Edited player class
Added lifes for players Edited life decrease for player after it gets hit
This commit is contained in:
@@ -11,7 +11,6 @@ class GameObject(object):
|
||||
self.image = image
|
||||
self.rect:pygame.Rect
|
||||
self.objects.append(self)
|
||||
|
||||
self.keymap = {"up":False, "down":False, "left":False, "right":False}
|
||||
|
||||
def get_objectinfo(self):
|
||||
@@ -23,7 +22,7 @@ class GameObject(object):
|
||||
|
||||
def render(self, screen:pygame.Surface):
|
||||
if(self.image is not None):
|
||||
self.rect = screen.blit(self.image, (self.pos_x, self.pos_y, ))
|
||||
self.rect = screen.blit(self.image, (self.pos_x, self.pos_y))
|
||||
else:
|
||||
print("Kein Image hinterlegt!")
|
||||
return
|
||||
@@ -42,6 +41,7 @@ class Player(GameObject):
|
||||
self._speed = 10
|
||||
self.screen = screen
|
||||
self.points = 0
|
||||
self.lifes = 2
|
||||
|
||||
def handle_input(self, event:pygame.event.EventType):
|
||||
if(event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT):
|
||||
@@ -113,24 +113,32 @@ class Player2(Player):
|
||||
print("Feuer!")
|
||||
self.fire(self.screen)
|
||||
|
||||
|
||||
|
||||
|
||||
def firecontrol(self, screen):
|
||||
if(len(Projectile.shots) > 0):
|
||||
for objects in Projectile.shots:
|
||||
objects:dict
|
||||
for key, object in objects.items():
|
||||
object:Projectile
|
||||
if(key == "Enemy"):
|
||||
object.animate("DOWN")
|
||||
|
||||
class Enemy(GameObject):
|
||||
shots_fired = list()
|
||||
def __init__(self, name, pos_x, pos_y, width, height, screen, image=None) -> None:
|
||||
super().__init__(name, pos_x, pos_y, width, height, image)
|
||||
self.screen = screen
|
||||
|
||||
def fire(self, screen):
|
||||
#print("Schieße!!!!")
|
||||
shot = Projectile("Enemy", self.pos_x+(self.width/2),self.pos_y+self.height,5,10, screen)
|
||||
self.shots_fired.append(shot)
|
||||
shot = Projectile("Enemy", self.pos_x+(self.width/2),self.pos_y+self.height,5,10, screen, 2)
|
||||
|
||||
def shoot(self):
|
||||
if(len(self.shots_fired) > 0):
|
||||
for shots in self.shots_fired:
|
||||
shots:Projectile
|
||||
shots.animate("DOWN")
|
||||
def firecontrol(self, screen):
|
||||
if(len(Projectile.shots) > 0):
|
||||
for objects in Projectile.shots:
|
||||
objects:dict
|
||||
for key, object in objects.items():
|
||||
object:Projectile
|
||||
if(key == "Enemy"):
|
||||
object.animate("DOWN")
|
||||
|
||||
def move(self, x=0, y=0):
|
||||
if(x != 0):
|
||||
@@ -140,15 +148,19 @@ class Enemy(GameObject):
|
||||
|
||||
class Projectile(GameObject):
|
||||
shots = list()
|
||||
def __init__(self, name, pos_x, pos_y, width, height, screen, image=None) -> None:
|
||||
_id_count = 0
|
||||
def __init__(self, name, pos_x, pos_y, width, height, screen, speed:int=None, image=None) -> None:
|
||||
super().__init__(name, pos_x, pos_y, width, height, image)
|
||||
self.screen:pygame.Surface = screen
|
||||
self.speed = 10
|
||||
|
||||
self._id_count += 1
|
||||
if speed is None:
|
||||
self.speed = 10
|
||||
else:
|
||||
self.speed = speed
|
||||
self.shot = {name:self}
|
||||
#self.shot = {"id":self._id_count, name:self}
|
||||
self.shots.append(self.shot)
|
||||
|
||||
|
||||
def animate(self, direction):
|
||||
self.rect = pygame.draw.rect(self.screen, (190,4,21), (self.pos_x, self.pos_y, self.width, self.height))
|
||||
if(direction == "UP"):
|
||||
@@ -157,7 +169,6 @@ class Projectile(GameObject):
|
||||
self.pos_y += self.speed
|
||||
if(self.pos_y >= self.screen.get_size()[1]):
|
||||
pass
|
||||
#print()
|
||||
|
||||
class Item(GameObject):
|
||||
def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
|
||||
|
||||
86
test.py
86
test.py
@@ -9,35 +9,36 @@ pygame.init()
|
||||
pygame.display.set_caption("TESTFENSTER")
|
||||
pygame.mouse.set_visible(True)
|
||||
#pygame.key.set_repeat(1, 30)
|
||||
screen = pygame.display.set_mode((1024,768))
|
||||
screen = pygame.display.set_mode((1024,768)) #TODO Add fullscreen mode
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
image_enemy = Utils.load_image("Rastergrafik.png")
|
||||
testimage = Utils.load_image("Rastergrafik.png")
|
||||
|
||||
font1 = pygame.font.SysFont("Arial", 32)
|
||||
font1 = pygame.font.Font("/usr/share/fonts/TTF/Inconsolata-UltraExpandedExtraBold.ttf", 30)
|
||||
|
||||
#testimage.set_colorkey((255,0,255), pygame.RLEACCELOK)
