Added player2

This commit is contained in:
Christian
2024-08-10 17:28:40 +02:00
parent 3ac3d2f9e7
commit d7f76cc574
2 changed files with 69 additions and 27 deletions

View File

@@ -49,7 +49,6 @@ class Player(GameObject):
elif(event.type == pygame.KEYUP and event.key == pygame.K_LEFT): elif(event.type == pygame.KEYUP and event.key == pygame.K_LEFT):
self.keymap["left"] = False self.keymap["left"] = False
if(event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT): if(event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT):
self.keymap["right"] = True self.keymap["right"] = True
@@ -92,7 +91,30 @@ class Player(GameObject):
#print(object.pos_x, " ", object.pos_y) #print(object.pos_x, " ", object.pos_y)
pass pass
class Player2(Player):
def __init__(self, name, screen, pos_x, pos_y, width, height, image=None) -> None:
super().__init__(name, screen, pos_x, pos_y, width, height, image)
def handle_input(self, event:pygame.event.EventType):
if(event.type == pygame.KEYDOWN and event.key == pygame.K_a):
self.keymap["left"] = True
elif(event.type == pygame.KEYUP and event.key == pygame.K_a):
self.keymap["left"] = False
if(event.type == pygame.KEYDOWN and event.key == pygame.K_d):
self.keymap["right"] = True
elif(event.type == pygame.KEYUP and event.key == pygame.K_d):
self.keymap["right"] = False
if(event.type == pygame.KEYDOWN and event.key == pygame.K_t):
#Fiiirrreee in the hole
print("Feuer!")
self.fire(self.screen)
class Enemy(GameObject): class Enemy(GameObject):
shots_fired = list() shots_fired = list()
@@ -128,7 +150,7 @@ class Projectile(GameObject):
def animate(self, direction): def animate(self, direction):
self.rect = pygame.draw.rect(self.screen, (0,0,0), (self.pos_x, self.pos_y, self.width, self.height)) self.rect = pygame.draw.rect(self.screen, (190,4,21), (self.pos_x, self.pos_y, self.width, self.height))
if(direction == "UP"): if(direction == "UP"):
self.pos_y -= self.speed self.pos_y -= self.speed
if(direction == "DOWN"): if(direction == "DOWN"):
@@ -137,4 +159,6 @@ class Projectile(GameObject):
pass pass
#print() #print()
class Item(GameObject):
def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
super().__init__(name, pos_x, pos_y, width, height, image)

