- Felder und Methoden in Game und Editor typisiert - Tilemap: Felder, render, tiles_around, physics_rects_around, autotile - Animation: Konstruktor-Parameter, Felder, copy und update - Clouds: Cloud und Clouds vollstaendig typisiert - utils: load_image und load_images mit Rueckgabe-Typ
113 lines
4.1 KiB
Python
113 lines
4.1 KiB
Python
import pygame
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import sys
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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_images
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from scripts.tilemap import Tilemap
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from scripts.clouds import Clouds
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from scripts.animation import Animation
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class Game:
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def __init__(self):
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pygame.init()
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pygame.display.set_caption("Jump and run spiel")
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self.screen: pygame.Surface = pygame.display.set_mode((640, 480))
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self.display: pygame.Surface = pygame.Surface((320, 240))
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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.collision_area: pygame.Rect = pygame.Rect(50, 50, 300, 50)
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self.movement: list[bool] = [False, False]
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self.assets: dict = {
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# Andere Dinge
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"background": load_image("background.png"),
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"decor": load_images("tiles/decor"),
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"grass": load_images("tiles/grass"),
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"large_decor": load_images("tiles/large_decor"),
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"stone": load_images("tiles/stone"),
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"clouds": load_images("clouds"),
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# Spieler
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"player/idle": Animation(
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load_images("entities/player/idle"), image_duration=6
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),
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"player/run": Animation(
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load_images("entities/player/run"), image_duration=4
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),
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"player/jump": Animation(load_images("entities/player/jump")),
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"player/slide": Animation(load_images("entities/player/slide")),
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"player/wall_slide": Animation(load_images("entities/player/wall_slide")),
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}
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self.player: Player = Player(self, (50, 50), (8, 15))
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self.tilemap: Tilemap = Tilemap(self, 16)
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try:
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self.tilemap.load("map.json")
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except FileNotFoundError:
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pass
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self.clouds: Clouds = Clouds(self.assets["clouds"], count=16)
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self.isJumping: bool = False
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self.scroll: list[float] = [0, 0]
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def run(self) -> None:
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while self.running:
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self.display.blit(self.assets["background"], (0, 0))
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self.scroll[0] += (
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self.player.rect().centerx
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- self.display.get_width() / 2
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- self.scroll[0]
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) / 30
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self.scroll[1] += (
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self.player.rect().centery
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- self.display.get_height() / 2
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- self.scroll[1]
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) / 30
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render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
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self.clouds.update()
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self.clouds.render(self.display, offset=render_scroll)
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self.tilemap.render(self.display, offset=render_scroll)
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self.player.update(self.tilemap, ((self.movement[1] - self.movement[0]), 0))
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self.player.render(self.display, offset=render_scroll)
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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(self.tilemap.tiles_around(self.player.pos))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.running = False
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if event.key == pygame.K_a:
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self.movement[0] = True
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if event.key == pygame.K_d:
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self.movement[1] = True
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if event.key == pygame.K_SPACE: # and not self.isJumping
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self.player.velocity[1] -= 3
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self.isJumping = True
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_a:
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self.movement[0] = False
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if event.key == pygame.K_d:
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self.movement[1] = False
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self.screen.blit(
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pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
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)
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pygame.display.update()
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self.clock.tick(60)
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pygame.quit()
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sys.exit()
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game = Game()
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game.run()
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