school-horror-game/game.py
2026-08-19 18:27:21 +02:00

169 lines
5.2 KiB
Python

import pygame
import math
SCREEN_WIDTH = 1280
SCREEN_HEIGHT = 720
class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption("School Game")
self.clock = pygame.Clock()
self.screen: pygame.Surface = pygame.display.set_mode(
(SCREEN_WIDTH, SCREEN_HEIGHT)
)
self.display: pygame.Surface = pygame.Surface(
(self.screen.get_width() // 2, self.screen.get_height() // 2)
)
self.movement: list[bool] = [False, False, False, False]
self.running: bool = True
self.dt: int = 0
self.player_pos = pygame.Vector2(self.display.get_width() / 2, self.display.get_height() / 2)
self.item_rect = pygame.Rect(60, 40, 10, 10)
self.flashlight_rect = (self.player_pos, 50)
self.flashlight = 0
self.color_item = (0, 0, 0)
self.speed = 300
self.player_width = 20
self.player_height = 20
self.walls = [
pygame.Rect(100, 100, 20, 50)
]
# self.circle = pygame.geometry.Circle(self.player_pos[0], self.player_pos[1], 30)
def run(self) -> None:
while self.running:
# Background
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
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_LSHIFT:
self.speed = 600
if event.type == pygame.KEYUP:
if event.key == pygame.K_LSHIFT:
self.speed = 300
# Player-Draw
# self.flashlight = pygame.draw.circle(self.display, (255, 255, 255, 0), self.flashlight_rect[0], self.flashlight_rect[1])
for i in range(360):
end_pos = self.calculate_flashlight_radiate(i, self.player_pos, 50)
# rect = pygame.Rect(self.player_pos[0], self.player_pos[1], end_pos[0], end_pos[1])
# pygame.draw.rect(self.display, (255, 255, 130), rect)
pygame.draw.line(self.display, (255, 255, 130), self.player_pos, end_pos, width=3)
pygame.draw.rect(self.display, self.color_item, self.item_rect)
pygame.draw.rect(self.display, (255, 0, 0), self.player_rect)
for wall in self.walls:
pygame.draw.rect(self.display, "grey", wall)
# Smooth Movement
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.player_pos.y -= self.speed * self.dt
if keys[pygame.K_s]:
self.player_pos.y += self.speed * self.dt
if keys[pygame.K_a]:
self.player_pos.x -= self.speed * self.dt
if keys[pygame.K_d]:
self.player_pos.x += self.speed * self.dt
if self.player_pos[1] < self.player_height/2:
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
if self.player_pos[0] < self.player_width/2:
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
if self.rect_circle_collision(self.item_rect, self.flashlight_rect):
self.color_item = (0, 0, 255)
else:
self.color_item = (0, 0, 0)
self.screen.blit(
pygame.transform.scale(self.display, self.screen.get_size())
)
pygame.display.update()
self.dt = self.clock.tick(60) / 3000
def rect_circle_collision(self, rect, circle):
rect_x, rect_y, rect_w, rect_h = rect
circle_x = circle[0][0]
circle_y = circle[0][1]
circle_r = circle[1]
# Calculate the closest point on the rectangle to the center of the circle
closest_x = max(rect_x, min(circle_x, rect_x + rect_w))
closest_y = max(rect_y, min(circle_y, rect_y + rect_h))
# Calculate the distance between the center of the circle and the closest point on the rectangle
dx = circle_x - closest_x
dy = circle_y - closest_y
distance = (dx ** 2 + dy ** 2) ** 0.5
return distance <= circle_r
def calculate_flashlight_radiate(self, degrees, start_pos, length):
angle_deg = degrees # Angle in degrees
# 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()