Bildschirmschütteln hinzugefügt; Effekte bei Kollisionen und Spielerzustand implementiert

This commit is contained in:
Benjamin 2026-06-19 18:10:34 +02:00
parent 825cc81d9e
commit 5e2287c459
3 changed files with 32 additions and 18 deletions

View file

@ -1,4 +1,4 @@
import pygame
import pygame # ty: ignore[unresolved-import]
import sys
from scripts.tilemap import Tilemap

42
game.py
View file

@ -69,8 +69,8 @@ class Game:
"particles/particle": Animation(
load_images(path="particles/particle"), image_duration=6, loop=False
),
"gun": load_image("gun.png"),
"projectile": load_image("projectile.png"),
"gun": load_image(path="gun.png"),
"projectile": load_image(path="projectile.png"),
}
self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15))
@ -78,7 +78,8 @@ class Game:
self.level: int | str = 0
self.load_level(self.level)
self.load_level(map_id=self.level)
self.screenshake = 0
self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16)
self.isJumping: bool = False
@ -86,23 +87,23 @@ class Game:
def load_level(self, map_id: str | int):
try:
self.tilemap.load(path="data/maps/" + str(map_id) + ".json")
self.tilemap.load(path="data/maps/" + str(object=map_id) + ".json")
except FileNotFoundError:
pass
self.leaf_spawners: list[pygame.Rect] = []
self.enemies: list[Enemy] = []
for tree in self.tilemap.extract([("large_decor", 2)], keep=True):
for tree in self.tilemap.extract(id_pairs=[("large_decor", 2)], keep=True):
self.leaf_spawners.append(
pygame.Rect(4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13)
)
for spawner in self.tilemap.extract([("spawners", 0), ("spawners", 1)]):
for spawner in self.tilemap.extract(id_pairs=[("spawners", 0), ("spawners", 1)]):
if spawner["variant"] == 0:
self.player.pos = spawner["pos"]
else:
self.enemies.append(Enemy(self, spawner["pos"], (8, 15)))
self.enemies.append(Enemy(game=self, pos=spawner["pos"], size=(8, 15)))
self.particles: list[Particle] = []
self.projectiles: list = []
@ -115,8 +116,12 @@ class Game:
self.display.blit(self.assets["background"], (0, 0))
if self.dead:
self.dead += 1
self.screenshake = max(16, self.screenshake)
if self.dead > 40:
self.load_level(self.level)
self.load_level(map_id=self.level)
self.screenshake = max(0, self.screenshake - 1)
self.scroll[0] += (
self.player.rect().centerx
@ -132,7 +137,7 @@ class Game:
for rect in self.leaf_spawners:
if random.random() * 49999 < rect.width * rect.height:
pos = (
pos: tuple = (
rect.x + random.random() * rect.width,
rect.y + random.random() * rect.height,
)
@ -142,7 +147,7 @@ class Game:
"leaf",
pos,
velocity=[-0.1, 0.3],
frame=random.randint(0, 20),
frame=random.randint(a=0, b=20),
)
)
@ -150,15 +155,15 @@ class Game:
self.clouds.render(surface=self.display, offset=render_scroll)
self.tilemap.render(surface=self.display, offset=render_scroll)
for enemy in self.enemies.copy():
kill = enemy.update(self.tilemap, (0, 0))
enemy.render(self.display, offset=render_scroll)
kill = enemy.update(self.tilemap, movement=(0, 0))
enemy.render(surface=self.display, offset=render_scroll)
if kill:
self.enemies.remove(enemy)
if not self.dead:
self.player.update(
self.tilemap, (self.movement[1] - self.movement[0], 0)
self.tilemap, movement=(self.movement[1] - self.movement[0], 0)
)
self.player.render(self.display, offset=render_scroll)
self.player.render(surface=self.display, offset=render_scroll)
# [[x, y], direction, timer]
for projectile in self.projectiles.copy():
@ -172,7 +177,7 @@ class Game:
projectile[0][1] - img.get_height() / 2 - render_scroll[1],
),
)
if self.tilemap.solid_check(projectile[0]):
if self.tilemap.solid_check(pos=projectile[0]):
self.projectiles.remove(projectile)
for _ in range(4):
self.sparks.append(
@ -267,10 +272,13 @@ class Game:
if event.key == pygame.K_m:
self.boost = False
self.screen.blit(
pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
screenshake_offset = (
random.random() * self.screenshake - self.screenshake / 2,
random.random() * self.screenshake - self.screenshake / 2,
)
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), screenshake_offset)
pygame.display.update()
self.clock.tick(60)

View file

@ -170,6 +170,7 @@ class Enemy(PhysicsEntity):
if abs(self.game.player.dashing) >= 50:
if self.rect().colliderect(self.game.player.rect()):
self.game.screenshake = max(16, self.game.screenshake)
for _ in range(30):
angle = random.random() * math.pi * 2
speed = random.random() * 5
@ -213,6 +214,11 @@ class Player(PhysicsEntity):
self.air_time += 1
if self.air_time > 120:
if not self.game.dead:
self.game.screenshake = max(16, self.game.screenshake)
self.game.dead += 1
if self.collisions.bottom:
self.air_time = 0
self.jumps = 1