Ninja-Jump-and-run/game.py
Benjamin Hinz 4e8227aead 17.04.2026
2026-04-17 18:04:33 +02:00

111 lines
3.8 KiB
Python

import pygame
import sys
from scripts.entities import PhysicsEntity, Player
from scripts.utils import *
from scripts.tilemap import *
from scripts.clouds import Clouds
from scripts.animation import Animation
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption("Jump and run spiel")
self.screen = pygame.display.set_mode((640, 480))
self.display = pygame.Surface((320, 240))
self.clock = pygame.time.Clock()
self.running = True
self.collision_area = pygame.Rect(50, 50, 300, 50)
self.movement = [False, False]
self.assets = {
# Andere Dinge
"background":load_image("background.png"),
"decor": load_images("tiles/decor"),
"grass": load_images("tiles/grass"),
"large_decor": load_images("tiles/large_decor"),
"stone": load_images("tiles/stone"),
"clouds": load_images("clouds"),
# Spieler
"player/idle":Animation(load_images("entities/player/idle"), image_duration=6),
"player/run":Animation(load_images("entities/player/run"), image_duration=4),
"player/jump":Animation(load_images("entities/player/jump")),
"player/slide":Animation(load_images("entities/player/slide")),
"player/wall_slide":Animation(load_images("entities/player/wall_slide")),
}
self.player = Player(self, (50, 50), (8, 15))
self.tilemap = Tilemap(self, 16)
self.tilemap.load("map.json")
self.clouds = Clouds(self.assets['clouds'], count=16)
self.isJumping = False
self.scroll = [0, 0]
self.test :dict = {"dsa"}
def testolino(self):
print(self.test)
print(type(self.test))
def run(self):
while self.running:
self.display.blit(self.assets['background'], (0,0))
self.scroll[0] += (self.player.rect().centerx - self.display.get_width() / 2 - self.scroll[0]) / 30
self.scroll[1] += (self.player.rect().centery - self.display.get_height() / 2 - self.scroll[1]) / 30
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
self.clouds.update()
self.clouds.render(self.display, offset=render_scroll)
self.tilemap.render(self.display, offset=render_scroll)
self.player.update(self.tilemap, ((self.movement[1] - self.movement[0]), 0))
self.player.render(self.display, offset=render_scroll)
# print(int(self.player.pos[0]))
# print(int(self.player.pos[1]))
# print(self.tilemap.tiles_around(self.player.pos))
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_a:
self.movement[0] = True
if event.key == pygame.K_d:
self.movement[1] = True
if event.key == pygame.K_SPACE: # and not self.isJumping
self.player.velocity[1] -= 3
self.isJumping = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
self.movement[0] = False
if event.key == pygame.K_d:
self.movement[1] = False
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0,0))
pygame.display.update()
self.clock.tick(60)
pygame.quit()
sys.exit()
game = Game()
if __name__ == "__main__":
# game.testolino()
pass
game.run()