import pygame from fahrzeug import Fahrzeug class Player(Fahrzeug, 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 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 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, (255, 0, 0), rotated_rect) 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 def dest(self, pos): self.dest_x, self.dest_y = pos