.collide(Player)
if(y.collide(Player)):
count_hidden_entities += 1
#TODO Hardcopy der Gameobjects calss // Funktion manipuliert aktive Gameobjekte, welche mit vererbter Klasse instanziert werden
#Grund hierfür, konnte noch nicht ausfindig gemacht werden!
colided_objects.append(Follower(y.get_name(), is_rect=True, rect_size=(50,50)))
if(count_hidden_entities == count_spawend_enities):
print("WIN!!!")
@@ -263,17 +270,7 @@ while active == True:
menu.add.label("WIN", "win", 10)
menu.mainloop(MAINSCREEN)
break
print(len(colided_objects))
obj1_count = 0
for obj1 in colided_objects:
Player:GameObject
obj1:Follower
obj1.set_position((1,1), Player.get_playermovedirection())
obj1.get_position(True)
obj1.get_name(True)
#obj1.get_name(True)
if(x == 0):
for y in spawned_entities:
y.hide()