143 lines
4.4 KiB
Python
143 lines
4.4 KiB
Python
import pygame
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class GameObject(object):
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objects = list()
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def __init__(self, name, pos_x, pos_y, width, height, image=None) -> None:
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self.name = name
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self.pos_x = pos_x
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self.pos_y = pos_y
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self.width = width
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self.height = height
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self.image = image
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self.rect:pygame.Rect
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self.objects.append(self)
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self.keymap = {"up":False, "down":False, "left":False, "right":False}
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def get_objectinfo(self):
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print(F"Gameobject-Info: \n",
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F"Name: {self.name}\n",
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F"Position x: {self.pos_x} y: {self.pos_y}\n",
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F"Size = width: {self.width} height: {self.height}"
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)
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def render(self, screen:pygame.Surface):
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if(self.image is not None):
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self.rect = screen.blit(self.image, (self.pos_x, self.pos_y, ))
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else:
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print("Kein Image hinterlegt!")
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return
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def setpos(self, pos_x, pos_y):
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self.pos_x = pos_x
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self.pos_y = pos_y
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def setsize(self, width, height):
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self.width = width
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self.height = height
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class Player(GameObject):
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def __init__(self, name, screen, pos_x, pos_y, width, height, image=None) -> None:
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super().__init__(name, pos_x, pos_y, width, height, image)
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self._speed = 10
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self.screen = screen
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self.points = 0
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def handle_input(self, event:pygame.event.EventType):
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT):
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self.keymap["left"] = True
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elif(event.type == pygame.KEYUP and event.key == pygame.K_LEFT):
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self.keymap["left"] = False
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if(event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT):
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self.keymap["right"] = True
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elif(event.type == pygame.KEYUP and event.key == pygame.K_RIGHT):
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self.keymap["right"] = False
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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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def move(self, x=0, y=0):
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if x != 0:
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self.pos_x += x
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if y != 0:
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self.pos_y += y
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def move(self, direction):
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if(direction == "left"):
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self.pos_x -= self._speed
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if(direction == "right"):
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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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def firecontrol(self, screen):
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if(len(Projectile.shots) >0):
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for objects in Projectile.shots:
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objects:dict
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for key, object in objects.items():
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object:Projectile
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if(key == "Player"):
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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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class Enemy(GameObject):
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shots_fired = list()
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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, image)
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def fire(self, screen):
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print("Schieße!!!!")
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shot = Projectile("Enemy", self.pos_x+(self.width/2),self.pos_y+self.height,5,10, screen)
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self.shots_fired.append(shot)
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def shoot(self):
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if(len(self.shots_fired) > 0):
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for shots in self.shots_fired:
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shots:Projectile
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shots.animate("DOWN")
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def move(self, x=0, y=0):
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if(x != 0):
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self.pos_x += x
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if(y != 0):
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self.pos_y += y
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class Projectile(GameObject):
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shots = list()
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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, image)
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self.screen:pygame.Surface = screen
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self.speed = 10
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self.shot = {name:self}
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self.shots.append(self.shot)
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def animate(self, direction):
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self.rect = pygame.draw.rect(self.screen, (0,0,0), (self.pos_x, self.pos_y, self.width, self.height))
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if(direction == "UP"):
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self.pos_y -= self.speed
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if(direction == "DOWN"):
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self.pos_y += self.speed
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if(self.pos_y >= self.screen.get_size()[1]):
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pass
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#print()
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