|
||||
|
||||
enemy = GameObject.Enemy("Enemy-1", (screen.get_size()[0]/2) -30,30,35,35, screen, testimage)
|
||||
player1 = GameObject.Player("Player", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-100, 35, 35, testimage)
|
||||
player2 = GameObject.Player2("Player2", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-100, 35, 35, testimage)
|
||||
|
||||
|
||||
spawned_enemys = list()
|
||||
|
||||
|
||||
i = 0
|
||||
startpos_x = 0
|
||||
for enemys in range(15):
|
||||
spawned_enemys.append(GameObject.Enemy(F"Enemy-{i}", startpos_x,30,35,35, screen, testimage))
|
||||
startpos_x += 50
|
||||
i += 1
|
||||
startpos_x = 50
|
||||
startpos_y = 30
|
||||
for enemys in range(80):
|
||||
tmp = GameObject.Enemy(F"Enemy-{i}", startpos_x,startpos_y,35,35, screen, testimage)
|
||||
if(startpos_x >= (screen.get_size()[0]-150)):
|
||||
startpos_y += 50
|
||||
startpos_x = 0
|
||||
spawned_enemys.append(tmp)
|
||||
startpos_x += 50
|
||||
|
||||
i += 1
|
||||
|
||||
gamestate = True
|
||||
pos_x = 50
|
||||
pos_y = 50
|
||||
|
||||
while(gamestate):
|
||||
|
||||
@@ -82,30 +83,44 @@ while(gamestate):
|
||||
|
||||
player1.firecontrol(screen)
|
||||
player2.firecontrol(screen)
|
||||
|
||||
|
||||
print("Spieler1 Lifes: ", player1.lifes)
|
||||
print("Spieler2 Lifes: ", player2.lifes)
|
||||
|
||||
for projectiles in GameObject.Projectile.shots:
|
||||
projectiles:dict
|
||||
for key, projectile in projectiles.items():
|
||||
projectile:GameObject.Projectile
|
||||
#Check if player hits an enemy delete it
|
||||
print(projectile.rect)
|
||||
for enemy in spawned_enemys:
|
||||
enemy:GameObject.Enemy
|
||||
if(pygame.Rect.colliderect(projectile.rect, enemy.rect)):
|
||||
print("HIT")
|
||||
player1.points += 10
|
||||
player2.points += 10
|
||||
index = spawned_enemys.index(enemy)
|
||||
del spawned_enemys[index]
|
||||
index = GameObject.Projectile.shots.index(projectiles)
|
||||
del GameObject.Projectile.shots[index]
|
||||
print(F"Player-Points: {player1.points}")
|
||||
print(F"Player-Points: {player2.points}")
|
||||
#print("HIT")
|
||||
#Check if only a playerhit despawn enemys
|
||||
if(projectile.name == "Player" or projectile.name == "Player2"):
|
||||
player1.points += 10
|
||||
player2.points += 10
|
||||
index = spawned_enemys.index(enemy)
|
||||
del spawned_enemys[index]
|
||||
index = GameObject.Projectile.shots.index(projectiles)
|
||||
del GameObject.Projectile.shots[index]
|
||||
print(F"Player-Points: {player1.points}")
|
||||
print(F"Player-Points: {player2.points}")
|
||||
|
||||
#TODO Buggy pygame colliderect is true until projectile passed the hole playrect
|
||||
# Life decrease only once!
|
||||
if(pygame.Rect.colliderect(projectile.rect, player1.rect)):
|
||||
print("Game-Over")
|
||||
#print("Game-Over")
|
||||
player1.lifes -= 1
|
||||
index = GameObject.Projectile.shots.index(projectiles)
|
||||
del GameObject.Projectile.shots[index]
|
||||
#TODO Add Gameover event
|
||||
if(pygame.Rect.colliderect(projectile.rect, player2.rect)):
|
||||
print("Game-Over")
|
||||
#print("Game-Over")
|
||||
player2.lifes -= 1
|
||||
index = GameObject.Projectile.shots.index(projectiles)
|
||||
del GameObject.Projectile.shots[index]
|
||||
#TODO Add Gameover event
|
||||
|
||||
#Check for bullets out of playground and delete it
|
||||
@@ -119,22 +134,21 @@ while(gamestate):
|
||||
|
||||
rand = random.randint(0, 100)
|
||||
for enemy in spawned_enemys:
|
||||
enemy:GameObject.Enemy
|
||||
|
||||
if rand == 50:
|
||||
enemy.fire(screen)
|
||||
if rand == 20:
|
||||
enemy:GameObject.Enemy
|
||||
if rand == 20:
|
||||
enemy.move(5)
|
||||
if rand == 50:
|
||||
enemy.move(-5)
|
||||
enemy.shoot()
|
||||
enemy.render(screen)
|
||||
|
||||
|
||||
if rand == 50:
|
||||
enemy.move(-5)
|
||||
rand1 = random.randint(0, 1000)
|
||||
if rand1 == 50:
|
||||
enemy.fire(screen)
|
||||
enemy.render(screen)
|
||||
|
||||
enemy.firecontrol(screen)
|
||||
|
||||
label1 = font1.render(F"Score: {player1.points}", True, (255,0,0))
|
||||
screen.blit(label1, ((screen.get_size()[0]/2)-(label1.get_size()[0]/2), screen.get_size()[1]-50))
|
||||
|
||||
|
||||
#if(mouse_pos <= (image.topleft+image.size) and mouse_pos >= image.topleft):
|
||||
# print("HIIIIITTT!!!!")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user