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Author SHA1 Message Date
6abca13d4c Erz,Tank,Ziel 2023-03-31 11:54:10 +02:00
24 changed files with 143 additions and 455 deletions

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.gitignore vendored
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__pycache__/
.idea/

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.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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.idea/TruckSimulator.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.9 (Arbeit1)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (Arbeit1)" project-jdk-type="Python SDK" />
</project>

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.idea/modules.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/TruckSimulator.iml" filepath="$PROJECT_DIR$/.idea/TruckSimulator.iml" />
</modules>
</component>
</project>

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# Trucksimulator
Willkommen im Trucksimulator-Repository! In diesem Spiel geht es darum, einen Truck zu fahren und eine Ladung von einer Mine abzuholen und zum Ziel zu bringen, ohne dabei von einem Helikopter erwischt zu werden, der einen verfolgt.
## Installation
Um das Spiel zu spielen, müssen Sie es zuerst herunterladen und auf Ihrem Computer installieren. Hier sind die Schritte:
1. Klonen Sie das Repository auf Ihren Computer mit dem Befehl
`git clone https://git.braveslave.duckdns.org/Ihr Benutzername/LF08.git`.
Oder
Ziehen sie sich die ".Exe" aus dem Pakete Tab.
2. Stellen Sie sicher, dass Sie die neueste Version von Python und der pygame-Bibliothek installiert haben.
3. Navigieren Sie zum Ordner `trucksimulator` und führen Sie das Spiel mit dem Befehl `python main.py` aus.
## Spielanleitung
Das Ziel des Spiels ist es, eine Ladung von einer Mine abzuholen und zum Ziel zu bringen, ohne dabei von einem Helikopter erwischt zu werden. Hier sind die Schritte:
1. Starten Sie das Spiel, indem Sie die Datei `main.py` ausführen.
2. Fahren Sie den Truck zur Mine und laden Sie die Ladung auf.
3. Bringen Sie die Ladung zum Ziel, indem Sie den Truck auf der Straße halten und Hindernissen ausweichen.
4. Seien Sie vorsichtig und vermeiden Sie es, vom Helikopter erwischt zu werden, der Sie verfolgt. Wenn er zu nahe kommt, verlieren Sie das Spiel.
5. Wenn Sie die Ladung erfolgreich zum Ziel gebracht haben, haben Sie das Spiel gewonnen!
## Mitwirkende
Dieses Spiel wurde von Nico Schmidt entwickelt.
## Lizenz
Dieses Spiel steht unter der MIT-Lizenz. Siehe die Datei `LICENSE` für weitere Informationen.
# TruckSimulator

45
background.py Normal file
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import pygame
class Erz(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Erzmine.jpg").convert_alpha()
self.rect = self.image.get_rect()
self.rect = 330, 20
def draw(self, win):
groesse = pygame.transform.scale(self.image, (100, 100))
win.blit(groesse, self.rect)
class Tank(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Tank.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect = 30, 220
def draw(self, win):
groesse = pygame.transform.scale(self.image, (100, 100))
win.blit(groesse, self.rect)
class Ziel(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Ziel.jpg").convert_alpha()
self.rect = self.image.get_rect()
self.rect = 330, 520
def draw(self, win):
groesse = pygame.transform.scale(self.image, (100, 100))
win.blit(groesse, self.rect)

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import pygame
import math
def get_angle(p1, p2):
dx = p2[0] - p1[0]
dy = p2[1] - p1[1]
rads = math.atan2(-dy, dx)
rads %= 2 * math.pi
degs = math.degrees(rads)
return degs
class Fahrzeug(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
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 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):
pass
def dest(self, pos):
self.dest_x, self.dest_y = pos

