Files
python-tests/modules/GameObject.py
2024-02-06 22:28:14 +01:00

341 lines
13 KiB
Python

import pygame
import random as rand
class GameObject():
"""TODO Install a body array with positions of mainbody and adders"""
_size_rect_x:int
_size_rect_y:int
__movespeed = int()
_rectobjekt:pygame.Rect
_surface:pygame.Surface
_mainscreensize:tuple
__hide = False
__collided = False
__is_player = False
__is_rect = False
__has_follower = False
__score:int
count = 0
def __init__(self, name:str, surface, mainscreensize:tuple, posx_init:int=0, posy_init:int=0, move_speed:int=0, is_player:bool = False, is_rect:bool = True, color:tuple = (0,0,0), rect_size:tuple = (10,10), image = str()) -> None:
self.__name = name
self._pos_x = posx_init
self._pos_y = posy_init
self.pos_array = (posx_init,posy_init)
self.__inital_pos_x = posx_init
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.count += 1
self.__pos_lf_x = 0
self.__pos_lf_y = 0
self._surface = surface
self._mainscreensize = mainscreensize
self.__score = 0
self.__imagepath = image
self.__imageloaded = 0
self.__color = color
def draw(self):
#font = pygame.font.SysFont(None, 70)
#text = font.render("TEST", True, (0,0,0) )
if(not self.__hide):
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_name(self, debug=False):
if(debug):
print(self.__name)
return self.__name
def get_position(self, debug=False):
if(debug):
print((self._pos_x, self._pos_y))
return (self._pos_x, self._pos_y)
def get_rect(self):
return self._rectobjekt
def get_rect_size(self):
return (self._size_rect_x, self._size_rect_y)
def get_movespeed(self):
return self.__movespeed
def get_playermovedirection(self):
return self.__movedirection
def get_player_score(self) -> int:
return self.__score
def get_surface(self) -> pygame.Surface:
return self._surface
def has_follower(self):
return self.__has_follower
def set_follower(self):
self.__has_follower = True
def is_collided(self) -> bool:
return self.__collided
def set_collided(self):
self.__collided = True
def set_position(self, pos:tuple):
self._pos_x = pos[0]
self._pos_y = pos[1]
def update_pos_lastframe(self,x,y,debug=False):
if (debug):
print("Letzte Position: " + str((x,y)))
self.__pos_lf_x = x
self.__pos_lf_y = y
def update_player_score(self, score_from_entity):
if(score_from_entity > 0):
self.__score += score_from_entity
def collide(self, GameObject) -> bool:
#print(GameObject)
#print(GameObject.get_rect())
"""TODO: Hitbox with Objectsize"""
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):
print("Gameoject mit der ID " + self.__name + " gelöscht!")
self.__hide = True
"""TODO: Delete obeject function"""
class GameObject_new():
def __init__(self, name:str, surface:pygame.surface.Surface, surface_size:tuple, init_pos_x, init_pos_y, visibility:bool = True) -> None:
self._name = name
self._surface = surface
self._surface_size = surface_size
self._position = [init_pos_x, init_pos_y]
self._visibility = visibility
def printall_attributes(self):
print(self._name)
print(self._surface)
print(self._surface_size)
print(self._position)
print(self._visibility)
def get_position(self) -> tuple:
return self._position
class Block(GameObject):
__score = int()
def __init__(self, name: str, surface, mainscreensize: tuple, posx_init: int = 0, posy_init: int = 0, move_speed: int = 0, is_player: bool = False, is_rect: bool = True, color: tuple = (0, 0, 0), rect_size: tuple = (10, 10), image=str()) -> None:
super().__init__(name, surface, mainscreensize, posx_init, posy_init, move_speed, is_player, is_rect, color, rect_size, image)
self.__score = rand.randint(5, 50)
def set_position_player(self, pos:tuple, playermovedirection:list, debug=False):
if(playermovedirection["up"]):
super().set_position((pos[0],pos[1]+super().get_rect_size()[1]))
print(pos)
if(playermovedirection["down"]):
super().set_position((pos[0],pos[1]-super().get_rect_size()[1]))
print(pos)
if(playermovedirection["left"]):
super().set_position((pos[0]+super().get_rect_size()[0],pos[1]))
print(pos)
if(playermovedirection["right"]):
super().set_position((pos[0]-super().get_rect_size()[0],pos[1]))
print(pos)
def test(self):
print(super().get_position())
def get_score(self) -> int:
return self.__score
class Player(GameObject_new):
#Later handles the Player-Gameobject
def __init__(self, name: str, surface: pygame.Surface, surface_size: tuple, init_pos_x, init_pos_y, visibility: bool = True,
size:int = 10
) -> None:
self._size = size
self._score = 0
self._rect:pygame.Rect
self.__snake_body = [[100,100+size], [100,100+size*2], [100,100+size*3], [100,size*5]]
super().__init__(name, surface, surface_size, init_pos_x, init_pos_y, visibility)
self.__snake = {"head":"data/models/snake_head_1.png", "body":"data/models/snake_body_1.png", "tail":""}
self._startmoving = False
__movedirection = {"up":False, "down":False, "left":False, "right":False}
__test_counter = 0
__player_rect:pygame.Rect
def user_test_func(self):
pass
def change_direction(self, direction:dict):
if(direction):
for key in self.__movedirection.keys():
