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Author SHA1 Message Date
6abca13d4c Erz,Tank,Ziel 2023-03-31 11:54:10 +02:00
25 changed files with 144 additions and 538 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/Yadciel/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 `LF08` 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 oder die main.exe.
(Wichtig! der resourcen Ordner muss im selben Ordner sein wie die main.py und oder main.exe)
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.
(Hindernisse folgen noch)
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 erfolgreich 1000 Erz zum Ziel gebracht haben, haben Sie das Spiel gewonnen!
## Mitwirkende
Dieses Spiel wurde von Nico Schmidt entwickelt.
# 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

122
game.py
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import pygame
import player
import helicopter
import object
import game_over
import win_screen
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 = ''
go_screen = game_over.GameOver()
w_screen = win_screen.WinScreen()
debug = False
ziel_erz = 0
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():
if event.type == pygame.QUIT:
@ -36,87 +34,25 @@ def start():
if event.type == pygame.MOUSEBUTTONDOWN:
player1.dest(pygame.mouse.get_pos())
if player1.rect.colliderect(tanken.rect):
if player1.Tank < 250:
player1.Tank += 0.5
if player1.rect.colliderect(enemy.rect):
if player1.Erz > 0:
player1.Erz -= 1
if player1.rect.colliderect(erzmine.rect):
player1.Erz += 1
if player1.rect.colliderect(ziele.rect):
if player1.Erz >= 1:
player1.Erz -= 1
ziel_erz += 1
if ziel_erz >= 1000:
gameover = 'win'
if not gameover:
# 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))
erzmine.update()
erzmine.draw(win)
# 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))
tanken.update()
tanken.draw(win)
Erzmine.update()
Erzmine.draw(win)
ziele.update()
ziele.draw(win)
Tanken.update()
Tanken.draw(win)
Ziele.update()
Ziele.draw(win)
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
# ---------------------------
if debug:
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:
if gameover == 'win':
w_screen.draw(win)
pass
if gameover == 'gameover':
go_screen.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()
self.debug = False
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
if self.debug:
pygame.draw.rect(win, (0, 255, 0), self.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
self.debug = False
def draw(self, win):
if self.debug:
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
self.debug = False
def draw(self, win):
if self.debug:
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
self.debug = False
def draw(self, win):
if self.debug:
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.debug = False
self.b_move = False
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
if self.debug:
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
#bug wenn beide methoden zeitgleich benutzt werden
self.b_move = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.centerx -= self.speed
self.dest_x -= self.speed
self.angle = 90
self.b_move = True
if keys[pygame.K_RIGHT]:
self.rect.centerx += self.speed
self.dest_x += self.speed
self.angle = 270
self.b_move = True
if keys[pygame.K_UP]:
self.rect.centery -= self.speed
self.dest_y -= self.speed
self.angle = 0
self.b_move = True
if keys[pygame.K_DOWN]:
self.rect.centery += self.speed
self.dest_y += self.speed
self.angle = 180
self.b_move = True
if self.b_move:
self.Tank -= 0.1
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]]

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@ -1,48 +0,0 @@
import pygame
import sys
class WinScreen(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.label = pygame.font.SysFont("Arial", 50).render("Win", 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()