Added readme.md
Added keybind F9 for window mode Player gets damage if he gets hit by enemy projectile
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@@ -64,7 +64,13 @@ class Player(GameObject):
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE):
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#Fiiirrreee in the hole
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#print("Feuer!")
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self.fire(self.screen)
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self.fire(self.screen)
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def get_health(self):
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return self._health
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def get_damage(self, damage:int):
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self._health -= damage
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def move(self, x=0, y=0):
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if x != 0:
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@@ -80,7 +86,9 @@ class Player(GameObject):
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self.pos_x += self._speed
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def fire(self, screen):
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shot = Projectile(self.name, self.pos_x+(self.width/2),self.pos_y-self.height,5,10, screen)
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projectile_width = 6
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projectile_height = 10
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shot = Projectile(self.name, self.pos_x+(self.width/2)-(projectile_width/2), self.pos_y-projectile_height, projectile_width, projectile_height, screen, 10)
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def firecontrol(self, screen):
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if(len(Projectile.shots) > 0):
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@@ -91,7 +99,6 @@ class Player(GameObject):
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if(key == "Player"or key == "Player2"):
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object.animate("UP")
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#print("Playerschuss!")
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if(key == "Enemy"):
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#print(object.pos_x, " ", object.pos_y)
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pass
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2
game.py
2
game.py
@@ -15,4 +15,4 @@ levels_list.append(first_level("First Level", (500,500), 10, 2))
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def loadlevels():
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for level in levels_list:
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print(level)
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pass
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pass
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2
readme.md
Normal file
2
readme.md
Normal file
@@ -0,0 +1,2 @@
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TODOS:
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-Add ballistics calculation over time not pixel x framerate
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18
test.py
18
test.py
@@ -1,6 +1,5 @@
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import pygame
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import game
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import levels
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import logger
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import weapons
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import GameObject
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@@ -59,8 +58,8 @@ spawned_enemys = list()
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i = 0
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startpos_x = 50
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startpos_y = 30
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for enemys in range(1):
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tmp_weapon = weapons.Laserblaster("Laserblaster", startpos_x, startpos_y, 5, 10, screen, testimage)
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for enemys in range(10):
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tmp_weapon = weapons.Laserblaster("Laserblaster", startpos_x, startpos_y, 5, 10, 30, 1, 0, screen, testimage)
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tmp = GameObject.Enemy(F"Enemy-{i}", startpos_x,startpos_y,35,35, screen, testimage)
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tmp.give_weapon(tmp_weapon)
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if(startpos_x >= (screen.get_size()[0]-150)):
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@@ -90,6 +89,9 @@ while(gamestate):
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#Push F10 for fullscreen-mode
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_F10):
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pygame.display.set_mode(RENDERING_SIZE, pygame.FULLSCREEN)
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#Push F9 for window-mode
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_F9):
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pygame.display.set_mode((RENDERING_SIZE))
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player1.handle_input(event)
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player2.handle_input(event)
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@@ -164,7 +166,7 @@ while(gamestate):
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# Life decrease only once!
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if(pygame.Rect.colliderect(projectile.rect, player1.rect)):
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#print("Game-Over")
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player1.lifes -= 1
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player1.get_damage(enemy.get_weapon().damage)
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try:
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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@@ -173,7 +175,7 @@ while(gamestate):
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#TODO Add Gameover event
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if(pygame.Rect.colliderect(projectile.rect, player2.rect)):
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#print("Game-Over")
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player2.lifes -= 1
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player1.get_damage(enemy.get_weapon().damage)
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try:
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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@@ -193,7 +195,9 @@ while(gamestate):
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#print("Playerkills 1:", player1.kills)
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#print("Playerkills 2:", player2.kills)
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print(F"Player 1 Health: {player1.get_health()}")
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print(F"Player 2 Health: {player2.get_health()}")
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player1.render(screen)
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player2.render(screen)
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#print(int(seconds), "\r")
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@@ -226,7 +230,7 @@ while(gamestate):
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scaled_win = pygame.transform.smoothscale(screen, window.get_size())
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#Blits the mainsurface to the mainwindow
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window.blit(scaled_win, (0, 0))
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#if(mouse_pos <= (image.topleft+image.size) and mouse_pos >= image.topleft):
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# print("HIIIIITTT!!!!")
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frametime = 0
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@@ -1,8 +1,8 @@
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import GameObject
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class Laserblaster(GameObject.Weapons):
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def __init__(self, name, pos_x, pos_y, width, height, screen, image=None) -> None:
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super().__init__(name, pos_x, pos_y, width, height, 10, 2, 0, image)
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def __init__(self, name, pos_x, pos_y, width, height, damage:int, firerate:int, duration:int, screen, image=None) -> None:
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super().__init__(name, pos_x, pos_y, width, height, damage, firerate, duration, screen, image)
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self.screen = screen
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self.image = image
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