Helicopter, player, Fahrzeug, Ableitung
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5a5550b29b
commit
032229a115
47
fahrzeug.py
47
fahrzeug.py
@ -14,10 +14,6 @@ def get_angle(p1, p2):
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class Fahrzeug(pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__()
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self.image = pygame.image.load("player.png").convert_alpha()
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self.rect = self.image.get_rect(center=(x, y))
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self.rect.centerx = x
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self.rect.centery = y
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self.speed = 1
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self.dest_x = x
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self.dest_y = y
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@ -25,16 +21,6 @@ class Fahrzeug(pygame.sprite.Sprite):
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self.angle = 0
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self.Tank = 250
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def draw(self, win):
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rotated_image = pygame.transform.rotate(self.image, self.angle)
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rotated_rect = rotated_image.get_rect(center=self.rect.center)
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#debug, nicht anrühren
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#self.angle += 1
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#pygame.draw.rect(win, (255, 0, 0), rotated_rect)
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win.blit(rotated_image, rotated_rect)
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def update(self):
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self.move()
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@ -43,34 +29,9 @@ class Fahrzeug(pygame.sprite.Sprite):
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self.Tank -= 0.1
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self.angle = get_angle((self.rect.centerx, self.rect.centery), (self.dest_x, self.dest_y))-90
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def move(self):
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if self.Tank > 0:
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if self.rect.centerx < self.dest_x:
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self.rect.centerx += self.speed
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if self.rect.centerx > self.dest_x:
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self.rect.centerx -= self.speed
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if self.rect.centery < self.dest_y:
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self.rect.centery += self.speed
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if self.rect.centery > self.dest_y:
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self.rect.centery -= self.speed
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def move(self):
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pass
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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self.rect.centerx -= self.speed
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self.dest_x -= self.speed
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self.angle = 90
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if keys[pygame.K_RIGHT]:
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self.rect.centerx += self.speed
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self.dest_x += self.speed
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self.angle = 270
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if keys[pygame.K_UP]:
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self.rect.centery -= self.speed
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self.dest_y -= self.speed
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self.angle = 0
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if keys[pygame.K_DOWN]:
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self.rect.centery += self.speed
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self.dest_y += self.speed
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self.angle = 180
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def dest(self, pos):
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self.dest_x, self.dest_y = pos
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def dest(self, pos):
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self.dest_x, self.dest_y = pos
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9
game.py
9
game.py
@ -1,5 +1,6 @@
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import pygame
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import fahrzeug
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import player
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import helicopter
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import background
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import tilemap
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import sys
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@ -7,7 +8,8 @@ import sys
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def start():
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pygame.init()
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win = pygame.display.set_mode((800, 800))
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player1 = fahrzeug.Fahrzeug(0, 0)
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player1 = player.Player(0, 0)
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enemy = helicopter.Helicopter(5, 5)
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Erzmine = background.Erz()
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Tanken = background.Tank()
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Ziele = background.Ziel()
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@ -70,4 +72,7 @@ def start():
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player1.update()
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player1.draw(win)
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enemy.update(player1)
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enemy.draw(win)
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pygame.display.update()
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BIN
helicopter.jpg
Normal file
BIN
helicopter.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.3 KiB |
52
helicopter.py
Normal file
52
helicopter.py
Normal file
@ -0,0 +1,52 @@
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import pygame
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import player
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import rotor
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from fahrzeug import Fahrzeug
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class Helicopter(Fahrzeug, pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__(x, y)
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self.image = pygame.image.load("helicopter.jpg").convert_alpha()
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self.image = self.image.subsurface(44, 0, 44, 99)
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self.rect = self.image.get_rect(center=(x, y))
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self.rect.centerx = x
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self.rect.centery = y
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self.rotor = rotor.Rotor(self.rect.centerx, self.rect.centery)
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self.dest_x = x
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self.dest_y = y
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self.rect = self.image.get_rect()
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self.angle = 0
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self.speed = 1
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def update(self, player):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_a]:
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self.rect.centerx -= self.speed
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self.dest_x -= self.speed
