Files
test/GameObject.py
Christian 89c5dcc6d1 Added requirements.txt
Fixed projectilespawn from enemys
2024-08-26 22:03:26 +02:00

253 lines
8.6 KiB
Python

import pygame
import interface
#Statics
spawned_enemys = list()
class GameObject(object):
objects = list()
def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
self.name = name
self.pos_x:int = pos_x
self.pos_y:int = pos_y
self.width:int = width
self.height:int = height
self.image = image
self.rect:pygame.Rect
self.objects.append(self)
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):
self.rect = screen.blit(self.image, (self.pos_x, self.pos_y, self.width, self.height))
else:
self.rect = pygame.draw.rect(screen, (255,0,0), (self.pos_x, self.pos_y, self.width, self.height))
return
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
def __del__(self):
#Remove objectpoint on delete from static
if(len(self.objects) > 0):
print(F"Remove: {self}")
self.objects.remove(self)
class Player(GameObject):
def __init__(self, name, screen, pos_x, pos_y, width, height, image=None) -> None:
super().__init__(name, pos_x, pos_y, width, height, image)
self._speed = 8
self.screen:pygame.Surface = screen
self.points = 0
self._health = 100
self.lifes = 2
self.kills = 0
#self._healthbar = pygame.rect.Rect((15, self.screen.get_size()[1]-50, 100, 20))
self.healthbar = interface.Healthbar(screen, "Player1", 25, screen.get_size()[1]-80, 300, 10, self.get_health())
self.keymap = {"up":False, "down":False, "left":False, "right":False}
def handle_input(self, event:pygame.event.EventType):
if(event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT):
self.keymap["left"] = True
elif(event.type == pygame.KEYUP and event.key == pygame.K_LEFT):
self.keymap["left"] = False
if(event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT):
self.keymap["right"] = True
elif(event.type == pygame.KEYUP and event.key == pygame.K_RIGHT):
self.keymap["right"] = False
if(event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE):
#Fiiirrreee in the hole
#print("Feuer!")
self.fire(self.screen)
def get_health(self):
return self._health
def get_damage(self, damage:int):
if((self._health - damage) <= 0):
self._health = 0
else:
self._health -= damage
def move(self, x=0, y=0):
if x != 0:
self.pos_x += x
if y != 0:
self.pos_y += y
def move(self, direction):
if(direction == "left"):
self.pos_x -= self._speed
if(direction == "right"):
self.pos_x += self._speed
def update_interface(self):
self.healthbar.update(self._health)
self.healthbar.render(self.screen)
def fire(self, screen):
projectile_width = 6
projectile_height = 10
shot = Projectile(self.name, self.pos_x+(self.width/2)-(projectile_width/2), self.pos_y-projectile_height, projectile_width, projectile_height, screen, 8)
#Maybe change this by another subroutine in Projectiles class
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 == "Player"or key == "Player2"):
object.animate("UP")
#print("Playerschuss!")
if(key == "Enemy"):
#print(object.pos_x, " ", object.pos_y)
pass
def get_health(self):
return self._health
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)
self.healthbar = interface.Healthbar(screen, "Player1", screen.get_size()[0]-320, screen.get_size()[1]-80, 300, 10, self.get_health())
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)
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):
movementqueue = 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
self.movespeed = 10
self._target_x = 0
self._target_y = 0
self.weapon:Weapons = None
def fire(self, screen):
self.weapon.fire()
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):
self.pos_x += x
self.weapon.pos_x = self.pos_x+(self.width/2)
if(y != 0):
self.pos_y += y
def give_weapon(self, weapon):
self.weapon = weapon
def get_weapon(self):
return self.weapon
def movementqueue_run(self):
pass
class Projectile(GameObject):
shots = list()
_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._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"):
self.pos_y -= self.speed
if(direction == "DOWN"):
self.pos_y += self.speed
if(self.pos_y >= self.screen.get_size()[1]):
pass
class Weapons(GameObject):
def __init__(self, name, pos_x, pos_y, width, height, damage, firerate, duration, screen, image=None) -> None:
super().__init__(name, pos_x, pos_y, width, height, image)
#self.type = type
self.damage = damage
self.firerate = firerate
self.duration = duration
self.sprite = ""
self.mountingpos = list()
self.soundfile = ""
def fire(self):
print(F"Feuere: {self.name}")
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)
self.speed = 2
def move(self, x:int, y:int):
self.pos_x += x
self.pos_y += y
pass
class item_extra_life(Item):
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
class barricade1(GameObject):
def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
super().__init__(name, pos_x, pos_y, width, height, image)