156 lines
5.4 KiB
Python
156 lines
5.4 KiB
Python
import pygame
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import GameObject
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import Utils
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import random
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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((1024,768)) #TODO Add fullscreen mode
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clock = pygame.time.Clock()
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image_enemy = Utils.load_image("Rastergrafik.png")
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testimage = Utils.load_image("Rastergrafik.png")
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font1 = pygame.font.Font("/usr/share/fonts/TTF/Inconsolata-UltraExpandedExtraBold.ttf", 30)
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#testimage.set_colorkey((255,0,255), pygame.RLEACCELOK)
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player1 = GameObject.Player("Player", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-100, 35, 35, testimage)
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player2 = GameObject.Player2("Player2", screen,(screen.get_size()[0]/2)-17, screen.get_size()[1]-100, 35, 35, testimage)
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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(80):
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tmp = GameObject.Enemy(F"Enemy-{i}", startpos_x,startpos_y,35,35, screen, testimage)
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if(startpos_x >= (screen.get_size()[0]-150)):
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startpos_y += 50
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startpos_x = 0
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spawned_enemys.append(tmp)
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startpos_x += 50
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i += 1
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gamestate = True
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while(gamestate):
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screen.fill((8,31,61))
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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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player1.handle_input(event)
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player2.handle_input(event)
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if(player1.keymap["left"] == True):
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player1.move("left")
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#print("links")
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if(player1.keymap["right"] == True):
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player1.move("right")
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#print("rechts")
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if(player2.keymap["left"] == True):
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player2.move("left")
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#print("links")
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if(player2.keymap["right"] == True):
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player2.move("right")
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#print("rechts")
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#image = screen.blit(testimage, (pos_x, pos_y))
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mouse_pos = pygame.mouse.get_pos()
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#print(mouse_pos)
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#print(image.topleft) #Gibt die Position einen Surfaces "obenlinks" aus
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#print(image.size) #Gibt die Größe eines Surfaces aus
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#max = tuple(map(lambda i, j : i+j, image.topleft, image.size))
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#Wenn Mausposition X-Achse innerhalb Anfangsposition+Breite
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#if(mouse_pos[0] <= max[0] and mouse_pos[0] >= image.topleft[0]):
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#Wenn Mausposition Y-Achse innerhalb Anfangsposition+Höhe
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#if(mouse_pos[1] <= max[1] and mouse_pos[1] >= image.topleft[1]):
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#print("Treffer")
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#pos_x = mouse_pos[0]
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#pos_y = mouse_pos[1]
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player1.firecontrol(screen)
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player2.firecontrol(screen)
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print("Spieler1 Lifes: ", player1.lifes)
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print("Spieler2 Lifes: ", player2.lifes)
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for projectiles in GameObject.Projectile.shots:
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projectiles:dict
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for key, projectile in projectiles.items():
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projectile:GameObject.Projectile
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#Check if player hits an enemy delete it
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for enemy in spawned_enemys:
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enemy:GameObject.Enemy
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if(pygame.Rect.colliderect(projectile.rect, enemy.rect)):
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#print("HIT")
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#Check if only a playerhit despawn enemys
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if(projectile.name == "Player" or projectile.name == "Player2"):
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player1.points += 10
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player2.points += 10
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index = spawned_enemys.index(enemy)
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del spawned_enemys[index]
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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print(F"Player-Points: {player1.points}")
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print(F"Player-Points: {player2.points}")
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#TODO Buggy pygame colliderect is true until projectile passed the hole playrect
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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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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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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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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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#TODO Add Gameover event
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#Check for bullets out of playground and delete it
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if((projectile.pos_y > screen.get_size()[1]) or (projectile.pos_y < 0)):
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#print(F"Lösche: {projectile}")
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index = GameObject.Projectile.shots.index(projectiles)
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del GameObject.Projectile.shots[index]
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player1.render(screen)
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player2.render(screen)
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rand = random.randint(0, 100)
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for enemy in spawned_enemys:
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enemy:GameObject.Enemy
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if rand == 20:
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enemy.move(5)
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if rand == 50:
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enemy.move(-5)
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rand1 = random.randint(0, 1000)
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if rand1 == 50:
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enemy.fire(screen)
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enemy.render(screen)
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enemy.firecontrol(screen)
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label1 = font1.render(F"Score: {player1.points}", True, (255,0,0))
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screen.blit(label1, ((screen.get_size()[0]/2)-(label1.get_size()[0]/2), screen.get_size()[1]-50))
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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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clock.tick(60)
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pygame.display.flip() |