self.__movedirection[key] = False
self.__movedirection[direction] = True
#print(direction) for debug purposes
def move(self, *speed:int):
MOVE_SPEED = 1
if(self.__test_counter == 10):
self.__test_counter = 0
if(self.__movedirection['up']):
if(not speed): self._position[1] -= MOVE_SPEED
else: self._position[1] -= speed[0]
if(self._position[1] <= -self._size):
self._position[1] = self._surface_size[1]
elif(self.__movedirection['down']):
if(not speed): self._position[1] += MOVE_SPEED
else: self._position[1] += speed[0]
if(self._position[1] >= self._surface_size[1]):
self._position[1] = -self._size
elif(self.__movedirection['left']):
if(not speed): self._position[0] -= MOVE_SPEED
else: self._position[0] -= speed[0]
if(self._position[0] <= -self._size):
self._position[0] = self._surface_size[0]
elif(self.__movedirection['right']):
if(not speed): self._position[0] += MOVE_SPEED
else: self._position[0] += speed[0]
if(self._position[0] >= self._surface_size[0]):
self._position[0] = -self._size
self.__test_counter+=1
def draw(self):
if(self.__test_counter == 10):
self.__snake_body.insert(0, list(self._position))
counter = 0
for pos in self.__snake_body:
if(counter == 0): #Only for the first part of the Snkae, this meens the head
#self.__player_rect = pygame.draw.rect(self._surface, (0,0,0), pygame.Rect(pos[0], pos[1], self._size, self._size))
surface = pygame.Surface((40,120))
surface.fill((255,255,255))
image = pygame.image.load(self.__snake["head"])
image = pygame.transform.scale(image, (40, 60))
if(self.__movedirection["right"]):
image = pygame.transform.rotate(image, 270) #Rotates the Snakehead on directionchange
surface = pygame.transform.rotate(surface, 270)
if(self.__movedirection["left"]):
image = pygame.transform.rotate(image, 90)
surface = pygame.transform.rotate(surface, 90)
if(self.__movedirection["up"]):
image = pygame.transform.rotate(image, 0)
surface = pygame.transform.rotate(surface, 0)
if(self.__movedirection["down"]):
image = pygame.transform.rotate(image, 180)
surface = pygame.transform.rotate(surface, 180)
surface.blit(image, (0,0))
self.__player_rect = self._surface.blit(surface, (pos[0], pos[1]))
else:
#pygame.draw.rect(self._surface, (0,0,0), pygame.Rect(pos[0], pos[1], self._size, self._size))
surface = pygame.Surface((40,40))
surface.fill((255,255,255))
image = pygame.image.load(self.__snake["body"])
image = pygame.transform.scale(image, (30,40))
image = pygame.transform.rotate(image, 270)
surface.blit(image, (0,5))
self._surface.blit(surface, (pos[0], pos[1]))
#print((pos[0], pos[1]))
counter += 1
#TODO Insert elif for the last position of the array, this meens the tail
counter = 0
#print(pos)
if(self.__test_counter == 10):
self.__snake_body.pop()
def collide_fruit(self, rect:pygame.Rect):
if(pygame.Rect.colliderect(self.get_player_rect(), rect)):
return True
else:
return False
def collide_self(self):
count = len(self.__snake_body)
for elements in range(1, count):
if(self.get_position() == self.__snake_body[elements]):
print(F"Colidepositions Player: {self.get_position()} Object{self.__snake_body[elements]}") #For DEBUG only
return True
return False
def add_body(self):
self.__snake_body.append(list(self._position))
def get_position(self) -> tuple:
return self.__snake_body[0]
def get_player_score(self) -> int:
return self._score
def get_positions_snake_body(self) -> list:
return self.__snake_body
def get_player_rect(self):
return self.__player_rect
def get_playermovedirection(self):
return self.__movedirection
def inc_score(self, points:int):
self._score += points
class Fruit(GameObject_new):
def __init__(self, name: str, surface: pygame.Surface, surface_size: tuple, init_pos_x, init_pos_y, visibility: bool = True, rect_size:int = 10, color:tuple = (0,0,0), score_points = 0, sprite=str()) -> None:
super().__init__(name, surface, surface_size, init_pos_x, init_pos_y, visibility)
self.__score_points = score_points
self.__rect:pygame.Rect
self.__rect_size = rect_size
self.__color = color
self.__image = pygame.image.load(sprite)
def draw(self):
#self.__rect = pygame.draw.rect(self._surface, self.__color, (self._position[0], self._position[1], self.__rect_size, self.__rect_size))
self.__rect = self._surface.blit(self.__image, self.get_position())
def get_rect(self) -> pygame.Rect:
return self.__rect
def get_score_points(self) -> int:
return self.__score_points
class GOIMAGE(GameObject):
def __init__(self, name: str, surface, mainscreensize: tuple, posx_init: int = 0, posy_init: int = 0, move_speed: int = 0, is_player: bool = False, is_rect: bool = True, color: tuple = (0, 0, 0), rect_size: tuple = (10, 10), image=str()) -> None:
super().__init__(name, surface, mainscreensize, posx_init, posy_init, move_speed, is_player, is_rect, color, rect_size, image)
self.__image = pygame.image.load(image).convert()
#self.__image = pygame.transform.scale(self.__image, (20, 20)) Scale the selected image
def move(self):
pass
def draw(self):
surface = self.get_surface()
surface.blit(self.__image, self.get_position())