loop, death, start
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e08074c22e
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103
game.py
103
game.py
@ -2,6 +2,7 @@ import pygame
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import player
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import helicopter
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import object
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import game_over
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import tilemap
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import sys
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@ -9,11 +10,13 @@ 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 = player.Player(0, 0)
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enemy = helicopter.Helicopter(5, 5)
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player1 = player.Player(500, 500)
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enemy = helicopter.Helicopter(50, 50)
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Erzmine = object.Erz(600, 100)
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Tanken = object.Tank(160, 200)
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Ziele = object.Ziel(600, 900)
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GameOver = False
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GO = game_over.GameOver()
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tile_set = pygame.image.load("resources/roads2W.png").convert_alpha()
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@ -30,54 +33,66 @@ def start():
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if event.type == pygame.MOUSEBUTTONDOWN:
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player1.dest(pygame.mouse.get_pos())
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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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win.blit(tank_label, (20, 20))
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# debug ausgabe
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# ---------------------------
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debug_selfrect = font.render('self centerx: ' + str(player1.rect.centerx) + ' self centery: ' + str(player1.rect.centery), True, white)
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win.blit(debug_selfrect, (20, 40))
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debug_selfrect = font.render('dest x: ' + str(player1.dest_x) + ' dest y: ' + str(player1.dest_y), True, white)
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win.blit(debug_selfrect, (20, 60))
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# ---------------------------
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if player1.rect.colliderect(Tanken.rect):
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player1.Tank = 250
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Erzmine.update()
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Erzmine.draw(win)
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if player1.rect.colliderect(enemy.rect):
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GameOver = True
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Tanken.update()
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Tanken.draw(win)
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if GameOver == False:
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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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Ziele.update()
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Ziele.draw(win)
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Erzmine.update()
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Erzmine.draw(win)
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player1.update()
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player1.draw(win)
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Tanken.update()
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Tanken.draw(win)
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enemy.update(player1)
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enemy.dest((player1.rect.centerx, player1.rect.centery))
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enemy.draw(win)
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Ziele.update()
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Ziele.draw(win)
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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.dest((player1.rect.centerx, player1.rect.centery))
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enemy.draw(win)
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# Game UI--------------------------------
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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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win.blit(tank_label, (20, 20))
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font = pygame.font.SysFont(None, 24)
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tank_label = font.render('Erz: ' + str(round(player1.Erz, 0)), True, white)
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win.blit(tank_label, (20, 40))
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# debug ausgabe
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# ---------------------------
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debug_selfrect = font.render('self centerx: ' + str(player1.rect.centerx) + ' self centery: ' + str(player1.rect.centery), True, white)
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win.blit(debug_selfrect, (20, 60))
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debug_selfrect = font.render('dest x: ' + str(player1.dest_x) + ' dest y: ' + str(player1.dest_y), True, white)
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win.blit(debug_selfrect, (20, 80))
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# ---------------------------
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# ----------------------------------------
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else:
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GO.draw(win)
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pass
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pygame.display.update()
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47
game_over.py
Normal file
47
game_over.py
Normal file
@ -0,0 +1,47 @@
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import pygame
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import game
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class GameOver(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.label = pygame.font.SysFont("Arial", 50).render("Game Over", True, (255, 0, 0))
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self.rect = self.label.get_rect(center=(400, 300))
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def draw(self, win):
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# Rechtecke
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start_button = pygame.Rect(200, 400, 100, 50)
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quit_button = pygame.Rect(500, 400, 120, 50)
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# Schriftart
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font = pygame.font.Font(None, 32)
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# Text
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start_text = font.render("Start", True, (0, 0, 0))
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quit_text = font.render("Beenden", True, (0, 0, 0))
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win.fill((0, 0, 0)) # Black
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win.blit(self.label, self.rect)
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# Buttons zeichnen
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pygame.draw.rect(win, (100, 100, 100), start_button)
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win.blit(start_text, (start_button.x + 25, start_button.y + 10))
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pygame.draw.rect(win, (100, 100, 100), quit_button)
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win.blit(quit_text, (quit_button.x + 10, quit_button.y + 10))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = event.pos
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# Start-Button
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if start_button.collidepoint(mouse_pos):
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game.start()
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# Beenden-Button
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if quit_button.collidepoint(mouse_pos):
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pygame.quit()
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sys.exit()
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2
main.py
2
main.py
@ -14,7 +14,7 @@ gray = (128, 128, 128)
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# Rechtecke
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start_button = pygame.Rect(100, 100, 100, 50)
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quit_button = pygame.Rect(300, 100, 100, 50)
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quit_button = pygame.Rect(300, 100, 120, 50)
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# Schriftart
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font = pygame.font.Font(None, 32)
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