Merge branch 'feat/map' into 'main'
feat: implement towers See merge request swd25-bootcamp/silent-fh!21
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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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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+65
-1
@@ -1,4 +1,6 @@
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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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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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]
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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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@@ -66,7 +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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@@ -121,6 +141,50 @@ 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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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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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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# Spieler ist im Gang
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return None
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if __name__ == "__main__":
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+157
@@ -0,0 +1,157 @@
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import pygame
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import random
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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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tower_size = 30
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projectile_size = 8
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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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class Tower:
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def __init__(self) -> None:
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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.tower_rect: pygame.Rect = None
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self.projectiles: list[dict] = []
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self.tower_start: int = None
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self.despawn_timer: int = None
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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/items/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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# soll Tower Feld an zufälliger freier Position im Raum spawnen
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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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y = random.randint(room_rect.top + tower_size, room_rect.bottom - tower_size * 2)
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rect = pygame.Rect(x, y, tower_size, tower_size)
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# freie Position finden - nicht auf dem Tisch oder blockierten Rects
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if not any(rect.colliderect(b) for b in blocked_rects):
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self.field_rect = rect
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return
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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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if not self.field.rect or self.tower.rect:
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return False
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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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ects.balance -= TOWER_COST
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self.tower_rect = self.field_rect
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self.field_rect = None
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self.tower_start = pygame.time.get_ticks()
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return True
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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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total_damage = 0
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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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if self.tower_rect and monster_rect:
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if now - self.last_shot >= fire_interval:
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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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distance = math.sqrt(dx * dx + dy * dy) or 1
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self.projectiles.append({
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"x": float(self.tower_rect.centerx),
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"y": float(self.tower_rect.centery),
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"vel_x": (dx / distance) * PROJECTILE_SPEED,
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"vel_y": (dy / distance) * PROJECTILE_SPEED,
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})
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self.last_shot = now
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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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p["x"] += p["vel_x"]
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p["y"] += p["vel_y"]
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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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self.projectiles.remove(p)
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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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self.tower_rect = None
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self.despawn_time = now
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self.projectiles = []
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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 now - self.despawn_time >= respawn_delay:
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self.spawn_field(room_rect, blocked_rects)
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self.despawn_time = None
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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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