Player-Klasse gemacht

This commit is contained in:
Benjamin 2026-09-08 15:27:52 +02:00
parent 5783976829
commit bbac5c4fc7

139
game.py
View file

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