tower sprite, timer, projectiles, all clear
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+47
-2
@@ -15,11 +15,19 @@ class Tower:
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# Feld und Tower -> None wenn nicht aktiv
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# Feld und Tower -> None wenn nicht aktiv
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self.field_rect: 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.tower_rect: pygame.Rect = None
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self.projectiles: list[dict] = None
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self.projectiles: list[dict] = []
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self.tower_start: int = None
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self.tower_start: int = None
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self.despawn_timer: 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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try:
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self.tower_image = pygame.image.load("assets/furniture/tower.png").convert_alpha()
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self.tower_image = pygame.transform.scale(self.tower_image, (tower_size, tower_size))
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except Exception as e:
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print(f"Error loading tower sprite: {e}")
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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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def field_spawn(self, room_rect: pygame.Rect, blocked_rects: list[pygame.Rect]):
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# soll Tower Feld an zufälliger freier Position im Raum spawnen
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# soll Tower Feld an zufälliger freier Position im Raum spawnen
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for i in range(50):
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for i in range(50):
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@@ -81,7 +89,7 @@ class Tower:
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# wenn der Tower abgelaufen ist, soll er despawnen und ein Timer starten
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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.tower_rect = None
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self.despawn_timer = now
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self.despawn_time = now
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self.projectiles = []
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self.projectiles = []
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# ein neues Feld soll spawnen nach dem Respawn Delay
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# ein neues Feld soll spawnen nach dem Respawn Delay
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@@ -93,6 +101,43 @@ class Tower:
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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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# 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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r = pygame.Rect(self.tower_rect.x - cam_x, self.tower_rect.y - cam_y, tower_size, tower_size)
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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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if self.tower_image:
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surface.blit(self.tower_image, r)
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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, (80, 220, 120), r, 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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