Merge branch 'main' of git-iit.fh-joanneum.at:swd25-bootcamp/silent-fh into feat/shop-system
This commit is contained in:
+11
-4
@@ -11,7 +11,7 @@ class Desk:
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self.rect = pygame.Rect(self.x, self.y, DESK_WIDTH, DESK_HEIGHT)
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self.rect = pygame.Rect(self.x, self.y, DESK_WIDTH, DESK_HEIGHT)
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try:
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try:
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self.image = pygame.image.load("assets/furniture/desk.png").convert_alpha()
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self.image = pygame.image.load("assets/furniture/table.png").convert_alpha()
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# scale the sprite to match collision rect
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# scale the sprite to match collision rect
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self.image = pygame.transform.scale(self.image, (DESK_WIDTH, DESK_HEIGHT))
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self.image = pygame.transform.scale(self.image, (DESK_WIDTH, DESK_HEIGHT))
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except Exception as e:
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except Exception as e:
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@@ -23,8 +23,15 @@ class Desk:
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return self.rect.colliderect(player_rect)
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return self.rect.colliderect(player_rect)
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# draw table - use sprite and as fallback a brown rect
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# draw table - use sprite and as fallback a brown rect
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def draw(self, screen):
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def draw(self, screen: pygame.Surface, cam_x: int = 0, cam_y: int = 0):
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# Kamera Offset beim zeichnen abziehen
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draw_rect = pygame.Rect(
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self.rect.x - cam_x,
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self.rect.y - cam_y,
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self.rect.width,
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self.rect.height
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)
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if self.image:
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if self.image:
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screen.blit(self.image, self.rect)
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screen.blit(self.image, draw_rect)
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else:
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else:
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pygame.draw.rect(screen, (193, 69, 19), self.rect)
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pygame.draw.rect(screen, (193, 69, 19), draw_rect)
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@@ -0,0 +1,38 @@
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[
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{
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"name": "Niklas",
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"ects": 55,
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"time": "02:00",
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"won": true
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},
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{
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"name": "Anna",
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"ects": 48,
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"time": "01:35",
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"won": true
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},
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{
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"name": "Kevin",
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"ects": 42,
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"time": "01:58",
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"won": true
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},
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{
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"name": "Lena",
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"ects": 35,
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"time": "01:44",
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"won": false
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},
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{
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"name": "Lukas",
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"ects": 20,
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"time": "00:58",
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"won": false
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},
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{
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"name": "Max",
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"ects": 12,
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"time": "00:30",
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"won": false
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}
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]
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@@ -0,0 +1,92 @@
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import json
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class Highscore:
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def __init__(self):
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# fix path to json file with highscores
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self.path = "./highscore.json"
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# check if file already exists, otherwise create it
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try:
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with open(self.path, "r") as f:
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pass
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except FileNotFoundError:
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self.save_scores([])
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def load_scores(self):
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"""
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Will load the highscore json file.
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:return: All scores form json file.
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"""
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with open(self.path, "r") as f:
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return json.load(f)
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def save_scores(self, scores):
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"""
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Write score data into json file. File will be overwritten.
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:param scores: Scores to store in json highscore file.
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:return: None.
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"""
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# save scores to file
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with open(self.path, "w") as file:
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json.dump(scores, file, indent=4)
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def add_score(self, player_name, score_ects, time_survived, won):
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"""
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Add a new score to the list of existing scores from highscore file. The
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number of entries is limited to 50.
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:param player_name: Name of the player.
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:param score_ects: Scored ECTS in game.
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:param time_survived: Time survived in game.
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:param won: Game won/lose.
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:return: None.
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"""
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# load existing scores from file
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scores = self.load_scores()
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# assign values from new score and append to existing scores
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new_score = {
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"name": player_name,
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"ects": score_ects,
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"time": time_survived,
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"won": won
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}
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scores.append(new_score)
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# sort by ects descending
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scores.sort(key=lambda score: score["ects"], reverse=True)
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# keep only top 50 elements
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scores = scores[:50]
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self.save_scores(scores)
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def get_top_scores(self):
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"""
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Get top 5 scores from highscore file.
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:return: Return top 5 scores as list.
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"""
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scores = self.load_scores()
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scores.sort(key=lambda score: score["ects"], reverse=True)
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return scores[:5]
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def get_top_scores_formatted(self):
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"""
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Get top 5 scores from highscore file in nice format.
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:return: Return top 5 scores as formatted string in list.