91
game.py
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@ -1,29 +1,30 @@
import pygame
import player
import helicopter
import object
import game_over
import tilemap
import sys
import background
import player
import sys
def start():
pygame.init()
win = pygame.display.set_mode((800, 800))
player1 = player.Player(500, 500)
enemy = helicopter.Helicopter(50, 50)
Erzmine = object.Erz(600, 40)
Tanken = object.Tank(200, 220)
Ziele = object.Ziel(600, 750)
GameOver = False
GO = game_over.GameOver()
tile_set = pygame.image.load("resources/roads2W.png").convert_alpha()
player1 = player.Player(0, 0)
Erzmine = background.Erz()
Tanken = background.Tank()
Ziele = background.Ziel()
# Farben
white = (255, 255, 255)
blue = (0, 0, 255)
# Tilemap
tile_size = 16
map_width = 200
map_height = 200
tilemap = [[0 for y in range(map_height)] for x in range(map_width)]
for x in range(map_width):
for y in range(map_height):
tilemap[x][y] = 1
while True:
for event in pygame.event.get():
@ -33,37 +34,14 @@ def start():
if event.type == pygame.MOUSEBUTTONDOWN:
player1.dest(pygame.mouse.get_pos())
if player1.rect.colliderect(Tanken.rect):
player1.Tank = 250
if player1.rect.colliderect(enemy.rect):
GameOver = True
if player1.rect.colliderect(Erzmine.rect):
player1.Erz += 1
if player1.rect.colliderect(Ziele.rect):
if player1.Erz >= 1:
player1.Erz -= 1
if GameOver == False:
# 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))
# Tilemap zeichnen
for x in range(map_width):
for y in range(map_height):
if tilemap[x][y] == 1:
pygame.draw.rect(win, blue, (x * tile_size, y * tile_size, tile_size, tile_size))
Erzmine.update()
Erzmine.draw(win)
@ -77,29 +55,4 @@ def start():
player1.update()
player1.draw(win)
enemy.update(player1)
enemy.dest((player1.rect.centerx, player1.rect.centery))
enemy.draw(win)
# Game UI--------------------------------
font = pygame.font.SysFont(None, 24)
tank_label = font.render('Tank: ' + str(round(player1.Tank, 2)), True, white)
win.blit(tank_label, (20, 20))
font = pygame.font.SysFont(None, 24)
tank_label = font.render('Erz: ' + str(round(player1.Erz, 0)), True, white)
win.blit(tank_label, (20, 40))
# debug ausgabe
# ---------------------------
debug_selfrect = font.render('self centerx: ' + str(player1.rect.centerx) + ' self centery: ' + str(player1.rect.centery), True, white)
win.blit(debug_selfrect, (20, 60))
debug_selfrect = font.render('dest x: ' + str(player1.dest_x) + ' dest y: ' + str(player1.dest_y), True, white)
win.blit(debug_selfrect, (20, 80))
# ---------------------------
# ----------------------------------------
else:
GO.draw(win)
pass
pygame.display.update()

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import pygame
import game
import sys
class GameOver(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.label = pygame.font.SysFont("Arial", 50).render("Game Over", True, (255, 0, 0))
self.rect = self.label.get_rect(center=(400, 300))
def draw(self, win):
win.fill((0, 0, 0)) # Black
win.blit(self.label, self.rect)
self.start_quit(win)
@staticmethod
def start_quit(win):
# Rechtecke
start_button = pygame.Rect(200, 400, 100, 50)
quit_button = pygame.Rect(500, 400, 120, 50)
# Schriftart
font = pygame.font.Font(None, 32)
# Text
start_text = font.render("Start", True, (0, 0, 0))
quit_text = font.render("Beenden", True, (0, 0, 0))
# Buttons zeichnen
pygame.draw.rect(win, (100, 100, 100), start_button)
win.blit(start_text, (start_button.x + 25, start_button.y + 10))
pygame.draw.rect(win, (100, 100, 100), quit_button)
win.blit(quit_text, (quit_button.x + 10, quit_button.y + 10))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = event.pos
# Start-Button
if start_button.collidepoint(mouse_pos) or \
start_text.get_rect(center=(start_button.x + 50, start_button.y + 25)).collidepoint(mouse_pos):
game.start()
# Beenden-Button
if quit_button.collidepoint(mouse_pos) or \
quit_text.get_rect(center=(quit_button.x + 60, quit_button.y + 25)).collidepoint(mouse_pos):
pygame.quit()
sys.exit()

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import pygame
import player
import rotor
from fahrzeug import Fahrzeug, get_angle
import time
class Helicopter(Fahrzeug, pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__(x, y)
self.image = pygame.image.load("resources/helicopter.jpg").convert_alpha()
self.image = self.image.subsurface(44, 0, 44, 99)
self.image = pygame.transform.scale(self.image, (self.image.get_width() * 1.2, self.image.get_height() * 1.2))
self.rect = self.image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
self.rotor = rotor.Rotor(self.rect.centerx, self.rect.centery)
self.dest_x = x
self.dest_y = y
self.rect = self.image.get_rect()
self.angle = 0
self.speed = 1
self.duration_speed = 0.02
self.start_time = time.time()
def update(self, player):
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
self.rect.centerx -= self.speed
self.dest_x -= self.speed
self.angle = 90
if keys[pygame.K_d]:
self.rect.centerx += self.speed
self.dest_x += self.speed
self.angle = 270
if keys[pygame.K_w]:
self.rect.centery -= self.speed
self.dest_y -= self.speed
self.angle = 0
if keys[pygame.K_s]:
self.rect.centery += self.speed
self.dest_y += self.speed
self.angle = 180
elapsed_time = time.time() - self.start_time
if elapsed_time >= self.duration_speed:
if self.rect.centerx < player.rect.centerx:
self.rect.centerx += self.speed
if self.rect.centery < player.rect.centery:
self.rect.centery += self.speed
if self.rect.centerx > player.rect.centerx:
self.rect.centerx -= self.speed
if self.rect.centery > player.rect.centery:
self.rect.centery -= self.speed
self.start_time = time.time()
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
self.rotor.update(self)
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)
self.rotor.draw(win)

