troubleshooting, adding desks in the map
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+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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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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self.image = pygame.transform.scale(self.image, (DESK_WIDTH, DESK_HEIGHT))
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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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# 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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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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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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+13
-6
@@ -59,17 +59,17 @@ class Map:
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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, 17 * tile_size, 10 * tile_size),
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"Room 103": pygame.Rect(21 * tile_size, 2 * tile_size, 17 * tile_size, 10 * tile_size),
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"Room 105": pygame.Rect(40 * tile_size, 2 * tile_size, 17 * tile_size, 10 * tile_size),
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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.center_x - DESK_WIDTH // 2
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center_y = room_rect.center_y - DESK_HEIGHT // 2
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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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@@ -86,7 +86,7 @@ class Map:
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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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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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@@ -141,6 +141,13 @@ class Map:
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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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# 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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