Merge branch 'main' of git-iit.fh-joanneum.at:swd25-bootcamp/silent-fh into feat/shop-system

This commit is contained in:
Niklas Haiden
2026-05-08 17:17:18 +02:00
6 changed files with 372 additions and 12 deletions
+11 -4
View File
@@ -11,7 +11,7 @@ class Desk:
self.rect = pygame.Rect(self.x, self.y, DESK_WIDTH, DESK_HEIGHT)
try:
self.image = pygame.image.load("assets/furniture/desk.png").convert_alpha()
self.image = pygame.image.load("assets/furniture/table.png").convert_alpha()
# scale the sprite to match collision rect
self.image = pygame.transform.scale(self.image, (DESK_WIDTH, DESK_HEIGHT))
except Exception as e:
@@ -23,8 +23,15 @@ class Desk:
return self.rect.colliderect(player_rect)
# draw table - use sprite and as fallback a brown rect
def draw(self, screen):
def draw(self, screen: pygame.Surface, cam_x: int = 0, cam_y: int = 0):
# Kamera Offset beim zeichnen abziehen
draw_rect = pygame.Rect(
self.rect.x - cam_x,
self.rect.y - cam_y,
self.rect.width,
self.rect.height
)
if self.image:
screen.blit(self.image, self.rect)
screen.blit(self.image, draw_rect)
else:
pygame.draw.rect(screen, (193, 69, 19), self.rect)
pygame.draw.rect(screen, (193, 69, 19), draw_rect)
+38
View File
@@ -0,0 +1,38 @@
[
{
"name": "Niklas",
"ects": 55,
"time": "02:00",
"won": true
},
{
"name": "Anna",
"ects": 48,
"time": "01:35",
"won": true
},
{
"name": "Kevin",
"ects": 42,
"time": "01:58",
"won": true
},
{
"name": "Lena",
"ects": 35,
"time": "01:44",
"won": false
},
{
"name": "Lukas",
"ects": 20,
"time": "00:58",
"won": false
},
{
"name": "Max",
"ects": 12,
"time": "00:30",
"won": false
}
]
+92
View File
@@ -0,0 +1,92 @@
import json
class Highscore:
def __init__(self):
# fix path to json file with highscores
self.path = "./highscore.json"
# check if file already exists, otherwise create it
try:
with open(self.path, "r") as f:
pass
except FileNotFoundError:
self.save_scores([])
def load_scores(self):
"""
Will load the highscore json file.
:return: All scores form json file.
"""
with open(self.path, "r") as f:
return json.load(f)
def save_scores(self, scores):
"""
Write score data into json file. File will be overwritten.
:param scores: Scores to store in json highscore file.
:return: None.
"""
# save scores to file
with open(self.path, "w") as file:
json.dump(scores, file, indent=4)
def add_score(self, player_name, score_ects, time_survived, won):
"""
Add a new score to the list of existing scores from highscore file. The
number of entries is limited to 50.
:param player_name: Name of the player.
:param score_ects: Scored ECTS in game.
:param time_survived: Time survived in game.
:param won: Game won/lose.
:return: None.
"""
# load existing scores from file
scores = self.load_scores()
# assign values from new score and append to existing scores
new_score = {
"name": player_name,
"ects": score_ects,
"time": time_survived,
"won": won
}
scores.append(new_score)
# sort by ects descending
scores.sort(key=lambda score: score["ects"], reverse=True)
# keep only top 50 elements
scores = scores[:50]
self.save_scores(scores)
def get_top_scores(self):
"""
Get top 5 scores from highscore file.
:return: Return top 5 scores as list.
"""
scores = self.load_scores()
scores.sort(key=lambda score: score["ects"], reverse=True)
return scores[:5]
def get_top_scores_formatted(self):
"""
Get top 5 scores from highscore file in nice format.
:return: Return top 5 scores as formatted string in list.
"""
top_scores = self.get_top_scores()
formatted_scores = []
for index, score in enumerate(top_scores):
result = "PASSED" if score["won"] else "FAILED"
line = (
f"{index + 1}. {score['name']} | "
f"ECTS: {score['ects']} | "
f"Time: {score['time']} | "
f"Result: {result}"
)
formatted_scores.append(line)
return formatted_scores
+65 -1
View File
@@ -1,4 +1,6 @@
import pygame
from src.desk import Desk
from src.settings import DESK_WIDTH, DESK_HEIGHT
# Fenstergröße und Tile Größe (Felder)
tile_size = 30
@@ -54,6 +56,24 @@ class Map:
(49, 13, "Room 105")
]
# die Räume als Pixel-Rechtecke, Spalte und Zeile aus der Map * tile_size
# die Reihenfolge ist: x - y - breite - höhe | in Pixel
self.rooms: dict[str, pygame.Rect] = {
"Room 102": pygame.Rect(2 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
"Room 103": pygame.Rect(27 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
"Room 105": pygame.Rect(44 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
}
# soll automatisch einen Tisch ind er MItte des Raumes erstellen
self.desks: dict[str, list[Desk]] = {}
for room_name, room_rect in self.rooms.items():
# berechnet die Mitte des Raumes, zieht die Tischgröße ab, damit er wirklich zentriert ist
center_x = room_rect.centerx - DESK_WIDTH // 2
center_y = room_rect.centery - DESK_HEIGHT // 2
# erstell einen Tisch pro Raum und speichert ihn
self.desks[room_name] = [Desk(center_x, center_y)]
def get_tile(self, column: int, row: int):
@@ -66,7 +86,7 @@ class Map:
def is_accessible(self, column: int, row: int) -> bool:
# gibt True zurück, wenn der Spieler das Tile betreten darf
return self.get_tile(column, row) in ("R", "D,", "H", "S")
return self.get_tile(column, row) in ("R", "D", "H", "S")
# Funktion, um die Map zu erstellen
@@ -121,6 +141,50 @@ class Map:
# blit() fixiert den Text auf dem Bildschirm
surface.blit(font.render(text, True, color_text), (px, py))
# Desks werden gezeichnet
for desk_list in self.desks.values():
for desk in desk_list:
desk.draw(surface, cam_x, cam_y)
# Gibt ein Raum Rechteck zurück - zum Prüfen, ob eine gegebene Position im Raum ist
def get_room_rect(self, column: int, row: int):
# rechnet Tile Koordinaten in Pixel um
pixel_x = column * tile_size
pixel_y = row * tile_size
for room_rect in self.rooms.values():
# collidepoint prüft ob der Pixel-Punkt im Rechteck ist
if room_rect.collidepoint(pixel_x, pixel_y):
return room_rect
# return None, wenn Punkt in keinem Raum liegt (z.B. im Gang)
return None
# Gibt alle Tische im Raum zurück, damit keine Item-Spawns auf Tischen stattfinden
def get_desks_for_room(self, room_rect: pygame.Rect) -> list[Desk]:
for room_name, rect in self.rooms.items():
if rect == room_rect:
return self.desks[room_name]
# kein passender Raum gefunden
return []
# Gibt das Raum-Rechteck zurück, in dem sich der Spieler gerade befindet
# Gilt um zu wissen, ob der Spieler im Raum ist wegen den Item spawns
def get_current_room(self, player_rect: pygame.Rect) -> pygame.Rect:
for room_rect in self.rooms.values():
if room_rect.colliderect(player_rect):
return room_rect
# Spieler ist im Gang
return None
if __name__ == "__main__":
+9 -7
View File
@@ -1,12 +1,11 @@
# --- DESK ---
from typing import Mapping, Literal, Tuple
from src.map import tile_size
# --- DESK ---
DESK_WIDTH = 70
DESK_HEIGHT = 40
# --- DOOR ---
DOOR_WIDTH = 20
DOOR_HEIGHT = 100
@@ -14,14 +13,15 @@ DOOR_BORDER_WIDTH = 3
COLOR_DOOR_BEIGE = (245, 245, 220)
COLOR_DOOR_BORDER = (100, 90, 80)
COLOR_HP_BAR_GREEN = (0, 255, 0)
COLOR_HP_BAR_BG = (50, 50, 50)
# --- PLAYER ---
# Players Constants / Settings
# Valid movement/animation directions.
Direction = Literal["down", "left", "right", "up"]
# --- SPRITE ---
# Sprite files are grouped by direction.
# Example: "down" uses sprite_01.png, sprite_02.png, sprite_03.png.
DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
@@ -31,11 +31,11 @@ DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
"up": (10, 11, 12),
}
# Default drawing size and animation speed.
DEFAULT_SPRITE_HEIGHT: int = 138
DEFAULT_FRAME_TIME: float = 0.16
# --- ECTS ---
START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
ECTS_UPDATE_INTERVAL = 1000 # time in ms (1000 = 1 sec)
@@ -50,17 +50,19 @@ COLOR_BUTTON_HOVER = (200, 255, 0)
# --- STARTSCREEN ---
COLOR_STARTSCREEN_BACKGROUND = ((0, 0, 0))
COLOR_STARTSCREEN_BACKGROUND = (0, 0, 0)
COLOR_STARTSCREEN_FONT_TITLE = (0, 255, 0)
COLOR_STARTSCREEN_FONT_LABEL = (0, 255, 255)
# --- ENDSCREEN ---
COLOR_ENDSCREEN_BACKGROUND = ((0, 0, 0))
COLOR_ENDSCREEN_BACKGROUND = (0, 0, 0)
COLOR_ENDSCREEN_TEXT = (255, 255, 255)
COLOR_ENDSCREEN_WIN = (0, 255, 0)
COLOR_ENDSCREEN_LOSE = (255, 0, 0)
FONT_ENDSCREEN = "Arial"
# --- COFFEE ---
COFFEE_COST = 30
COFFEE_HEAL_VALUE = 30
+157
View File
@@ -0,0 +1,157 @@
import pygame
import random
import math
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
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.projectiles: list[dict] = []
self.tower_start: int = None
self.despawn_timer: int = None
self.last_shot: int = 0
# Sprite laden für den Tower
try:
self.tower_image = pygame.image.load("assets/items/tower.png").convert_alpha()
self.tower_image = pygame.transform.scale(self.tower_image, (tower_size, tower_size))
except Exception as e:
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)
# 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_build(self, player_rect: pygame.Rect, keys: pygame.key.ScancodeWrapper, ects):
# 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
ects.balance -= TOWER_COST
self.tower_rect = self.field_rect
self.field_rect = None
self.tower_start = pygame.time.get_ticks()
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]):
# 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)
# 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
dy = monster_rect.centery - self.tower_rect.centery
distance = math.sqrt(dx * dx + dy * dy) or 1
self.projectiles.append({
"x": float(self.tower_rect.centerx),
"y": float(self.tower_rect.centery),
"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"]
if monster_rect and pygame.Rect(int(p["x"]), int(p["y"]), projectile_size, projectile_size).colliderect(monster_rect):
total_damage += PROJECTILE_DMG
self.projectiles.remove(p)
# 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
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)
# 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)
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