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pipeline {
agent {
label 'python' // Uses the Jenkins agent with the label 'python'
}
stages {
stage('Build') {
steps {
bat """
@echo off
rem Set the path to the workspace directory
cd C:/Program Files/jenkins-agent/workspace/TS
rem Delete the "dist" folder if it exists
if exist dist rmdir /s /q dist
rem Use PyInstaller to compile the Python application into a single executable file
python -m PyInstaller --onefile main.py
rem Move the "resources" folder into the "dist" folder
move resources dist
rem Output a success message
echo Resources folder was successfully moved to the dist folder.
"""
}
}
}
}

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@ -14,7 +14,7 @@ gray = (128, 128, 128)
# Rechtecke
start_button = pygame.Rect(100, 100, 100, 50)
quit_button = pygame.Rect(300, 100, 120, 50)
quit_button = pygame.Rect(300, 100, 100, 50)
# Schriftart
font = pygame.font.Font(None, 32)
@ -32,13 +32,11 @@ while True:
mouse_pos = event.pos
# Start-Button
if start_button.collidepoint(mouse_pos) or \
start_text.get_rect(center=(start_button.x + 50, start_button.y + 25)).collidepoint(mouse_pos):
if start_button.collidepoint(mouse_pos):
game.start()
# Beenden-Button
if quit_button.collidepoint(mouse_pos) or \
quit_text.get_rect(center=(quit_button.x + 60, quit_button.y + 25)).collidepoint(mouse_pos):
if quit_button.collidepoint(mouse_pos):
pygame.quit()
sys.exit()

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import pygame
# Farbe Weiß
WHITE = (255, 255, 255)
class Erz(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("resources/Erzmine.png").convert_alpha()
self.scaled_image = pygame.transform.scale(self.image, (self.image.get_width() / 2, self.image.get_height() / 2))
self.rect = self.scaled_image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
def draw(self, win):
pygame.draw.rect(win, (255, 0, 0), self.rect)
win.blit(self.scaled_image, self.rect)
class Tank(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("resources/Tank.jpg").convert_alpha()
self.scaled_image = pygame.transform.scale(self.image, (self.image.get_width() / 20, self.image.get_height() / 20))
self.rect = self.scaled_image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
def draw(self, win):
pygame.draw.rect(win, (255, 0, 0), self.rect)
win.blit(self.scaled_image, self.rect)
class Ziel(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("resources/Ziel.jpg").convert_alpha()
self.scaled_image = pygame.transform.scale(self.image, (self.image.get_width() / 3, self.image.get_height() / 3))
self.rect = self.scaled_image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
def draw(self, win):
pygame.draw.rect(win, (255, 0, 0), self.rect)
win.blit(self.scaled_image, self.rect)

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import pygame
from fahrzeug import Fahrzeug
import math
class Player(Fahrzeug, pygame.sprite.Sprite):
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__(x, y)
self.image = pygame.image.load("resources/player.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (self.image.get_width()/1.2, self.image.get_height()/1.2))
self.rect = self.image.get_rect(center=(x, y))
self.rect.centerx = x
self.rect.centery = y
self.speed = 1
super().__init__()
self.image = pygame.image.load("player.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 2
self.dest_x = x
self.dest_y = y
self.direction = pygame.math.Vector2(0, -1)
self.angle = 0
self.Tank = 250
self.Erz = 0
self.direction = pygame.math.Vector2(1, 0)
def draw(self, win):
rotated_image = pygame.transform.rotate(self.image, self.angle)
rotated_rect = rotated_image.get_rect(center=self.rect.center)
win.blit(self.image, self.rect)
#debug, nicht anrühren
#self.angle += 1
pygame.draw.rect(win, (255, 0, 0), rotated_rect)
def update(self):
if self.rect.x < self.dest_x:
self.rect.x += self.speed
if self.rect.x > self.dest_x:
self.rect.x -= self.speed
if self.rect.y < self.dest_y:
self.rect.y += self.speed
if self.rect.y > self.dest_y:
self.rect.y -= self.speed
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
direction = pygame.math.Vector2(self.dest_x - self.rect.centerx, self.dest_y - self.rect.centery)
#angle = -math.degrees(math.atan2(direction.y, direction.x))
#self.image = pygame.transform.rotate(self.image, angle)
self.rect = self.image.get_rect(center=self.rect.center)
self.direction = direction.normalize()
def dest(self, pos):
self.dest_x, self.dest_y = pos

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import pygame
import helicopter
from fahrzeug import Fahrzeug
class Rotor(Fahrzeug, pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__(x, y)
self.image = pygame.image.load("resources/helicopter.jpg").convert_alpha()
self.image = self.image.subsurface(132, 98, 94, 94)
self.rect = self.image.get_rect(center=(x, y))
def update(self, helicopter):
self.rect.center = helicopter.rect.center
if helicopter.angle == 0:
self.rect.centery -= 10
if helicopter.angle == 90:
self.rect.centerx -= 10
if helicopter.angle == 180:
self.rect.centery += 10
if helicopter.angle == 270:
self.rect.centerx += 10
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)

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@ -1,18 +0,0 @@
import pygame
class tilemap(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("resources/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.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]]