movement, und tilemap
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parent
d964caf807
commit
5a5550b29b
31
fahrzeug.py
31
fahrzeug.py
@ -23,7 +23,7 @@ class Fahrzeug(pygame.sprite.Sprite):
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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 = 100
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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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@ -36,6 +36,14 @@ class Fahrzeug(pygame.sprite.Sprite):
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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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if self.rect.centerx != self.dest_x or self.rect.centery != self.dest_y:
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if self.Tank > 0:
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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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@ -46,10 +54,23 @@ class Fahrzeug(pygame.sprite.Sprite):
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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.centerx != self.dest_x or self.rect.centery != self.dest_y:
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if self.Tank > 0:
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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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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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10
game.py
10
game.py
@ -18,8 +18,6 @@ def start():
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white = (255, 255, 255)
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blue = (0, 0, 255)
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# Tilemap
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tile_size = 64
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while True:
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for event in pygame.event.get():
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@ -32,12 +30,20 @@ def start():
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# Hintergrundfarbe
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win.fill(white)
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tile = tilemap.tilemap()
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# Tilemap
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tile_size = tile.tilesize
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# Schleife durch das Tilemap-Array
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for y in range(len(tile.map_array)):
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for x in range(len(tile.map_array[y])):
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# Überprüfen, ob der Wert in der aktuellen Zelle gleich 0 ist
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if tile.map_array[y][x] == 0:
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win.blit(tile.road_quer, (x * tile_size, y * tile_size))
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if tile.map_array[y][x] == 1:
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win.blit(tile.road_senkrecht, (x * tile_size, y * tile_size))
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if tile.map_array[y][x] == 2:
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win.blit(tile.road_btr, (x * tile_size, y * tile_size))
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if tile.map_array[y][x] == 3:
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win.blit(tile.road_tbr, (x * tile_size, y * tile_size))
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font = pygame.font.SysFont(None, 24)
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tank_label = font.render('Tank: ' + str(round(player1.Tank, 2)), True, white)
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17
tilemap.py
17
tilemap.py
@ -2,12 +2,17 @@ import pygame
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class tilemap(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.image =pygame.image.load("roads2w.png").convert_alpha()
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self.image = pygame.image.load("roads2w.png").convert_alpha()
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self.scaled_image = pygame.transform.scale(self.image, (self.image.get_width()*4, self.image.get_height()*4))
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self.rect = self.image.get_rect()
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self.rect = 0, 0
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self.road_quer = self.image.subsurface(64*2, 0, 64, 64)
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self.map_array = [[0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0],
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self.tilesize = self.scaled_image.get_width()/8
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self.road_quer = self.scaled_image.subsurface((self.scaled_image.get_width()/8)*2, 0, self.scaled_image.get_height()/3, self.scaled_image.get_width()/8)
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self.road_senkrecht = self.scaled_image.subsurface((self.scaled_image.get_width()/8)*3, 0, self.scaled_image.get_height()/3, self.scaled_image.get_width()/8)
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self.road_btr = self.scaled_image.subsurface((self.scaled_image.get_width()/8)*0, (self.scaled_image.get_height()/3)*1, self.scaled_image.get_height()/3, self.scaled_image.get_width()/8)
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self.road_tbr = pygame.transform.flip(self.scaled_image.subsurface((self.scaled_image.get_width()/8)*2, (self.scaled_image.get_height()/3)*1, self.scaled_image.get_height()/3, self.scaled_image.get_width()/8), True, False)
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self.map_array = [[2, 0, 0, 0, 0],
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[1, 0, 0, 0, 0],
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[3, 0, 0, 0, 0],
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[1, 0, 0, 0, 0],
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[0, 0, 0, 0, 0]]
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