movement, und tilemap
This commit is contained in:
		
							
								
								
									
										31
									
								
								fahrzeug.py
									
									
									
									
									
								
							
							
						
						
									
										31
									
								
								fahrzeug.py
									
									
									
									
									
								
							@@ -23,7 +23,7 @@ class Fahrzeug(pygame.sprite.Sprite):
 | 
			
		||||
        self.dest_y = y
 | 
			
		||||
        self.direction = pygame.math.Vector2(0, -1)
 | 
			
		||||
        self.angle = 0
 | 
			
		||||
        self.Tank = 100
 | 
			
		||||
        self.Tank = 250
 | 
			
		||||
 | 
			
		||||
    def draw(self, win):
 | 
			
		||||
        rotated_image = pygame.transform.rotate(self.image, self.angle)
 | 
			
		||||
@@ -36,6 +36,14 @@ class Fahrzeug(pygame.sprite.Sprite):
 | 
			
		||||
        win.blit(rotated_image, rotated_rect)
 | 
			
		||||
 | 
			
		||||
    def update(self):
 | 
			
		||||
        self.move()
 | 
			
		||||
 | 
			
		||||
        if  self.rect.centerx != self.dest_x or self.rect.centery != self.dest_y:
 | 
			
		||||
            if self.Tank > 0:
 | 
			
		||||
                self.Tank -= 0.1
 | 
			
		||||
            self.angle = get_angle((self.rect.centerx, self.rect.centery), (self.dest_x, self.dest_y))-90
 | 
			
		||||
 | 
			
		||||
    def move(self):
 | 
			
		||||
        if self.Tank > 0:
 | 
			
		||||
            if self.rect.centerx < self.dest_x:
 | 
			
		||||
                self.rect.centerx += self.speed
 | 
			
		||||
@@ -46,10 +54,23 @@ class Fahrzeug(pygame.sprite.Sprite):
 | 
			
		||||
            if self.rect.centery > self.dest_y:
 | 
			
		||||
                self.rect.centery -= self.speed
 | 
			
		||||
 | 
			
		||||
        if  self.rect.centerx != self.dest_x or self.rect.centery != self.dest_y:
 | 
			
		||||
            if self.Tank > 0:
 | 
			
		||||
                self.Tank -= 0.1
 | 
			
		||||
            self.angle = get_angle((self.rect.centerx, self.rect.centery), (self.dest_x, self.dest_y))-90
 | 
			
		||||
            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
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										10
									
								
								game.py
									
									
									
									
									
								
							
							
						
						
									
										10
									
								
								game.py
									
									
									
									
									
								
							@@ -18,8 +18,6 @@ def start():
 | 
			
		||||
    white = (255, 255, 255)
 | 
			
		||||
    blue = (0, 0, 255)
 | 
			
		||||
 | 
			
		||||
    # Tilemap
 | 
			
		||||
    tile_size = 64
 | 
			
		||||
 | 
			
		||||
    while True:
 | 
			
		||||
        for event in pygame.event.get():
 | 
			
		||||
@@ -32,12 +30,20 @@ def start():
 | 
			
		||||
        # Hintergrundfarbe
 | 
			
		||||
        win.fill(white)
 | 
			
		||||
        tile = tilemap.tilemap()
 | 
			
		||||
        # Tilemap
 | 
			
		||||
        tile_size = tile.tilesize
 | 
			
		||||
        # Schleife durch das Tilemap-Array
 | 
			
		||||
        for y in range(len(tile.map_array)):
 | 
			
		||||
            for x in range(len(tile.map_array[y])):
 | 
			
		||||
                # Überprüfen, ob der Wert in der aktuellen Zelle gleich 0 ist
 | 
			
		||||
                if tile.map_array[y][x] == 0:
 | 
			
		||||
                    win.blit(tile.road_quer, (x * tile_size, y * tile_size))
 | 
			
		||||
                if tile.map_array[y][x] == 1:
 | 
			
		||||
                    win.blit(tile.road_senkrecht, (x * tile_size, y * tile_size))
 | 
			
		||||
                if tile.map_array[y][x] == 2:
 | 
			
		||||
                    win.blit(tile.road_btr, (x * tile_size, y * tile_size))
 | 
			
		||||
                if tile.map_array[y][x] == 3:
 | 
			
		||||
                    win.blit(tile.road_tbr, (x * tile_size, y * tile_size))
 | 
			
		||||
 | 
			
		||||
        font = pygame.font.SysFont(None, 24)
 | 
			
		||||
        tank_label = font.render('Tank: ' + str(round(player1.Tank, 2)), True, white)
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										17
									
								
								tilemap.py
									
									
									
									
									
								
							
							
						
						
									
										17
									
								
								tilemap.py
									
									
									
									
									
								
							@@ -2,12 +2,17 @@ import pygame
 | 
			
		||||
class tilemap(pygame.sprite.Sprite):
 | 
			
		||||
    def __init__(self):
 | 
			
		||||
        super().__init__()
 | 
			
		||||
        self.image =pygame.image.load("roads2w.png").convert_alpha()
 | 
			
		||||
        self.image = pygame.image.load("roads2w.png").convert_alpha()
 | 
			
		||||
        self.scaled_image = pygame.transform.scale(self.image, (self.image.get_width()*4, self.image.get_height()*4))
 | 
			
		||||
        self.rect = self.image.get_rect()
 | 
			
		||||
        self.rect = 0, 0
 | 
			
		||||
        self.road_quer = self.image.subsurface(64*2, 0, 64, 64)
 | 
			
		||||
        self.map_array = [[0, 0, 0, 0, 0],
 | 
			
		||||
                            [0, 0, 0, 0, 0],
 | 
			
		||||
                            [0, 0, 0, 0, 0],
 | 
			
		||||
                            [0, 0, 0, 0, 0],
 | 
			
		||||
        self.tilesize = self.scaled_image.get_width()/8
 | 
			
		||||
        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)
 | 
			
		||||
        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)
 | 
			
		||||
        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)
 | 
			
		||||
        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)
 | 
			
		||||
        self.map_array = [[2, 0, 0, 0, 0],
 | 
			
		||||
                            [1, 0, 0, 0, 0],
 | 
			
		||||
                            [3, 0, 0, 0, 0],
 | 
			
		||||
                            [1, 0, 0, 0, 0],
 | 
			
		||||
                            [0, 0, 0, 0, 0]]
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user