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