Alle Änderungen 04.09.2026 wichtig Hausaufgabe bis 11.09.2026 ist Player Klasse erstellen

This commit is contained in:
Benjamin 2026-09-04 18:34:35 +02:00
parent 737f7b693e
commit bc007c2274
3 changed files with 78 additions and 89 deletions

51
game.py
View file

@ -122,7 +122,6 @@ 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
@ -130,17 +129,39 @@ class Game:
# Smooth Movement
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.player_pos.y -= velocity
direction = pygame.Vector2(
keys[pygame.K_d] - keys[pygame.K_a],
keys[pygame.K_s] - keys[pygame.K_w]
)
if keys[pygame.K_s]:
self.player_pos.y += velocity
movement = direction * self.speed * self.dt
if keys[pygame.K_a]:
self.player_pos.x -= velocity
self.player_pos += movement
if keys[pygame.K_d]:
self.player_pos.x += velocity
# 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)
@ -151,14 +172,6 @@ class Game:
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):
@ -192,10 +205,6 @@ class Game:
return distance <= circle_r
def collide_objects(self, rect1: pygame.Rect, rect2: pygame.Rect) -> bool:
if rect1.colliderect(rect2):
return True
game = Game()
game.run()

View file

@ -1,17 +1,5 @@
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))
@ -23,11 +11,21 @@ player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
speed = 300
movement = [False, False, False, False]
velocity = [0, 0]
walls = [
pygame.Rect(640, 260, 600, 30)
]
player_rect = pygame.Rect(player_pos.x, player_pos.y, 40, 40)
player_rect.center = player_pos
while running:
dt = clock.tick(60) / 1000
# poll for events
# pygame.QUIT event means the user clicked X to close your window
@ -38,74 +36,60 @@ while running:
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")
for wall in walls:
pygame.draw.rect(screen, "red", wall)
pygame.draw.rect(screen, "blue", player_rect)
pygame.draw.rect(screen, "red", wall_rect)
velocity = speed * dt
pygame.draw.line(screen, "yellow", (0, 0), player_pos)
velocity = [0, 0]
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],
direction = pygame.Vector2(
keys[pygame.K_d] - keys[pygame.K_a],
keys[pygame.K_s] - keys[pygame.K_w]
)
entity_rect = player_rect
if entity_rect.colliderect(wall_rect):
if frame_movement[0] > 0:
entity_rect.right = wall_rect.left
collisions.right = True
movement = direction * speed * dt
if frame_movement[0] < 0:
entity_rect.left = wall_rect.right
collisions.left = True
player_pos += movement
player_pos.x = entity_rect.x
# player_rect.center = round(player_pos)
player_rect.centerx = round(player_pos.x)
player_pos[1] += frame_movement[1]
for wall in walls:
if player_rect.colliderect(wall):
if movement.x > 0:
player_rect.right = wall.left
entity_rect = player_rect
elif movement.x < 0:
player_rect.left = wall.right
player_pos.x = player_rect.centerx
player_rect.centery = round(player_pos.y)
for wall in walls:
if player_rect.colliderect(wall):
if movement.y > 0:
player_rect.bottom = wall.top
elif movement.y < 0:
player_rect.top = wall.bottom
player_pos.y = player_rect.centery
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
@ -115,6 +99,6 @@ while running:
# 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()

View file

@ -18,12 +18,8 @@ while running:
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)
vector = pygame.Vector2(120, 110)
print(2* vector)
# flip() the display to put your work on screen