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"""
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top_scores = self.get_top_scores()
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formatted_scores = []
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for index, score in enumerate(top_scores):
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result = "PASSED" if score["won"] else "FAILED"
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line = (
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f"{index + 1}. {score['name']} | "
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f"ECTS: {score['ects']} | "
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f"Time: {score['time']} | "
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f"Result: {result}"
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)
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formatted_scores.append(line)
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return formatted_scores
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+65
-1
@@ -1,4 +1,6 @@
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import pygame
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import pygame
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from src.desk import Desk
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from src.settings import DESK_WIDTH, DESK_HEIGHT
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# Fenstergröße und Tile Größe (Felder)
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# Fenstergröße und Tile Größe (Felder)
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tile_size = 30
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tile_size = 30
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@@ -54,6 +56,24 @@ class Map:
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(49, 13, "Room 105")
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(49, 13, "Room 105")
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]
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]
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# die Räume als Pixel-Rechtecke, Spalte und Zeile aus der Map * tile_size
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# die Reihenfolge ist: x - y - breite - höhe | in Pixel
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self.rooms: dict[str, pygame.Rect] = {
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"Room 102": pygame.Rect(2 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
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"Room 103": pygame.Rect(27 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
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"Room 105": pygame.Rect(44 * tile_size, 2 * tile_size, 15 * tile_size, 10 * tile_size),
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}
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# soll automatisch einen Tisch ind er MItte des Raumes erstellen
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self.desks: dict[str, list[Desk]] = {}
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for room_name, room_rect in self.rooms.items():
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# berechnet die Mitte des Raumes, zieht die Tischgröße ab, damit er wirklich zentriert ist
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center_x = room_rect.centerx - DESK_WIDTH // 2
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center_y = room_rect.centery - DESK_HEIGHT // 2
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# erstell einen Tisch pro Raum und speichert ihn
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self.desks[room_name] = [Desk(center_x, center_y)]
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def get_tile(self, column: int, row: int):
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def get_tile(self, column: int, row: int):
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@@ -66,7 +86,7 @@ class Map:
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def is_accessible(self, column: int, row: int) -> bool:
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def is_accessible(self, column: int, row: int) -> bool:
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# gibt True zurück, wenn der Spieler das Tile betreten darf
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# gibt True zurück, wenn der Spieler das Tile betreten darf
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return self.get_tile(column, row) in ("R", "D,", "H", "S")
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return self.get_tile(column, row) in ("R", "D", "H", "S")
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# Funktion, um die Map zu erstellen
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# Funktion, um die Map zu erstellen
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@@ -121,6 +141,50 @@ class Map:
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# blit() fixiert den Text auf dem Bildschirm
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# blit() fixiert den Text auf dem Bildschirm
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surface.blit(font.render(text, True, color_text), (px, py))
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surface.blit(font.render(text, True, color_text), (px, py))
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# Desks werden gezeichnet
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for desk_list in self.desks.values():
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for desk in desk_list:
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desk.draw(surface, cam_x, cam_y)
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# Gibt ein Raum Rechteck zurück - zum Prüfen, ob eine gegebene Position im Raum ist
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def get_room_rect(self, column: int, row: int):
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# rechnet Tile Koordinaten in Pixel um
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pixel_x = column * tile_size
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pixel_y = row * tile_size
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for room_rect in self.rooms.values():
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# collidepoint prüft ob der Pixel-Punkt im Rechteck ist
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if room_rect.collidepoint(pixel_x, pixel_y):
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return room_rect
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# return None, wenn Punkt in keinem Raum liegt (z.B. im Gang)
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return None
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# Gibt alle Tische im Raum zurück, damit keine Item-Spawns auf Tischen stattfinden
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def get_desks_for_room(self, room_rect: pygame.Rect) -> list[Desk]:
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for room_name, rect in self.rooms.items():
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if rect == room_rect:
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return self.desks[room_name]
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# kein passender Raum gefunden
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return []
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# Gibt das Raum-Rechteck zurück, in dem sich der Spieler gerade befindet
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|
# Gilt um zu wissen, ob der Spieler im Raum ist wegen den Item spawns
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|
def get_current_room(self, player_rect: pygame.Rect) -> pygame.Rect:
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|
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|
for room_rect in self.rooms.values():
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|
if room_rect.colliderect(player_rect):
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return room_rect
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|
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|
# Spieler ist im Gang
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|
return None
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|
|
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|
|
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|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
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|
|
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+9
-7
@@ -1,12 +1,11 @@
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# --- DESK ---
|
|
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from typing import Mapping, Literal, Tuple
|
from typing import Mapping, Literal, Tuple
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|
|
||||||
from src.map import tile_size
|
from src.map import tile_size
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|
|
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|
# --- DESK ---
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||||||
DESK_WIDTH = 70
|
DESK_WIDTH = 70
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||||||
DESK_HEIGHT = 40
|
DESK_HEIGHT = 40
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||||||
|
|
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|
|
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# --- DOOR ---
|
# --- DOOR ---
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||||||
DOOR_WIDTH = 20
|
DOOR_WIDTH = 20
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DOOR_HEIGHT = 100
|
DOOR_HEIGHT = 100
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@@ -14,14 +13,15 @@ DOOR_BORDER_WIDTH = 3
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|
|
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COLOR_DOOR_BEIGE = (245, 245, 220)
|
COLOR_DOOR_BEIGE = (245, 245, 220)
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COLOR_DOOR_BORDER = (100, 90, 80)
|
COLOR_DOOR_BORDER = (100, 90, 80)
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COLOR_HP_BAR_GREEN = (0, 255, 0)
|
|
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COLOR_HP_BAR_BG = (50, 50, 50)