64
test.py
View File

@@ -9,7 +9,7 @@ pygame.init()
pygame.display.set_caption("TESTFENSTER") pygame.display.set_caption("TESTFENSTER")
pygame.mouse.set_visible(True) pygame.mouse.set_visible(True)
#pygame.key.set_repeat(1, 30) #pygame.key.set_repeat(1, 30)
screen = pygame.display.set_mode((800,600)) screen = pygame.display.set_mode((1024,768))
clock = pygame.time.Clock() clock = pygame.time.Clock()
@@ -21,7 +21,9 @@ font1 = pygame.font.SysFont("Arial", 32)
#testimage.set_colorkey((255,0,255), pygame.RLEACCELOK) #testimage.set_colorkey((255,0,255), pygame.RLEACCELOK)
enemy = GameObject.Enemy("Enemy-1", (screen.get_size()[0]/2) -30,30,35,35, screen, testimage) enemy = GameObject.Enemy("Enemy-1", (screen.get_size()[0]/2) -30,30,35,35, screen, testimage)
player = GameObject.Player("Player", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-100, 35, 35, 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() spawned_enemys = list()
@@ -39,21 +41,29 @@ pos_y = 50
while(gamestate): while(gamestate):
screen.fill((255,255,255)) screen.fill((8,31,61))
for event in pygame.event.get(): for event in pygame.event.get():
if(event.type == pygame.QUIT): if(event.type == pygame.QUIT):
gamestate = False gamestate = False
player.handle_input(event) player1.handle_input(event)
player2.handle_input(event)
if(player.keymap["left"] == True): if(player1.keymap["left"] == True):
player.move("left") player1.move("left")
#print("links") #print("links")
if(player.keymap["right"] == True): if(player1.keymap["right"] == True):
player.move("right") player1.move("right")
#print("rechts") #print("rechts")
image = screen.blit(testimage, (pos_x, pos_y)) if(player2.keymap["left"] == True):
player2.move("left")
#print("links")
if(player2.keymap["right"] == True):
player2.move("right")
#print("rechts")
#image = screen.blit(testimage, (pos_x, pos_y))
mouse_pos = pygame.mouse.get_pos() mouse_pos = pygame.mouse.get_pos()
@@ -61,16 +71,17 @@ while(gamestate):
#print(image.topleft) #Gibt die Position einen Surfaces "obenlinks" aus #print(image.topleft) #Gibt die Position einen Surfaces "obenlinks" aus
#print(image.size) #Gibt die Größe eines Surfaces aus #print(image.size) #Gibt die Größe eines Surfaces aus
max = tuple(map(lambda i, j : i+j, image.topleft, image.size)) #max = tuple(map(lambda i, j : i+j, image.topleft, image.size))
#Wenn Mausposition X-Achse innerhalb Anfangsposition+Breite #Wenn Mausposition X-Achse innerhalb Anfangsposition+Breite
if(mouse_pos[0] <= max[0] and mouse_pos[0] >= image.topleft[0]): #if(mouse_pos[0] <= max[0] and mouse_pos[0] >= image.topleft[0]):
#Wenn Mausposition Y-Achse innerhalb Anfangsposition+Höhe #Wenn Mausposition Y-Achse innerhalb Anfangsposition+Höhe
if(mouse_pos[1] <= max[1] and mouse_pos[1] >= image.topleft[1]): #if(mouse_pos[1] <= max[1] and mouse_pos[1] >= image.topleft[1]):
print("Treffer") #print("Treffer")
pos_x = mouse_pos[0] #pos_x = mouse_pos[0]
pos_y = mouse_pos[1] #pos_y = mouse_pos[1]
player.firecontrol(screen) player1.firecontrol(screen)
player2.firecontrol(screen)
for projectiles in GameObject.Projectile.shots: for projectiles in GameObject.Projectile.shots:
projectiles:dict projectiles:dict
@@ -81,14 +92,20 @@ while(gamestate):
enemy:GameObject.Enemy enemy:GameObject.Enemy
if(pygame.Rect.colliderect(projectile.rect, enemy.rect)): if(pygame.Rect.colliderect(projectile.rect, enemy.rect)):
print("HIT") print("HIT")
player.points += 10 player1.points += 10
player2.points += 10
index = spawned_enemys.index(enemy) index = spawned_enemys.index(enemy)
del spawned_enemys[index] del spawned_enemys[index]
index = GameObject.Projectile.shots.index(projectiles) index = GameObject.Projectile.shots.index(projectiles)
del GameObject.Projectile.shots[index] del GameObject.Projectile.shots[index]
print(F"Player-Points: {player.points}") print(F"Player-Points: {player1.points}")
if(pygame.Rect.colliderect(projectile.rect, player.rect)): print(F"Player-Points: {player2.points}")
print("Game-OVer") if(pygame.Rect.colliderect(projectile.rect, player1.rect)):
print("Game-Over")
#TODO Add Gameover event
if(pygame.Rect.colliderect(projectile.rect, player2.rect)):
print("Game-Over")
#TODO Add Gameover event
#Check for bullets out of playground and delete it #Check for bullets out of playground and delete it
if((projectile.pos_y > screen.get_size()[1]) or (projectile.pos_y < 0)): if((projectile.pos_y > screen.get_size()[1]) or (projectile.pos_y < 0)):
@@ -96,7 +113,8 @@ while(gamestate):
index = GameObject.Projectile.shots.index(projectiles) index = GameObject.Projectile.shots.index(projectiles)
del GameObject.Projectile.shots[index] del GameObject.Projectile.shots[index]
player.render(screen) player1.render(screen)
player2.render(screen)
rand = random.randint(0, 100) rand = random.randint(0, 100)
for enemy in spawned_enemys: for enemy in spawned_enemys:
@@ -112,8 +130,8 @@ while(gamestate):
enemy.render(screen) enemy.render(screen)
label1 = font1.render(F"Playerscore: {player.points}", True, (255,0,0)) label1 = font1.render(F"Score: {player1.points}", True, (255,0,0))
screen.blit(label1, (500,500)) 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): #if(mouse_pos <= (image.topleft+image.size) and mouse_pos >= image.topleft):