Player-Klasse gemacht
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parent
5783976829
commit
bbac5c4fc7
1 changed files with 80 additions and 59 deletions
139
game.py
139
game.py
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@ -19,13 +19,16 @@ class Game:
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(self.screen.get_width() // 2, self.screen.get_height() // 2)
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)
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self.movement: list[bool] = [False, False, False, False]
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self.running: bool = True
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self.dt: int = 0
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self.player_pos = pygame.Vector2(self.display.get_width() / 2, self.display.get_height() / 2)
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self.player_width = 20
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self.player_height = 20
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self.player = Player(self, self.player_pos, width=self.player_width, height=self.player_height)
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self.item_rect = pygame.Rect(60, 40, 10, 10)
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@ -35,10 +38,7 @@ class Game:
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self.color_item = (0, 0, 0)
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self.speed = 300
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self.player_width = 20
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self.player_height = 20
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self.walls = [
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pygame.Rect(100, 100, 20, 50),
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@ -54,7 +54,6 @@ class Game:
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# Background
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self.display.fill((0, 0, 0, 0))
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self.player_rect = pygame.Rect(self.player_pos[0]-10, self.player_pos[1]-10, self.player_width, self.player_height)
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# Event-Keys
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@ -115,7 +114,6 @@ class Game:
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pygame.draw.rect(self.display, self.color_item, self.item_rect)
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pygame.draw.rect(self.display, (255, 0, 0), self.player_rect)
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@ -123,59 +121,8 @@ class Game:
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pygame.draw.rect(self.display, "grey", wall)
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# Smooth Movement
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keys = pygame.key.get_pressed()
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direction = pygame.Vector2(
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keys[pygame.K_d] - keys[pygame.K_a],
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keys[pygame.K_s] - keys[pygame.K_w]
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)
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if direction.length_squared() > 0:
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direction = direction.normalize()
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movement = direction * self.speed * self.dt
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self.player_pos += movement
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# player_rect.center = round(player_pos)
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self.player_rect.centerx = round(self.player_pos.x)
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for wall in self.walls:
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if self.player_rect.colliderect(wall):
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if movement.x > 0:
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self.player_rect.right = wall.left
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elif movement.x < 0:
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self.player_rect.left = wall.right
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self.player_pos.x = self.player_rect.centerx
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self.player_rect.centery = round(self.player_pos.y)
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for wall in self.walls:
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if self.player_rect.colliderect(wall):
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if movement.y > 0:
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self.player_rect.bottom = wall.top
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elif movement.y < 0:
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self.player_rect.top = wall.bottom
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self.player_pos.y = self.player_rect.centery
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self.player_pos[1] = max(self.player_pos[1], self.player_height/2)
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self.player_pos[1] = min(self.player_pos[1], SCREEN_HEIGHT/2-self.player_height/2)
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self.player_pos[0] = max(self.player_pos[0], self.player_width/2)
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self.player_pos[0] = min(self.player_pos[0], SCREEN_WIDTH/2-self.player_width/2)
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self.player.update(walls=self.walls, dt=self.dt)
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self.player.render(surface=self.display)
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# print(f"Player Pos: {self.player_pos}, Player Pos Before: {player_pos_before}")
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@ -211,5 +158,79 @@ class Game:
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return distance <= circle_r
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'''Hausaufgabe - Player Klasse - nicht alles auf einmal kopieren'''
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class Player:
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def __init__(self, game, pos: pygame.Vector2, width, height):
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self.game = game
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self.pos = pos
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self.player_width = width
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self.player_height = height
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self.speed = 300
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self.rect = pygame.Rect(self.pos[0]-self.player_width/2, self.pos[1]-self.player_height/2, width, height)
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def update(self, walls, dt):
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self.player_rect = pygame.Rect(self.pos[0]-10, self.pos[1]-10, self.player_width, self.player_height)
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# Smooth Movement
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keys = pygame.key.get_pressed()
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direction = pygame.Vector2(
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keys[pygame.K_d] - keys[pygame.K_a],
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keys[pygame.K_s] - keys[pygame.K_w]
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)
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if direction.length_squared() > 0:
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direction = direction.normalize()
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movement = direction * self.speed * dt
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self.pos += movement
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# player_rect.center = round(player_pos)
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self.player_rect.centerx = round(self.pos.x)
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for wall in walls:
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if self.player_rect.colliderect(wall):
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if movement.x > 0:
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self.player_rect.right = wall.left
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elif movement.x < 0:
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self.player_rect.left = wall.right
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self.pos.x = self.player_rect.centerx
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self.player_rect.centery = round(self.pos.y)
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for wall in walls:
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if self.player_rect.colliderect(wall):
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if movement.y > 0:
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self.player_rect.bottom = wall.top
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elif movement.y < 0:
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self.player_rect.top = wall.bottom
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self.pos.y = self.player_rect.centery
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self.pos[1] = max(self.pos[1], self.player_height/2)
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self.pos[1] = min(self.pos[1], SCREEN_HEIGHT/2-self.player_height/2)
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self.pos[0] = max(self.pos[0], self.player_width/2)
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self.pos[0] = min(self.pos[0], SCREEN_WIDTH/2-self.player_width/2)
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def render(self, surface):
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pygame.draw.rect(surface, (255, 0, 0), self.player_rect)
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game = Game()
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game.run()
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