LF08/player.py

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Python
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import pygame
from fahrzeug import Fahrzeug
class Player(Fahrzeug, pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__(x, y)
self.image = pygame.image.load("player.png").convert_alpha()
self.rect = self.image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
self.speed = 1
self.dest_x = x
self.dest_y = y
self.direction = pygame.math.Vector2(0, -1)
self.angle = 0
self.Tank = 250
def draw(self, win):
rotated_image = pygame.transform.rotate(self.image, self.angle)
rotated_rect = rotated_image.get_rect(center=self.rect.center)
#debug, nicht anrühren
#self.angle += 1
#pygame.draw.rect(win, (255, 0, 0), rotated_rect)
win.blit(rotated_image, rotated_rect)
def move(self):
if self.Tank > 0:
if self.rect.centerx < self.dest_x:
self.rect.centerx += self.speed
if self.rect.centerx > self.dest_x:
self.rect.centerx -= self.speed
if self.rect.centery < self.dest_y:
self.rect.centery += self.speed
if self.rect.centery > self.dest_y:
self.rect.centery -= self.speed
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.centerx -= self.speed
self.dest_x -= self.speed
self.angle = 90
if keys[pygame.K_RIGHT]:
self.rect.centerx += self.speed
self.dest_x += self.speed
self.angle = 270
if keys[pygame.K_UP]:
self.rect.centery -= self.speed
self.dest_y -= self.speed
self.angle = 0
if keys[pygame.K_DOWN]:
self.rect.centery += self.speed
self.dest_y += self.speed
self.angle = 180
def dest(self, pos):
self.dest_x, self.dest_y = pos