Zufälliges Spawnen von Blatt-Partikeln in Spawn-Rechtecken
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739481f18a
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2 changed files with 58 additions and 26 deletions
50
game.py
50
game.py
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@ -1,22 +1,29 @@
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import pygame # ty: ignore[unresolved-import]
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import pygame # ty: ignore[unresolved-import]
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import sys
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import sys
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import random
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from scripts.entities import Player
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from scripts.entities import Player
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from scripts.utils import load_image
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from scripts.utils import load_image
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from scripts.utils import load_images
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from scripts.utils import load_images
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from scripts.tilemap import Tilemap
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from scripts.tilemap import Tilemap
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from scripts.clouds import Clouds
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from scripts.clouds import Clouds
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from scripts.animation import Animation
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from scripts.animation import Animation
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from scripts.particle import Particle
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SCREEN_WIDTH = 640
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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SCREEN_HEIGHT = 480
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class Game:
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class Game:
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def __init__(self):
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def __init__(self):
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pygame.init()
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pygame.init()
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pygame.display.set_caption("Jump and run spiel")
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pygame.display.set_caption("Jump and run spiel")
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self.screen: pygame.Surface = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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self.screen: pygame.Surface = pygame.display.set_mode(
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self.display: pygame.Surface = pygame.Surface((self.screen.get_width()//2, self.screen.get_height()//2))
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(SCREEN_WIDTH, SCREEN_HEIGHT)
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)
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self.display: pygame.Surface = pygame.Surface(
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(self.screen.get_width() // 2, self.screen.get_height() // 2)
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)
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.running: bool = True
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self.running: bool = True
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@ -41,8 +48,12 @@ class Game:
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),
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),
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"player/jump": Animation(load_images(path="entities/player/jump")),
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"player/jump": Animation(load_images(path="entities/player/jump")),
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"player/slide": Animation(load_images(path="entities/player/slide")),
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"player/slide": Animation(load_images(path="entities/player/slide")),
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"player/wall_slide": Animation(load_images(path="entities/player/wall_slide")),
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"player/wall_slide": Animation(
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"particles/leaf": Animation(load_images(path="particles/leaf"), image_duration=20, loop=False),
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load_images(path="entities/player/wall_slide")
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),
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"particles/leaf": Animation(
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load_images(path="particles/leaf"), image_duration=20, loop=False
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),
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}
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}
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self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15))
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self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15))
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@ -55,11 +66,15 @@ class Game:
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self.leaf_spawners: list[pygame.Rect] = []
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self.leaf_spawners: list[pygame.Rect] = []
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self.particles = []
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for tree in self.tilemap.extract([("large_decor", 2)], keep=True):
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for tree in self.tilemap.extract([("large_decor", 2)], keep=True):
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self.leaf_spawners.append(pygame.Rect(left=4 + tree['pos'][0], top=4 + tree['pos'][1], width=23, height=13))
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self.leaf_spawners.append(
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print(len(self.leaf_spawners), "Baum-Spawner gefunden")
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pygame.Rect(
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4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13
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)
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)
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self.particles = []
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self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16)
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self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16)
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self.isJumping: bool = False
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self.isJumping: bool = False
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@ -81,16 +96,33 @@ class Game:
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) / 30
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) / 30
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render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
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render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1]))
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for rect in self.leaf_spawners:
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if random.random() * 49999 < rect.width * rect.height:
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pos = (
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rect.x + random.random() * rect.width,
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rect.y + random.random() * rect.height,
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)
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self.particles.append(
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Particle(
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self,
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"leaf",
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pos,
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velocity=[-0.1, 0.3],
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frame=random.randint(0, 20),
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)
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)
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self.clouds.update()
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self.clouds.update()
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self.clouds.render(surface=self.display, offset=render_scroll)
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self.clouds.render(surface=self.display, offset=render_scroll)
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self.tilemap.render(surface=self.display, offset=render_scroll)
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self.tilemap.render(surface=self.display, offset=render_scroll)
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self.player.update(self.tilemap, movement=((self.movement[1] - self.movement[0]), 0))
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self.player.update(
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self.tilemap, movement=((self.movement[1] - self.movement[0]), 0)
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)
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self.player.render(surface=self.display, offset=render_scroll)
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self.player.render(surface=self.display, offset=render_scroll)
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# print(int(self.player.pos[0]))
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# print(int(self.player.pos[0]))
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# print(int(self.player.pos[1]))
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# print(int(self.player.pos[1]))
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# print(self.tilemap.tiles_around(self.player.pos))
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# print(self.tilemap.tiles_around(self.player.pos))
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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self.running = False
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self.running = False
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@ -4,32 +4,32 @@ from scripts.animation import Animation
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class Particle:
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class Particle:
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def __init__(self, game, p_type, pos: tuple, velocity=[0, 0], frame=0):
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def __init__(self, game, p_type: str, pos: tuple[float, float], velocity: list[float] = [0, 0], frame: int = 0):
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self.game = game
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self.game = game
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self.p_type = p_type
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self.type: str = p_type
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self.pos = list(pos)
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self.pos: list[float] = list(pos)
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self.velocity = list(velocity)
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self.velocity: list[float] = list(velocity)
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self.frame = frame
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self.animation: Animation = self.game.assets['particles/' + p_type].copy()
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self.animation: Animation = self.game.assets["particles/" + self.p_type].copy()
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self.animation.frame = frame
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self.animation.frame = frame
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def update(self) -> bool:
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def update(self) -> bool:
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kill: bool = False
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kill = False
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if self.animation.done:
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if self.animation.done:
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kill = True
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kill = True
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self.pos[0] += self.velocity[0]
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self.pos[0] += self.velocity[0]
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self.pos[1] += self.velocity[1]
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self.pos[1] += self.velocity[1]
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self.animation.update()
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self.animation.update()
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return kill
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return kill
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def render(self, surface: pygame.Surface, offset: tuple[float, float]=(0, 0)):
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def render(self, surface: pygame.Surface, offset: tuple[float, float] = (0, 0)) -> None:
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img = self.animation.img()
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img = self.animation.img()
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surface.blit(img, (
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surface.blit(
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img,
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(
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self.pos[0] - offset[0] - img.get_width() // 2,
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self.pos[0] - offset[0] - img.get_width() // 2,
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self.pos[1] - offset[1] - img.get_height() // 2,
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self.pos[1] - offset[1] - img.get_height() // 2,
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))
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),
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)
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