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self.angle = 90
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if keys[pygame.K_d]:
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self.rect.centerx += self.speed
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self.dest_x += self.speed
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self.angle = 270
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if keys[pygame.K_w]:
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self.rect.centery -= self.speed
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self.dest_y -= self.speed
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self.angle = 0
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if keys[pygame.K_s]:
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self.rect.centery += self.speed
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self.dest_y += self.speed
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self.angle = 180
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self.rotor.update(self)
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def draw(self, win):
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rotated_image = pygame.transform.rotate(self.image, self.angle)
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rotated_rect = rotated_image.get_rect(center=self.rect.center)
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#debug, nicht anrühren
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#self.angle += 1
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#pygame.draw.rect(win, (255, 0, 0), rotated_rect)
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win.blit(rotated_image, rotated_rect)
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self.rotor.draw(win)
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59
player.py
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59
player.py
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@ -0,0 +1,59 @@
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import pygame
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from fahrzeug import Fahrzeug
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class Player(Fahrzeug, pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__(x, y)
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self.image = pygame.image.load("player.png").convert_alpha()
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self.rect = self.image.get_rect(center=(x, y))
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self.rect.centerx = x
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self.rect.centery = y
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self.speed = 1
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self.dest_x = x
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self.dest_y = y
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self.direction = pygame.math.Vector2(0, -1)
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self.angle = 0
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self.Tank = 250
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def draw(self, win):
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rotated_image = pygame.transform.rotate(self.image, self.angle)
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rotated_rect = rotated_image.get_rect(center=self.rect.center)
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#debug, nicht anrühren
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#self.angle += 1
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#pygame.draw.rect(win, (255, 0, 0), rotated_rect)
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win.blit(rotated_image, rotated_rect)
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def move(self):
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if self.Tank > 0:
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if self.rect.centerx < self.dest_x:
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self.rect.centerx += self.speed
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if self.rect.centerx > self.dest_x:
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self.rect.centerx -= self.speed
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if self.rect.centery < self.dest_y:
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self.rect.centery += self.speed
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if self.rect.centery > self.dest_y:
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self.rect.centery -= self.speed
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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self.rect.centerx -= self.speed
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self.dest_x -= self.speed
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self.angle = 90
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if keys[pygame.K_RIGHT]:
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self.rect.centerx += self.speed
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self.dest_x += self.speed
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self.angle = 270
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if keys[pygame.K_UP]:
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self.rect.centery -= self.speed
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self.dest_y -= self.speed
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self.angle = 0
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if keys[pygame.K_DOWN]:
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self.rect.centery += self.speed
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self.dest_y += self.speed
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self.angle = 180
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def dest(self, pos):
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self.dest_x, self.dest_y = pos
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32
rotor.py
Normal file
32
rotor.py
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@ -0,0 +1,32 @@
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import pygame
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import helicopter
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from fahrzeug import Fahrzeug
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class Rotor(Fahrzeug, pygame.sprite.Sprite):
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def __init__(self, x, y):
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super().__init__(x, y)
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self.image = pygame.image.load("helicopter.jpg").convert_alpha()
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self.image = self.image.subsurface(132, 98, 94, 94)
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self.rect = self.image.get_rect(center=(x, y))
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def update(self, helicopter):
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self.rect.center = helicopter.rect.center
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if helicopter.angle == 0:
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self.rect.centery -= 10
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if helicopter.angle == 90:
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self.rect.centerx -= 10
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if helicopter.angle == 180:
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self.rect.centery += 10
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if helicopter.angle == 270:
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self.rect.centerx += 10
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def draw(self, win):
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rotated_image = pygame.transform.rotate(self.image, self.angle)
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rotated_rect = rotated_image.get_rect(center=self.rect.center)
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#debug, nicht anrühren
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self.angle += 1
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#pygame.draw.rect(win, (255, 0, 0), rotated_rect)
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win.blit(rotated_image, rotated_rect)
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