Files
test/GameObject.py
2024-08-10 12:33:19 +02:00

143 lines
4.4 KiB
Python

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.rect:pygame.Rect
self.objects.append(self)
self.keymap = {"up":False, "down":False, "left":False, "right":False}
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, ))
else:
print("Kein Image hinterlegt!")
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
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 = 10
self.screen = screen
self.points = 0
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 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 fire(self, screen):
shot = Projectile(self.name, self.pos_x+(self.width/2),self.pos_y-self.height,5,10, 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 == "Player"):
object.animate("UP")
#print("Playerschuss!")
if(key == "Enemy"):
#print(object.pos_x, " ", object.pos_y)
pass
class Enemy(GameObject):
shots_fired = 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)
def fire(self, screen):
print("Schieße!!!!")
shot = Projectile("Enemy", self.pos_x+(self.width/2),self.pos_y+self.height,5,10, screen)
self.shots_fired.append(shot)
def shoot(self):
if(len(self.shots_fired) > 0):
for shots in self.shots_fired:
shots:Projectile
shots.animate("DOWN")
def move(self, x=0, y=0):
if(x != 0):
self.pos_x += x
if(y != 0):
self.pos_y += y
class Projectile(GameObject):
shots = 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:pygame.Surface = screen
self.speed = 10
self.shot = {name:self}
self.shots.append(self.shot)
def animate(self, direction):
self.rect = pygame.draw.rect(self.screen, (0,0,0), (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
#print()