Ende 28.08.2026

This commit is contained in:
Benjamin 2026-08-28 18:46:44 +02:00
parent 181024191e
commit 737f7b693e
8 changed files with 188 additions and 31 deletions

65
game.py
View file

@ -1,5 +1,3 @@
import math
import pygame
SCREEN_WIDTH = 1280
@ -47,7 +45,7 @@ class Game:
pygame.Rect(300, 300, 200, 20),
pygame.Rect(550, 80, 20, 200)
]
self.light_radius = 75
# self.circle = pygame.geometry.Circle(self.player_pos[0], self.player_pos[1], 30)
@ -79,18 +77,21 @@ class Game:
# self.flashlight = pygame.draw.circle(self.display, (255, 255, 255, 0), self.flashlight_rect[0], self.flashlight_rect[1])
"""RAYCASTING"""
ray_end = pygame.Vector2()
light_points = []
vector = pygame.Vector2(75, 0)
vector = pygame.Vector2(self.light_radius, 0)
# Lichtstrahlen berechnen
for i in range(360):
rotated = vector.rotate(i)
ray_end = self.player_pos + rotated
rotated_vector = vector.rotate(i)
ray_end = self.player_pos + rotated_vector
# Überschneidung mit den Wänden prüfen
for wall in self.walls:
überschneidung = wall.clipline(self.player_pos, ray_end)
@ -108,7 +109,7 @@ class Game:
pygame.draw.polygon(
self.display,
"yellow",
(243, 255, 74),
light_points
)
@ -120,37 +121,45 @@ class Game:
for wall in self.walls:
pygame.draw.rect(self.display, "grey", wall)
player_pos_before = self.player_pos
velocity = self.speed * self.dt
# Smooth Movement
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.player_pos.y -= self.speed * self.dt
self.player_pos.y -= velocity
if keys[pygame.K_s]:
self.player_pos.y += self.speed * self.dt
self.player_pos.y += velocity
if keys[pygame.K_a]:
self.player_pos.x -= self.speed * self.dt
self.player_pos.x -= velocity
if keys[pygame.K_d]:
self.player_pos.x += self.speed * self.dt
self.player_pos.x += velocity
if self.player_pos[1] < self.player_height/2:
self.player_pos[1] = self.player_height/2
self.player_pos[1] = max(self.player_pos[1], self.player_height/2)
if self.player_pos[1] > SCREEN_HEIGHT/2-self.player_height/2:
self.player_pos[1] = SCREEN_HEIGHT/2-self.player_height/2
self.player_pos[1] = min(self.player_pos[1], SCREEN_HEIGHT/2-self.player_height/2)
if self.player_pos[0] < self.player_width/2:
self.player_pos[0] = self.player_width/2
self.player_pos[0] = max(self.player_pos[0], self.player_width/2)
if self.player_pos[0] > SCREEN_WIDTH/2-self.player_width/2:
self.player_pos[0] = SCREEN_WIDTH/2-self.player_width/2
self.player_pos[0] = min(self.player_pos[0], SCREEN_WIDTH/2-self.player_width/2)
for wall in self.walls:
if self.collide_objects(wall, self.player_rect):
self.player_pos = player_pos_before
if self.player_pos == player_pos_before:
pass
else:
print("Ungleich")
# print(f"Player Pos: {self.player_pos}, Player Pos Before: {player_pos_before}")
if self.rect_circle_collision(self.item_rect, self.flashlight_rect):
self.color_item = (0, 0, 255)
@ -183,16 +192,10 @@ class Game:
return distance <= circle_r
# def calculate_flashlight_radiate(self, degrees: int, start_pos: tuple[int, int] | list[int, int] | pygame.Vector2, length: int) -> tuple[int, int]:
# angle_deg = degrees # Angle in degrees
def collide_objects(self, rect1: pygame.Rect, rect2: pygame.Rect) -> bool:
if rect1.colliderect(rect2):
return True
# # Convert degrees to radians for math functions
# angle_rad = math.radians(angle_deg)
# end_x = start_pos[0] + length * math.cos(angle_rad)
# end_y = start_pos[1] - length * math.sin(angle_rad) # Minus because y increases downward in Pygame
# end_pos = (int(end_x), int(end_y))
# return end_pos
game = Game()
game.run()

120
testen/anderer_TS.py Normal file
View file

@ -0,0 +1,120 @@
from dataclasses import dataclass
import pygame
@dataclass
class Collisions:
top: bool = False
right: bool = False
bottom: bool = False
left: bool = False
# pygame setup
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
running = True
dt = 0
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
speed = 300
movement = [False, False, False, False]
velocity = [0, 0]
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
wall_rect = pygame.Rect(640, 260, 600, 30)
player_rect = pygame.Rect(player_pos.x, player_pos.y, 40, 40)
# fill the screen with a color to wipe away anything from last frame
screen.fill("purple")
pygame.draw.rect(screen, "blue", player_rect)
pygame.draw.rect(screen, "red", wall_rect)
velocity = speed * dt
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
velocity -= speed * dt
movement[0] = True
if keys[pygame.K_s]:
velocity += speed * dt
movement[2] = True
if keys[pygame.K_a]:
velocity -= speed * dt
movement[3] = True
if keys[pygame.K_d]:
velocity += speed * dt
movement[1] = True
collisions = Collisions()
frame_movement: tuple[float, float] = (
(movement[0] + velocity[0]),
movement[1] + velocity[1],
)
entity_rect = player_rect
if entity_rect.colliderect(wall_rect):
if frame_movement[0] > 0:
entity_rect.right = wall_rect.left
collisions.right = True
if frame_movement[0] < 0:
entity_rect.left = wall_rect.right
collisions.left = True
player_pos.x = entity_rect.x
player_pos[1] += frame_movement[1]
entity_rect = player_rect
if entity_rect.colliderect(wall_rect):
if frame_movement[1] > 0:
entity_rect.bottom = wall_rect.top
collisions.bottom = True
if frame_movement[1] < 0:
entity_rect.top = wall_rect.bottom
collisions.top = True
player_pos[1] = entity_rect.y
movement = [False, False, False, False] # NORDEN OSTEN SÜDEN WESTEN
# flip() the display to put your work on screen
pygame.display.flip()
# limits FPS to 60
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
pygame.quit()

34
testen/mini_test.py Normal file
View file

@ -0,0 +1,34 @@
# Example file showing a basic pygame "game loop"
import pygame
# pygame setup
pygame.init()
screen = pygame.display.set_mode((1280, 720))
clock = pygame.time.Clock()
running = True
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
screen.fill("purple")
# RENDER YOUR GAME HERE
jays_vector = pygame.Vector2(100, 100)
jays_anderer_vector = pygame.Vector2(600, 300)
pygame.draw.line(screen, (0, 0, 0), (0, 0), jays_vector)
pygame.draw.line(screen, (0, 0, 0), (0, 0), jays_anderer_vector)
pygame.draw.line(screen, (255, 255, 255), jays_vector, jays_anderer_vector)
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(60) # limits FPS to 60
pygame.quit()