tower changes

This commit is contained in:
Niklas Haiden
2026-05-08 19:02:28 +02:00
parent ba0bb49ab8
commit 261e0bc223
+85 -95
View File
@@ -1,23 +1,22 @@
import pygame
import random
import math
import random
from typing import Optional
import pygame
from src.settings import TOWER_COST, PROJECTILE_DMG, PROJECTILE_SPEED, COLOR_PROJECTILE, TOWER_TIMER
tower_size = 30
projectile_size = 8
fire_interval = 1000 # ms zwischen Schüssen
respawn_delay = 10000 # ms bis neues Feld spawnt
tower_size = 30
projectile_size = 20
fire_interval = 1000 # ms zwischen Schüssen
class Tower:
def __init__(self) -> None:
# Feld und Tower -> None wenn nicht aktiv
self.field_rect: pygame.Rect = None
self.tower_rect: pygame.Rect = None
self.tower_rect: Optional[pygame.Rect] = None
self.projectiles: list[dict] = []
self.tower_start: int = None
self.despawn_timer: int = None
self.tower_start: Optional[int] = None
self.last_shot: int = 0
# Sprite laden für den Tower
@@ -28,41 +27,45 @@ class Tower:
print(f"Error loading tower sprite: {e}")
self.tower_image = None
def field_spawn(self, room_rect: pygame.Rect, blocked_rects: list[pygame.Rect]):
# soll Tower Feld an zufälliger freier Position im Raum spawnen
for i in range(50):
x = random.randint(room_rect.left + tower_size, room_rect.right - tower_size * 2)
y = random.randint(room_rect.top + tower_size, room_rect.bottom - tower_size * 2)
rect = pygame.Rect(x, y, tower_size, tower_size)
# Projectile sprite: the tower throws books.
try:
self.projectile_image = pygame.image.load("assets/items/book.png").convert_alpha()
self.projectile_image = pygame.transform.scale(self.projectile_image, (projectile_size, projectile_size))
except Exception:
self.projectile_image = None
# freie Position finden - nicht auf dem Tisch oder blockierten Rects
if not any(rect.colliderect(b) for b in blocked_rects):
self.field_rect = rect
return
def try_spawn(self, room_rect: Optional[pygame.Rect], blocked_rects: list[pygame.Rect], ects) -> bool:
"""Spawn and pay for one tower as soon as the player has enough ECTS."""
def try_build(self, player_rect: pygame.Rect, keys: pygame.key.ScancodeWrapper, ects):
if room_rect is None or self.tower_rect is not None:
return False
if ects.ects_balance < TOWER_COST:
return False
# Baut Tower wenn Spieler E drückt, auf Feld steht und genug ects hat
if not self.field.rect or self.tower.rect:
return False
if not (self.field_rect.colliderect(player_rect) and keys[pygame.K_e] and ects.balance >= TOWER_COST):
return False
rect = self._random_free_rect(room_rect, blocked_rects)
if rect is None:
return False
ects.balance -= TOWER_COST
self.tower_rect = self.field_rect
self.field_rect = None
self.tower_start = pygame.time.get_ticks()
return True
ects.decrease_balance(TOWER_COST)
self.tower_rect = rect
self.tower_start = pygame.time.get_ticks()
self.projectiles = []
return True
def update(self, player_rect: pygame.Rect, keys: pygame.key.ScancodeWrapper, ects, monster_rect: pygame.Rect, room_rect: pygame.Rect, blocked_rects: list[pygame.Rect]):
def update(
self,
room_rect: Optional[pygame.Rect],
blocked_rects: list[pygame.Rect],
ects,
monster_rect: Optional[pygame.Rect],
) -> int:
"""Update tower spawning/shooting and return damage dealt to the monster."""