|
|
||||||
|
|
||||||
|
|
||||||
|
# --- PLAYER ---
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||||||
# Players Constants / Settings
|
# Players Constants / Settings
|
||||||
# Valid movement/animation directions.
|
# Valid movement/animation directions.
|
||||||
Direction = Literal["down", "left", "right", "up"]
|
Direction = Literal["down", "left", "right", "up"]
|
||||||
|
|
||||||
|
|
||||||
|
# --- SPRITE ---
|
||||||
# Sprite files are grouped by direction.
|
# Sprite files are grouped by direction.
|
||||||
# Example: "down" uses sprite_01.png, sprite_02.png, sprite_03.png.
|
# Example: "down" uses sprite_01.png, sprite_02.png, sprite_03.png.
|
||||||
DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
|
DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
|
||||||
@@ -31,11 +31,11 @@ DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
|
|||||||
"up": (10, 11, 12),
|
"up": (10, 11, 12),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
# Default drawing size and animation speed.
|
# Default drawing size and animation speed.
|
||||||
DEFAULT_SPRITE_HEIGHT: int = 138
|
DEFAULT_SPRITE_HEIGHT: int = 138
|
||||||
DEFAULT_FRAME_TIME: float = 0.16
|
DEFAULT_FRAME_TIME: float = 0.16
|
||||||
|
|
||||||
|
|
||||||
# --- ECTS ---
|
# --- ECTS ---
|
||||||
START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
|
START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
|
||||||
ECTS_UPDATE_INTERVAL = 1000 # time in ms (1000 = 1 sec)
|
ECTS_UPDATE_INTERVAL = 1000 # time in ms (1000 = 1 sec)
|
||||||
@@ -50,17 +50,19 @@ COLOR_BUTTON_HOVER = (200, 255, 0)
|
|||||||
|
|
||||||
|
|
||||||
# --- STARTSCREEN ---
|
# --- STARTSCREEN ---
|
||||||
COLOR_STARTSCREEN_BACKGROUND = ((0, 0, 0))
|
COLOR_STARTSCREEN_BACKGROUND = (0, 0, 0)
|
||||||
COLOR_STARTSCREEN_FONT_TITLE = (0, 255, 0)
|
COLOR_STARTSCREEN_FONT_TITLE = (0, 255, 0)
|
||||||
COLOR_STARTSCREEN_FONT_LABEL = (0, 255, 255)
|
COLOR_STARTSCREEN_FONT_LABEL = (0, 255, 255)
|
||||||
|
|
||||||
|
|
||||||
# --- ENDSCREEN ---
|
# --- ENDSCREEN ---
|
||||||
COLOR_ENDSCREEN_BACKGROUND = ((0, 0, 0))
|
COLOR_ENDSCREEN_BACKGROUND = (0, 0, 0)
|
||||||
COLOR_ENDSCREEN_TEXT = (255, 255, 255)
|
COLOR_ENDSCREEN_TEXT = (255, 255, 255)
|
||||||
COLOR_ENDSCREEN_WIN = (0, 255, 0)
|
COLOR_ENDSCREEN_WIN = (0, 255, 0)
|
||||||
COLOR_ENDSCREEN_LOSE = (255, 0, 0)
|
COLOR_ENDSCREEN_LOSE = (255, 0, 0)
|
||||||
FONT_ENDSCREEN = "Arial"
|
FONT_ENDSCREEN = "Arial"
|
||||||
|
|
||||||
|
|
||||||
# --- COFFEE ---
|
# --- COFFEE ---
|
||||||
COFFEE_COST = 30
|
COFFEE_COST = 30
|
||||||
COFFEE_HEAL_VALUE = 30
|
COFFEE_HEAL_VALUE = 30
|
||||||
|
|||||||
+157
@@ -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
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Reference in New Issue
Block a user