- Neue @dataclass Collisions mit Feldern top/right/bottom/left - collisions-Dict in PhysicsEntity durch Collisions-Instanz ersetzt - Attribut-Zugriff (collisions.top) statt Dict-Indexierung - Typisierung von Feldern und Methoden in PhysicsEntity und Player
124 lines
4 KiB
Python
124 lines
4 KiB
Python
import pygame
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from dataclasses import dataclass
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from scripts.animation import Animation
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from scripts.tilemap import Tilemap
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@dataclass
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class Collisions:
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top: bool = False
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right: bool = False
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bottom: bool = False
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left: bool = False
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class PhysicsEntity:
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def __init__(self, game, e_type: str, pos: tuple[float, float], size: tuple[int, int]):
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self.game = game
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self.e_type: str = e_type
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self.pos: list[float] = list(pos)
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self.size: tuple[int, int] = size
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self.velocity: list[float] = [0, 0]
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self.collisions: Collisions = Collisions()
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self.speed: int = 3
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# Animationen
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self.action: str = ""
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self.flip: bool = False
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self.animation_offset: tuple[int, int] = (-3, -3)
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self.animation: Animation
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self.set_action("idle")
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def update(self, tilemap: Tilemap, movement: tuple[float, float] = (0, 0)) -> None:
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self.collisions = Collisions()
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frame_movement: tuple[float, float] = (
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(movement[0] + self.velocity[0]) * self.speed,
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movement[1] + self.velocity[1],
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)
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self.pos[0] += frame_movement[0]
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entity_rect = self.rect()
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for recto in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(recto):
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if frame_movement[0] > 0:
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entity_rect.right = recto.left
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self.collisions.right = True
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self.game.isJumping = False
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if frame_movement[0] < 0:
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entity_rect.left = recto.right
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self.collisions.left = True
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self.game.isJumping = False
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self.pos[0] = entity_rect.x
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self.pos[1] += frame_movement[1]
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entity_rect = self.rect()
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for rectolino in tilemap.physics_rects_around(self.pos):
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if entity_rect.colliderect(rectolino):
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if frame_movement[1] > 0:
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entity_rect.bottom = rectolino.top
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self.collisions.bottom = True
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self.game.isJumping = False
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if frame_movement[1] < 0:
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entity_rect.top = rectolino.bottom
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self.collisions.top = True
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self.pos[1] = entity_rect.y
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if movement[0] > 0:
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self.flip = False
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if movement[0] < 0:
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self.flip = True
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if self.collisions.bottom or self.collisions.top:
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self.velocity[1] = 0
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self.velocity[1] = min(5, self.velocity[1] + 0.1)
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self.animation.update()
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def render(self, surface: pygame.Surface, offset: tuple[int, int] = (0, 0)) -> None:
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surface.blit(
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pygame.transform.flip(self.animation.img(), self.flip, False),
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(
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self.pos[0] - offset[0] + self.animation_offset[0],
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self.pos[1] - offset[1] + self.animation_offset[1],
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),
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)
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def rect(self) -> pygame.Rect:
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return pygame.Rect(self.pos[0], self.pos[1], self.size[0], self.size[1])
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def set_action(self, action: str) -> None:
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if action != self.action:
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self.action = action
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image = self.e_type + "/" + self.action
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self.animation = self.game.assets[image].copy()
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class Player(PhysicsEntity):
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def __init__(self, game, pos: tuple[float, float], size: tuple[int, int]):
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super().__init__(game, "player", pos, size)
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self.air_time: int = 0 # Neu! Zählt, wie lange wir fallen/springe
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def update(self, tilemap: Tilemap, movement: tuple[float, float] = (0, 0)) -> None:
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super().update(tilemap, movement)
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self.air_time += 1
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if self.collisions.bottom:
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self.air_time = 0
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# Wenn wir länger als 4 Frames in der Luft sind -> Springen!
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if self.air_time > 4:
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self.set_action("jump")
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# Wenn wir nicht in der Luft sind, aber uns bewegen -> Rennen!
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elif movement[0] != 0:
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self.set_action("run")
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# Sonst -> Rumstehen!
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else:
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self.set_action("idle")
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