Files
silent-fh/src/item.py
T
Berger Lena f52ef23e6c feat: item
- Add logic to spawn items at random intervals
- Add mechanic to collect items with 'E' key
- Refactor _random_position to a  function
2026-05-08 16:23:02 +02:00

133 lines
4.2 KiB
Python

import pygame
import random
from src.settings import (
ITEM_SPAWN_INTERVAL, ITEM_SHOPPING_TIMER, ITEM_SIZE,
COLOR_HP_BAR_YELLOW, COLOR_HP_BAR_BG
)
class Item:
def __init__(self, x, y, item_type):
self.x = x
self.y = y
self.item_type = item_type
# collision rect for player (2 times item size for width and height)
self.rect = pygame.Rect(self.x, self.y, ITEM_SIZE, ITEM_SIZE)
# timer to store time when item appeared
self.spawn_time = pygame.time.get_ticks()
# try to load sprite with item type
try:
path = f"assets/items/{item_type}.png"
self.image = pygame.image.load(path).convert_alpha()
self.image = pygame.transform.scale(self.image, (ITEM_SIZE, ITEM_SIZE))
except Exception as e:
print(f"Error loading item sprite {item_type}: {e}")
self.image = None
# to check if the time ran out to buy the item
def is_expired(self):
return pygame.time.get_ticks() - self.spawn_time >= ITEM_SHOPPING_TIMER
# cam offset to convert world coordinates to screen coordinates
def draw(self, screen, cam_x, cam_y):
draw_x = self.x - cam_x
draw_y = self.y - cam_y
if self.image is not None:
screen.blit(self.image, (draw_x, draw_y))
else:
# fallback using settings colors
# coffee brown, beer yellow
if self.item_type == "coffee":
color = (120, 70, 30)
else:
color = COLOR_HP_BAR_YELLOW
draw_rect = (draw_x, draw_y, ITEM_SIZE, ITEM_SIZE)
pygame.draw.rect(screen, color, draw_rect)
pygame.draw.rect(screen, COLOR_HP_BAR_BG, draw_rect, 2)
# try 50 times to find a free position to spawn item
def _random_position(room_rect, blocked_rects):
attempts = 0
max_attempts = 50
while attempts < max_attempts:
# generate random x/y coordinates with room boundaries
# * 2 to have a margin to walls
x = random.randint(room_rect.left + ITEM_SIZE, room_rect.right - ITEM_SIZE * 2)
y = random.randint(room_rect.top + ITEM_SIZE, room_rect.bottom - ITEM_SIZE * 2)
# create a rect at this position for testing collision
test_rect = pygame.Rect(x, y, ITEM_SIZE, ITEM_SIZE)
blocked = False
for b in blocked_rects:
if test_rect.colliderect(b):
blocked = True
break
# if position is not blocked, return the position
if not blocked:
return x, y
attempts += 1
# no spot after 50 attempts -> return
return None
class ItemManager:
def __init__(self):
self.items = []
self.last_spawn_time = pygame.time.get_ticks()
# remove expired items and spawn new ones
def update(self, room_rect, blocked_rects):
now = pygame.time.get_ticks()
remaining_items = []
for item in self.items:
if item.is_expired() == False:
remaining_items.append(item)
# replace the old list with the new temp_list
self.items = remaining_items
# spawn logic for new items
if room_rect is not None:
if now - self.last_spawn_time >= ITEM_SPAWN_INTERVAL:
pos = _random_position(room_rect, blocked_rects)
if pos is not None:
x, y = pos
item_type = random.choice(["coffee", "beer"])
self.items.append(Item(x, y, item_type))
self.last_spawn_time = now
# check if player press "e" to buy
def check_collect(self, player_rect, keys):
if keys[pygame.K_e]:
for item in self.items:
if player_rect.colliderect(item.rect):
return item
return None
# delete item from list after buying it
def remove_item(self, item):
if item in self.items:
self.items.remove(item)
# draw all active items
def draw(self, screen, cam_x, cam_y):
for item in self.items:
item.draw(screen, cam_x, cam_y)
# clear items when changing room
def clear(self):
self.items = []
self.last_spawn_time = pygame.time.get_ticks()