Added playermovement
-Need to implement key hold down
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2
Enemy.py
2
Enemy.py
@@ -35,5 +35,5 @@ class Projectile(GameObject.GameObject):
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self.speed = 10
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def animate(self):
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self.rect = pygame.draw.rect(self.screen, (255,255,0), (self.pos_x, self.pos_y, self.width, self.height))
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self.rect = pygame.draw.rect(self.screen, (0,0,0), (self.pos_x, self.pos_y, self.width, self.height))
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self.pos_y += self.speed
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@@ -36,5 +36,30 @@ class GameObject(object):
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class Player(GameObject):
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def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
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super().__init__(name, pos_x, pos_y, width, height, image)
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self._speed = 10
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def handle_input(self, event:pygame.event.EventType):
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keys =pygame.key.get_pressed()
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if(event.type == pygame.KEYDOWN):
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print(event)
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if(keys[pygame.K_LEFT]):
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self.move(-self._speed)
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if(keys[pygame.K_RIGHT]):
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self.move(self._speed)
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#Deaktiviert, vorerst soll Bewegung nur rechts oder links möglich sein
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#if(event.key == pygame.K_UP):
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# self.move(0, -self._speed)
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#if(event.key == pygame.K_DOWN):
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# self.move(0, self._speed)
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if(event.key == pygame.K_SPACE):
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#Fiiirrreee in the hole
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print("Feuer!")
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pass
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def move(self, x=0, y=0):
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if x != 0:
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self.pos_x += x
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if y != 0:
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self.pos_y += y
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3
test.py
3
test.py
@@ -9,6 +9,7 @@ pygame.init()
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pygame.display.set_caption("TESTFENSTER")
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pygame.mouse.set_visible(True)
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#pygame.key.set_repeat(1, 30)
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screen = pygame.display.set_mode((800,600))
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clock = pygame.time.Clock()
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@@ -33,6 +34,8 @@ while(gamestate):
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for event in pygame.event.get():
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if(event.type == pygame.QUIT):
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gamestate = False
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player.handle_input(event)
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image = screen.blit(testimage, (pos_x, pos_y))
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