import pygame class GameObject(object): objects = list() def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None: self.name = name self.pos_x = pos_x self.pos_y = pos_y self.width = width self.height = height self.image = image self.objects.append(self) pass def get_objectinfo(self): print(F"Gameobject-Info: \n", F"Name: {self.name}\n", F"Position x: {self.pos_x} y: {self.pos_y}\n", F"Size = width: {self.width} height: {self.height}" ) def render(self, screen:pygame.Surface): if(self.image is not None): screen.blit(self.image, (self.pos_x, self.pos_y, )) else: print("Kein Image hinterlegt!") def setpos(self, pos_x, pos_y): self.pos_x = pos_x self.pos_y = pos_y def setsize(self, width, height): self.width = width self.height = height class Player(GameObject): def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None: super().__init__(name, pos_x, pos_y, width, height, image) self._speed = 10 def handle_input(self, event:pygame.event.EventType): keys =pygame.key.get_pressed() if(event.type == pygame.KEYDOWN): print(event) if(keys[pygame.K_LEFT]): self.move(-self._speed) if(keys[pygame.K_RIGHT]): self.move(self._speed) #Deaktiviert, vorerst soll Bewegung nur rechts oder links möglich sein #if(event.key == pygame.K_UP): # self.move(0, -self._speed) #if(event.key == pygame.K_DOWN): # self.move(0, self._speed) if(event.key == pygame.K_SPACE): #Fiiirrreee in the hole print("Feuer!") pass def move(self, x=0, y=0): if x != 0: self.pos_x += x if y != 0: self.pos_y += y