Merge branch 'main' into feat/endscreen
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@@ -1,10 +1,12 @@
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from turtledemo.lindenmayer import draw
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import pygame
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import pygame
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import random
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import random
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import math
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import math
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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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tower_size = 30 # Größe Tower Feld in Pixel
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projectile_size = 8
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projectile_size = 8 # Größe Projektil in Pixel
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fire_interval = 1000 # ms zwischen Schüssen
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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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respawn_delay = 10000 # ms bis neues Feld spawnt
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@@ -13,11 +15,17 @@ respawn_delay = 10000 # ms bis neues Feld spawnt
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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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# Feld und Tower -> None wenn nicht aktiv
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# Position interagierbares Feld
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self.field_rect: pygame.Rect = None
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self.field_rect: pygame.Rect = None
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#Position des gebauten Tower
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self.tower_rect: pygame.Rect = None
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self.tower_rect: pygame.Rect = None
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# Lister aller aktiven Projektile - dict mit Position und Geschwindigkeit
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self.projectiles: list[dict] = []
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self.projectiles: list[dict] = []
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# Zeitpunkt, wann der Tower gebaut wurde
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self.tower_start: int = None
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self.tower_start: int = None
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# Zeitpunkt, wann Tower despawnt ist
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self.despawn_timer: int = None
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self.despawn_timer: int = None
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# Zeitpunkt des letzten Schusses
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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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@@ -28,8 +36,17 @@ 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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# Sprite laden für Projektil
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try:
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self.projectile_image = pygame.image.load("assets/items/book.png").convert_alpha()
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self.projectile_image = pygame.transform.scale(self.projectile_image, (projectile_size, projectile_size))
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except Exception as e:
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print(f"Error loading projectile sprite: {e}")
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self.tower_image = None
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# soll interaktives Tower Feld an zufälliger freier Position im Raum spawnen
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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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# versucht bis zu 50 mal, eine nicht belegte Stelle im Raum zu finden
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for i in range(50):
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for i 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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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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y = random.randint(room_rect.top + tower_size, room_rect.bottom - tower_size * 2)
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@@ -40,34 +57,42 @@ class Tower:
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self.field_rect = rect
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self.field_rect = rect
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return
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return
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# Baut Tower wenn Spieler E drückt, auf Feld steht und genug ects hat
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def try_build(self, player_rect: pygame.Rect, keys: pygame.key.ScancodeWrapper, ects):
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def try_build(self, player_rect: pygame.Rect, keys: pygame.key.ScancodeWrapper, ects):
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# Baut Tower wenn Spieler E drückt, auf Feld steht und genug ects hat
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# bricht ab wenn kein Feld vorhanden ist oder ein Tower bereits aktiv ist
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if not self.field.rect or self.tower.rect:
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if not self.field_rect or self.tower_rect:
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return False
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return False
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# prüft alle Bedingungen gleichzeitig
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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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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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return False
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# ECTS abziehen und Tower bauen
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ects.balance -= TOWER_COST
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ects.balance -= TOWER_COST
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self.tower_rect = self.field_rect
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self.tower_rect = self.field_rect
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self.field_rect = None
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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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return True
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return True
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# ruft jeden Frame auf und gibt den Schaden auf Monster zurück
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# verwaltet Schüsse, Projektile, Tower-Leben und Respawn
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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(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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# 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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# versucht, den Tower zu bauen wenn der Spieler auf dem Feld steht
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self.try_build(player_rect, keys, ects)
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self.try_build(player_rect, keys, ects)
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# schießen dann, wenn Tower und Monster vorhanden sind
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# schießen dann, wenn Tower aktiv 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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#berechnet Richtungsvektor vom Tower zum Monster
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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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dy = monster_rect.centery - self.tower_rect.centery
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dy = monster_rect.centery - self.tower_rect.centery
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distance = math.sqrt(dx * dx + dy * dy) or 1
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distance = math.sqrt(dx * dx + dy * dy) or 1
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# fügt neues Projektil mit Startposition und Geschwindigkeit hinzu
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self.projectiles.append({
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self.projectiles.append({
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"x": float(self.tower_rect.centerx),
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"x": float(self.tower_rect.centerx),
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"y": float(self.tower_rect.centery),
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"y": float(self.tower_rect.centery),
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@@ -78,10 +103,11 @@ class Tower:
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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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# Bewegung der Projektile und Kollision mit Monster prüfen
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for p in self.projectiles[:]:
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for p in self.projectiles[:]: # [:] = Kopie der Liste, dass man sicher löschen kann
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p["x"] += p["vel_x"]
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p["x"] += p["vel_x"]
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p["y"] += p["vel_y"]
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p["y"] += p["vel_y"]
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# Projektil trifft auf Monster -> Schaden wird addiert und Projektil entfernt
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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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if monster_rect and pygame.Rect(int(p["x"]), int(p["y"]), projectile_size, projectile_size).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(p)
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@@ -95,12 +121,13 @@ class Tower:
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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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if not self.tower_rect and not self.field_rect and self.despawn_time:
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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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if now - self.despawn_time >= respawn_delay:
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self.spawn_field(room_rect, blocked_rects)
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self.field_spawn(room_rect, blocked_rects)
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self.despawn_time = None
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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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# Zeichnet Feld, Tower und Projektile auf dem Bildschirm
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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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# Feld zeichnen - goldenes Rechteck mit "T" als Hinweis
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if self.field_rect:
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if self.field_rect:
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@@ -117,20 +144,32 @@ class Tower:
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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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# Sprite verfügbar -> zeichnen
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surface.blit(self.tower_image, r)
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surface.blit(self.tower_image, r)
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else:
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else:
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# kein Sprite -> Fallback grünes Rechteck
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pygame.draw.rect(surface, (40, 160, 80), r)
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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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pygame.draw.rect(surface, (80, 220, 120), r, 2)
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# Restzeit der Tower über dem Sprite anzeigen
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# Restzeit der Tower über dem Sprite anzeigen (in Sekunden)
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surface.blit(font.render(str(sec), True, (255, 255, 255)), (r.x + 8, r.y - 18))
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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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# alle aktiven Projektile zeichnen als Prite oder Fallback als kleine Rechtecke
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for p in self.projectiles:
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for p in self.projectiles:
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draw_x = int(p["x"]) - cam_x
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draw_y = int(p["y"]) - cam_y
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if self.projectile_image:
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# zeichnet Buch Sprite
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surface.blit(self.projectile_image, (draw_x, draw_y))
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else:
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# Fallback - gelbes Rechteck
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pygame.draw.rect(surface, COLOR_PROJECTILE,
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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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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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# alles zurücksetzen, wenn der Raum verlassen wird
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def clear(self) -> None:
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def clear(self) -> None:
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self.field_rect = None
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self.field_rect = None
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