# ruft jeden Frame auf und gibt den Schaden auf Monster zurück
now = pygame.time.get_ticks()
total_damage = 0
self.try_build(player_rect, keys, ects)
self.try_spawn(room_rect, blocked_rects, ects)
# schießen dann, wenn Tower und Monster vorhanden sind
if self.tower_rect and monster_rect:
if now - self.last_shot >= fire_interval:
dx = monster_rect.centerx - self.tower_rect.centerx
@@ -74,84 +77,71 @@ class Tower:
"vel_x": (dx / distance) * PROJECTILE_SPEED,
"vel_y": (dy / distance) * PROJECTILE_SPEED,
})
self.last_shot = now
# Bewegung der Projektile und Kollision mit Monster prüfen
for p in self.projectiles[:]:
p["x"] += p["vel_x"]
p["y"] += p["vel_y"]
for projectile in self.projectiles[:]:
projectile["x"] += projectile["vel_x"]
projectile["y"] += projectile["vel_y"]
if monster_rect and pygame.Rect(int(p["x"]), int(p["y"]), projectile_size, projectile_size).colliderect(monster_rect):
projectile_rect = pygame.Rect(
int(projectile["x"]),
int(projectile["y"]),
projectile_size,
projectile_size,
)
if monster_rect and projectile_rect.colliderect(monster_rect):
total_damage += PROJECTILE_DMG
self.projectiles.remove(p)
self.projectiles.remove(projectile)
# wenn der Tower abgelaufen ist, soll er despawnen und ein Timer starten
if self.tower_rect and self.tower_start and now - self.tower_start >= TOWER_TIMER:
self.tower_rect = None
self.despawn_time = now
self.projectiles = []
# ein neues Feld soll spawnen nach dem Respawn Delay
if not self.tower_rect and not self.field_rect and self.despawn_time:
if now - self.despawn_time >= respawn_delay:
self.spawn_field(room_rect, blocked_rects)
self.despawn_time = None
self.clear()
return total_damage
def draw(self, surface: pygame.Surface, font: pygame.font.Font, cam_x: int = 0, cam_y: int = 0):
# Feld zeichnen - goldenes Rechteck mit "T" als Hinweis
if self.field_rect:
r = pygame.Rect(self.field_rect.x - cam_x, self.field_rect.y - cam_y, tower_size, tower_size)
pygame.draw.rect(surface, (160,120,30), r)
pygame.draw.rect(surface, (220,180,60), r, 2)
surface.blit(font.render("T", True, (255, 255, 255)), (r.x + 12, r.y + 10))
# Tower Zeichnen mit Sprite - als Fallback grünes Rechteck
if self.tower_rect and self.tower_start:
r = pygame.Rect(self.tower_rect.x - cam_x, self.tower_rect.y - cam_y, tower_size, tower_size)
draw_rect = pygame.Rect(
self.tower_rect.x - cam_x,
self.tower_rect.y - cam_y,
tower_size,
tower_size,
)
# berechnet die verbleibende Zeit in Sekunden
sec = max(0, TOWER_TIMER - (pygame.time.get_ticks() - self.tower_start)) // 1000
if self.tower_image:
surface.blit(self.tower_image, r)
surface.blit(self.tower_image, draw_rect)
else:
pygame.draw.rect(surface, (40, 160, 80), r)
pygame.draw.rect(surface, (80, 220, 120), r, 2)
# Restzeit der Tower über dem Sprite anzeigen
surface.blit(font.render(str(sec), True, (255, 255, 255)), (r.x + 8, r.y - 18))
# alle aktiven Projektile zeichnen
for p in self.projectiles:
pygame.draw.rect(surface, COLOR_PROJECTILE,
pygame.Rect(int(p["x"]) - cam_x, int(p["y"]) - cam_y, projectile_size, projectile_size))
# alles zurücksetzen, wenn der Raum verlassen wird
def clear(self) -> None:
self.field_rect = None
self.tower_rect = None
self.projectiles = []
self.despawn_timer = None
pygame.draw.rect(surface, (40, 160, 80), draw_rect)
pygame.draw.rect(surface, (80, 220, 120), draw_rect, 2)
surface.blit(font.render(str(sec), True, (255, 255, 255)), (draw_rect.x + 8, draw_rect.y - 18))
for projectile in self.projectiles:
projectile_rect = pygame.Rect(
int(projectile["x"]) - cam_x,
int(projectile["y"]) - cam_y,
projectile_size,
projectile_size,
)
if self.projectile_image:
surface.blit(self.projectile_image, projectile_rect)
else:
pygame.draw.rect(surface, COLOR_PROJECTILE, projectile_rect)
def clear(self) -> None:
self.tower_rect = None
self.projectiles = []
self.tower_start = None
@staticmethod
def _random_free_rect(room_rect: pygame.Rect, blocked_rects: list[pygame.Rect]) -> Optional[pygame.Rect]:
for _ in range(50):
x = random.randint(room_rect.left + tower_size, room_rect.right - tower_size * 2)
y = random.randint(room_rect.top + tower_size, room_rect.bottom - tower_size * 2)
rect = pygame.Rect(x, y, tower_size, tower_size)
if not any(rect.colliderect(blocked) for blocked in blocked_rects):
return rect
return None