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.image = pygame.image.load("player.png").convert_alpha() 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 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) 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 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 def dest(self, pos): self.dest_x, self.dest_y = pos